I am currently learning C++, coming from C#/Java background, using visual studio 2017.
I have a question in regards to creating objects on heap and referencing them properly down the road. So far I came across multiple tutorials and ways of doing things. Some recommend using smart pointers as much as possible, others swear its the devils tool.
My current main looks like this:
//Main
Person *makePerson()
{
string name;
int age;
cout << "Input name: ";
cin >> name;
cout << "Input age: ";
cin >> age;
return new Person(name, age);
}
Child *makeChild(Person &parent)
{
return new Child(*makePerson(), &parent);;
}
int main()
{
cout << "---Input parent data---" << endl;
Person *person = makePerson();
cout << "printing: " << *person << endl;
cout << "---Input child data---" << endl;
Child *child = makeChild(*person);
cout << "printing: " << *child << endl;
cout << "---end of main---" << endl;
delete person;
delete child;
return 0;
}
A function handles input of personal data and returns a pointer to new Person object. Then I have a function that handles creation of child object by taking a parent reference and asking makePerson for remaining data.
Can this be considered good C++? How can I make it better? I would really appreciate some code examples.
As some have already suggested, I could replace raw pointers with either shared_ptr<Person> person
(heavy) or unique_ptr<Person>
(better than shared).
This is code for Person and child classes. Note that Child has a raw pointer of type Person *parent
.
//header
class Person
{
protected:
std::string name;
int age;
public:
Person();
Person(const Person& other);
Person(std::string inName, int inAge);
~Person();
virtual void print() const;
std::string getName() const;
int getAge() const;
Person &operator=(const Person &other);
//overload print functionality, act as if it was toString
friend std::ostream &operator<<(std::ostream &out, const Person &p);
};
//cpp
Person::Person() : name(""), age(0) {
std::cout << "Person empty constructor" << std::endl;
}
Person::Person(std::string inName, int inAge) : name(inName), age(inAge) {
std::cout << "Person (" << name << ") default constructor" << std::endl;
}
Person::Person(const Person & other) : name(other.name), age(other.age) {
std::cout << "Person (" << name << ") copy constructor" << std::endl;
}
Person::~Person() {
std::cout << "Person (" << name << ") destructor" << std::endl;
}
void Person::print() const {
std::cout << name << ", " << age << std::endl;
}
std::string Person::getName() const
{
return name;
}
int Person::getAge() const
{
return age;
}
Person & Person::operator=(const Person & other) {
std::cout << "Person (" << other.name << ") assignment constructor" << std::endl;
name = other.name;
age = other.age;
return *this;
}
std::ostream &operator<<(std::ostream &out, const Person &p) {
return out << p.name << ", " << p.age;
}
A child is a person and it makes sense for a child to have knowledge of who childs parent is. However, am uncertain how to handle this "knowledge". Here is code I am using for child class:
//Header
class Child : public Person
{
private:
const Person *parent;
public:
Child();
Child(std::string name, int age);
Child(std::string name, int age, const Person *parent);
Child(const Child &child, const Person *parent);
Child(const Person &person);
~Child();
Child &operator=(const Child &other);
void print() const;
friend std::ostream &operator<<(std::ostream &out, const Child &c);
};
//cpp
Child::Child() {
std::cout << "Child empty constructor" << std::endl;
}
Child::Child(std::string name, int age) : Person(name, age), parent(nullptr) {
std::cout << "Orphan (" << name << ") constructor" << std::endl;
}
Child::Child(std::string name, int age, const Person *parent) :
Person(name, age), parent(parent) {
std::cout << "Child (" << name << ") default constructor" << std::endl;
}
Child::Child(const Child &child, const Person *parent) :
Person(child.name, child.age), parent(parent) {
std::cout << "Child (" << child.name << ") copy constructor" << std::endl;
}
Child::Child(const Person &person) : Person(person), parent(nullptr) {
std::cout << "Child from person (" << name << ") constructor" << std::endl;
}
Child::~Child() {
std::cout << "Child (" << name << ") destructor" << std::endl;
}
Child & Child::operator=(const Child & other) {
name = other.name;
age = other.age;
parent = other.parent;
std::cout << "Child (" << name << ") assignment constructor" << std::endl;
return *this;
}
void Child::print() const {
if(parent)
std::cout << *this << " is child of " << *parent << std::endl;
else
std::cout << *this << " is orphan" << std::endl;
}
std::ostream &operator<<(std::ostream &out, const Child &c) {
return out << c.name << ", " << c.age << " is " <<
(c.parent ? ("child of " + c.parent->getName() + ", " + std::to_string(c.parent->getAge())) : "orphan");
}
This is the output I get:
I suppose my question still remains, could anyone give me an example of how it should look like to be considered good C++?
@user4581301 if you take a look at the updated main, do you mean I should return a std::unique_ptr
instead of a * (raw pointer)
? In which case my function will look like this:
std::unique_ptr<Person> makePerson2()
{
string name;
int age;
cout << "Input name: ";
cin >> name;
cout << "Input age: ";
cin >> age;
return std::unique_ptr<Person>(new Person(name, age));
}
And variable declaration as:
std::unique_ptr<Person> upParent = makePerson2();
cout << "printing: " << *upParent << endl;
Would this be considered "better" C++ than what I have so far?