当所有类型未知时从基类重载函数

发布于 2024-10-01 14:05:52 字数 1061 浏览 5 评论 0原文

我偶然发现了一个问题,乍一看很容易解决,但仔细研究后似乎并非如此。

我的程序中有一些需要处理多种类型的项目,因此我决定以通用的、可扩展的方式处理这些项目:

class ItemBase
{
public:
 virtual ~ItemBase() = 0 {}
    // pure virtual class, some extra members
};

template<typename T>
class ItemT : public ItemBase
{
public:
 ItemT(const T &data) : m_Data(data) {}

 T m_Data;
};

我现在可以在集合中存储任何类型:

std::vector<ItemBase*> items;

这很好。现在我有 GUI 组件,我想与此类分开,所以我想根据类型生成 GUI 组件:

GuiComponent* BuildComponent(ItemT<int> &item)
{
    // do whatever based on this type, the int is needed
}

GuiComponent* BuildComponent(ItemT<double> &item)
{
    // do whatever based on this type, the double is needed
}

这几乎是漂亮的编码。不幸的是它不起作用。正如该程序所示:

std::vector<ItemBase*> m_Items;
m_Items.push_back(new ItemT<int>(3));
m_Items.push_back(new ItemT<double>(2.0));
BuildComponent(*m_Items[0]);

因为 m_Items[0] 的类型为 ItemBase*。

那么我该如何解决这个问题呢?什么设计模式或模板技巧可以帮助我解决这个问题?

I've stumbled into a problem which, at a glance, is easy cplusplusable, but on careful study appears not to be.

I have items in my program which I will need to work with many types, so I have decided to handle these in a generic, extensible way:

class ItemBase
{
public:
 virtual ~ItemBase() = 0 {}
    // pure virtual class, some extra members
};

template<typename T>
class ItemT : public ItemBase
{
public:
 ItemT(const T &data) : m_Data(data) {}

 T m_Data;
};

I can now store any type in a collection:

std::vector<ItemBase*> items;

This is fine. Now I have GUI components I want to keep separate from this class so I want to generate the GUI components depending on type:

GuiComponent* BuildComponent(ItemT<int> &item)
{
    // do whatever based on this type, the int is needed
}

GuiComponent* BuildComponent(ItemT<double> &item)
{
    // do whatever based on this type, the double is needed
}

Which is almost beautiful coding. Unfortunately it does not work. As this program shows:

std::vector<ItemBase*> m_Items;
m_Items.push_back(new ItemT<int>(3));
m_Items.push_back(new ItemT<double>(2.0));
BuildComponent(*m_Items[0]);

Because m_Items[0] is of type ItemBase*.

So how do I solve this problem? What design pattern or template trickery can help me out here?

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凉城凉梦凉人心 2024-10-08 14:05:52

简单的答案是:在 ItemBase 中添加一个虚拟 buildComponent 方法。但是,由于您希望将 GUI 组件分开,因此我建议使用 Visitor 模式。

一个非常简单的实现包括:

  • ItemBase 中添加单个 accept(AbstractVisitorType &) 虚拟方法
  • 通过调用 visitor.visit 在每个派生类中实现此方法(*this),这意味着 AbstractVisitorType 必须为可能调用的每个具体类型提供一个虚拟 visit 方法(请参阅下面的注释
  • )该访问者的具体实现将根据参数类型在其每个 visit 重载中实例化适当的 GUI 对象。

但请注意,Visitor 模式仅适用于相当稳定的类层次结构:使用 ItemT 模板的新实例将需要在 Visitor 端进行维护来处理这种新类型(但您最初的想法也有同样的问题)。

现代 C++ 设计(Andrei Alexandrescu)的第 10 章是一本关于访问者模式的好书。

The easy answer would be : add a virtual buildComponent method in ItemBase. However, as you want to keep the GUI Components separated, I'd recommend a Visitor pattern.

A very simple implementation would consist of :

  • Adding a single accept(AbstractVisitorType &) virtual method in ItemBase
  • Implementing this method in every derived class by calling visitor.visit(*this), which means that the AbstractVisitorType must provide a virtual visit method for every concrete type it might be called with (see note below)
  • Provide a concrete implementation of this visitor which will instantiate the appropriate GUI object in each of its visit overload based on the parameter type.

Note however that the Visitor pattern is only appropriate for a reasonably stable class hierarchy : using a new instantiation of the ItemT template will require maintenance on the Visitor side to handle this new type (but your initial idea had the same issue).

Chapter 10 of Modern C++ Design (Andrei Alexandrescu) is a great read regarding the visitor pattern.

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