Yes, we can define an enumeration inside a class. You can retrieve the values in an enumeration using the values() method.
An enum can, just like a class , have attributes and methods. The only difference is that enum constants are public , static and final (unchangeable - cannot be overridden). An enum cannot be used to create objects, and it cannot extend other classes (but it can implement interfaces).
C++11 has introduced enum classes (also called scoped enumerations), that makes enumerations both strongly typed and strongly scoped. Class enum doesn't allow implicit conversion to int, and also doesn't compare enumerators from different enumerations. To define enum class we use class keyword after enum keyword.
If only your class members use the enum it is preferable to declare the enum inside the class. It is more intutive for users of the class, it helps the user to know that the enum will only be used by the class.
If Color
is something that is specific to just Car
s then that is the way you would limit its scope. If you are going to have another Color
enum that other classes use then you might as well make it global (or at least outside Car
).
It makes no difference. If there is a global one then the local one is still used anyway as it is closer to the current scope. Note that if you define those function outside of the class definition then you'll need to explicitly specify Car::Color
in the function's interface.
Nowadays - using C++11 - you can use enum class for this:
enum class Color { RED, BLUE, WHITE };
AFAII this does exactly what you want.
I prefer following approach (code below). It solves the "namespace pollution" problem, but also it is much more typesafe (you can't assign and even compare two different enumerations, or your enumeration with any other built-in types etc).
struct Color
{
enum Type
{
Red, Green, Black
};
Type t_;
Color(Type t) : t_(t) {}
operator Type () const {return t_;}
private:
//prevent automatic conversion for any other built-in types such as bool, int, etc
template<typename T>
operator T () const;
};
Usage:
Color c = Color::Red;
switch(c)
{
case Color::Red:
//некоторый код
break;
}
Color2 c2 = Color2::Green;
c2 = c; //error
c2 = 3; //error
if (c2 == Color::Red ) {} //error
If (c2) {} error
I create macro to facilitate usage:
#define DEFINE_SIMPLE_ENUM(EnumName, seq) \
struct EnumName {\
enum type \
{ \
BOOST_PP_SEQ_FOR_EACH_I(DEFINE_SIMPLE_ENUM_VAL, EnumName, seq)\
}; \
type v; \
EnumName(type v) : v(v) {} \
operator type() const {return v;} \
private: \
template<typename T> \
operator T () const;};\
#define DEFINE_SIMPLE_ENUM_VAL(r, data, i, record) \
BOOST_PP_TUPLE_ELEM(2, 0, record) = BOOST_PP_TUPLE_ELEM(2, 1, record),
Usage:
DEFINE_SIMPLE_ENUM(Color,
((Red, 1))
((Green, 3))
)
Some references:
In general, I always put my enums in a struct
. I have seen several guidelines including "prefixing".
enum Color
{
Clr_Red,
Clr_Yellow,
Clr_Blue,
};
Always thought this looked more like C
guidelines than C++
ones (for one because of the abbreviation and also because of the namespaces in C++
).
So to limit the scope we now have two alternatives:
I personally tend to use a struct
because it can be used as parameters for template programming while a namespace cannot be manipulated.
Examples of manipulation include:
template <class T>
size_t number() { /**/ }
which returns the number of elements of enum inside the struct T
:)
If you are creating a code library, then I would use namespace. However, you can still only have one Color enum inside that namespace. If you need an enum that might use a common name, but might have different constants for different classes, use your approach.
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