digitalmars.D.learn - Initializing a class pointer
- Tyro[a.c.edwards] (21/21) Feb 26 2011 class Class{}
- Simen kjaeraas (8/28) Feb 26 2011 Classes in D are already references (like Class& in C++), thus line [8]
- Tyro[a.c.edwards] (18/47) Feb 26 2011 I'm trying to convert some c++ code that defines
- Simen kjaeraas (24/41) Feb 26 2011 Ah. You would not need a pointer to the class in D. Instead, your functi...
- Tyro[a.c.edwards] (10/50) Feb 26 2011 Ok, that's essentially what I have, except that I used Controller pCtrl
- Tyro[a.c.edwards] (8/68) Feb 26 2011 By the way, in original C++ code WinGetLong and WinSetLong are both
- Bekenn (11/27) Feb 26 2011 What you need here is a double cast; class references can be cast to
- Steven Schveighoffer (23/83) Feb 27 2011 You almost certainly do not want a pointer to a class reference. A clas...
- Tyro[a.c.edwards] (2/86) Feb 28 2011 Thank you all (Steve, Bekenn, and Simen) for your assistance on this.
class Class{} void main() { Class myClass; Class* pClass0 = &myClass; // OK Class* pClass1 = new Class; // Error: cannot implicitly convert [8] // expression (new Class) of type t.Class // to test.Class* Class* pClass2 = &(new Class); // Error: new Class is not an lvalue [12] Class mClass = &(new Class);// Error: cannot implicitly convert [14] // expression (&new Class) of type Class* // to test.Class } C++ uses the process on line [8] above to initialize a class pointer. Obviously it does not work in D. But given the error message at [14], I thought [12] would have been allowed. What is the proper way to convert [8] to D? Thanks
Feb 26 2011
Tyro[a.c.edwards] <nospam home.com> wrote:class Class{} void main() { Class myClass; Class* pClass0 = &myClass; // OK Class* pClass1 = new Class; // Error: cannot implicitly convert [8] // expression (new Class) of type t.Class // to test.Class* Class* pClass2 = &(new Class); // Error: new Class is not an lvalue [12] Class mClass = &(new Class);// Error: cannot implicitly convert [14] // expression (&new Class) of type Class* // to test.Class } C++ uses the process on line [8] above to initialize a class pointer. Obviously it does not work in D. But given the error message at [14], I thought [12] would have been allowed. What is the proper way to convert [8] to D?Classes in D are already references (like Class& in C++), thus line [8] would be a pointer to a reference to a class, something which may make some kind of sense, but is unlikely to be what you want. Perhaps this question is better answered if you explain why you want a pointer to a class? -- Simen
Feb 26 2011
On 2/27/2011 8:10 AM, Simen kjaeraas wrote:Tyro[a.c.edwards] <nospam home.com> wrote:I'm trying to convert some c++ code that defines T func(par...) { Controller * pCtrl = WinGetLong<Controller *> (hwnd); . . . switch(msg) { case FirstMatch: pCtrl = new Controller (hwnd, reinterpret_cast<CREATESTRUCT *> (lParam)); break; } } I'm not sure why I need a pointer to the class, just trying to figure it out.class Class{} void main() { Class myClass; Class* pClass0 = &myClass; // OK Class* pClass1 = new Class; // Error: cannot implicitly convert [8] // expression (new Class) of type t.Class // to test.Class* Class* pClass2 = &(new Class); // Error: new Class is not an lvalue [12] Class mClass = &(new Class);// Error: cannot implicitly convert [14] // expression (&new Class) of type Class* // to test.Class } C++ uses the process on line [8] above to initialize a class pointer. Obviously it does not work in D. But given the error message at [14], I thought [12] would have been allowed. What is the proper way to convert [8] to D?Classes in D are already references (like Class& in C++), thus line [8] would be a pointer to a reference to a class, something which may make some kind of sense, but is unlikely to be what you want. Perhaps this question is better answered if you explain why you want a pointer to a class?
Feb 26 2011
Tyro[a.c.edwards] <nospam home.com> wrote:I'm trying to convert some c++ code that defines T func(par...) { Controller * pCtrl = WinGetLong<Controller *> (hwnd); . . . switch(msg) { case FirstMatch: pCtrl = new Controller (hwnd, reinterpret_cast<CREATESTRUCT *> (lParam)); break; } } I'm not sure why I need a pointer to the class, just trying to figure it out.Ah. You would not need a pointer to the class in D. Instead, your function would look something like this: T funct(par...) { auto pCtrl = WinGetLong!Controller(hwnd); ... switch(msg) { case FirstMatch: pCtrl = new Controller(hWnd, cast(CREATESTRUCT*)lParam); break; } } C++ classes are in some ways more akin to D structs, in that: class A {}; void foo(){ A bar; } bar would be allocated on the stack in C++, while in D bar would be a pointer to a class instance on the heap. (well, it would be null, but when you set it to something, that something would reside on the heap) -- Simen
Feb 26 2011
On 2/27/2011 8:52 AM, Simen kjaeraas wrote:Tyro[a.c.edwards] <nospam home.com> wrote:Ok, that's essentially what I have, except that I used Controller pCtrl vice auto. WinGetLong however, is a template that calls GetWindowLongPtrA() and casts it's result (in this case) to Controller. GetWindowLongPtrA() returns LONG_PTR (aka int) and therefore fails miserably on the cast attempt. On the reverse, there is a WinSetLong that attempts to cast Controller to int for use with SetWindowLongPtrA(). Neither of these functions complain when I use Controller* but I end up with the problem of trying to initialize a pointer with a reference to Controller.I'm trying to convert some c++ code that defines T func(par...) { Controller * pCtrl = WinGetLong<Controller *> (hwnd); . . . switch(msg) { case FirstMatch: pCtrl = new Controller (hwnd, reinterpret_cast<CREATESTRUCT *> (lParam)); break; } } I'm not sure why I need a pointer to the class, just trying to figure it out.Ah. You would not need a pointer to the class in D. Instead, your function would look something like this: T funct(par...) { auto pCtrl = WinGetLong!Controller(hwnd); ... switch(msg) { case FirstMatch: pCtrl = new Controller(hWnd, cast(CREATESTRUCT*)lParam); break; } } C++ classes are in some ways more akin to D structs, in that: class A {}; void foo(){ A bar; } bar would be allocated on the stack in C++, while in D bar would be a pointer to a class instance on the heap. (well, it would be null, but when you set it to something, that something would reside on the heap)
Feb 26 2011
On 2/27/2011 9:46 AM, Tyro[a.c.edwards] wrote:On 2/27/2011 8:52 AM, Simen kjaeraas wrote:By the way, in original C++ code WinGetLong and WinSetLong are both using a reinterpret_cast to achieve this monkey magic. To the best of my knowledge, there is no reinterpret_cast facility in D. So the question would be, why would it have been necessary to use reinterpret_cast in the first place and how can similar effect be obtained in D? What was being reinterpreted? Was it the address of the class or the value some private value contained therein?Tyro[a.c.edwards] <nospam home.com> wrote:Ok, that's essentially what I have, except that I used Controller pCtrl vice auto. WinGetLong however, is a template that calls GetWindowLongPtrA() and casts it's result (in this case) to Controller. GetWindowLongPtrA() returns LONG_PTR (aka int) and therefore fails miserably on the cast attempt. On the reverse, there is a WinSetLong that attempts to cast Controller to int for use with SetWindowLongPtrA(). Neither of these functions complain when I use Controller* but I end up with the problem of trying to initialize a pointer with a reference to Controller.I'm trying to convert some c++ code that defines T func(par...) { Controller * pCtrl = WinGetLong<Controller *> (hwnd); . . . switch(msg) { case FirstMatch: pCtrl = new Controller (hwnd, reinterpret_cast<CREATESTRUCT *> (lParam)); break; } } I'm not sure why I need a pointer to the class, just trying to figure it out.Ah. You would not need a pointer to the class in D. Instead, your function would look something like this: T funct(par...) { auto pCtrl = WinGetLong!Controller(hwnd); ... switch(msg) { case FirstMatch: pCtrl = new Controller(hWnd, cast(CREATESTRUCT*)lParam); break; } } C++ classes are in some ways more akin to D structs, in that: class A {}; void foo(){ A bar; } bar would be allocated on the stack in C++, while in D bar would be a pointer to a class instance on the heap. (well, it would be null, but when you set it to something, that something would reside on the heap)
Feb 26 2011
On 2/26/2011 5:33 PM, Tyro[a.c.edwards] wrote:What you need here is a double cast; class references can be cast to void*, and from there to LONG_PTR. The reverse also works: auto WinGetLong(T)(HWND hwnd) { return cast(T)cast(void*)GetWindowLongPtrA(hwnd, GWLP_USERDATA); } void WinSetLong(T)(HWND hwnd, T o) { SetWindowLongPtrA(hwnd, GWLP_USERDATA, cast(LONG_PTR)cast(void*)o; }Ok, that's essentially what I have, except that I used Controller pCtrl vice auto. WinGetLong however, is a template that calls GetWindowLongPtrA() and casts it's result (in this case) to Controller. GetWindowLongPtrA() returns LONG_PTR (aka int) and therefore fails miserably on the cast attempt. On the reverse, there is a WinSetLong that attempts to cast Controller to int for use with SetWindowLongPtrA(). Neither of these functions complain when I use Controller* but I end up with the problem of trying to initialize a pointer with a reference to Controller.By the way, in original C++ code WinGetLong and WinSetLong are both using a reinterpret_cast to achieve this monkey magic. To the best of my knowledge, there is no reinterpret_cast facility in D. So the question would be, why would it have been necessary to use reinterpret_cast in the first place and how can similar effect be obtained in D? What was being reinterpreted? Was it the address of the class or the value some private value contained therein?
Feb 26 2011
On Sat, 26 Feb 2011 19:46:18 -0500, Tyro[a.c.edwards] <nospam home.com> wrote:On 2/27/2011 8:52 AM, Simen kjaeraas wrote:You almost certainly do not want a pointer to a class reference. A class typically resides on the heap, but the reference typically does not. Therefore, by using a pointer to a class reference, you run very high risk of escaping stack data, leading to memory corruption. Looking at the documentation for GetWindowLongPtr, it appears to get data associated with a window. Likely, this information is the a pointer to the Controller class. I would recommend doing this: T WinGetLong(T)(HWND hwnd) { return cast(T)cast(void*)GetWindowLongPtrA(hwnd, ...); } and void WinSetLong(T)(HWND hwnd, T t) { SetWindowLongPtrA(hwnd, ..., cast(LONG_PTR)cast(void*)t); } where the ... is the index copied from the C++ code (guessing it's GWLP_USERDATA?). btw, reinterpret_cast<T>(x) is equivalent to (T)(void *)x; -SteveTyro[a.c.edwards] <nospam home.com> wrote:Ok, that's essentially what I have, except that I used Controller pCtrl vice auto. WinGetLong however, is a template that calls GetWindowLongPtrA() and casts it's result (in this case) to Controller. GetWindowLongPtrA() returns LONG_PTR (aka int) and therefore fails miserably on the cast attempt. On the reverse, there is a WinSetLong that attempts to cast Controller to int for use with SetWindowLongPtrA(). Neither of these functions complain when I use Controller* but I end up with the problem of trying to initialize a pointer with a reference to Controller.I'm trying to convert some c++ code that defines T func(par...) { Controller * pCtrl = WinGetLong<Controller *> (hwnd); . . . switch(msg) { case FirstMatch: pCtrl = new Controller (hwnd, reinterpret_cast<CREATESTRUCT *> (lParam)); break; } } I'm not sure why I need a pointer to the class, just trying to figure it out.Ah. You would not need a pointer to the class in D. Instead, your function would look something like this: T funct(par...) { auto pCtrl = WinGetLong!Controller(hwnd); ... switch(msg) { case FirstMatch: pCtrl = new Controller(hWnd, cast(CREATESTRUCT*)lParam); break; } } C++ classes are in some ways more akin to D structs, in that: class A {}; void foo(){ A bar; } bar would be allocated on the stack in C++, while in D bar would be a pointer to a class instance on the heap. (well, it would be null, but when you set it to something, that something would reside on the heap)
Feb 27 2011
On 2/27/2011 10:39 PM, Steven Schveighoffer wrote:On Sat, 26 Feb 2011 19:46:18 -0500, Tyro[a.c.edwards] <nospam home.com> wrote:Thank you all (Steve, Bekenn, and Simen) for your assistance on this.On 2/27/2011 8:52 AM, Simen kjaeraas wrote:You almost certainly do not want a pointer to a class reference. A class typically resides on the heap, but the reference typically does not. Therefore, by using a pointer to a class reference, you run very high risk of escaping stack data, leading to memory corruption. Looking at the documentation for GetWindowLongPtr, it appears to get data associated with a window. Likely, this information is the a pointer to the Controller class. I would recommend doing this: T WinGetLong(T)(HWND hwnd) { return cast(T)cast(void*)GetWindowLongPtrA(hwnd, ...); } and void WinSetLong(T)(HWND hwnd, T t) { SetWindowLongPtrA(hwnd, ..., cast(LONG_PTR)cast(void*)t); } where the ... is the index copied from the C++ code (guessing it's GWLP_USERDATA?). btw, reinterpret_cast<T>(x) is equivalent to (T)(void *)x; -SteveTyro[a.c.edwards] <nospam home.com> wrote:Ok, that's essentially what I have, except that I used Controller pCtrl vice auto. WinGetLong however, is a template that calls GetWindowLongPtrA() and casts it's result (in this case) to Controller. GetWindowLongPtrA() returns LONG_PTR (aka int) and therefore fails miserably on the cast attempt. On the reverse, there is a WinSetLong that attempts to cast Controller to int for use with SetWindowLongPtrA(). Neither of these functions complain when I use Controller* but I end up with the problem of trying to initialize a pointer with a reference to Controller.I'm trying to convert some c++ code that defines T func(par...) { Controller * pCtrl = WinGetLong<Controller *> (hwnd); . . . switch(msg) { case FirstMatch: pCtrl = new Controller (hwnd, reinterpret_cast<CREATESTRUCT *> (lParam)); break; } } I'm not sure why I need a pointer to the class, just trying to figure it out.Ah. You would not need a pointer to the class in D. Instead, your function would look something like this: T funct(par...) { auto pCtrl = WinGetLong!Controller(hwnd); ... switch(msg) { case FirstMatch: pCtrl = new Controller(hWnd, cast(CREATESTRUCT*)lParam); break; } } C++ classes are in some ways more akin to D structs, in that: class A {}; void foo(){ A bar; } bar would be allocated on the stack in C++, while in D bar would be a pointer to a class instance on the heap. (well, it would be null, but when you set it to something, that something would reside on the heap)
Feb 28 2011