您进行类型检查的想法是有效的,但您的方法需要更多的工作来帮助编译器。
如果您使用的是 C++17 或更高版本,请使用 if constexpr 和 std::is_same_v,例如:
template <typename T>
class myClass : public parentClass<float, T>
{
private:
virtual void myFunction (T position) const override final
{
if constexpr (std::is_same_v<T, location3d>) {
something = position.x + position.y + position.z;
}
else {
something = position.x + position.y;
}
}
int something;
};
编译器将在编译时完全评估if constexpr,并消除最终运行时代码中未使用的分支,从而为myClass<T> 的每个实例生成不同的代码,例如:
class myClass<location2d> : public parentClass<float, location2d>
{
private:
virtual void myFunction (location2d position) const override final
{
something = position.x + position.y;
}
int something;
};
class myClass<location3d> : public parentClass<float, location3d>
{
private:
virtual void myFunction (location3d position) const override final
{
something = position.x + position.y + position.z;
}
int something;
};
如果您不适合使用 C++17 或更高版本,则可以改用 reinterpret_cast,例如:
template <typename T>
class myClass : public parentClass<float, T>
{
private:
virtual void myFunction (T position) const override final
{
if (std::is_same<T, location3d>::value) {
// if T is NOT location3d then accessing position.z as-is
// will fail to compile if T::z is missing, hence the cast.
// Since this branch is executed only when T is location3d,
// the cast in this branch is redundant but harmless. But
// this branch is still compiled even when T is NOT loction3d...
something = position.x + position.y + reinterpret_cast<location3d&>(position).z;
}
else {
// no cast is needed here since location2d and location3d
// both have x and y fields...
something = position.x + position.y;
}
}
int something;
};
如果没有强制转换,编译器将为myClass<T> 的每个实例生成如下代码:
class myClass<location2d> : public parentClass<float, location2d>
{
private:
virtual void myFunction (location2d position) const override final
{
if (false) {
something = position.x + position.y + position.z; // ERROR! location2d::z does not exist...
}
else {
something = position.x + position.y; // OK
}
}
int something;
};
class myClass<location3d> : public parentClass<float, location3d>
{
private:
virtual void myFunction (location3d position) const override final
{
if (true) {
something = position.x + position.y + position.z; // OK
}
else {
something = position.x + position.y; // OK
}
}
int something;
};
将position 传递给非模板成员方法时会发生同样的问题,例如:
template <typename T>
class myClass : public parentClass<float, T>
{
private:
virtual void myFunction (T position) const override final
{
if (std::is_same<T, location3d) {
// if T is NOT location3d, passing position as-is to myFunction3()
// would fail to compile, hence the cast. Since this branch is
// executed only when T is location3d, the cast in this branch
// is redundant but harmless. But this branch is still compiled
// even when T is NOT loction3d...
myFunction3(reinterpret_cast<location3d&>(position));
}
else {
// if T is NOT location2d, passing position as-is to myFunction2()
// would fail to compile, hence the cast. Since this branch is
// executed only when T is location2d, the cast in this branch
// is redundant but harmless. But this branch is still compiled
// even when T is NOT location2d...
myFunction2(reinterpret_cast<location2d>(position));
}
}
void myFunction2 (location2d position)
{
something = position.x + position.y;
}
void myFunction3 (location3d position)
{
something = position.x + position.y + position.z;
}
int something;
};
如果没有强制转换,编译器将为myClass<T> 的每个实例生成如下代码:
class myClass<location2d> : public parentClass<float, location2d>
{
private:
virtual void myFunction (location2d position) const override final
{
if (false) {
myFunction3(position); // ERROR! can't convert from location2d to location3d
}
else {
myFunction2(position); // OK
}
}
void myFunction2 (location2d position)
{
something = position.x + position.y;
}
void myFunction3 (location3d position)
{
something = position.x + position.y + position.z;
}
int something;
};
class myClass<location3d> : public parentClass<float, location3d>
{
private:
virtual void myFunction (location3d position) const override final
{
if (true) {
myFunction3(position); // OK
}
else {
myFunction2(position); // ERROR! can't convert from location3d to location2d
}
}
void myFunction2 (location2d position)
{
something = position.x + position.y;
}
void myFunction3 (location3d position)
{
something = position.x + position.y + position.z;
}
int something;
};
话虽如此,另一种选择是使用模板专业化,然后根本不需要时髦的演员表,例如:
template<typename T>
int add_them_up(T) { return 0; }
template<>
int add_them_up<location2d>(location2d position)
{
return position.x + position.y;
}
template<>
int add_them_up<location3d>(location3d position)
{
return position.x + position.y + position.z;
}
template <typename T>
class myClass : public parentClass<float, T>
{
private:
virtual void myFunction (T position) const override final
{
something = add_them_up<T>(position);
}
int something;
};
编译器将为myClass<T> 的每个实例生成如下代码:
int add_them_up<location2d>(location2d position)
{
return position.x + position.y;
}
int add_them_up<location3d>(location3d position)
{
return position.x + position.y + position.z;
}
class myClass<location2d> : public parentClass<float, location2d>
{
private:
virtual void myFunction (location2d position) const override final
{
something = add_them_up<location2d>(position);
}
int something;
};
class myClass<location3d> : public parentClass<float, location3d>
{
private:
virtual void myFunction (location3d position) const override final
{
something = add_them_up<location3d>(position);
}
int something;
};
编译器在调用站点内联专用函数后,看起来非常熟悉 1
1: C++17 if constexpr 输出!
class myClass<location2d> : public parentClass<float, location2d>
{
private:
virtual void myFunction (location2d position) const override final
{
something = position.x + position.y;
}
int something;
};
class myClass<location3d> : public parentClass<float, location3d>
{
private:
virtual void myFunction (location3d position) const override final
{
something = position.x + position.y + position.z;
}
int something;
};