Re: Why RTTI is considered as a bad design?

From:
Noah Roberts <roberts.noah@gmail.com>
Newsgroups:
comp.lang.c++
Date:
Thu, 23 Aug 2012 14:02:57 -0700 (PDT)
Message-ID:
<140e168f-fc6a-4d12-ae4f-7d8297d03db2@googlegroups.com>
On Thursday, August 23, 2012 12:08:20 PM UTC-7, Leigh Johnston wrote:

On 23/08/2012 19:19, Noah Roberts wrote:
 

On Thursday, August 23, 2012 10:29:00 AM UTC-7, =EF=BF=BD=EF=BF=BD Tiib=

 wrote:

 

Maybe try to pack up your words with code example?

 

 

 

struct lock {

 

   virtual ~lock() {}

 

   virtual void unlock() = 0;

 

   virtual bool engaged() const = 0;

 

};

 

 

struct null_lock : lock {

 

   void unlock() {}

 

   bool engaged() const { return false; }

 

};

 

 

struct single_lock : lock {

 

   void unlock() { state = UNLOCKED; }

 

   bool engaged() const { return state == LOCKED; }

 

};

 

 

// can be added later...

 

struct multi_lock : lock {

 

   // probably have this syntax wrong...

 

   void unlock() { for ( lock & current_lock : locks) current_lock.unlo=

ck(); }

 

 

   bool engaged() const {

 

     return find_if(locks.begin(), locks.end(), bind(&lock::engaged, _1=

)) != locks.end();

 

   }

 

   iterator begin();

 

   iterator end();

 

private:

 

   ?? locks;

 

};

 

 

struct door {

 

   virtual ~door() {}

 

   bool open() {

 

     if (lock()->engaged()) return false;

 

     state = OPEN;

 

     return true;

 

   }

 

   lock* lock();

 

 

private:

 

   lock my_lock;

 

   door_state state;

 

};

 

 

 

Use code:

 

 

void go_through_door(door & entry) {

 

   entry.lock()->unlock();

 

   entry.open();

 

   // go through...

 

}

 

 

Looks pretty darn simple to me. Compared to:

 

 

// may be a few lines of code smaller...but not much.

 

struct door { ... };

 

struct lockable { .... };

 

struct lockable_door : door, lockable { ... };

 

 

// but you pay for it here...

 

void go_through_door(door & entry) {

 

   if (auto lock = dynamic_cast<lockable*>(&entry))

 

     lock->unlock();

 

   entry.open();

 

};

 
 
 
In general yes one should prefer composition over inheritance but the
 
proper way to do it using inheritance is really quite simple:
 
 
 
struct door : lockable
 
{
 
    bool open()
 
    {
 
        if (!unlock())
 
            return false;
 
    }
 
    virtual bool unlock()
 
    {
 
        /* ordinary doors have no locks */
 
        return true;
 
    }
 
};


As has already been discussed, having the base class contain an unlock func=
tion just so that you can call the behavior in a base class is not good des=
ign. You'll start to see the problem, perhaps, when you consider how you'd=
 implement:

struct sliding_door : door { ... };

Once again, some will have locks and some won't. Going to have two classes=
 for this too?? Tiib's runs into the same difficulty. It gets even worse =
when you start having many different kinds of locks and what you end up get=
ting is subclass explosion and often this comes with a lot of redundant cop=
y-pasta.

The recommended pattern to combat this sort of problem is the bridge. That=
's basically what the door->lock relation creates.

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