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When programming in C, it is common to view problem solutions from a
top-down approach: functions and actions of the program are defined in
terms of sub-functions, which again are defined in sub-sub-functions, etc..
This yields a hierarchy of code: main()
at the top, followed by a level
of functions which are called from main()
, etc..
In C++ the dependencies between code and data can also be defined in terms of classes which are related to other classes. This looks like composition (see section 5.5), where objects of a class contain objects of another class as their data. But the relation which is described here is of a different kind: a class can be defined by means of an older, pre-existing, class. This leads to a situation in which a new class has all the functionality of the older class, and additionally introduces its own specific functionality. Instead of composition, where a given class contains another class, we mean here derivation, where a given class is another class.
Another term for derivation is inheritance: the new class inherits the functionality of an existing class, while the existing class does not appear as a data member in the definition of the new class. When speaking of inheritance the existing class is called the base class, while the new class is called the derived class.
Derivation of classes is often used when the methodology of C++ program development is fully exploited. In this chapter we will first address the syntactical possibilities which C++ offers to derive classes from other classes. Then we will address the peculiar extension to C which is thus offered by C++.
As we have seen the object-oriented approach to problem solving in the introductory chapter (see section 2.4), classes are identified during the problem analysis, after which objects of the defined classes can be declared to represent entities of the problem at hand. The classes are placed in a hierarchy, where the top-level class contains the least functionality. Each derivation and hence descent in the hierarchy adds functionality in the class definition.
In this chapter we shall use a simple vehicle classification system to build a
hierarchy of classes. The first class is Vehicle
, which implements as its
functionality the possibility to set or retrieve the weight of a vehicle. The
next level in the object hierarchy are land-, water- and air vehicles.
The initial object hierarchy is illustrated in figure 12.
Auto
is a special case of a Land
vehicle,
which in turn is a special case of a Vehicle
.
The class Vehicle
is thus the `greatest common denominator' in the
classification system. For the sake of the example we implement in this class
the functionality to store and retrieve the weight of a vehicle:
class Vehicle { public: // constructors Vehicle(); Vehicle(int wt); // interface int getweight() const; void setweight(int wt); private: // data int weight; };Using this class, the weight of a vehicle can be defined as soon as the corresponding object is created. At a later stage the weight can be re-defined or retrieved.
To represent vehicles which travel over land, a new class Land
can be
defined with the functionality of a Vehicle
, but in addition its own
specific information. For the sake of the example we assume that we are
interested in the speed of land vehicles and in their weight. The
relationship between Vehicle
s and Land
s could of course be
represented with composition, but that would be awkward: composition would
suggest that a Land
vehicle contains a vehicle, while the
relationship should be that the Land
vehicle is a special case of a
vehicle.
A relationship in terms of composition would also introduce needless code.
E.g., consider the following code fragment which shows a class Land
using
composition (only the setweight()
functionality is shown):
class Land { public: void setweight(int wt); private: Vehicle v; // composed Vehicle }; void Land::setweight(int wt) { v.setweight(wt); }Using composition, the
setweight()
function of the class Land
would
only serve to pass its argument to Vehicle::setweight()
. Thus, as far as
weight handling is concerned,
Land::setweight()
would introduce no extra functionality, just extra
code. Clearly this code duplication is redundant: a Land
should be a
Vehicle
, and not: a Land
should contain a Vehicle
.
The relationship is better achieved with inheritance: Land
is
derived from Vehicle
, in which Vehicle
is the base class of the
derivation.
class Land: public Vehicle { public: // constructors Land(); Land(int wt, int sp); // interface void setspeed(int sp); int getspeed() const; private: // data int speed; };By postfixing the class name
Land
in its definition by
public Vehicle
the derivation is defined:
the class Land
now contains all the
functionality of its base class Vehicle
plus its own specific
information. The extra functionality consists here of a constructor with two
arguments and interface functions to access the speed
data
member. (The derivation in this example mentions the keyword
public
. C++ also implements private
derivation, which is not
often used and which we will therefore leave to the reader to
uncover.).
To illustrate the use of the derived class Land
consider the following
example:
Land veh(1200, 145); int main() { cout << "Vehicle weighs " << veh.getweight() << endl << "Speed is " << veh.getspeed() << endl; return (0); }This example shows two features of derivation. First,
getweight()
is no
direct member of a Land
. Nevertheless it is used in veh.getweight()
.
This member function is an implicit part of the class, inherited from its
`parent' vehicle.
Second, although the derived class Land
now contains the functionality of
Vehicle
, the private
fields of Vehicle
remain private in the sense
that they can only be accessed by member functions of Vehicle
itself. This
means that the member functions of Land
must use the interface
functions (getweight()
, setweight()
) to address the weight
field;
just as any other code outside the Vehicle
class. This restriction is
necessary to enforce the principle of data hiding. The class Vehicle
could, e.g., be recoded and recompiled, after which the program could be
relinked. The class Land
itself could remain unchanged.
Actually, the previous remark is not quite right: If the internal organization
of the Vehicle
changes, then the internal organization of the Land
objects, containing the data of Vehicle
, changes as well. This means that
objects of the Land
class, after changing Vehicle
, might require more
(or less) memory than before the modification. However, in such a situation we
still don't have to worry about the use of member functions of the parent class
Vehicle
in the class Land
. We might have to recompile the Land
sources, though, as the relative locations of the data members within the
Land
objects will have changed due to the modification of the Vehicle
class.
To play it safe, classes which are derived from other classes must be fully recompiled (but don't have to be modified) after changing the data organization of their base class(es). As adding new member functions to the base class doesn't alter the data organization, no such recompilation is needed after adding new member functions. (A subtle point to note, however, is that adding a new member function that happens to be the first virtual member function of a class results in a hidden pointer to a table of pointers to virtual functions. This topic is discussed further in chapter 16).
In the following example we assume that the class Auto
, representing
automobiles, should be able to contain the weight, speed and name of a car.
This class is therefore derived from Land
:
class Auto: public Land { public: // constructors Auto(); Auto(int wt, int sp, char const *nm); // copy constructor Auto(Auto const &other); // assignment Auto const &operator=(Auto const &other); // destructor ~Auto(); // interface char const *getname() const; void setname(char const *nm); private: // data char const *name; };In the above class definition,
Auto
is derived from Land
, which in
turn is derived from Vehicle
. This is called nested
derivation: Land
is called Auto
's direct base class,
while Vehicle
is called the indirect base class.
Note the presence of a destructor, a copy constructor and overloaded
assignment function in the class Auto
. Since this class uses a pointer to
reach allocated memory, these tools are needed.
As can be seen from the definition of the class Land
, a constructor
exists to set both the weight
and the speed
of an object. The
poor-man's implementation of this constructor could be:
Land::Land (int wt, int sp) { setweight(wt); setspeed(sp); }This implementation has the following disadvantage. The C++ compiler will generate code to call the default constructor of a base class from each constructor in the derived class, unless explicitly instructed otherwise. This can be compared to the situation which arises in composed objects (see section 5.5).
Consequently, in the above implementation (a) the default
constructor of a Vehicle
is called, which probably initializes the weight
of the vehicle, and (b) subsequently the weight is redefined by calling
setweight()
.
A better solution is of course to call directly the constructor of
Vehicle
expecting an int
argument. The syntax to achieve this
is to mention the constructor to be called (supplied with an argument)
immediately following the argument list of the constructor of the derived
class itself:
Land::Land(int wt, int sp) : Vehicle(wt) { setspeed(sp); }
class Base { public: ... // members ~Base(); // destructor }; class Derived { public: ... // members ~Derived(); // destructor } ... // other code int main() { Derived derived; ... return (0); }
At the end of the main()
function, the derived
object ceases to
exists. Hence, its destructor Derived::~Derived()
is called. However,
since derived
is also a Base
object, the Base::~Base()
destructor
is called as well.
It is not necessary to call the Base::~Base()
destructor explicitly
from the Derived::~Derived()
destructor.
Constructors and destructors are called in a stack-like fashion: when
derived
is constructed, the appropriate Base
constructor is called
first, then the appropriate Derived
constructor is called. When
derived
is destroyed, the Derived
destructor is called first, and then
the Base
destructor is called for that object. In general, a derived class
destructor is called before a base class destructor is called.
Let's assume that the vehicle classification system should be able to
represent trucks, which consist of a two parts: the front engine, which pulls
a trailer. Both the front engine and the trailer have their own weights,
but the getweight()
function should return the combined weight.
The definition of a Truck
therefore starts with the class definition,
derived from Auto
but expanded to hold one more int
field to
represent additional weight information. Here we choose to represent the
weight of the front part of the truck in the Auto
class and to store the
weight of the trailer in an additional field:
class Truck: public Auto { public: // constructors Truck(); Truck(int engine_wt, int sp, char const *nm, int trailer_wt); // interface: to set two weight fields void setweight(int engine_wt, int trailer_wt); // and to return combined weight int getweight() const; private: // data int trailer_weight; }; // example of constructor Truck::Truck(int engine_wt, int sp, char const *nm, int trailer_wt) : Auto(engine_wt, sp, nm) { trailer_weight = trailer_wt; }Note that the class
Truck
now contains two functions which are already
present in the base class:
setweight()
is already defined in Auto
. The
redefinition in Truck
poses no problem: this functionality is simply
redefined to perform actions which are specific to a Truck
object.setweight()
in the class Truck
will hide the version of Auto
(which is the version defined in
Vehicle
: for a Truck
only a setweight()
function with two int
arguments can be used.Vehicle
's setweight()
function remains
available. But, as the Auto::setweight()
function is
hidden it must be called explicitly when needed (e.g., inside
Truck::setweight()
. This is required even though Auto::setweight()
has
only one int
argument, and one could argue that Auto::setweight()
and
Truck::setweight()
are merely overloaded functions within the class
Truck
. So, the implementation of the function Truck::setweight()
could
be:
void Truck::setweight(int engine_wt, int trailer_wt) { trailer_weight = trailer_wt; Auto::setweight(engine_wt); // note: Auto:: is required }
Auto
-version of setweight()
is
accessed through the scope resolution operator. So, if a Truck t
needs to
set its Auto
weight, it must use
t.Auto::setweight(x)
class Truck
contains
void setweight(int engine_wt) { Auto::setweight(engine_wt); }then the single argument
setweight()
function can be used by Truck
objects without using the scope resolution operator. As the function is
defined inline, no overhead of an extra function call is involved.
getweight()
is also already defined in
Vehicle
, with the same argument list as in Truck
. In this case,
the class Truck
redefines this member function.
The next code fragment presents the redefined function
Truck::getweight()
:
int Truck::getweight() const { return ( // sum of: Auto::getweight() + // engine part plus trailer_weight // the trailer ); }
The following example shows the actual usage of the member functions of the
class Truck
to display several of its weights:
int main() { Land veh(1200, 145); Truck lorry(3000, 120, "Juggernaut", 2500); lorry.Vehicle::setweight(4000); cout << endl << "Truck weighs " << lorry.Vehicle::getweight() << endl << "Truck + trailer weighs " << lorry.getweight() << endl << "Speed is " << lorry.getspeed() << endl << "Name is " << lorry.getname() << endl; return (0); }Note the explicit call to
Vehicle::setweight(4000)
: in order to reach
the hidden member function Vehicle::setweight()
, which is part of the
set of member functions available to the class Vehicle
, is must be called
explicitly, using the Vehicle::
scope resolution. As said, this is
remarkable, because Vehicle::setweight()
can very well be considered an
overloaded version of Truck::setweight()
.
The situation with Vehicle::getweight()
and Truck::getweight()
is
a different one: here the function Truck::getweight()
is a
redefinition of Vehicle::getweight()
, so in order to reach
Vehicle::getweight()
a scope resolution operation (Vehicle::
) is
required.
For example, let's assume that a class Engine
exists with the
functionality to store information about an engine: the serial number, the
power, the type of fuel, etc.:
class Engine { public: // constructors and such Engine(); Engine(char const *serial_nr, int power, char const *fuel_type); // tools needed as we have pointers in the class Engine(Engine const &other); Engine const &operator=(Engine const &other); ~Engine(); // interface to get/set stuff void setserial(char const *serial_nr); void setpower(int power); void setfueltype(char const *type); char const *getserial() const; int getpower() const; char const *getfueltype() const; private: // data char const *serial_number, *fuel_type; int power; };To represent an
Auto
but with all information about the engine, a class
MotorCar
can be derived from Auto
and
from Engine
,
as illustrated in the below listing. By using multiple derivation, the
functionality of an Auto
and of an Engine
are combined
into a MotorCar
:
class MotorCar : public Auto, public Engine { public: // constructors MotorCar(); MotorCar(int wt, int sp, char const *nm, char const *ser, int pow, char const *fuel); }; MotorCar::MotorCar(int wt, int sp, char const *nm, char const *ser, int pow, char const *fuel) : Engine (ser, pow, fuel), Auto (wt, sp, nm) { }
A few remarks concerning this derivation are:
public
is present both before the classname
Auto
and before the classname Engine
. This is so because the
default derivation in C++ is private
: the keyword public
must be repeated before each base class specification.
MotorCar
introduces no `extra'
functionality of its own, but only combines two pre-existing types into
one aggregate type. Thus, C++ offers the possibility to simply sweep
multiple simple types into one more complex type.
This feature of C++ is very often used. Usually it pays to develop `simple' classes each with its strict well-defined functionality. More functionality can always be achieved by combining several small classes.
Note also the syntax of the constructor: following the argument list, the two
base class constructors are called, each supplied with the correct arguments.
It is also noteworthy that the order in which the constructors are called
is defined by the interface, and not by the implementation (i.e.,
by the statement in the constructor of the class MotorCar
.
This implies that:
Auto
is called, since MotorCar
is first of all derived from Auto
.
Engine
is called,
MotorCar
itself are
executed (in this example, none).
MotorCar
is
an Auto
and at the same time it is an Engine
. A
relationship `a MotorCar
has an Engine
' would be
expressed as composition, by including an Engine
object in the data
of a MotorCar
. But using composition, unnecessary code
duplication occurs in the interface functions for an Engine
(here we assume that a composed object engine
of the class Engine
exists in a MotorCar
):
void MotorCar::setpower(int pow) { engine.setpower(pow); } int MotorCar::getpower() const { return (engine.getpower()); } // etcetera, repeated for set/getserial(), // and set/getfueltype()
Clearly, such simple interface functions are avoided completely by using
derivation. Alternatively, when insisting on the has
relationship and
hence on composition, the interface functions could have been avoided by using
inline
functions.
Vehicle v(900); // vehicle with weight 900 kg Auto a(1200, 130, "Ford"); // automobile with weight 1200 kg, // max speed 130 km/h, make Ford
The object a
is now initialized with its specific values. However, an
Auto
is at the same time a Vehicle
, which makes the
assignment from a derived object to a base object possible:
v = a;The effect of this assignment is that the object
v
now receives the value
1200 as its weight
field. A Vehicle
has neither a speed
nor a
name
field: these data are therefore not assigned.
The conversion from a base object to a derived object, however, is problematic: In a statement like
a = v;it isn't clear what data to enter into the fields
speed
and name
of the Auto
object a
,
as they are missing in the
Vehicle
object v
. Such an assignment is therefore not accepted by
the compiler.
The following general rule applies: when assigning related objects, an assignment in which some data are dropped is legal. However, an assignment where data would have to be left blank is not legal. This rule is a syntactic one: it also applies when the classes in question have their overloaded assignment functions.
The conversion of an object of a base class to an object of a derived class could of course be explicitly defined using a dedicated constructor. E.g., to achieve compilability of a statement
a = v;the class
Auto
would need an assignment function accepting a Vehicle
as its argument. It would be the programmer's responsibility to decide
what to do with the missing data:
Auto const &Auto::operator=(Vehicle const &veh) { setweight (veh.getweight()); . . code to handle other fields should . be supplied here . }
Land land(1200, 130); Auto auto(500, 75, "Daf"); Truck truck(2600, 120, "Mercedes", 6000); Vehicle *vp;
Subsequently we can assign vp
to the addresses of the three objects of
the derived classes:
vp = &land; vp = &auto; vp = &truck;
Each of these assignments is perfectly legal. However, an implicit conversion
of the type of the derived class to a Vehicle
is made, since vp
is
defined as a pointer to a Vehicle
. Hence, when using vp
only the
member functions which manipulate the weight
can be called, as this is the
only functionality of a Vehicle
and thus it is
the only functionality which is available when a pointer to a Vehicle
is
used.
The same reasoning holds true for references to Vehicles
. If, e.g., a
function is defined with a Vehicle
reference parameter, the function may
be passed an object of a class that is derived from Vehicle
. Inside the
function, the specific Vehicle
members of the object of the derived class
remain accessible. This analogy between pointers and references holds true in
all cases. Remember that a reference is nothing but a pointer in disguise: it
mimics a plain variable, but is actually a pointer.
This restriction in functionality has furthermore an important effect for the
class Truck
. After the statement vp = &truck
, vp
points to a
Truck
object. Nevertheless, vp->getweight()
will return 2600; and not
8600 (the combined weight of the cabin and of the trailer: 2600 + 6000),
which would have been returned by t.getweight()
.
When a function is called via a pointer to an object, then the type of the pointer and not the object itself determines which member functions are available and executed. In other words, C++ implicitly converts the type of an object reached via a pointer to the type of the pointer pointing to the object.
There is of course a way around the implicit conversion, which is an explicit type cast:
Truck truck; Vehicle *vp; vp = &truck; // vp now points to a truck object Truck *trp; trp = (Truck *) vp; printf ("Make: %s\n", trp->getname());
The second to last statement of the code fragment above specifically casts a
Vehicle *
variable to a Truck *
in order to assign the value to the
pointer trp
. This code will only work if vp
indeed points to a
Truck
and hence a function getname()
is available. Otherwise
the program may show some unexpected behavior.
As an example we present the class VStorage
, which is used to store
pointers to Vehicle
s. The actual pointers may be addresses of
Vehicle
s themselves, but also may refer to derived types such as
Auto
s.
The definition of the class is the following:
class VStorage { public: VStorage(); VSTorage(VStorage const &other); ~VStorage(); VStorage const &operator=(VStorage const &other); // add Vehicle& to storage void add(Vehicle const &vehicle); // retrieve first Vehicle * Vehicle const *getfirst() const; // retrieve next Vehicle * Vehicle const *getnext() const; private: // data Vehicle **storage; int nstored, current; };
Concerning this class definition we note:
Vehicle &
to the storage, one to retrieve the first Vehicle *
from
the storage, and one to retrieve next pointers until no more are in the
storage.
An illustration of the use of this class is given in the next example:
Land land(200, 20); // weight 200, speed 20 Auto auto(1200, 130, "Ford");// weight 1200 , speed 130, // make Ford VStorage garage; // the storage garage.add(land); // add to storage garage.add(auto); Vehicle const *anyp; int total_wt = 0; for (anyp = garage.getfirst(); anyp; anyp = garage.getnext()) total_wt += anyp->getweight(); cout << "Total weight: " << total_wt << endl;
This example demonstrates how derived types (one Auto
and one
Land
) are implicitly converted to their base type (a Vehicle &
),
so that they can be stored in a VStorage
. Base-type objects are then
retrieved from the storage. The function getweight()
,
defined in the base class and the derived classes,
is therupon used to compute the total weight.
VStorage
contains all the tools to
ensure that two VStorage
objects can be assigned to one another etc..
These tools are the overloaded assignment function and the copy
constructor.
private
section is seen. The class VStorage
maintains an
array of pointers to Vehicle
s and needs two int
s to store how
many objects are in the storage and which the `current' index is, to be
returned by getnext()
.
The class VStorage
shall not be further elaborated; similar examples
shall appear in the next chapters. It is however very noteworthy that by
providing class derivation and base/derived conversions, C++ presents a
powerful tool: these features of C++ allow the processing of all derived
types by one generic class.
The above class VStorage
could even be used to store all types which may
be
derived from a Vehicle
in the future. It seems a bit paradoxical that the
class should be able to use code which isn't even there yet, but there is no
real paradox: VStorage
uses a certain protocol, defined by the
Vehicle
and obligatory for all derived classes.
The above class VStorage
has just one disadvantage: when we add a
Truck
object to a storage, then a code fragment like:
Vehicle const *any; VStorage garage; any = garage.getnext(); cout << any->getweight() << endl;will not print the truck's combined weight of the cabin and the trailer. Only the weight stored in the
Vehicle
portion of the truck will be
returned via the function any->getweight()
.
Fortunately, there is a remedy against this slight disadvantage.
This remedy will be discussed in the next chapter.