Re: How can I remove dynamic_cast and if statements from this code snippet?

From:
Leigh Johnston <leigh@i42.co.uk>
Newsgroups:
comp.lang.c++
Date:
Wed, 16 Nov 2011 21:45:08 +0000
Message-ID:
<-9udnfx-w9V4s1nTnZ2dnUVZ8tqdnZ2d@giganews.com>
On 16/11/2011 21:43, Leigh Johnston wrote:

On 16/11/2011 21:40, Leigh Johnston wrote:

On 16/11/2011 21:39, Leigh Johnston wrote:

On 16/11/2011 21:28, Chris Stankevitz wrote:

On Nov 16, 12:03 pm, red floyd<no.spam.h...@its.invalid> wrote:

You are somewhat correct here. Have the "write" function return
a string which the XML code can display. By divorcing the I/O from
the representation return, you're more general anyways.


Red,

Thank you for your reply. I believe you have attempted to solve my
problem by modifying the original shapes to return their "XML
components" as strings.

Unfortunately this is not what I am interested in because it does not
scale to what I really want to do. Instead of writing a long-winded
response that might not come across correctly, allow me to change my
original question to use drawing instead of string writing:

===

Is it possible in C++ to modify "Library B" below to eliminate the
dynamic_cast and switch statements, while at the same time not doing
any of the following:
- Do not use DeviceContext in "Library A"
- Do not put drawing code in "Library A"
- Do not put the concept of drawing into "Library A" including adding
a class Shape::GetPixelsToDraw

My goal is to
a) not put any reference to drawing into Library A
b) not use dynamic_cast or switch/if blocks in Library B

The answer might be something like "use factories" or "use template"
or "this is not possible in c++".

Thank you,

Chris

// Library A
struct Shape { virtual ~Shape() {} };
struct Circle : public Shape { float radius; };
struct Square : public Shape { float edge; };

// Library B

#include<cmath>
struct DeviceContext { void FillPixel(int PixelX, int PixelY) {}; };

class Drawer
{
static void write(Shape* shape, DeviceContext& Dc)
{
if (Circle* circle = dynamic_cast<Circle*>(shape))
{
for (float Angle = 0; Angle< 2*3.14156; Angle += 0.1)
{
Dc.FillPixel(cos(Angle) * circle->radius, sin(Angle) * circle-

radius);

}
}
else if (Square* square = dynamic_cast<Square*>(shape))
{
Dc.FillPixel(0, 0);
Dc.FillPixel(square->edge, 0);
Dc.FillPixel(square->edge, square->edge);
Dc.FillPixel(0, square->edge);
}
}
};


// Library B

struct Drawable
{
virtual void draw(DeviceContext& Dc) const = 0
};

struct DrawableCircle : Circle, Drawable
{
virtual void draw(DeviceContext& Dc) { ... }
};

void Drawer::write(Drawable& drawable, DeviceContext& Dc)
{
drawable.draw(Dc);
}

Perhaps?


Oops forgot a "const" there; spot it?

/Leigh


Or if you don't want to derive from library A classes:

struct Drawable
{
virtual void draw(DeviceContext& Dc) const = 0
};

template <typename Shape>
struct DrawableShape : Drawable
{
Shape& shape;
DrawableShape(Shape& shape) : shape(shape) {}
virtual void draw(DeviceContext& Dc) const { /* use shape and Dc here */ }
};

void Drawer::write(Drawable& drawable, DeviceContext& Dc)
{
drawable.draw(Dc);
}


Obviously you would have to specialize draw for different shape types.

HTH.

/Leigh

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