Too many datamembers

S

sreeni

I have a ordinary C++ class with lot of datamembers used internally
between methods of the same class.

Is there any other elegant way to maintain the private datamembers.

Please give your suggestions.
 
R

red floyd

sreeni said:
I have a ordinary C++ class with lot of datamembers used internally
between methods of the same class.

Is there any other elegant way to maintain the private datamembers.

Please give your suggestions.

Not knowing your requirements or your design, we can only guess.

My suggestion? Refactor.
 
M

Maxim Yegorushkin

I have a ordinary C++ class with lot of datamembers used internally
between methods of the same class.

Is there any other elegant way to maintain the private datamembers.

The most elegant way is to hide the implementation details of your
class. All non-public members are an implementation detail. You hide
these by providing an abstract class / interface and a factory
function that creates an instance of that interface.
 
J

James Kanze

The most elegant way is to hide the implementation details of
your class. All non-public members are an implementation
detail. You hide these by providing an abstract class /
interface and a factory function that creates an instance of
that interface.

That's one way. The more idiomatic way in C++ is the
compilation firewall idiom. Both work, but neither is totally
without drawbacks. The abstract class/factory function, for
example, doesn't work if users have to be able to derive from
the interface.
 
M

Maxim Yegorushkin

That's one way.  The more idiomatic way in C++ is the
compilation firewall idiom.

How do you tell which one is more idiomatic?
Both work, but neither is totally
without drawbacks.  The abstract class/factory function, for
example, doesn't work if users have to be able to derive from
the interface.

Hm... It works for me - the venerable decorator design pattern:

#include <memory>

struct Interface
{
virtual ~Interface() = 0;
// idiomatic functions ;)))
virtual void foo() = 0;
virtual void bar() = 0;
};
std::auto_ptr<Interface> createInterfaceImplementation();

class DeriveFromInterface : public Interface
{
private:
std::auto_ptr<Interface> base_implementation_;

// disable these for simplicity
DeriveFromInterface(DeriveFromInterface const&);
DeriveFromInterface& operator=(DeriveFromInterface const&);

public:
void foo() { base_implementation_->foo(); }
void bar() { base_implementation_->bar(); }

DeriveFromInterface()
: base_implementation_(createInterfaceImplementation())
{}
};
 
M

Michael DOUBEZ

Maxim Yegorushkin a écrit :
How do you tell which one is more idiomatic?

The factory system requires that everything be put on the heap and use
mechanisms to dispose of it and ensure exception safety; whereas the
firewall idiom let you instantiate the class as any other and dynamic
allocation is handled internally/locally.

In this regard, the firewall idiom is a far better tradeoff for the
intended usage here.
 
M

Maxim Yegorushkin

Maxim Yegorushkin a écrit :





The factory system requires that everything be put on the heap and use
mechanisms to dispose of it and ensure exception safety; whereas the
firewall idiom let you instantiate the class as any other and dynamic
allocation is handled internally/locally.

In this regard, the firewall idiom is a far better tradeoff for the
intended usage here.

True. In this case you just modify the class, but not users.
 
P

Puppet_Sock

I have a ordinary C++ class with lot of datamembers used internally
between methods of the same class.

Is there any other elegant way to maintain the private datamembers.

Please give your suggestions.

The bulging forehead types around here have given you
the answers. But unless you already knew them, you may
not understand what they are talking about.

Internal data members are not necessarily a problem,
even if there are lots of them. What you want to try
to do is manage the complexity. Complexity is when
it starts to be a problem keeping track of what goes
where, what belongs to what code, and so on.

The drive is always to have manageable chunks of data
to think about at one time. If you can hold an entire
chunk of the program (code and data) in your head at
the same time, then that's probably a good sign that
you have got about the right size objects.

When you design a class, you need to have an idea of
what that class will do for you. Think of a class as
an exporter of some task. Usually, if the task is "hold
on to a bunch of data and offer it up when asked" or
something like that, then your task is pretty weak.
This is sometimes called a "thin abstraction." This is
one way that complexity gets away from control. If you
treat a class as just a big bag that you shovel in a
bunch of related stuff, then you can easily lose control
and get a large bag of hard to manage complexity.

If your abstraction is something like "model the
behaviour of a car" then you start to see the
power of a class. You want your abstraction to give
you clues as to how to design the interface.
And how to design the internal relationships.

So, to manage the complexity of modelling a car
in C++, you might have a car class. Then the car
class would have internal data members that were
themselves instances of classes. An engine class,
a transmission class, a driver interface class, etc.

Just as the larger class hides details from its
clients, so too the internal classes hide details
from eachother. So, the engine does not need to be
able to see the details of the internal workings
of the transmission. The driver only needs to see
the controls, not the details of how the inside of
the radio works, or where the wires go from the
turn signals, and so on.

So, you want to examine your abstraction and see if
you have things aligned with the problem you are
trying to solve with your program. Is it in fact
the case that the thing you are modelling has this
big set of data items that need to be visible to
eachother? If not, can you reasonably divide this
thing into smaller, more manageable, classes?

So, you could design a car class as one big bag.
Everything to do with the internal guts of a car
could be visible once you were inside the car class.
But that would get unworkable fast. When you wanted
to call the routine to inventory the glove
compartment, you'd have to sort through the data
members that told you about all the other stuff, the
throttle position, the trunk contents, the radio
station currently playing, the gear the car was in,
and so on.

But if you design the car class to contain instances
of other classes, you can hide those details in the
other classes. The car has a glove compartment. The
glove compartment details hide behind a class interface.
The car has an engine, those details hide behind a
class interface for the engine. And maybe the engine
has enough details that it would work to have *it*
divide its contents up into other classes.

So, not only do you hide details from clients of a car
class, you hide details of one part of the car from
the other parts of the car. That way, when the auto-
matic transmission decides to change gears, you don't
accidentally wind up changing the radio station also.

In addition to helping manage complexity, there are
gains in terms of testing, documentation, etc. If you
have a radio class for the car, then you can take
that radio class and test it by itself. You can
document that code by itself. And, in principle, you
can reuse that code in another project, because you
have built it with a clean, easy to use interface.

There are lots of good books on this subject. A good
place to start (just don't let it be your last book
on the subject) is _Code Complete (2nd edition)_
by Steve McConnel.
Socks
 

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