Re: is this portable, conforming to standard, elegant?

From:
Kai-Uwe Bux <jkherciueh@gmx.net>
Newsgroups:
comp.lang.c++
Date:
Thu, 15 Feb 2007 03:01:10 -0500
Message-ID:
<er1408$m0j$2@murdoch.acc.Virginia.EDU>
Craig Scott wrote:

On Feb 15, 1:49 pm, Kai-Uwe Bux <jkherci...@gmx.net> wrote:

Craig Scott wrote:

On Feb 15, 2:04 am, "Emmanuel Deloget" <log...@free.fr> wrote:

On 13 f?v, 20:00, "Alexei Polkhanov" <apolkha...@relic.com> wrote:

On Feb 9, 5:05 pm, "Craig Scott" <audiofana...@gmail.com> wrote:

class U
{
// Normally, x,y,z would be private, but OP needs them
// to be public
public:
    float x;
    float y;
    float z;

// operator[] should be public
public:
    // Should also provide a const version of this
    float& operator[](int index)
    {
        if (index == 0)
            return x;
        else if (index == 1)
             y;
        else if (index == 2)
             return z;
        else
             // Throw exception or something else appropriate
    };

};

Personally, to me this then becomes the "best compromise" solution
to the original poster's problem. It allows clients to continue
using x,y,z member variables but also access using array index
notation. It


Agree, this solution is much better, however I was under impression
that
using "union" had to be part of the solution since it was part of
the question.

- Alexei.


I (really) dislike being the one who says "there is a better solution,
look at mine", but that's going to be what I'm going to do - as the
solution I proposed is quite elegant, standard-proof, and doesn't
require any (endless?) if/then/if/then/else block. The static array of
pointer to members allows a direct access to the variable you need, is
extensible, and doesn not add any space to the class itself, since
it's a class static. As I said, I'm not really sure about the init
time of this array, but given the fact that it's a static POD array,
it should be initialized quite early. Further refinement (throwing a
out_of_range exception) is not difficult to implement (as it only
requires a test against the size of the array, and the mandatory throw
statement). The simplicity of operator[] will make this method a good
candidate for inlining, so in the end the code is quite efficient.

Now, there may be some problems I haven't seen (I don't see every
problem) - if you find some, please tell me.


Probably the biggest weakness is that using the static array makes
your class unsuitable for use in a multi-threaded application. If your
app is single threaded, then it's fine.


I am not sure about that.

The proposed solution was essentially this:

struct Vector3 {

  float x, y, z;

  float const & operator[](unsigned int i) const {
    static float Vector3::* const proxy[3] =
      { &Vector3::x, &Vector3::y, &Vector3::z };
    return (*this).*proxy[i];
  }

  float & operator[] ( unsigned int i ) {
    return
      ( const_cast<float&>
        ( const_cast<Vector3 const *>(this)->operator[](i) ) );
  }

};

#include <iostream>

int main ( void ) {
  Vector3 a;
  a[1] = 2;
  std::cout << a.y << '\n';

}

The static array is const. It never changes, so apart from initialization
issues, I do not see a problem in multithreading (probably, I am very
naive here:-). If there is a problem, one could make operator[] atomic
using some RAII mutex wrapper so that reads to the static data is
properly serialized. That would take care of the initialization issue, as
well. Code could look like this:

class Vector3 {

  static some_lock_type the_lock;

 public:

  float x, y, z;

  float const & operator[](unsigned int i) const {
    SomeLockAcquiringWrapper the_guard ( the_lock );
    static float Vector3::* const proxy[3] =
      { &Vector3::x, &Vector3::y, &Vector3::z };
    return (*this).*proxy[i];
  }

  float & operator[] ( unsigned int i ) {
    return
      ( const_cast<float&>
        ( const_cast<Vector3 const *>(this)->operator[](i) ) );
  }

};

However, it might be to costly to do that :-(


Your static array is const but you cast away the const-ness with your
non-const operator[], so clients would be free to try to change the
contents with potentially lethal results.


No, they can't even try: the const_cast is not applied to the static
object "proxy" at any time, it is applied to the object for which the
member function operator[] is called. That does not propagate to static
members. Nobody, at any time, can change the pointer-to-member entries in
proxy.

However, if you feel uncomfortable using the harmless const_cast<> trick,
you can easily rewrite the whole thing equivalently as follows:

#include <cassert>
#include <cstddef>

class Vector3 {

  static
  float Vector3::* const
  proxy ( std::size_t i ) {
    static float Vector3::* const the_proxy [3] =
      { &Vector3::x, &Vector3::y, &Vector3::z };
    return ( the_proxy[i] );
  }

 public:

  float x, y, z;

  float const & operator[] ( std::size_t i ) const {
    assert( i < 3 );
    return (*this).*(proxy(i));
  }

  float & operator[] ( std::size_t i ) {
    assert( i < 3 );
    return (*this).*(proxy(i));
  }

};

#include <iostream>

int main ( void ) {
  Vector3 a;
  a[1] = 2;
  std::cout << a.y << '\n';
}

The use of locking will, of
course, get you around the data corruption issue, but I doubt clients
of the class would be expecting to pay the penalty of locking just to
access a class like this. I certainly wouldn't.


I still don't see any data corruption issue. Could you present a scenario,
in code, where it might happen.

Best

Kai-Uwe Bux

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