Re: is this portable, conforming to standard, elegant?
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 :-(
Best
Kai-Uwe Bux