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overloaded casting question

Hi. Im just wondering what the syntax to overload a casting operator
is. For example, i have

struct Point {
float x,y,z;
};

struct Vector {
float a,b,c;
};

and i want to be able to do somthing like

Point p;
Vector v;

((Point)v).x++;

thanks

Jul 23 '05
14 1424
lilburne wrote:
laniik wrote:
hm. just out of curosity, why do you advise against it. Really, the
reason is not so i can rename the variables, that was just an example
of what they do. The reason i would want to do that is because i often
find myself wanting to perform vector functions on points:

example.

Vector v;
Point p;

v.a=p.x;
v.b=p.y;
v.c=p.z;

Vector::normali ze(v);

where really i would like to remove the need of those 3 lines, and have

Vector::normali ze((Vector)p);

for example.


Points and vectors are our stock in trade. Most of the time we don't
have any real problems with keeping them seperate and converting a Point
to a Vector and back again as needed, besides our vector class has a
cached length too. Heck we even have a UnitVector class too. For us the
important thing is clarity in the code, and a minimal use of casting. If
we really need to get jiggywithit these things get converted to raw arrays.


For the initial example given by the OP, we can keep Vector and Point
classes as separate types, whilst still avoiding the need for casts, by
having them implement an interface.

That is, both class can inherit a pure abstract class.

class ICoordinate {
public:

double x() = 0;
double y() = 0;
double z() = 0;

}

class Point : public ICoordinate {
public:

double x();
double y();
double z();
Vector release();
};

class Vector : public ICoordinate {
public:

double x() { return i(); )
double y() { return j(); }
double z() { return K(); }

double i();
double j();
double k();
Point anchor();
};

The code that would have needed to cast a Vector to a Point, would
actually use a pointer/reference of type ICoordinate, and simply call
the appropriate interface method.
It doesn't address how we access Point or Vector specific methods like
Point::anchor() or Vector::release (), but these methods are not the same
so it would not be appropriate to use an Interface for them.

Andrew
Jul 23 '05 #11
hm ok thanks for the advice. i will reconsider implementing what was
originally just an attempt to save three lines of code and a little
curosity.

so now I have a new (totally unrelated) question:
say have 2 classes

struct BLAHG {
float erg,gha,moo;
}

struct OOGA {
float roo, hak, mup;
}

and i want to do a cast

OOGA o;
BLAHG b;

(BLAHG)o

where it maps the respective internal elements.

how would i do that? : P

Jul 23 '05 #12
laniik wrote:
hm ok thanks for the advice. i will reconsider implementing what was
originally just an attempt to save three lines of code
I think this may be the cause of your problem. You may be removing the 3
lines of code within the classes, but how many lines of cast code would
you be implementing.

Don't think about saving three lines of code, its better to think about
the design. Once you do this, any duplication (in this case the
Casting) would be removed anyway.

and a little curosity.

so now I have a new (totally unrelated) question:
From a design point of view, this appears to be the same question.
say have 2 classes

struct BLAHG {
float erg,gha,moo;
}

struct OOGA {
float roo, hak, mup;
}

and i want to do a cast

OOGA o;
BLAHG b;

(BLAHG)o

where it maps the respective internal elements.

how would i do that? : P

Jul 23 '05 #13
laniik wrote:
hm ok thanks for the advice. i will reconsider implementing what was
originally just an attempt to save three lines of code and a little
curosity.

so now I have a new (totally unrelated) question:
say have 2 classes

struct BLAHG {
float erg,gha,moo;
}

struct OOGA {
float roo, hak, mup;
}

and i want to do a cast

OOGA o;
BLAHG b;

(BLAHG)o

where it maps the respective internal elements.

how would i do that? : P


You could use reintpret_cast< T*> or reinterpret_cas t<T&> or
and old style C cast. But you really don't want to do that.
The problem is that over time BLAGH nearly always turns into
BLAGH1 and OOGA nearly always turns into OOGA1. As the old
80s saying went:

"The world could end due to a misplaced typecast!"
Jul 23 '05 #14
Andrew McDonagh wrote:


It doesn't address how we access Point or Vector specific methods like
Point::anchor() or Vector::release (), but these methods are not the same
so it would not be appropriate to use an Interface for them.


I think that is exactly what the OP wants to do. He wants to
perform operations from disparate classes based on
commonality of implementation details.

Jul 23 '05 #15

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