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Operator Overloading

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  • F Offline
    F Offline
    Franzk
    wrote on last edited by
    #9

    I made an example to illustrate:
    @#include <QtCore/QCoreApplication>
    #include <QtDebug>

    class HuuHaa {
    int m_value;
    public:
    HuuHaa(int v) : m_value(v) { }
    int value() const { return m_value; }
    bool operator==(const HuuHaa &other) const
    {
    qDebug() << "HuuHaa";
    return m_value == other.m_value;
    }
    };

    class HurgHarg : public HuuHaa {
    public:
    HurgHarg(int v) : HuuHaa(v) {}
    };

    class Hark : public HuuHaa {
    public:
    Hark(int v) : HuuHaa(v) {}
    bool operator==(const Hark &other) const
    {
    qDebug() << "Hark";
    return value() == other.value();
    }
    };

    class Murk : public HuuHaa {
    public:
    Murk(int v) : HuuHaa(v) {}
    bool operator==(const Murk &other) const
    {
    qDebug() << "Murk";
    return HuuHaa::operator ==(other);
    }
    };

    int main(int argc, char *argv[])
    {
    QCoreApplication app(argc, argv);
    HuuHaa huuhaa(1), huuhaay(1);
    HurgHarg hurgharg(2), hurghargy(2);
    Hark hark(3), harky(3);
    Murk murk(4), murky(4);

    qDebug() << (huuhaa == huuhaay);
    qDebug() << (hurgharg == hurghargy);
    qDebug() << (hark == harky);
    qDebug() << (murk == murky);

    return 0;
    }
    @
    This results in:
    @HuuHaa
    true
    HuuHaa
    true
    Hark
    true
    Murk
    HuuHaa
    true@

    "Horse sense is the thing a horse has which keeps it from betting on people." -- W.C. Fields

    http://www.catb.org/~esr/faqs/smart-questions.html

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    • G Offline
      G Offline
      goetz
      wrote on last edited by
      #10

      You can overcome the hiding problem with using in the derived classes:

      @
      using HuuHaa::operator==;
      @

      and declaring the operator virtual in the base class:

      @
      virtual bool operator==(const HuuHaa &other) const {
      return m_value == other.m_value;
      }
      @

      Then something like that also compiles, that would yield a compiler error in the original version:

      @
      HuuHaa hh9(9);
      Hark ha9(9);
      qDebug() << (ha9 == hh9);
      @

      http://www.catb.org/~esr/faqs/smart-questions.html

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      0
      • F Offline
        F Offline
        Franzk
        wrote on last edited by
        #11

        Ah yes, I overlooked that. However, note that it won't solve all cases. If Hark adds some data, you can have the situation where the HuuHaa comparison will state they're equal, but the Hark specific comparison won't. That is something to take into account as well when implementing operators.

        Fun with operators; lots of stuff to try out :).

        "Horse sense is the thing a horse has which keeps it from betting on people." -- W.C. Fields

        http://www.catb.org/~esr/faqs/smart-questions.html

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        • C Offline
          C Offline
          cazador7907
          wrote on last edited by
          #12

          Aha! I am not going insane. I think that I found my problem. When i create nodes directly, the program code works brilliantly!

          However, when I store pointers to nodes in a vector (and I guess any other list type object), then the comparison is being made and all this brilliant code is going to waste.

          Is this a matter where - ala C# - it's necessary to cast the object as it's proper type? Something on the order of

          (HuuHaa)vList[2] == DerivedHuuHaa?

          Laurence -

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          • F Offline
            F Offline
            Franzk
            wrote on last edited by
            #13

            Well, in that case you may have a different problem. Are you comparing the node values or the pointer-to-node values?

            @Node *node1 = new Node;
            Node *node2 = new Node;

            if (node1 == node2) {} // always false
            if (*node1 == *node2) {} // may be true@

            "Horse sense is the thing a horse has which keeps it from betting on people." -- W.C. Fields

            http://www.catb.org/~esr/faqs/smart-questions.html

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            0
            • C Offline
              C Offline
              cazador7907
              wrote on last edited by
              #14

              I think that I'm beginning to understand what's going on.

              If I create a simple QVectory<GraphNode*> then when I create the nodes (on the heap?) and push them into the vector, I am pushing a pointer to the node. So, I would end up with a bunch of points to nodes somewhere in the Qt heap universe.

              If I were to use the code below, it should work, yes? I'm setting up currNode as an iterator to the vector of GraphNode pointers and then comparing a pointer to pointer or am I still comparing apples and oranges?

              @
              QVector<GraphNode*>::iterator currNode;
              for(currNode = graph.begin(); currNode != graph.end(); ++currNode)
              {
              if( currNode == nodeIn )
              {
              qDebug() << "Node Found.";
              return true;
              }
              }
              @

              Laurence -

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              • F Offline
                F Offline
                Franzk
                wrote on last edited by
                #15

                I'd say you're comparing an iterator with a pointer here. In qt, the iterator is a typedef for const T *, so you're comparing a pointer to a pointer to a pointer.

                Hmm, that might not be clear...

                You are comparing a (pointer to a pointer) to a pointer. Basically you need to
                @if (*currNode == nodeIn)@

                This is where I like the foreach keyword (or Q_FOREACH macro):
                @foreach (Node *currNode, nodes) {
                if (currNode == nodeIn)
                qDebug() << "found";
                }@

                "Horse sense is the thing a horse has which keeps it from betting on people." -- W.C. Fields

                http://www.catb.org/~esr/faqs/smart-questions.html

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                • C Offline
                  C Offline
                  cazador7907
                  wrote on last edited by
                  #16

                  Ugh. This is so odd. Once the node goes into the graph any comparison of objects within the vector just fail to run. I suppose that I could just manually check the values that I want but then that would defeat the purpose of using operators in the first place.

                  I've posted the offending code below. Thanks for everyone kindness and patience.

                  //Header

                  @Class Graph : public QObject
                  {
                  Q_OBJECT

                  private:
                  //Member variables
                  QVector<GraphNode*> graph;
                  int m_iNodeIndex;

                  bool NodeExists(GraphNode *nodeIn);
                  

                  public:
                  //Ctors
                  explicit Graph(QObject *parent = 0);

                  void AddNode(QString name, int heuristic);
                  
                  int GetNextNodexIndex();
                  int GraphSize();
                  GraphNode *GetGraphNode(int index);
                  

                  signals:

                  public slots:

                  };@

                  //Definition
                  @
                  Graph::Graph(QObject *parent) :
                  QObject(parent)
                  {

                  }

                  bool Graph::NodeExists(GraphNode nodeIn)
                  {
                  /

                  QVector<GraphNode*>::iterator currNode;
                  for(currNode = graph.begin(); currNode != graph.end(); ++currNode)
                  {
                  if( *currNode == nodeIn )
                  {
                  qDebug() << "Node Found.";
                  return true;
                  }
                  }
                  */

                  foreach( GraphNode *currNode, graph )
                  {
                      if(currNode == nodeIn)
                          return true;
                  }
                  
                  qDebug() << "Node Not Found.";
                  return false;
                  

                  }

                  void Graph::AddNode(QString name, int heuristic)
                  {
                  //Advance the Node index
                  m_iNodeIndex++;

                  //Create the new graph node
                  GraphNode *newNode = new GraphNode(name, heuristic, m_iNodeIndex);
                  
                  if( !NodeExists(newNode) )
                      graph.push_back(newNode);
                  else
                      qDebug() << "Node Node Added.";
                  

                  }

                  int Graph::GraphSize()
                  {
                  return graph.size();
                  }

                  GraphNode* Graph::GetGraphNode(int index)
                  {
                  return graph[index];
                  }
                  @

                  Laurence -

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                  • F Offline
                    F Offline
                    Franzk
                    wrote on last edited by
                    #17

                    Every time you call AddNode, you create a new node. Then you check whether the node exists by comparing the pointer to the node, rather than the node itself. The pointer to the node will never be equal to anything already in your list, since it is a newly allocated one. You need a different approach. In your case, I'd go for:

                    @Graph::AddNode(const QString &name, int heuristic)
                    {
                    ...
                    if (!findNode(name, heuristic)) {
                    graph.push_back(new GraphNode(name, heuristic));
                    } else {
                    qDebug() << "Node already exists";
                    }
                    }

                    GraphNode *Graph::findNode(const QString &name, int heuristic)
                    {
                    foreach (GraphNode cur, graph) {
                    if (cur->name() == name && cur->heuristic() == heuristic)
                    return cur;
                    /
                    or if you wish:
                    GraphNode compareNode(name, heuristic);
                    foreach (GraphNode *cur, graph) {
                    if (*cur == compareNode)
                    return cur;
                    */
                    return 0;
                    }@

                    In C and C++ you are doing your own memory management. For every new you have do a delete in some way to prevent memory leaks.

                    In your version:
                    @bool Graph::NodeExists(GraphNode *nodeIn)
                    {
                    foreach( GraphNode *currNode, graph )
                    {
                    if(*currNode == *nodeIn) // changed
                    return true;
                    }

                    qDebug() << "Node Not Found.";
                    return false;
                    

                    }

                    void Graph::AddNode(QString name, int heuristic)
                    {
                    //Advance the Node index
                    m_iNodeIndex++;

                    //Create the new graph node
                    GraphNode *newNode = new GraphNode(name, heuristic, m_iNodeIndex);
                    
                    if( !NodeExists(newNode) ) {
                        graph.push_back(newNode);
                    } else {
                        qDebug() << "Node Not Added.";
                        delete newNode; // changed
                    }
                    

                    }@

                    "Horse sense is the thing a horse has which keeps it from betting on people." -- W.C. Fields

                    http://www.catb.org/~esr/faqs/smart-questions.html

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                    • G Offline
                      G Offline
                      goetz
                      wrote on last edited by
                      #18

                      These are pointer/reference bascis. It depends, on what you want to do.

                      Object identity - this would be true if two objects have the same address in the memory. To achieve that you compare pointers.

                      @
                      Node *n1 = new Node(1);
                      Node *n2 = new Node(2);
                      Node *n3 = n2;

                      qDebug() << n1 == n2; // false different addresses
                      qDebug() << n1 == n3; // false different addresses
                      qDebug() << n2 == n3; // true same addresses
                      @

                      If you are interested if two objects are equal in the sense of containing the same values, you must compare dereferenced pointers or references/values:

                      @
                      Node n1(1);
                      Node n2(2);
                      Node n3 = n2;

                      // the adresses of the nodes:
                      Node *np1 = &n1;
                      Node *np2 = &n2;
                      Node *np3 = &n3;

                      qDebug() << n1 == n2; // false, 1 != 2
                      qDebug() << n1 == n3; // false, 1 != 2
                      qDebug() << n2 == n3; // true, 2 == 2

                      qDebug() << np1 == np2; // false
                      qDebug() << np1 == np3; // false
                      qDebug() << np2 == np3; // false
                      @

                      http://www.catb.org/~esr/faqs/smart-questions.html

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                      • F Offline
                        F Offline
                        Franzk
                        wrote on last edited by
                        #19

                        His code suggests he wants to know whether a node with name and heuristic already exists.

                        "Horse sense is the thing a horse has which keeps it from betting on people." -- W.C. Fields

                        http://www.catb.org/~esr/faqs/smart-questions.html

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