Hi,
assume this situation:
class primitive
{
virtual void IsPointInside() =NULL;
};
class sphere : public primitive
{ ... };
class tetrahedron : public primitive
{ ... };
std::vector<sphere > v_sphere;
std::vector<tetrahedron> v_tetrahedron;
// Can I do this:
std::vector<primitive*> v_pPrimitives;
for(i=v_sphere.begin; i!=v_sphere.end(); ++i)
v_pPrimitives.push_back(&*i);
....
// and call the v_pPrimitives[i].IsPointInside(); ??
<head scratch>
I can't store different types in a single array, but I can store their
pointers, no!?
--
-Gernot
int main(int argc, char** argv) {printf
("%silto%c%cf%cgl%ssic%ccom%c", "ma", 58, 'g', 64, "ba", 46, 10);}
________________________________________
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GLBasic - you can do www.GLBasic.com 13 1198
"Gernot Frisch" <Me@Privacy.net> wrote in message
news:2u*************@uni-berlin.de... Hi,
assume this situation:
class primitive { virtual void IsPointInside() =NULL;
NULL isn't guaranteed to be 0, so
virtual void IsPointInside() = 0 ;
}; class sphere : public primitive { ... }; class tetrahedron : public primitive { ... };
std::vector<sphere > v_sphere; std::vector<tetrahedron> v_tetrahedron;
// Can I do this:
std::vector<primitive*> v_pPrimitives; for(i=v_sphere.begin; i!=v_sphere.end(); ++i) v_pPrimitives.push_back(&*i); ...
// and call the v_pPrimitives[i].IsPointInside(); ??
v_pPrimitives[i]->IsPointInside(); <head scratch>
I can't store different types in a single array, but I can store their pointers, no!?
Well I would say that all you are storing is primitive*, but since those
primitive* will be pointing to objects whose type derives from primitive you
can use the usual virtual function mechanism.
It's really no different to this
primitive* p = new sphere();
p->IsPointInside();
john
"Gernot Frisch" <Me@Privacy.net> wrote in message Hi,
assume this situation:
class primitive { virtual void IsPointInside() =NULL; }; class sphere : public primitive { ... }; class tetrahedron : public primitive { ... };
std::vector<sphere > v_sphere; std::vector<tetrahedron> v_tetrahedron;
// Can I do this:
std::vector<primitive*> v_pPrimitives; for(i=v_sphere.begin; i!=v_sphere.end(); ++i)
i=v_sphere.begin()
v_pPrimitives.push_back(&*i);
... // and call the v_pPrimitives[i].IsPointInside(); ??
v_pPrimitives[i]->IsPointInside()
I don't see any problem now.
Sharad It's really no different to this
primitive* p = new sphere(); p->IsPointInside();
One second... Then, if I have a
std::vector<primitive> prims;
can I push_back a sphere, which will keep all the additional sphere
specific information?
I get to thinking I never really understood about inheritances...
"Gernot Frisch" <Me@Privacy.net> wrote in message
news:2u*************@uni-berlin.de... It's really no different to this
primitive* p = new sphere(); p->IsPointInside();
One second... Then, if I have a std::vector<primitive> prims;
can I push_back a sphere, which will keep all the additional sphere specific information?
No that is called object slicing, any additional information is lost. In
this case it wouldn't even compile because you have a pure virtual function
in primitive.
john
"John Harrison" <jo*************@hotmail.com> schrieb im Newsbeitrag
news:2u*************@uni-berlin.de... "Gernot Frisch" <Me@Privacy.net> wrote in message news:2u*************@uni-berlin.de... > It's really no different to this > > primitive* p = new sphere(); > p->IsPointInside();
One second... Then, if I have a std::vector<primitive> prims;
can I push_back a sphere, which will keep all the additional sphere specific information?
No that is called object slicing, any additional information is lost. In this case it wouldn't even compile because you have a pure virtual function in primitive.
john
So, let me put this together. If I write a wrapper that has a vector
of pointers, I can store all different types of objects and use their
common methods regardless of what type they are, right?
"Gernot Frisch" <Me@Privacy.net> wrote in message
news:2u*************@uni-berlin.de... "John Harrison" <jo*************@hotmail.com> schrieb im Newsbeitrag news:2u*************@uni-berlin.de... "Gernot Frisch" <Me@Privacy.net> wrote in message news:2u*************@uni-berlin.de... > It's really no different to this > > primitive* p = new sphere(); > p->IsPointInside();
One second... Then, if I have a std::vector<primitive> prims;
can I push_back a sphere, which will keep all the additional sphere specific information?
No that is called object slicing, any additional information is lost. In this case it wouldn't even compile because you have a pure virtual function in primitive.
john
So, let me put this together. If I write a wrapper that has a vector of pointers, I can store all different types of objects and use their common methods regardless of what type they are, right?
Only if those methods are virtual but otherwise yes.
john
"John Harrison" <jo*************@hotmail.com> wrote in message NULL isn't guaranteed to be 0, so
I do agree that NULL is probably not the right way to declare the pure
virtual function. But I thought there was a guarantee in C++ that NULL
always evaluates to 0.
18.1/4 says -
"The macro NULL is an implementation-defined C++ null pointer constant in
this International Standard". This line refers to footnote 180 which reads -
"Possible definitions include 0 and 0L, but not (void*)0."
4.10/1 reads - "A null pointer constant is an integral constant expression
rvalue of integer type that evaluates to zero."
^^^^^^^^^^^^
btw, Comeau online rejects and VC8 accepts following code -
#define NULL 0L
class primitive
{
virtual void IsPointInside() = NULL;
};
int main(){}
I think probably Comeau is correct.
Sharad
"John Harrison" <jo*************@hotmail.com> schrieb im Newsbeitrag
news:2u*************@uni-berlin.de... "Gernot Frisch" <Me@Privacy.net> wrote in message news:2u*************@uni-berlin.de... "John Harrison" <jo*************@hotmail.com> schrieb im Newsbeitrag news:2u*************@uni-berlin.de... > > "Gernot Frisch" <Me@Privacy.net> wrote in message > news:2u*************@uni-berlin.de... >> >> > It's really no different to this >> > >> > primitive* p = new sphere(); >> > p->IsPointInside(); >> >> One second... Then, if I have a >> std::vector<primitive> prims; >> >> can I push_back a sphere, which will keep all the additional >> sphere >> specific information? > > No that is called object slicing, any additional information is > lost. In > this case it wouldn't even compile because you have a pure > virtual > function > in primitive. > > john
So, let me put this together. If I write a wrapper that has a vector of pointers, I can store all different types of objects and use their common methods regardless of what type they are, right?
Only if those methods are virtual but otherwise yes.
Yes, I know. If they are not (pure?) virtual, the base classes method
would be called (since it's a pointer to a base-type). Wow, thank you
so much. Now I can store different object types in a vector. I have to
provide a TypeOf function as well and then can use all common
functions on them. Really great!
Bye,
Gernot
"Sharad Kala" <no*****************@yahoo.com> wrote in message
news:2u*************@uni-berlin.de... "John Harrison" <jo*************@hotmail.com> wrote in message
NULL isn't guaranteed to be 0, so I do agree that NULL is probably not the right way to declare the pure virtual function. But I thought there was a guarantee in C++ that NULL always evaluates to 0.
18.1/4 says - "The macro NULL is an implementation-defined C++ null pointer constant in this International Standard". This line refers to footnote 180 which
reads - "Possible definitions include 0 and 0L, but not (void*)0."
4.10/1 reads - "A null pointer constant is an integral constant expression rvalue of integer type that evaluates to zero." ^^^^^^^^^^^^
#define NULL (1 - 1)
I think that is a legal definition of NULL, but I doubt that
virtual void func() = NULL;
would compile. I'm assuming that the syntax of a pure virtual requires the
integer literal 0, not an expression that evaluates to zero.
john
"Gernot Frisch" <Me@Privacy.net> wrote in message
news:2u*************@uni-berlin.de... Hi,
assume this situation:
class primitive { virtual void IsPointInside() =NULL; }; class sphere : public primitive { ... }; class tetrahedron : public primitive { ... };
std::vector<sphere > v_sphere; std::vector<tetrahedron> v_tetrahedron;
// Can I do this:
std::vector<primitive*> v_pPrimitives; for(i=v_sphere.begin; i!=v_sphere.end(); ++i) v_pPrimitives.push_back(&*i); ...
// and call the v_pPrimitives[i].IsPointInside(); ??
Almost. v_pPrimitives is a vector of pointers, so you have to say
(*v_pPrimitives[i]).IsPointInside();
or, equivalently,
v_pPrimitives[i]->IsPointInside();
Note that changing the number of elements in v_sphere or v_tetrahedron might
reallocate the objects in those vectors, which would invalidate the pointers
in v_pPrimitives. If you want to use a technique such as this one, you
might be better off using std::deque, which does not move elements after
allocating them as long as new elements are allocated or deleted only at
either end of the deque.
"John Harrison" <jo*************@hotmail.com> wrote in message
news:2u*************@uni-berlin.de... #define NULL (1 - 1)
I think that is a legal definition of NULL, but I doubt that
virtual void func() = NULL;
would compile. I'm assuming that the syntax of a pure virtual requires the integer literal 0, not an expression that evaluates to zero.
I share your thoughts but VC8 doesn't complain about this code too -
#define NULL (1 - 1)
class primitive
{
virtual void IsPointInside() = NULL;
};
int main(){}
Comeau does crib though.
Sharad I'm assuming that the syntax of a pure virtual requires the integer literal 0, not an expression that evaluates to zero.
I myself don't even think of the "= 0" as having any association
whatsoever with the assignment operator, nor with the integral literal
which is zero. "= 0" is just a funky little yoke you stick on the end of
the function declaration to specify that it's "pure".
I myself never write NULL anywhere in my code, I *always* use 0 in its
place; that's another reason why I wouldn't use it as the OP did.
-JKop
"JKop" <NU**@NULL.NULL> schrieb im Newsbeitrag
news:qc*******************@news.indigo.ie... I'm assuming that the syntax of a pure virtual requires the integer literal 0, not an expression that evaluates to zero.
I myself don't even think of the "= 0" as having any association whatsoever with the assignment operator, nor with the integral literal which is zero. "= 0" is just a funky little yoke you stick on the end of the function declaration to specify that it's "pure".
I myself never write NULL anywhere in my code, I *always* use 0 in its place; that's another reason why I wouldn't use it as the OP did.
I always use NULL where I set a pointer to 0L. It's bacause my IDE
highlights it in green and I like green... ;) This thread has been closed and replies have been disabled. Please start a new discussion. Similar topics
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