Sign in to follow this  
Chad Seibert

Unity critique my string class

Recommended Posts

Hello, Community During the last few days, I've been writing a string class for c++. This is only as an experiment to see if it can be done. For me, it's kind of annoying working with stuff that I have no clue as how it works. So, I wrote this class as an experiment. Anyway, I would like some constructive criticism regarding this class.
class CODE_SYMBOL_PORT String
{
public:
	String();
	String(const String& String);
	String(const Char* String);
	//String(const Char* String, UInt32 Start, UInt32 Count);
	virtual ~String();

	Char *GetString() const;
	const UInt32 GetLength() const;
	const bool IsNull() const;
	const bool IsValidIndex(const UInt32 Index) const;

	UInt32 Compare(const String& String, bool IgnoreCase=false) const;
	bool Find(String& Str, UInt32& Pos, bool IgnoreCase=false) const;
	void Delete(UInt32 Pos, UInt32 Count);
	void Insert(UInt32 Pos, Char c);
	void Insert(UInt32 Pos, const String& String);
	void ClipLeadingWhitespace();
	void ClipTrailingWhitespace();
	void Trim();
	UInt32 ToInt() const;

	void operator =(const String& String);
	void operator =(const Char *String);
	void operator +=(const String& String);
	operator Char *() const;
	Char& String::operator [](UInt32 Pos);
	bool operator < (const String& Str) const;
	bool operator > (const String& Str) const;
	bool operator <=(const String& Str) const;
	bool operator >=(const String& Str) const;
	bool operator ==(const String& Str) const;
	bool operator !=(const String& Str) const;
	bool operator < (const Char *Chr) const;
	bool operator > (const Char *Chr) const;
	bool operator <=(const Char *Chr) const;
	bool operator >=(const Char *Chr) const;
	bool operator ==(const Char *Chr) const;
	bool operator !=(const Char *Chr) const;

	static UInt32 Length(const Char* String);

	friend String CODE_SYMBOL_PORT operator +(const String& Str1, const String& Str2);

protected:
	void Optimize();
	void Grow(UInt32 Num);

protected:
	Char *Text;
	UInt32 Size;
	UInt32 Len;
};


String::String()
{
	Text = NULL;
	Len = Size = 0;
};

String::String(const String& String)
{
	Size = String.Size;
	Len = String.Len;
	if (Size && Len)
	{
		Text = new Char[Size];
		_tcscpy(Text, String.Text);
	}
	else
	{
		Text = NULL;
	};
};

String::String(const Char *String)
{
	if (String == NULL)
	{
		Text = NULL;
		Size = Len = 0;
		return;
	};

	Size = Length(String) + 1;
	Len = Size-1;
	Text = new Char[Size];
	for (UInt32 i=0 ; i<Len ; i++)
		Text[i] = (Char)String[i];
	Text[Len] = T('\0');
};

//String::String(const Char* Str, UInt32 Start, UInt32 Count)
//{
//	if (!IsValidIndex(Start) || Count <= 0)
//	{
//		Text = T("");
//		return;
//	};

//	Char *Text = new Char[Count + 1];
//	_tcsncpy(Text, &Str[Start], Count);
//	Text[Count] = T('\0');

//	return;
//};

String::~String()
{
	if (Size && Text != NULL)
		delete[] Text;
};

Char *String::GetString() const
{
	return Text;
};
const UInt32 String::GetLength() const
{
	return Len;
};
const bool String::IsNull() const
{
	return (Text == NULL || !Length(Text));
};
const bool String::IsValidIndex(const UInt32 Index) const
{
	return (Index >= 0 && Index < Len);
};

UInt32 String::Compare(const String& String, bool IgnoreCase) const
{
	if (IsNull() && !String.IsNull())
		return 1;
	else if (!IsNull() && String.IsNull())
		return -1;
	else if (IsNull() && String.IsNull())
		return 0;
	/////////????????????????????//////////
	if (IgnoreCase)
		return _tcsicmp(Text, String.Text);
	else
		return _tcscmp(Text, String.Text);
};
bool String::Find(String& Str, UInt32& Pos, bool IgnoreCase) const
{
	if (IsNull() || Str.IsNull())
		return false;

	int (* cmpfn)(const Char*, const Char*, size_t) = (IgnoreCase) ? _tcsnicmp : _tcsncmp;

	for (Pos=0; Pos <= (Len-Str.Len); Pos++)
	{
		if(IgnoreCase)
			if (_tcsnicmp(&Text[Pos], Str.Text, Str.Len) == 0)
				return true;
		else
			if (_tcsncmp(&Text[Pos], Str.Text, Str.Len) == 0)
				return true;
	};

	return false;
};
void String::Delete(UInt32 Pos, UInt32 Count)
{
	if (Pos > Len || Count==0)
		return;
	if (Pos + Count > Len)
		Count = (Len - Pos);

	for (UInt32 i=Pos ; i<Len-Count ; i++)
		Text[i] = Text[i+Count];

	Len -= Count;
	Text[Len] = T('\0');
	Optimize();
};
void String::Insert(UInt32 Pos, Char c)
{
	if (Pos<0 || Pos>Len)
	return;

	Grow(1);

	memmove((void *)&Text[Pos+1], (const void *)&Text[Pos], Len-Pos);
	Text[Pos] = c;
	Text[++Len] = T('\0');
};
void String::Insert(UInt32 Pos, const String& String)
{
	if (Pos<0 || Pos>Len || String.IsNull())
	return;

	Char *New = new Char[String.Len + Len + 1];

	if (Pos > 0)
		_tcsncpy(New, Text, Pos);

	_tcsncpy(&New[Pos], String.Text, String.Len);

	if (Len-Pos > 0)
		_tcsncpy(&New[Pos+String.Len], &Text[Pos], Len-Pos);

	if (New == NULL)
	{
		Text = NULL;
		Size = Len = 0;
		return;
	};

	Size = Length(New) + 1;
	Len = Size-1;
	Text = new Char[Size];
	_tcscpy(Text, New);
};

void String::ClipLeadingWhitespace()
{
	if (IsNull())
		return;
	UInt32 i;
	for (i=0 ; i<Len ; i++)
	{
		if (Text[i] != 0x20 && Text[i] != 0x09)
		break;
	};
	Delete(0, i);
};

void String::ClipTrailingWhitespace()
{
	if (IsNull())
		return;
	UInt32 i;
	for (i=Len-1 ; i>=0 ; i--)
	{
		if (Text[i] != 0x20 && Text[i] != 0x09)
		break;
	};
	Delete(i+1, Len-i-1);
};

void String::Trim()
{
	ClipLeadingWhitespace();
	ClipTrailingWhitespace();
};

UInt32 String::ToInt() const
{
	if (IsNull())
		return 0;
#		if CODE_UNICODE == 1
		return _wtoi(Text);
#		else
		return atoi(Text);
#		endif
};

void String::operator=(const String& str)
{
	Size = str.Size;
	Len = str.Len;
	if (Size && Len)
	{
		Text = new Char[Size];
		_tcscpy(Text, str.Text);
	}
	else
	{
		Text = NULL;
	};
};
void String::operator=(const Char *str)
{
	Len = Length(str);
	Size = Len + 1;
	if (Size && Len)
	{
		Text = new Char[Size];
		_tcscpy(Text, str);
	}
	else
	{
		Text = NULL;
	};
};

void String::operator +=(const String& String)
{
	if (String.Len > 0)
	{
		Grow(String.Len);
		_tcsncpy(&Text[Len], String.Text, String.Len);
		Len += String.Len;
	};
};

String::operator Char *() const
{
	return Text;
};
Char& String::operator [](UInt32 Pos)
{
	if (Pos < 0)
		return Text[0];
	else if (Pos >= Len)
	{
		Grow(Pos+2);
		return Text[Pos];
	}
	else
		return Text[Pos];
};

bool String::operator < (const String& Str) const	{ return (bool)(Compare(Str) == -1);				};
bool String::operator > (const String& Str) const	{ return (bool)(Compare(Str) == 1);					};
bool String::operator <=(const String& Str) const	{ return (bool)(Compare(Str) != 1);					};
bool String::operator >=(const String& Str) const	{ return (bool)(Compare(Str) != -1);				};
bool String::operator ==(const String& Str) const	{ return (bool)(Compare(Str) == 0);					};
bool String::operator !=(const String& Str) const	{ return (bool)(Compare(Str) != 0);					};
bool String::operator < (const Char *Chr) const		{ return (bool)(Compare(String(Chr)) == -1);	};
bool String::operator > (const Char *Chr) const		{ return (bool)(Compare(String(Chr)) == 1);		};
bool String::operator <=(const Char *Chr) const		{ return (bool)(Compare(String(Chr)) != 1);		};
bool String::operator >=(const Char *Chr) const		{ return (bool)(Compare(String(Chr)) != -1);	};
bool String::operator ==(const Char *Chr) const		{ return (bool)(Compare(String(Chr)) == 0);		};
bool String::operator !=(const Char *Chr) const		{ return (bool)(Compare(String(Chr)) != 0);		};

void String::Optimize()
{
	Size = Len + 1;
	Char *Temp = new Char[Size];
	_tcscpy(Temp, Text);
	delete[] Text;
	Text = Temp;
};
void String::Grow(UInt32 Num)
{
	Size += Num;
	Char *Temp = new Char[Size];
	_tcscpy(Temp, Text);
	delete[] Text;
	Text = Temp;
};

UInt32 String::Length(const Char* String)
{
	UInt32 Length = 0;

	while(*String++)
		++Length;

	return Length;
};

String operator +(const String& Str1, const String& Str2)
{
	Char *Temp = new Char[Str1.Size + Str2.Size];
	if (Str1.Len)
		_tcscpy(Temp, Str1.Text);
	if (Str2.Len)
		_tcscpy(&Temp[Str1.Len], Str2.Text);

	String Result = Temp;
	return Result;
};


Thanks for any thoughts[smile], Chad Seibert [Edited by - Chad Seibert on April 6, 2007 3:07:05 PM]

Share this post


Link to post
Share on other sites
I didn't look through the function implementation but if they work thats a nice set of functionality I wish was included in std::string.

From what I understand the std::string implementation uses every advanced templating feature and is something like 3k lines of code. At least thats what I've been told. So i'll bet speed wise your will be a bit worse. But over all pretty nice.

Might wanna add in like a reverseFind() as well.

Would be absolutely rock if you included other data type parsing to string in there. Overload the + operator to parse ints and floats onto it and that'd b freaking awesome.

Maybe a tokenize set of functions?
setTokenizerDelimitor( char c ) // defaults to " "
getNumTokens();
getToken( int i ); // u know the # of tokens available from the above func

Also probably want a toArray() func.

[edit] just saw u have Char *GetString() const; which does that.
Also you might want to stay away from reserved words like delete even if you are capitalizing it, just less confusing. Use erase or remove or something maybe. Just food for thought.[/edit]

But over all pretty cool man!

[edit]
Ha, ya I've gotta strongly agree with the post below mine. It's like defining a word and using that word in the definition or something... Kinda self defeating.
Unless I guess this is just kinda a wrapper to include more advanced functionality onto std:string.
[/edit]

Share this post


Link to post
Share on other sites
Here's a few things off the top of my head.

(1) Find the invariant(s) for your class and ensure they always hold for any valid object of your class. In the case of a string class, one of those things is that the string is always a valid string of length zero or more. That means do not allow the string object to get in a state in which a function like IsNull() has any meaning.

(2) Prvide a minimal interface (as small as nececssary but no smaller). You don't need an IsValidIndex() function if you have a GetLength() function, since the a valid index of a string must be on (0, GetLength()].

(3) Technically you don't need to overload operators on const Char* since you have a converting constructor. I understand providing them as an optimization, but your implementation is just doing what the compiler-generaed functions would do.

(4) Your assignment operator leaks memory. Okay, it pours memory into the bitbucket. Consider providing a swap() nothrow() operator an implementing your assignment operator in terms of the copy constructor and swap instead. Less code to maintain, fewer leaks, improved exception safety.

(5) Your use of UInt32 (a non-standard type, but I'm guessing it's a 32-bit unsigned int type) is limiting. Why not typedef a size_type (it can be UInt32 for now) to make future changes easier? Or, you could take the attitude that nobody will need more than 640K of RAM.

(6) Consider providing a range constructor so you can play nicely with other language featiures, like the standard library.

(7) Use your Grow() member to grow the string, always. You can modify the Grow() function to use various allocaton strategies and immediately benefit.

(8) Use initializer lists in your constructors.

(9) Use the standard library where possible: std::copy() is likely to as efficient or more efficient that hand-rolling loops. It will do the right thing so you don't have to use C casts with ::memmove and you don't have to revert to non-standard non-portable functions like _tcsncpy() and the like. Just because you're writing a non-standard string class doesn't mean you have to avoid the standard library and make it non-portable.

As I said, those are just a few thoughts off the top of my head.

--smw

Share this post


Link to post
Share on other sites
Quote:
Original post by Sneftel
What's the difference between Size and Len?


Size includes the null, len doesn't. Now that you mention it, it does seem to be kind of worthless, though. And I will change Delete to Remove.

Thanks,
Chad Seibert

Share this post


Link to post
Share on other sites
1. You're missing the const version of operator []
2. You've implemented your comparison operators as member functions, instead of two-param friend functions, which prevents comparing a char* on the left hand side to a String oin the right-hand side.
3. Should use initialiser lists in constructor.
4. Destructor does not need to check for NULL before calling delete [].
5. Implicit conversions are very troublesome. best to remove the operator char *() and use GetString.
6. Why noy make the class use TCHARs? You do use the _tcscmp routines etc, and at the moment it will break if unicode is defined. The memmove will need *sizeof(TCHAR) too.
7. Compare preforms a few more IsNull calls than it needs to - could optimise this.
if (IsNull()) return String.IsNull() ? 0 : 1;
if (String.IsNull()) return -1;


Darn I have to go, but I'm sure there's more.

Share this post


Link to post
Share on other sites
Well, I've gotten through 2, 3, 5, 7, and 8 on Bregma's list of things. I still don't quite understand what you mean by "invariants". What do you exactly mean by a range constructor. Just operator[]? And regarding number 9, the objective is to make a portable string class, just to see if I can. And how can I create this swap nothrow operator using my copy constructor?

Thanks for all the suggestions, it's great!

[Edited by - Chad Seibert on April 6, 2007 4:35:20 PM]

Share this post


Link to post
Share on other sites
Quote:
Original post by Chad Seibert
I still don't quite understand what you mean by "invariants".

The basic rules an instance of the class must follow to be valid. (In this case, it *must* always point to a valid string of length >= 0.
Any string class that can contain an invalid string is hopelessly flawed. (and as said above, what's the point in a function testing if the string is null?)

Quote:
What do you exactly mean by a range constructor.

A constructor that takes a range of characters as argument (typically in the form of start and end iterators)

Share this post


Link to post
Share on other sites
As for iMalc, I've implemented 3, 4, 5, 6. Regarding 7, my Char type is typedef'd to either unsigned char or wchar_t based on whether unicode support is enabled during compilation(_UNICODE). And what do you mean I'm missing the const version of operator[]?

Sorry for all the questions, it's how I learn[smile],
Chad Seibert

Share this post


Link to post
Share on other sites
Quote:
Original post by Chad Seibert
And what do you mean I'm missing the const version of operator[]?


const String foo = "foobar";

char c = foo[0];

What do you expect that to do? foo is a const object, but there is no const version of operator [], so the code above will not compile (trying to call a non-const member function on a const object).

Add a const version of the operator aswell. The code is exactly the same, just a const and a non-const version. Note that you cannot implement one with the other either.

const Char& String::operator [](UInt32 Pos) const
{
...
};

... which leads me to another point. Why do you have semicolons at the end of every function definition? And on a second look, you have a semicolon after every if-statement also. Although legal, it is extremely dangerous. Remove all semicolons that aren't necessary. Additional semicolons aren't useless and can cause trouble.

Share this post


Link to post
Share on other sites
Well, there are a few things I can see that would make things easier. First, how about having a constructor that takes an std::string, to make it easier to integrate with current applications.

Secondly, I would take a look at the C# implementation of string, which is so beautiful that it makes me cry when I work in C++. It has quite a few interesting things that if you implemented for C++ would actually make your lib quite useful.

Third, you don't appear to have a SubString method, which is very useful when doing a lot of string work.

Last, I haven't looked through your implementation, but how well do you handle Unicode, globalization, etc. Although you may just skip all that because it is only an experiment.

Share this post


Link to post
Share on other sites
Quote:
Original post by Chad Seibert
I still don't quite understand what you mean by "invariants".

An invariant is something about an object of your class (for a class invariant, there are other types like function invariants) that must always be true. For example, for your string class, you could choose the invariant that the string must always be of length >= 0. A zero-length string is not the same as a null string. With the variant mentioned above, your string object could never be null.

If you guarantee your class invariants, you never have to check if your objects are valid. That not only simplifies your code, but makes reasoning about objects easier.

If an invariant cannot be obtained (eg. when the object is constructed) or maintained (after the execution of a member function), that's an indication that you need to throw an exception.
Quote:
What do you exactly mean by a range constructor.

A range constructor takes a range as input. Generally, a half-open interval. Most collection classes in the standard library have one. Here's an example.

String::String(const Char* begin, const Char* end)
: Size(end-begin)
{
Grow(0);
std::copy(begin, end, Text);
}

Quote:
And regarding number 9, the objective is to make a portable string class, just to see if I can.

None of the _t*() functions are portable.
Quote:
And how can I create this swap nothrow operator using my copy constructor?


void String::swap(const String& rhs) nothrow()
{
std::swap(Text, rhs.Text);
std::swap(Size, rhs.Size);
}

String& String::operator=(const String& rhs)
{
String tmp(rhs); // create a new copy of rhs
tmp.swap(*this); // swap it with *this
} // destroy the old *this


--smw

Share this post


Link to post
Share on other sites
Thanks a lot for your help! I've implemented everything except the new functions and getting rid of the unportable functions. I've gotten the list down to the following four:

_tcsicmp
_tcscmp
_tcsnicmp
_tcsncmp

I believe that implementing these will be near impossible[sad], though. Maybe there can be some light shed on these though.

Thanks a lot for your help[smile];

Share this post


Link to post
Share on other sites
Quote:

I believe that implementing these will be near impossible[sad], though. Maybe there can be some light shed on these though.

Thanks a lot for your help[smile];


Impossible?

They are just simple comparison and copy algorithms. You even know exactly what they do since you use them for their exact purpose in the code.

They will mostly consist of a single loop, either comparing or copying individual array elements.

Case insensitive comparison is a bit trickier (this is why the std::string class is such a beast), but if you limit yourself to basic ASCII set, it's just a matter of flipping one bit.

Share this post


Link to post
Share on other sites
Quote:
Everything everybody else said


Option B: Use std::string.

Incidentally, "operator Char *() const;" allows me to write 'delete String("OMFG this gets deleted twice.");'

Share this post


Link to post
Share on other sites
Quote:
Original post by Deyja
Quote:
Everything everybody else said


Option B: Use std::string.

Incidentally, "operator Char *() const;" allows me to write 'delete String("OMFG this gets deleted twice.");'


Ha ha, very funny. Btw, I got rid of operator Char*().

Edit: Here's the new version of String:


typedef UInt64 StringLength;

class CODE_SYMBOL_PORT String
{
public:
String();
String(const String& String);
String(const Char* String);
//String(const Char* String, StringLength Start, StringLength Count);
virtual ~String();

Char *GetString() const;
const StringLength GetLength() const;

StringLength Compare(const String& Str, Bool IgnoreCase=false) const;
Bool Find(String& Str, StringLength& Pos, Bool IgnoreCase=false) const;
Void Remove(StringLength Pos, StringLength Count);
Void Insert(StringLength Pos, Char c);
Void Insert(StringLength Pos, const String& Str);
Void TrimLeading();
Void TrimTrailing();
Void Trim();
StringLength ToInt() const;

Void operator =(const String& String);
Void operator +=(const String& String);
const Char& operator [](const StringLength Pos);

static StringLength Length(const Char* String);

friend String CODE_SYMBOL_PORT operator+(const String& Str1, const String& Str2);

friend Bool CODE_SYMBOL_PORT operator<(const String& Str1, const String& Str2);
friend Bool CODE_SYMBOL_PORT operator>(const String& Str1, const String& Str2);
friend Bool CODE_SYMBOL_PORT operator<=(const String& Str1, const String& Str2);
friend Bool CODE_SYMBOL_PORT operator>=(const String& Str1, const String& Str2);
friend Bool CODE_SYMBOL_PORT operator==(const String& Str1, const String& Str2);
friend Bool CODE_SYMBOL_PORT operator!=(const String& Str1, const String& Str2);

protected:
Void Optimize();
Void Grow(const StringLength Num);

protected:
Char *Text;
StringLength Size;
StringLength Len;

private:
Void CopyBegString(Char* Desc, const Char* Src, StringLength Len);
StringLength CompareString(const String& Str1, const String& Str2, Bool CaseSensitive) const;
StringLength CompareSubset(const String& Str1, const String& Str2, StringLength Len, Bool CaseSensitive) const;
};




String::String(): Text(NULL), Len(0), Size(0) {}

String::String(const String& Str): Len(Str.Len), Size(Str.Size), Text(NULL)
{
if (Size && Len)
{
Text = new Char[Size];
Text = Str.Text;
}
else
{
Text = NULL;
}
}

String::String(const Char *Str): Text(NULL), Len(0), Size(0)
{
if (Str == NULL)
{
Text = NULL;
Size = Len = 0;
return;
}

Size = Length(Str) + 1;
Len = Size-1;
Text = new Char[Size];
for (StringLength i=0 ; i<Len ; i++)
Text[i] = (Char)Str[i];
Text[Len] = T('\0');
}

//String::String(const Char* Str, StringLength Start, StringLength Count)
//{
// if (!(Start >= 0 && Start < Len || Count <= 0))
// {
// Text = T("");
// return;
// }

// Char *Text = new Char[Count + 1];
// CopyString(Text, &Str[Start], Count);
// Text[Count] = T('\0');

// return;
//}

String::~String()
{
if (Size && Text != NULL)
delete[] Text;
}

Char *String::GetString() const
{
return Text;
}

const StringLength String::GetLength() const
{
return Len;
}

StringLength String::Compare(const String& Str, Bool IgnoreCase) const
{
if (IgnoreCase)
return CompareString(Text, Str.Text, false);
else
return CompareString(Text, Str.Text, true);
}

Bool String::Find(String& Str, StringLength& Pos, Bool IgnoreCase) const
{
for (Pos=0; Pos <= (Len-Str.Len); Pos++)
{
if(IgnoreCase)
if (CompareSubset(&Text[Pos], Str.Text, Str.Len, false) == 0)
return true;
else
if (CompareSubset(&Text[Pos], Str.Text, Str.Len, true) == 0)
return true;
}

return false;
}

Void String::Remove(StringLength Pos, StringLength Count)
{
if (Pos > Len || Count==0)
return;
if (Pos + Count > Len)
Count = (Len - Pos);

for (StringLength i=Pos ; i<Len-Count ; i++)
Text[i] = Text[i+Count];

Len -= Count;
Text[Len] = T('\0');
Optimize();
}

Void String::Insert(StringLength Pos, Char c)
{
Grow(1);

memmove((Void *)&Text[Pos+1], (const Void *)&Text[Pos], Len-Pos);
Text[Pos] = c;
Text[++Len] = T('\0');
}

Void String::Insert(StringLength Pos, const String& Str)
{
Char *New = new Char[Str.Len + Len + 1];

if (Pos > 0)
CopyBegString(New, Text, Pos);

CopyBegString(&New[Pos], Str.Text, Str.Len);

if (Len-Pos > 0)
CopyBegString(&New[Pos + Str.Len], &Text[Pos], Len-Pos);

if (New == NULL)
{
Text = NULL;
Size = Len = 0;
return;
}

Size = Length(New) + 1;
Len = Size-1;
Text = new Char[Size];
Text = New;
}

Void String::TrimLeading()
{
StringLength i;

for (i=0 ; i<Len ; i++)
{
if (Text[i] != 0x20 && Text[i] != 0x09)
break;
}
Remove(0, i);
}

Void String::TrimTrailing()
{
StringLength i;

for (i=Len-1 ; i>=0 ; i--)
{
if (Text[i] != 0x20 && Text[i] != 0x09)
break;
}
Remove(i+1, Len-i-1);
}

Void String::Trim()
{
TrimLeading();
TrimTrailing();
}

UInt32 String::ToInt() const
{
# if CODE_UNICODE == 1
return _wtoi(Text);
# else
return atoi(Text);
# endif
}

Void String::operator=(const String& str)
{
Size = str.Size;
Len = str.Len;
if (Size && Len)
{
if(Text)
delete[] Text;
Text = new Char[Size];
Text = str.Text;
}
else
{
Text = NULL;
}
}

Void String::operator +=(const String& String)
{
if (String.Len > 0)
{
Grow(String.Len);
CopyBegString(&Text[Len], String.Text, String.Len);
Len += String.Len;
}
}

const Char& String::operator [](const StringLength Pos)
{
if (Pos < 0)
return Text[0];
else if (Pos >= Len)
{
Grow(Pos+2);
return Text[Pos];
}
else
return Text[Pos];
}

Void String::Optimize()
{
Size = Len + 1;
Char *Temp = new Char[Size];
Temp = Text;
delete[] Text;
Text = Temp;
}

Void String::Grow(const StringLength Num)
{
Size += Num;
Char *Temp = new Char[Size];
Temp = Text;
delete[] Text;
Text = Temp;
}

StringLength String::Length(const Char* String)
{
StringLength Length = 0;

while(*String++)
++Length;

return Length;
}

Void String::CopyBegString(Char* Desc, const Char* Src, StringLength Len)
{
for(StringLength i = 0; i < Len; i++)
Desc[i] = Src[i];

Desc[Len + 1] = T('\0');
}

StringLength String::CompareString(const String& Str1, const String& Str2, Bool CaseSensitive) const
{
if(CaseSensitive)
{
for(StringLength i = 0; i < Str1.Len; i++)
if(Str1[i] < Str2[i])
return -1;
else if(Str1[i] > Str2[i])
return 1;
else
return 0;
}
else
{

}
}

StringLength String::CompareSubset(const String& Str1, const String& Str2, StringLength Len, Bool CaseSensitive) const
{
if(Len > Str1.Len || Len > Str2.Len)
return -1;

if(CaseSensitive)
{
for(StringLength i = 0; i < Len; i++)
if(Str1[i] < Str2[i])
return -1;
else if(Str1[i] > Str2[i])
return 1;
else
return 0;
}
else
{
//Good Luck!!!
}
};

String operator +(const String& Str1, const String& Str2)
{
Char *Temp = new Char[Str1.Size + Str2.Size];

if (Str1.Len)
Temp = Str1.Text;
if (Str2.Len)
for(StringLength i = 0; i < 0; i++)
Temp[Str1.Len + i] = Str2.Text[i];

String Result = Temp;
return Result;
}

Bool operator < (const String& Str1, const String& Str2)
{
return (Bool)(Str1.Compare(Str2) == -1);
}

Bool operator > (const String& Str1, const String& Str2)
{
return (Bool)(Str1.Compare(Str2) == 1);
}

Bool operator <=(const String& Str1, const String& Str2)
{
return (Bool)(Str1.Compare(Str2) != 1);
}

Bool operator >=(const String& Str1, const String& Str2)
{
return (Bool)(Str1.Compare(Str2) != -1);
}

Bool operator ==(const String& Str1, const String& Str2)
{
return (Bool)(Str1.Compare(Str2) == 0);
}

Bool operator !=(const String& Str1, const String& Str2)
{
return (Bool)(Str1.Compare(Str2) != 0);
}



Thanks for all your help!
Chad Seibert

Share this post


Link to post
Share on other sites
Now we're getting to the teenier things.

* Instead of declaring the StringLength typedef outside String, I'd declare it within string, to reduce namespace pollution.

* operator= should return a String&.

* You're still keeping Size and Len as different variables, even though they are trivially related. This is all kinds of a bad idea.

* Why does ToInt return a StringLength?

* Why are you using Void and Char instead of void and char?

Share this post


Link to post
Share on other sites
Do you intentionally want GetString() to return a non-const char*, instead of a const char*? Especially considering that GetString() is a const function. Seems a bit unsafe.

Share this post


Link to post
Share on other sites
You haven't gotten the [] operators right yet:
Quote:
const Char& operator [](const StringLength Pos);

There should be two of them, and they will look like this:
	Char& operator [](StringLength Pos);
const Char& operator [](StringLength Pos) const;
The first one allows you to write:
	String x("abc");
c[1] = 'B';
and the second one allows you to do:

String x("abc");
Char c = x[1];
Without both, you can't do both of these things.

The const you had in the brackets makes no difference, so please yourself with respect to that one.

The return type of operator =, and += should be const String &. This allows the following to work
	String a, b, c;
a = b = c = "abc";

"const" because it prevents the following absurd use:
	(a = b) = c;

Quote:
String::~String()
{
if (Size && Text != NULL) // Remove this line!
delete[] Text;
}
You don't need that "if" statement! It doesn't matter if Text is already NULL, delete will quite safely do nothing. This behaviour is specifically to prevent the need to write an if statement around most calls to delete.

Share this post


Link to post
Share on other sites
Quote:
"const" because it prevents the following absurd use:
	(a = b) = c;


Why? If that's what they want to do, let them do it. Making the return value non-const doesn't cause any behavior that isn't fully expected and reasonable.

Share this post


Link to post
Share on other sites
Quote:

(a = b) = c;


The built-in types allow one to do just that, so making the return value non-const is just following the accepted C++ philosophy "when in doubt, do as the built-ins do".

Share this post


Link to post
Share on other sites
Quote:
There should be two of them, and they will look like this:

Char& operator [](StringLength Pos);
const Char& operator [](StringLength Pos) const;

The first one allows you to write:

String x("abc");
c[1] = 'B';

and the second one allows you to do:

String x("abc");
Char c = x[1];

Without both, you can't do both of these things.


This is wrong. First, you can do both with the first non-const version. Second, the const version should not return a reference.

Share this post


Link to post
Share on other sites
When I add the const version of operator[], I'm left to wonder what this error means:

cannot convert 'this' pointer from 'const Code::String' to 'Code::String &'



const Char& String::operator [](StringLength Pos) const
{
if (Pos < 0)
return Text[0];
else if (Pos >= Len)
{
Grow(Pos+2);//Error's here
return Text[Pos];
}
else
return Text[Pos];
}




Thanks, and I did change my destructor
Chad Seibert

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
      628334
    • Total Posts
      2982147
  • Similar Content

    • By BAG Labs
      Mobile SoS

      Platform: Android
      Genre: Board
      Link: Google Play
       
      This games sharpen memory and test your strategies to place S-O-S pattern within time limit and serve 3 difficulties as Easy, Normal, and Hard.

      Goals of the game is to put S-O-S words in patterns (Horizontal, Vertical, and Diagonal) alternately with enemy.
       
      Features:
      Single Player Multiplayer Achievements Leaderboards  
       
      Screenshot:

       

       

       
      Link: Google Play
       
      Please help us improve this game with review
    • By abarnes
      Hello!
      I am a game development student in my second year of a three year program and I would like to start building my portfolio. I was thinking of creating some games to show what I can do to potential employers since I wont have any work related experience when I graduate. But as I'm sure you all know there are tons of ways to approach developing/designing a game and I'm curious if anyone had any insight as to any "standards" that come with this? Is it okay to use game engines like Unity, Unreal, Game Maker etc? Or would it be better to make a game from scratch to better show case your skills? Any and all advice will be greatly appreciated!
    • By Hilster
      Hello 2D Artists,
      I've started making a 2D Puzzle Adventure game for mobile and I'm looking for someone who would want in on creating assets for the game. The core of the programming is pretty much complete, you can walk within the grid laid out and push boxes, when there is an object on top of a pressure pad it will activate the linked objects or if there is one object with multiple linked pressure pads it requires you to activate all points for the object to become active. 

      The level iteration for the game is quick and simple, a Photoshop file that is made of individual pixels that represents objects is put into the game and it creates the level out of those pixels with the assigned objects.
      The objects that need sprites created so far is the character, box, pressure pad, door, trap door, the walls, the stairs and the tiled background.
      I intend to add more objects so the amount I'd like to add will be extended.
      My motivations for posting here is to have something that looks nice to be able to display on my portfolio, so if you're looking for a working game that you can place your art into and improve the look of your portfolio then we're in business.
      Please reply with a few past examples of your art below and I'll be in touch!
    • By thefollower
      Hi
      I have set up my TcpClient to connect to my server and that works fine. But i am a bit confused how i read messages from the network stream with it continuously running via async, without ever closing the connection ?
      My TcpClient Manager class has:
       
      public async Task<bool> Connect(string address, int port) { try { await _tcpClient.ConnectAsync(address, port); IsConnected = true; return true; } catch(Exception e) { Debug.Log(e); return false; } } public async Task<int> Read(byte[] readBuffer) { if (!IsConnected) return -1; using (var networkStream = _tcpClient.GetStream()) { try { var bytesRead = await networkStream.ReadAsync(readBuffer, 0, readBuffer.Length); return bytesRead; } catch (Exception e) { Debug.Log(e); IsConnected = false; return -1; } } }  
      So i thought to just run a co-routine and call Read constantly to get the most recent message, but that doesn't make much sense to me since a co-routine would be blocked with the await. How is this actually done? The MS Docs don't have very good Async examples with the TcpClient class so i don't know fully get how to keep calling Read correctly.
  • Popular Now