I have a composite pattern implementation, used for GUI components:
class CObject {
private:
CObject * m_pParent;
CObjectContainer * m_pChildren;
void private_foo() {
this->foo();
//Calls private_foo for each child in container.
m_pChildren->foo();
}
public:
virtual void foo() {
//empty for base class
}
virtual CObject * duplicate() {
//Do duplication code
return new CObject(*this);
}
virtual CObject * detach() {
//Remove this object (along with it's children)
//from current tree.
m_pParent->RemoveChild(this);
m_pParent = nullptr;
return this;
}
}
class CSpecificObject : public CObject {
public:
virtual void foo() {
//Specific code for this class
}
virtual CSpecificObject * duplicate() {
//Overload, but the code only calls diferent constructor
return new CSpecificObject(*this);
}
virtual CSpecificObject * detach() {
//Note the code is identical.
m_pParent->RemoveChild(this);
m_pParent = nullptr;
return this;
}
}
Unfortunately the number of inherited classes increases rapidly and the duplicate code (in given example only the detach() method) is giving me a headache.
Is there a way to cleanly implement detach() methods, keeping the return type the same as the object, on which it is called?
I was thinking about CRTP, but I can not think of a way to keep the dynamic polymorphism along with compile time polymorphism:
template <Child>
class CObject {
private:
...
Child * detach() {
m_pParent->RemoveChild(this);
m_pParent = nullptr;
return static_cast<Child*>(this);
}
...
}
//Array of CObject* pointers is no longer possible.
CRTP may be used to implement "compile-time polymorphism", when a base class exposes an interface, and derived classes implement such interface.
Composite pattern composes objects in term of a tree structure to represent part as well as whole hierarchy. This type of design pattern comes under structural pattern as this pattern creates a tree structure of group of objects. This pattern creates a class that contains group of its own objects.
You can add one level of abstraction:
class CObjectBase
{
public:
// Other methods...
virtual CObjectBase* detach() = 0;
virtual CObjectBase* duplicate() const = 0;
};
template <typename Child>
class CObject : public CObjectBase
{
public:
// ...
Child* duplicate() const
{
return new Child(*static_cast<Child*>(this));
}
Child* detach()
{
m_pParent->RemoveChild(this);
m_pParent = nullptr;
return static_cast<Child*>(this); // Cast needed here (inherent to CRTP)
}
std::vector<CObjectBase*> children; // Array possible now
// ...
};
class MyObject : public CObject<MyObject>
{
// ...
};
In natural language: an interface for all objects (CObjectBase
) have a partial implementation for its descendants (CObject<Child>
), which just have to inherit this partial implementation, decreasing the amount of replicated code.
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