One of the important features in
any programming language is the convenient use of names.
When
you create an object (a variable), you give a name to a region of storage. A
function is a name for an action. By making up names to describe the system at
hand, you create a program that is easier for people to understand and change.
It’s a lot like writing prose – the goal is to communicate with your
readers.
A problem arises when mapping the concept
of nuance in human language onto a programming language.
Often, the same word expresses a number of different meanings, depending on
context. That is, a single word has multiple meanings – it’s
overloaded. This is very useful, especially when it comes to trivial
differences. You say “wash the shirt, wash the car.” It would be
silly to be forced to say, “shirt_wash the shirt, car_wash the car”
just so the listener doesn’t have to make any distinction about the action
performed. Human languages have built-in redundancy, so even if you miss a few
words, you can still determine the meaning. We don’t need unique
identifiers – we can deduce meaning from
context.
Most programming languages, however,
require that you have a unique
identifier for each function. If you have three different types of data that you
want to print: int, char, and float, you generally have to
create three different function names, for example, print_int( ),
print_char( ), and print_float( ). This loads extra work
on you as you write the program, and on readers as they try to understand
it.
In C++, another factor forces the
overloading of function names: the constructor. Because
the constructor’s name is predetermined by the name of the class, it would
seem that there can be only one constructor. But what if you want to create an
object in more than one way? For example, suppose you build a class that can
initialize itself in a standard way and also by reading information from a file.
You need two constructors, one that takes no arguments (the default constructor)
and one that takes a string as an argument, which is the name of the file
to initialize the object. Both are constructors, so they must have the same
name: the name of the class. Thus, function overloading is essential to allow
the same function name – the constructor in this case – to be used
with different argument types.
Although function overloading is a must
for constructors, it’s a general convenience and can be used with any
function, not just class member functions. In addition, function overloading
means that if you have two libraries that contain functions of the same name,
they won’t conflict as long as the argument lists are different.
We’ll look at all these factors in detail throughout this
chapter.
The theme of this chapter is convenient
use of function names. Function overloading allows you to use the same name for
different functions, but there’s a second way to make calling a function
more convenient. What if you’d like to call the same function in different
ways? When functions have long argument lists, it can become tedious to write
(and confusing to read) the function calls when most of the arguments are the
same for all the calls. A commonly used feature in C++ is called default
arguments. A default
argument is one the compiler inserts if it isn’t specified in the function
call. Thus, the calls f(“hello”), f(“hi”,
1), and f(“howdy”, 2, ‘c’) can all be calls
to the same function. They could also be calls to three overloaded functions,
but when the argument lists are this similar, you’ll usually want similar
behavior, which calls for a single function.
Function overloading and default
arguments really aren’t very complicated. By the time you reach the end of
this chapter, you’ll understand when to use them and the underlying
mechanisms that implement them during compiling and
linking.
void f(); class X { void f(); };
the function f( ) inside the
scope of class X does not clash with the global version of
f( ). The compiler performs this scoping by manufacturing different
internal names for the global version of f( ) and
X::f( ). In Chapter 4, it was suggested that the names are simply
the class name “decorated” together with the function name, so the
internal names the compiler uses might be _f and _X_f. However, it
turns out that function name decoration involves more than the class
name.
Here’s why. Suppose you want to
overload two function names
void print(char); void print(float);
It doesn’t matter whether they are
both inside a class or at the global scope. The compiler can’t generate
unique internal identifiers if it uses only the scope of the function names.
You’d end up with _print in both cases. The idea of an overloaded
function is that you use the same function name, but different argument lists.
Thus, for overloading to work the compiler must decorate the function name with
the names of the argument types. The functions above,
defined at global scope, produce internal names that might look something like
_print_char and _print_float. It’s worth noting there is no
standard for the way names must be decorated by the
compiler, so you will see very different results from one compiler to another.
(You can see what it looks like by telling the compiler to generate
assembly-language output.) This, of course, causes problems if you want to buy
compiled libraries for a particular compiler and linker – but even if
name decoration were standardized, there would be other roadblocks because of
the way different compilers generate
code.
That’s really all there is to
function overloading: you can use the same function name for different functions
as long as the argument lists are different. The compiler decorates the name,
the scope, and the argument lists to produce internal names for it and the
linker to
use.
It’s common to wonder, “Why
just scopes and argument lists? Why not return values?” It seems at first
that it would make sense to also decorate the return value with the internal
function name. Then you could overload on return
values, as
well:
void f(); int f();
This works fine when the compiler can
unequivocally determine the meaning from the context, as in int x =
f( );. However, in C you’ve always been able to call a
function and ignore the return value (that is, you can
call the function for its side effects). How can the compiler distinguish
which call is meant in this case? Possibly worse is the difficulty the reader
has in knowing which function call is meant. Overloading solely on return value
is a bit too subtle, and thus isn’t allowed in
C++.
There is an added benefit to all of this
name decoration. A particularly sticky problem in C occurs when the client
programmer misdeclares a
function, or, worse, a function
is called without declaring it first, and the compiler infers the function
declaration from the way it is called. Sometimes this function declaration is
correct, but when it isn’t, it can be a difficult bug to
find.
Because all functions must be
declared before they are used in C++, the opportunity for this problem to pop up
is greatly diminished. The C++ compiler refuses to declare a function
automatically for you, so it’s likely that you will include the
appropriate header file. However, if for some reason you still manage to
misdeclare a function, either by declaring by hand or including the wrong header
file (perhaps one that is out of date), the name decoration provides a safety
net that is often referred to as type-safe linkage.
Consider the following scenario. In one
file is the definition for a function:
//: C07:Def.cpp {O} // Function definition void f(int) {} ///:~
In the second file, the function is
misdeclared and then called:
//: C07:Use.cpp //{L} Def // Function misdeclaration void f(char); int main() { //! f(1); // Causes a linker error } ///:~
Even though you can see that the function
is actually f(int), the compiler doesn’t know this because it was
told – through an explicit declaration – that the function is
f(char). Thus, the compilation is successful. In
C, the linker would also be successful, but not
in C++. Because the compiler decorates the names, the definition becomes
something like f_int, whereas the use of the function is f_char.
When the linker tries to resolve the reference to f_char, it can only
find f_int, and it gives you an error message. This is type-safe linkage.
Although the problem doesn’t occur all that often, when it does it can be
incredibly difficult to find, especially in a large project. This is one of the
cases where you can easily find a difficult error in a C program simply by
running it through the C++
compiler.
We can now modify earlier examples to use
function overloading. As stated before, an immediately useful place for
overloading is in constructors. You can see this in the following version of the
Stash class:
//: C07:Stash3.h // Function overloading #ifndef STASH3_H #define STASH3_H class Stash { int size; // Size of each space int quantity; // Number of storage spaces int next; // Next empty space // Dynamically allocated array of bytes: unsigned char* storage; void inflate(int increase); public: Stash(int size); // Zero quantity Stash(int size, int initQuantity); ~Stash(); int add(void* element); void* fetch(int index); int count(); }; #endif // STASH3_H ///:~
The first Stash( )
constructor is the same as before, but the second one has a Quantity
argument to indicate the initial number of storage places to be allocated. In
the definition, you can see that the internal value of quantity is set to
zero, along with the storage pointer. In the second constructor, the call
to inflate(initQuantity) increases quantity to the allocated
size:
//: C07:Stash3.cpp {O} // Function overloading #include "Stash3.h" #include "../require.h" #include <iostream> #include <cassert> using namespace std; const int increment = 100; Stash::Stash(int sz) { size = sz; quantity = 0; next = 0; storage = 0; } Stash::Stash(int sz, int initQuantity) { size = sz; quantity = 0; next = 0; storage = 0; inflate(initQuantity); } Stash::~Stash() { if(storage != 0) { cout << "freeing storage" << endl; delete []storage; } } int Stash::add(void* element) { if(next >= quantity) // Enough space left? inflate(increment); // Copy element into storage, // starting at next empty space: int startBytes = next * size; unsigned char* e = (unsigned char*)element; for(int i = 0; i < size; i++) storage[startBytes + i] = e[i]; next++; return(next - 1); // Index number } void* Stash::fetch(int index) { require(0 <= index, "Stash::fetch (-)index"); if(index >= next) return 0; // To indicate the end // Produce pointer to desired element: return &(storage[index * size]); } int Stash::count() { return next; // Number of elements in CStash } void Stash::inflate(int increase) { assert(increase >= 0); if(increase == 0) return; int newQuantity = quantity + increase; int newBytes = newQuantity * size; int oldBytes = quantity * size; unsigned char* b = new unsigned char[newBytes]; for(int i = 0; i < oldBytes; i++) b[i] = storage[i]; // Copy old to new delete [](storage); // Release old storage storage = b; // Point to new memory quantity = newQuantity; // Adjust the size } ///:~
When you use the first constructor no
memory is allocated for storage. The allocation happens the first time
you try to add( ) an object and any time the current block of memory
is exceeded inside add( ).
Both constructors are exercised in the
test program:
//: C07:Stash3Test.cpp //{L} Stash3 // Function overloading #include "Stash3.h" #include "../require.h" #include <fstream> #include <iostream> #include <string> using namespace std; int main() { Stash intStash(sizeof(int)); for(int i = 0; i < 100; i++) intStash.add(&i); for(int j = 0; j < intStash.count(); j++) cout << "intStash.fetch(" << j << ") = " << *(int*)intStash.fetch(j) << endl; const int bufsize = 80; Stash stringStash(sizeof(char) * bufsize, 100); ifstream in("Stash3Test.cpp"); assure(in, "Stash3Test.cpp"); string line; while(getline(in, line)) stringStash.add((char*)line.c_str()); int k = 0; char* cp; while((cp = (char*)stringStash.fetch(k++))!=0) cout << "stringStash.fetch(" << k << ") = " << cp << endl; } ///:~
The constructor call for stringStash
uses a second argument; presumably you know something special about the
specific problem you’re solving that allows you to choose an initial size
for the Stash.
As you’ve seen, the only difference
between struct and class in C++ is that struct defaults to
public and class defaults to private. A struct can
also have constructors and destructors, as you might expect. But it turns out
that a union can also have a constructor,
destructor, member functions, and even access control. You can again see the use
and benefit of overloading in the following example:
//: C07:UnionClass.cpp // Unions with constructors and member functions #include<iostream> using namespace std; union U { private: // Access control too! int i; float f; public: U(int a); U(float b); ~U(); int read_int(); float read_float(); }; U::U(int a) { i = a; } U::U(float b) { f = b;} U::~U() { cout << "U::~U()\n"; } int U::read_int() { return i; } float U::read_float() { return f; } int main() { U X(12), Y(1.9F); cout << X.read_int() << endl; cout << Y.read_float() << endl; } ///:~
You might think from the code above that
the only difference between a
union and a class is the way the data is stored (that is, the
int and float are overlaid on the same piece of storage). However,
a union cannot be used as a base class during inheritance, which is quite
limiting from an object-oriented design standpoint (you’ll learn about
inheritance in Chapter 14).
Although the member functions civilize
access to the union somewhat, there is still no way to prevent the client
programmer from selecting the wrong element type once the union is
initialized. In the example above, you could say X.read_float( )
even though it is inappropriate. However, a
“safe” union
can be encapsulated in a class. In the following example, notice how the
enum clarifies the code, and how overloading comes in handy with the
constructors:
//: C07:SuperVar.cpp // A super-variable #include <iostream> using namespace std; class SuperVar { enum { character, integer, floating_point } vartype; // Define one union { // Anonymous union char c; int i; float f; }; public: SuperVar(char ch); SuperVar(int ii); SuperVar(float ff); void print(); }; SuperVar::SuperVar(char ch) { vartype = character; c = ch; } SuperVar::SuperVar(int ii) { vartype = integer; i = ii; } SuperVar::SuperVar(float ff) { vartype = floating_point; f = ff; } void SuperVar::print() { switch (vartype) { case character: cout << "character: " << c << endl; break; case integer: cout << "integer: " << i << endl; break; case floating_point: cout << "float: " << f << endl; break; } } int main() { SuperVar A('c'), B(12), C(1.44F); A.print(); B.print(); C.print(); } ///:~
In the code above, the
enum has no type name (it is an
untagged enumeration). This is
acceptable if you are going to immediately define instances of the enum,
as is done here. There is no need to refer to the enum’s type name
in the future, so the type name is optional.
The union
has no type name and no variable name. This is called an
anonymous union, and
creates space for the union but doesn’t require accessing the
union elements with a variable name and the dot operator. For instance,
if your anonymous union is:
//: C07:AnonymousUnion.cpp int main() { union { int i; float f; }; // Access members without using qualifiers: i = 12; f = 1.22; } ///:~
Note that you access members of an
anonymous union just as if they were ordinary variables. The only difference is
that both variables occupy the same space. If the anonymous union is at
file scope (outside all functions and classes) then it must be declared
static so it has internal
linkage.
Although SuperVar is now safe, its
usefulness is a bit dubious because the reason for using a union in the
first place is to save space, and the addition of vartype takes up quite
a bit of space relative to the data in the union, so the savings are
effectively eliminated. There are a couple of alternatives to make this scheme
workable. If the vartype controlled more than one union instance
– if they were all the same type – then you’d only need one
for the group and it wouldn’t take up more space. A more useful approach
is to have #ifdefs around all the vartype code, which can then
guarantee things are being used correctly during development and testing. For
shipping code, the extra space and time overhead can be
eliminated.
In Stash3.h, examine the two
constructors for Stash( ). They don’t seem all that different,
do they? In fact, the first constructor seems to be a special case of the second
one with the initial size set to zero. It’s a bit of a waste of
effort to create and maintain two different versions of a similar
function.
C++ provides a remedy with default
arguments. A default
argument is a value given in the declaration that the compiler automatically
inserts if you don’t provide a value in the function call. In the
Stash example, we can replace the two functions:
Stash(int size); // Zero quantity Stash(int size, int initQuantity);
with the single
function:
Stash(int size, int initQuantity = 0);
The Stash(int) definition is
simply removed – all that is necessary is the single Stash(int,
int) definition.
Now, the two object
definitions
Stash A(100), B(100, 0);
will produce exactly the same results.
The identical constructor is called in both cases, but for A, the second
argument is automatically substituted by the compiler when it sees the first
argument is an int and that there is no second argument. The compiler has
seen the default argument, so it knows it can still make the function call if it
substitutes this second argument, which is what you’ve told it to do by
making it a default.
Default arguments are a convenience, as
function overloading is a convenience. Both features allow you to use a single
function name in different situations. The difference is that with default
arguments the compiler is substituting arguments when you don’t want to
put them in yourself. The preceding example is a good place to use default
arguments instead of function overloading; otherwise you end up with two or more
functions that have similar signatures and similar behaviors. If the functions
have very different behaviors, it doesn’t usually make sense to use
default arguments (for that matter, you might want to question whether two
functions with very different behaviors should have the same
name).
There are two rules you must be aware of
when using default arguments. First, only
trailing arguments may be
defaulted. That is, you can’t have a default argument followed by a
non-default argument. Second, once you start using default arguments in a
particular function call, all the subsequent arguments in that function’s
argument list must be defaulted (this follows from the first
rule).
Default arguments are only placed in the
declaration of a function (typically placed in a header
file). The compiler must see the
default value before it can use it. Sometimes people will place the commented
values of the default arguments in the function definition, for documentation
purposes
void fn(int x /* = 0 */) { // ...
Arguments in a function declaration can
be declared without identifiers. When these are used
with default arguments, it can look a bit funny. You can end up
with
void f(int x, int = 0, float = 1.1);
In C++ you don’t need identifiers
in the function definition, either:
void f(int x, int, float flt) { /* ... */ }
In the function body, x and
flt can be referenced, but not the middle argument, because it has no
name. Function calls must still provide a value for the placeholder, though:
f(1) or f(1,2,3.0). This syntax allows you to put the argument in
as a placeholder without using it. The idea is that you might want to change the
function definition to use the placeholder later, without changing all the code
where the function is called. Of course, you can accomplish the same thing by
using a named argument, but if you define the argument for the function body
without using it, most compilers will give you a warning message, assuming
you’ve made a logical error. By intentionally leaving the argument name
out, you suppress this warning.
More important, if you start out using a
function argument and later decide that you don’t need it, you can
effectively remove it without generating warnings, and yet not disturb any
client code that was calling the previous version of the
function.
Both function overloading and default
arguments provide a convenience for calling function names. However, it can seem
confusing at times to know which technique to use. For example, consider the
following tool that is designed to automatically manage blocks of
memory for you:
//: C07:Mem.h #ifndef MEM_H #define MEM_H typedef unsigned char byte; class Mem { byte* mem; int size; void ensureMinSize(int minSize); public: Mem(); Mem(int sz); ~Mem(); int msize(); byte* pointer(); byte* pointer(int minSize); }; #endif // MEM_H ///:~
A Mem object holds a block of
bytes and makes sure that you have enough storage. The default
constructor doesn’t allocate any storage, and the second constructor
ensures that there is sz storage in the Mem object. The destructor
releases the storage, msize( ) tells you how many bytes there are
currently in the Mem object, and pointer( ) produces a
pointer to the starting address of the storage (Mem is a fairly low-level
tool). There’s an overloaded version of pointer( ) in which
client programmers can say that they want a pointer to a block of bytes that is
at least minSize large, and the member function ensures
this.
Both the constructor and the
pointer( ) member function use the private
ensureMinSize( ) member function to increase the size of the memory
block (notice that it’s not safe to hold the result of
pointer( ) if the memory is resized).
Here’s the implementation of the
class:
//: C07:Mem.cpp {O} #include "Mem.h" #include <cstring> using namespace std; Mem::Mem() { mem = 0; size = 0; } Mem::Mem(int sz) { mem = 0; size = 0; ensureMinSize(sz); } Mem::~Mem() { delete []mem; } int Mem::msize() { return size; } void Mem::ensureMinSize(int minSize) { if(size < minSize) { byte* newmem = new byte[minSize]; memset(newmem + size, 0, minSize - size); memcpy(newmem, mem, size); delete []mem; mem = newmem; size = minSize; } } byte* Mem::pointer() { return mem; } byte* Mem::pointer(int minSize) { ensureMinSize(minSize); return mem; } ///:~
You can see that
ensureMinSize( ) is the only function responsible for allocating
memory, and that it is used from the second constructor and the second
overloaded form of pointer( ). Inside ensureMinSize( ),
nothing needs to be done if the size is large enough. If new storage must
be allocated in order to make the block bigger (which is also the case when the
block is of size zero after default construction), the new “extra”
portion is set to zero using the Standard C library
function memset( ), which was introduced in Chapter 5. The
subsequent function call is to the Standard C library function
memcpy( ), which in this case copies the
existing bytes from mem to newmem (typically in an efficient
fashion). Finally, the old memory is deleted and the new memory and sizes are
assigned to the appropriate members.
The Mem class is designed to be
used as a tool within other classes to simplify their memory management (it
could also be used to hide a more sophisticated memory-management system
provided, for example, by the operating system). Appropriately, it is tested
here by creating a simple “string” class:
//: C07:MemTest.cpp // Testing the Mem class //{L} Mem #include "Mem.h" #include <cstring> #include <iostream> using namespace std; class MyString { Mem* buf; public: MyString(); MyString(char* str); ~MyString(); void concat(char* str); void print(ostream& os); }; MyString::MyString() { buf = 0; } MyString::MyString(char* str) { buf = new Mem(strlen(str) + 1); strcpy((char*)buf->pointer(), str); } void MyString::concat(char* str) { if(!buf) buf = new Mem; strcat((char*)buf->pointer( buf->msize() + strlen(str) + 1), str); } void MyString::print(ostream& os) { if(!buf) return; os << buf->pointer() << endl; } MyString::~MyString() { delete buf; } int main() { MyString s("My test string"); s.print(cout); s.concat(" some additional stuff"); s.print(cout); MyString s2; s2.concat("Using default constructor"); s2.print(cout); } ///:~
All you can do with this class is to
create a MyString, concatenate text, and print to an
ostream. The class only contains a pointer to a
Mem, but note the distinction between the default constructor, which sets
the pointer to zero, and the second constructor, which creates a Mem and
copies data into it. The advantage of the
default constructor is that you
can create, for example, a large array of empty MyString objects very
cheaply, since the size of each object is only one pointer and the only overhead
of the default constructor is that of assigning to zero. The cost of a
MyString only begins to accrue when you concatenate data; at that point
the Mem object is created if it hasn’t been already. However, if
you use the default constructor and never concatenate any data, the destructor
call is still safe because calling delete for
zero is defined such that it does not try to release storage or otherwise cause
problems.
If you look at these two constructors it
might at first seem like this is a prime candidate for default arguments.
However, if you drop the default constructor and write the remaining constructor
with a default argument:
MyString(char* str = "");
everything will work correctly, but
you’ll lose the previous efficiency benefit since a Mem object will
always be created. To get the efficiency back, you must modify the
constructor:
MyString::MyString(char* str) { if(!*str) { // Pointing at an empty string buf = 0; return; } buf = new Mem(strlen(str) + 1); strcpy((char*)buf->pointer(), str); }
This means, in effect, that the default
value becomes a flag that causes a separate piece of code to be executed than if
a non-default value is used. Although it seems innocent enough with a small
constructor like this one, in general this practice can cause problems. If you
have to look for the default rather than treating it as an ordinary
value, that should be a clue that you will end up with effectively two different
functions inside a single function body: one version for the normal case and one
for the default. You might as well split it up into two distinct function bodies
and let the compiler do the selection. This results in a slight (but usually
invisible) increase in efficiency, because the extra argument isn’t passed
and the extra code for the conditional isn’t executed. More importantly,
you are keeping the code for two separate functions in two separate
functions rather than combining them into one using default arguments, which
will result in easier maintainability, especially if the functions are
large.
On the other hand, consider the
Mem class. If you look at the definitions of the two constructors and the
two pointer( ) functions, you can see that using default arguments
in both cases will not cause the member function definitions to change at all.
Thus, the class could easily be:
//: C07:Mem2.h #ifndef MEM2_H #define MEM2_H typedef unsigned char byte; class Mem { byte* mem; int size; void ensureMinSize(int minSize); public: Mem(int sz = 0); ~Mem(); int msize(); byte* pointer(int minSize = 0); }; #endif // MEM2_H ///:~
Notice that a call to
ensureMinSize(0) will always be quite efficient.
Although in both of these cases I based
some of the decision-making process on the issue of
efficiency, you must be careful not to fall into the
trap of thinking only about efficiency (fascinating as it is). The most
important issue in class design is the interface of the class (its public
members, which are available to the client programmer). If these produce a class
that is easy to use and reuse, then you have a success; you can always tune for
efficiency if necessary but the effect of a class that is designed badly because
the programmer is over-focused on efficiency issues can be dire. Your primary
concern should be that the interface makes sense to those who use it and who
read the resulting code. Notice that in MemTest.cpp the usage of
MyString does not change regardless of whether a default constructor is
used or whether the efficiency is high or
low.
As a guideline, you shouldn’t use a
default argument as a flag upon
which to conditionally execute code. You should instead break the function into
two or more overloaded functions if you can. A default argument should be a
value you would ordinarily put in that position. It’s a value that is more
likely to occur than all the rest, so client programmers can generally ignore it
or use it only if they want to change it from the default
value.
The default argument is included to make
function calls easier, especially when those functions have many arguments with
typical values. Not only is it much easier to write the calls, it’s easier
to read them, especially if the class creator can order the arguments so the
least-modified defaults appear latest in the list.
An especially important use of default
arguments is when you start out with a function with a set of arguments, and
after it’s been used for a while you discover you need to add arguments.
By defaulting all the new arguments, you ensure that all client code using the
previous interface is not disturbed.
Solutions to selected exercises
can be found in the electronic document The Thinking in C++ Annotated
Solution Guide, available for a small fee from
www.BruceEckel.com.