Reputation: 587
I am trying to learn type casting from base class to derived class. This sample will show you what I am trying to do. I know this is not a valid solution. I am just trying to create a dynamic architecture for my software and open for advices, solutions.
enum EComponentType
{
Base = 0,
Material = 1
};
class FComponent
{
public:
FComponent() { m_type = EComponentType::Base; }
EComponentType type() { return m_type; }
protected:
EComponentType m_type;
};
class FMaterial : public FComponent
{
public:
FMaterial() { m_type = EComponentType::Material; }
void setValue(int value) { m_value = value; }
int value() { return m_value; }
private:
int m_value;
};
int main(int argc, char *argv[])
{
FMaterial material;
material.setValue(22);
QVector<FComponent> Components;
Components << material;
for (int i = 0; i < Components.size(); i++)
{
switch (Components[i].type())
{
case EComponentType::Material:
FMaterial material = (FMaterial)(Components[i]); // --> invalid of course
int value = material.value();
break;
}
}
return 0;
}
Update 1:
int main(int argc, char *argv[])
{
QVector<FComponent*> Components;
FMaterial material;
material.setValue(22);
Components << &material;
for (int i = 0; i < Components.size(); i++)
{
switch (Components[i]->type())
{
case EComponentType::Material:
FMaterial *m = static_cast<FMaterial*>(Components[i]);
int value = m->getValue();
qDebug() << value;
break;
}
}
return 0;
}
So is this a good choice due to performance or any other reasons? There will be lots of classes and many types?
Upvotes: 0
Views: 185
Reputation: 3726
Although I do not agree with your overall design here is how to fix your solution:
Use static_cast
instead of dynamic_cast
and it will work. dynamic_cast
will also work if you put at least one virtual function to the base class but its an overkill and would be redundant along with your type enum.
EDIT: Also I've just noticed that you try to cast values, in case of classes you have to do the casting on class pointers or references!
class FComponent
{
public:
// Withtout this if you delete an FComponent* then the destructor of the derived class isn't called.
virtual ~FComponent() {}
};
class FMaterial : public FComponent
{
};
int test()
{
QVector<FComponent*> Components;
FMaterial* material = new FMaterial;
Components << material;
for (int i = 0; i < Components.size(); i++)
{
switch (Components[i].type())
{
case EComponentType::Material:
FMaterial* material = static_cast<FMaterial*>(Components[i]);
int value = material->value();
break;
}
}
// Somewhere later in your code....
for (int i = 0; i < Components.size(); i++)
delete Components[i];
// TODO: remove all deleted pointers from Components
return 0;
}
Upvotes: 2