slicing - copying or assigning derived object to base object

S

subramanian100in

Consider

class Base
{
....
};

class Derived : public Base
{
...
};

Derived d_obj;

As per my understanding, slicing happens in the following scenarios
and they should be avoided. However my question is, will we ever
require one of the following scenarios?

1) Will there be any need to instantiate Base like
Base b_obj(d_obj); // derived object sliced down to base object

2) Will there be any need to assign like
b_obj = d_obj; // again derived object sliced down to base object

3) void fn(Base base_obj_arg)
{
...
}

fn(d_obj); // slicing happens here

4) Base fn(const Derived& arg)
{
return arg;
}

Base temp = fn(d_obj); // again slicing happens here.


What I am trying to say is, if the above four scenarios are avoided,
slicing will not happen. However will there be any need for one of the
above four scenarios to be used as mandatory ?

Kindly explain.

Thanks
V.Subramanian
 
P

Pascal J. Bourguignon

Consider

class Base
{
...
};

class Derived : public Base
{
..
};

Derived d_obj;

As per my understanding, slicing happens in the following scenarios
and they should be avoided. However my question is, will we ever
require one of the following scenarios?

1) Will there be any need to instantiate Base like
Base b_obj(d_obj); // derived object sliced down to base object

2) Will there be any need to assign like
b_obj = d_obj; // again derived object sliced down to base object

3) void fn(Base base_obj_arg)
{
...
}

fn(d_obj); // slicing happens here

4) Base fn(const Derived& arg)
{
return arg;
}

Base temp = fn(d_obj); // again slicing happens here.


What I am trying to say is, if the above four scenarios are avoided,
slicing will not happen. However will there be any need for one of the
above four scenarios to be used as mandatory ?


There's not really a NEED to slice. But this could be something
somebody might want to do. I wouldn't advise doing it, but still.

Imagine a 3D editor. You could have a graphic card processor that
would expect data as:

class Point { public: int x; int y; };

but while editing 3D models, the application may want to attach
attributes to the points:

class EditorPoint: public Point {
std::string name;
DateTime dateCreated;
User* lastModifier;
// ...
};


So this 3D editor will work with EditorPoints, with a lot of data, but
just before sending these points to the graphic card to be rendered on
the screen, it would slice the EditorPoints down to Points:

std::vector<EditorPoint> ep;
std::vector<Point> gp(ep.size());

copy(ep.begin(),ep.end(),gp.begin());




Of course, one could argue that it would be saner to do

Point& EditorPoint::convertToGraphicCardPoint(void){
return Point(this->x,this->y);
}

transform(ep.begin(),ep.end(),gp.begin(),
boost::bind(EditorPoint::convertToGraphicCardPoint,_1));

But the binary code executed should be very close or even identical in
both cases, I'd say.
 

Ask a Question

Want to reply to this thread or ask your own question?

You'll need to choose a username for the site, which only take a couple of moments. After that, you can post your question and our members will help you out.

Ask a Question

Members online

No members online now.

Forum statistics

Threads
473,769
Messages
2,569,580
Members
45,054
Latest member
TrimKetoBoost

Latest Threads

Top