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In the documentation for the boost property tree there is an example of its proper use, given here or in the package in libs/property_tree/examples/debug_settings.cpp.

What I want to know is about the struct debug_settings line. Why make this a struct instead of a class? It even has two member functions, load(...) and save(...). I assume that the boost authors have a good reason for this, and that it has something to do with... efficiency somehow, even if a struct and a class are "technically" identical?

From the copyright year listed, I can guess that this is likely C++98, C++03, or C++0x, so the reasoning for using a struct instead of a class is at least from a pre-C++11 viewpoint.

// ----------------------------------------------------------------------------
// Copyright (C) 2002-2006 Marcin Kalicinski
//
// Distributed under the Boost Software License, Version 1.0. 
// (See accompanying file LICENSE_1_0.txt or copy at 
// http://www.boost.org/LICENSE_1_0.txt)
//
// For more information, see www.boost.org
// ----------------------------------------------------------------------------

//[debug_settings_includes
#include <boost/property_tree/ptree.hpp>
#include <boost/property_tree/xml_parser.hpp>
#include <boost/foreach.hpp>
#include <string>
#include <set>
#include <exception>
#include <iostream>
namespace pt = boost::property_tree;
//]
//[debug_settings_data
struct debug_settings
{
    std::string m_file;               // log filename
    int m_level;                      // debug level
    std::set<std::string> m_modules;  // modules where logging is enabled
    void load(const std::string &filename);
    void save(const std::string &filename);
};
//]
//[debug_settings_load
void debug_settings::load(const std::string &filename)
{
    // Create empty property tree object
    pt::ptree tree;

    // Parse the XML into the property tree.
    pt::read_xml(filename, tree);

    // Use the throwing version of get to find the debug filename.
    // If the path cannot be resolved, an exception is thrown.
    m_file = tree.get<std::string>("debug.filename");

    // Use the default-value version of get to find the debug level.
    // Note that the default value is used to deduce the target type.
    m_level = tree.get("debug.level", 0);

    // Use get_child to find the node containing the modules, and iterate over
    // its children. If the path cannot be resolved, get_child throws.
    // A C++11 for-range loop would also work.
    BOOST_FOREACH(pt::ptree::value_type &v, tree.get_child("debug.modules")) {
        // The data function is used to access the data stored in a node.
        m_modules.insert(v.second.data());
    }

}
//]
//[debug_settings_save
void debug_settings::save(const std::string &filename)
{
    // Create an empty property tree object.
    pt::ptree tree;

    // Put the simple values into the tree. The integer is automatically
    // converted to a string. Note that the "debug" node is automatically
    // created if it doesn't exist.
    tree.put("debug.filename", m_file);
    tree.put("debug.level", m_level);

    // Add all the modules. Unlike put, which overwrites existing nodes, add
    // adds a new node at the lowest level, so the "modules" node will have
    // multiple "module" children.
    BOOST_FOREACH(const std::string &name, m_modules)
        tree.add("debug.modules.module", name);

    // Write property tree to XML file
    pt::write_xml(filename, tree);
}
//]

int main()
{
    try
    {
        debug_settings ds;
        ds.load("debug_settings.xml");
        ds.save("debug_settings_out.xml");
        std::cout << "Success\n";
    }
    catch (std::exception &e)
    {
        std::cout << "Error: " << e.what() << "\n";
    }
    return 0;
}

I have looked at some previous posts on StackOverflow, but what I am really looking for is in this instance only. I have read through

My thoughts: To me this doesn't look like "Plain Old Data (POD)", because it has a member function and because it encapsulates class-based objects std::string and std::set. That string can change so I'm questioning "immutability". It has more than 1 data-type in it and it is likely larger than a 2 bytes. It has access loading and saving functionality which make it more than a simple structure. Boost is a C++ library, so it shouldn't expect that someone will be using it for C.

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USERID_UNK
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    `struct` and `class` are equivalent in C++, the only difference is that by default `struct` attributes are `public` while `class` attributes are `private`. The choice is purely a matter of preference. – Holt Jun 27 '16 at 11:57
  • @Holt I know that they are "equivalent", but I thought that maybe the resulting machine code could vary _sometimes_, like a++ / ++a. Or if it was purely a style, what their reasoning was. – USERID_UNK Jun 27 '16 at 12:28
  • If they're equivalent except for the default access specifiers, why would machine code ever vary? Do you expect machine code to vary if you put a redundant `public:` before another `public:` in a struct/class? – Jonathan Wakely Jun 27 '16 at 12:30
  • As @JonathanWakely said, there is no difference in generated "code". As for the matter of style, the only person you can ask is the author of the code himself... I personally never use the `class` keyword in c++ (except when I am forced to by the standard... ) for style issue, habits, ..., nobody is going to tell you why **I** do it that way (I am not even sure I could). – Holt Jun 27 '16 at 12:38
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    Also note that some of the questions you linked are for C#, which is completely different from C++ and where there are difference between `struct` and `class`. – Holt Jun 27 '16 at 12:39

2 Answers2

6

This class doesn't encapsulate any data; it simply aggregates it together. That, along with convenience functions, looks to be the whole point of the class.

mindriot
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5

They could do this:

class debug_settings
{
public:
    std::string m_file;               // log filename
    int m_level;                      // debug level
    std::set<std::string> m_modules;  // modules where logging is enabled
    void load(const std::string &filename);
    void save(const std::string &filename);
};

But they decided that they don't need a class if everything is public anyway.

As it was already said:

struct and class are equivalent in C++, the only difference is that by default struct attributes are public while class attributes are private.

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Ivan Rubinson
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