I have a class template
template <class T> class Collection
{
private:
int size;
int type;
T* Arr;
int Case;
public:
void ArrayGenerating() {
switch(type) {
case 1:
Arr = new T[size];
for (int i = 0; i < size; i++) {
srand((unsigned)time(NULL));
Arr[i] = static_cast <T> (rand()) % size;
}
case 2:
Arr = new T[size];
for (int i = 0; i < size; i++) {
srand((unsigned)time(NULL));
Arr[i] = static_cast <T> (rand()) / (static_cast <T> (RAND_MAX/size));
}
case 3:
Arr = new T[size];
for (int i = 0; i < size; i++) {
srand((unsigned)time(NULL));
Arr[i].setNumerator(static_cast <int> (rand()) % size);
srand((unsigned)time(NULL));
Arr[i].setDenominator(static_cast <int> (rand()) % size);
}
}
}
};
I want to creat an random array of generic data type
with type 1, that is an interger array. type 2, an float array. type 3, I have an self-defined data type "fraction". But when I compile the programm, there are errors:
Error 1 error C2228: left of '.setNumerator' must have class/struct/union
Error 2 error C2228: left of '.setDenominator' must have class/struct/union
So if there are any solution for this complication?
I guess, type
is a constant depending on T. Otherwise it would make no sense to have a T* point to an int, when T is a float. If that is true, it is not necessary at all.
I think, what you are looking for is template specialization (untested code):
// this is common to all cases.
class CollectionBase {
protected:
int size;
};
// the general template is not defined
// the compiler will complain whenever T is neither int, nor float, nor fraction.
template<class T> class Collection;
// here come the specializations
template<> class Collection<int>: private CollectionBase
{
private:
int* Arr;
public:
void ArrayGenerating() {
Arr = new int[size];
for (int i = 0; i < size; i++) {
srand((unsigned)time(NULL));
Arr[i] = static_cast<int>(rand()) % size;
}
}
};
template<> class Collection<float>: private CollectionBase
{
private:
float* Arr;
public:
void ArrayGenerating() {
Arr = new float[size];
for (int i = 0; i < size; i++) {
srand((unsigned)time(NULL));
Arr[i] = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX/size));
}
}
};
template<> class Collection<fraction>: private CollectionBase
{
private:
fraction* Arr;
public:
void ArrayGenerating() {
Arr = new fraction[size];
for (int i = 0; i < size; i++) {
srand((unsigned)time(NULL));
Arr[i].setNumerator(static_cast <int> (rand()) % size);
srand((unsigned)time(NULL));
Arr[i].setDenominator(static_cast <int> (rand()) % size);
}
}
};
Please note, that this kind of code is dangerous. Consider std::vector<>
instead of managing dynamically allocated array yourself.
Also be aware, that as a rule of thumb all methods of your class should be safely callable as soon as the constructor has finished. In your code any function that accesses Arr
uses a random pointer to some memory, before ArrayGenerating()
has run. Whenever you call ArrayGenerating()
twice for some reason, your code will leak memory, because you never bother to delete[]
your array before creating a new one.
The best tool C++ gives you for memory management is constructors and destructors. You are best of, when you encapsulate every resource, that you have to release once in a while, in a handler object. In this case std::vector
already does what you need.
So here is a full (yet untested) most generic solution for you. I'd start with a free function to create random numbers:
template<typename T> struct dist{
using uniform = std::uniuniform_int_distribution<T>;
};
template<> struct dist<float> {
using uniform = std::uniuniform_real_distribution<float>;
};
template<typename T>
std::vector<T> createRandomNumbers(size_t s) {
auto e1 = std::default_random_engine{std::random_device{}()};
auto u = dist<T>::uniform{0, static_cast<T>(s)};
auto r = std::vector<T>(s, 0);
for( auto& i: r ) i = u(e1);
return r;
}
// fraction need a specialization
template<>
std::vector<fraction> createRandomNumbers<fraction>(size_t s) {
auto e1 = std::default_random_engine{std::random_device{}()};
auto u = dist<int>::uniform{0, static_cast<int>(s)};
auto r = std::vector<fraction>(s, 0);
for( auto& i: r ) {
i.setNumerator(u(e1));
i.setDenominator(u(e1));
}
return r;
}
Now we implement a Collection
class template like yours, if we really still need it:
template <typename T> Collection {
private:
// this will handle all your memory management needs
std::vector<T> randoms;
public:
Collection(size_t s) :
randoms{createRandomNumbers<T>(s)}
{};
createNewRandoms(size_t s) {
std::swap(randoms, createRandomNumbers<T>(s));
};
// whatever else is necessary
};