问题描述
我今天有额外个有趣的恶作剧。
我对C ++中的模板有些陌生。这里是一些当前在我的代码中的类:
class location2d
{
int x,y;
}
class location3d
{
int x,y,z;
}
template <typename T>
class myClass : public parentClass<float,T>
{
private:
virtual void myFunction (T position) const override final
{
// some math stuff (this part doesn't matter)
something = position.x + position.y;
}
int something;
};
现在,这已硬编码到location2d。如果传入location3d,我需要myFunction()具有不同的行为。例如:
virtual void myFunction (T position) const override final
{
something = position.x + position.y + position.z;
}
我已经阅读了模板专业化知识,但是由于myFunction()在基类中覆盖了虚函数,所以这变得棘手。据我了解,我们无法专门研究虚拟功能。无论如何我都尝试过。它讨厌它。
我的第二个想法是键入检查模板,然后只调用单独的助手:
virtual void myFunction (T position) const override final
{
if (std::is_same<T,location3d) {myFunction3(position);}
else {myFunction2(position);}
}
void myFunction2 (T position) const
{
something = position.x + position.y;
}
void myFunction3 (T position) const
{
something = position.x + position.y + position.z;
}
这里的问题是编译器抛出“ location2d不包含成员'z'”,这是绝对正确的。但是,除非存在z,否则不会调用myFunction3()。
接下来,我尝试专门进行强制转换,以使T不再是模棱两可的:
virtual void myFunction (T position) const override final
{
if (std::is_same<T,location3d>::value) {myFunction3((location3d)position);}
else {myFunction2((location2d)position);}
}
”“类型转换”:无法从“ T”转换为“ location3””。
最终想法: 由于辅助功能不是虚拟的,也许我可以专门介绍这两个。
virtual void myFunction (T position) const override final
{
if (std::is_same<T,location3d>::value) {mySecondFunction<location3d>(position);}
else {mySecondFunction<location2d>(position);}
}
template<>
void mySecondFunction<location2d> (location2d position) const {}
template<>
void mySecondFunction<location3d> (location3d position) const {}
我不确定我是否做错了,但这引发了很多语法错误,我不知道如何解决。
最终,我想要做的只是根据是否存在“ z”来改变myFunction()的行为,并且我不喜欢它的完成方式。我觉得这里一定缺少简单的东西。
解决方法
您进行类型检查的想法是正确的,但是您的方法需要更多的工作来帮助编译器。
如果您使用的是C ++ 17或更高版本,请将if constexpr
与std::is_same_v
结合使用,例如:
template <typename T>
class myClass : public parentClass<float,T>
{
private:
virtual void myFunction (T position) const override final
{
if constexpr (std::is_same_v<T,location3d>) {
something = position.x + position.y + position.z;
}
else {
something = position.x + position.y;
}
}
int something;
};
编译器将在编译时完全评估if constexpr
并消除最终运行时代码中未使用的分支,从而为myClass<T>
的每个实例生成不同的代码,例如:
class myClass<location2d> : public parentClass<float,location2d>
{
private:
virtual void myFunction (location2d position) const override final
{
something = position.x + position.y;
}
int something;
};
class myClass<location3d> : public parentClass<float,location3d>
{
private:
virtual void myFunction (location3d position) const override final
{
something = position.x + position.y + position.z;
}
int something;
};
如果不适合使用C ++ 17或更高版本,则可以改用reinterpret_cast
,例如:
template <typename T>
class myClass : public parentClass<float,T>
{
private:
virtual void myFunction (T position) const override final
{
if (std::is_same<T,location3d>::value) {
// if T is NOT location3d then accessing position.z as-is
// will fail to compile if T::z is missing,hence the cast.
// Since this branch is executed only when T is location3d,// the cast in this branch is redundant but harmless. But
// this branch is still compiled even when T is NOT loction3d...
something = position.x + position.y + reinterpret_cast<location3d&>(position).z;
}
else {
// no cast is needed here since location2d and location3d
// both have x and y fields...
something = position.x + position.y;
}
}
int something;
};
不进行强制转换,编译器将为myClass<T>
的每个实例生成如下代码:
class myClass<location2d> : public parentClass<float,location2d>
{
private:
virtual void myFunction (location2d position) const override final
{
if (false) {
something = position.x + position.y + position.z; // ERROR! location2d::z does not exist...
}
else {
something = position.x + position.y; // OK
}
}
int something;
};
class myClass<location3d> : public parentClass<float,location3d>
{
private:
virtual void myFunction (location3d position) const override final
{
if (true) {
something = position.x + position.y + position.z; // OK
}
else {
something = position.x + position.y; // OK
}
}
int something;
};
当将position
传递给非模板成员方法时,会发生相同的问题,例如:
template <typename T>
class myClass : public parentClass<float,location3d) {
// if T is NOT location3d,passing position as-is to myFunction3()
// would fail to compile,hence the cast. Since this branch is
// executed only when T is location3d,the cast in this branch
// is redundant but harmless. But this branch is still compiled
// even when T is NOT loction3d...
myFunction3(reinterpret_cast<location3d&>(position));
}
else {
// if T is NOT location2d,passing position as-is to myFunction2()
// would fail to compile,hence the cast. Since this branch is
// executed only when T is location2d,the cast in this branch
// is redundant but harmless. But this branch is still compiled
// even when T is NOT location2d...
myFunction2(reinterpret_cast<location2d>(position));
}
}
void myFunction2 (location2d position)
{
something = position.x + position.y;
}
void myFunction3 (location3d position)
{
something = position.x + position.y + position.z;
}
int something;
};
在不进行强制转换的情况下,编译器将为myClass<T>
的每个实例生成如下代码:
class myClass<location2d> : public parentClass<float,location2d>
{
private:
virtual void myFunction (location2d position) const override final
{
if (false) {
myFunction3(position); // ERROR! can't convert from location2d to location3d
}
else {
myFunction2(position); // OK
}
}
void myFunction2 (location2d position)
{
something = position.x + position.y;
}
void myFunction3 (location3d position)
{
something = position.x + position.y + position.z;
}
int something;
};
class myClass<location3d> : public parentClass<float,location3d>
{
private:
virtual void myFunction (location3d position) const override final
{
if (true) {
myFunction3(position); // OK
}
else {
myFunction2(position); // ERROR! can't convert from location3d to location2d
}
}
void myFunction2 (location2d position)
{
something = position.x + position.y;
}
void myFunction3 (location3d position)
{
something = position.x + position.y + position.z;
}
int something;
};
话虽这么说,另一种选择是使用模板专业化,那么根本就不需要时髦的转换,例如:
template<typename T>
int add_them_up(T) { return 0; }
template<>
int add_them_up<location2d>(location2d position)
{
return position.x + position.y;
}
template<>
int add_them_up<location3d>(location3d position)
{
return position.x + position.y + position.z;
}
template <typename T>
class myClass : public parentClass<float,T>
{
private:
virtual void myFunction (T position) const override final
{
something = add_them_up<T>(position);
}
int something;
};
编译器将为myClass<T>
的每个实例生成如下代码:
int add_them_up<location2d>(location2d position)
{
return position.x + position.y;
}
int add_them_up<location3d>(location3d position)
{
return position.x + position.y + position.z;
}
class myClass<location2d> : public parentClass<float,location2d>
{
private:
virtual void myFunction (location2d position) const override final
{
something = add_them_up<location2d>(position);
}
int something;
};
class myClass<location3d> : public parentClass<float,location3d>
{
private:
virtual void myFunction (location3d position) const override final
{
something = add_them_up<location3d>(position);
}
int something;
};
在编译器内联调用站点的专用功能后,非常熟悉 1
1: C ++ 17 if constexpr
输出!
class myClass<location2d> : public parentClass<float,location3d>
{
private:
virtual void myFunction (location3d position) const override final
{
something = position.x + position.y + position.z;
}
int something;
};