N
nw
Hi,
I was wondering if someone would be able to give me some comments on
the following class structure, it feels to me as if there must be a
better way, but I'm unsure what it is, perhaps I should be using
multiple inheritance?
Basically I have a pure virtual class called Body, this contains a
number of integration algorithms which are applied to the Body.
Generally only one integration algorithm will be used with a
particular Body. The integration algorithm is called by the
integrate() method, which selects the integration algorithm depending
on how you have set the variable integration_type.
I'm not sure if it's relevant to this discussion but Body is the base
class from which two others are derived, these implement the
calculate_force() method, this method updates a variable used by the
integrate() method.
Compilable example code implementing this design follows. Apologies if
I've been overly verbose.
Any help greatly appreciated!
#include <iostream>
using namespace std;
class Body {
public:
double x, y, z;
double a;
static const int BODY_INTEGRATE_EULER=1;
static const int BODY_INTEGRATE_VERLET=2;
static const int BODY_INTEGRATE_LEAPFROG=3;
int integration_type;
virtual bool calculate_force(Body &b) = 0;
Body() {
integration_type=BODY_INTEGRATE_EULER;
}
bool integrate() {
if(integration_type == BODY_INTEGRATE_EULER) {
// .. do euler
cout << "Euler integration" << endl;
return true;
} else
if(integration_type == BODY_INTEGRATE_VERLET) {
// .. do verlet
cout << "Verlet integration" << endl;
return true;
} else
if(integration_type == BODY_INTEGRATE_LEAPFROG) {
// .. do leapfrog
cout << "Leapfrog integration" << endl;
return true;
}
}
};
class Planet : public Body {
virtual bool calculate_force(Body &b) {
// do force calculation for planet... updates a
}
};
class SimpleHarmonic : public Body {
virtual bool calculate_force(Body &b) {
// do force calculation for simple harmonic motion... updates a
}
};
int main(void) {
Planet p;
Planet p2;
SimpleHarmonic s;
p.integration_type = Body::BODY_INTEGRATE_LEAPFROG;
p2.integration_type = Body::BODY_INTEGRATE_VERLET;
s.integration_type = Body::BODY_INTEGRATE_VERLET;
cout << "planet,leapfrog: ";
p.integrate();
cout << "planet,verlet: ";
p2.integrate();
cout << "simpleharmonic,verlet: ";
s.integrate();
return 0;
}
I was wondering if someone would be able to give me some comments on
the following class structure, it feels to me as if there must be a
better way, but I'm unsure what it is, perhaps I should be using
multiple inheritance?
Basically I have a pure virtual class called Body, this contains a
number of integration algorithms which are applied to the Body.
Generally only one integration algorithm will be used with a
particular Body. The integration algorithm is called by the
integrate() method, which selects the integration algorithm depending
on how you have set the variable integration_type.
I'm not sure if it's relevant to this discussion but Body is the base
class from which two others are derived, these implement the
calculate_force() method, this method updates a variable used by the
integrate() method.
Compilable example code implementing this design follows. Apologies if
I've been overly verbose.
Any help greatly appreciated!
#include <iostream>
using namespace std;
class Body {
public:
double x, y, z;
double a;
static const int BODY_INTEGRATE_EULER=1;
static const int BODY_INTEGRATE_VERLET=2;
static const int BODY_INTEGRATE_LEAPFROG=3;
int integration_type;
virtual bool calculate_force(Body &b) = 0;
Body() {
integration_type=BODY_INTEGRATE_EULER;
}
bool integrate() {
if(integration_type == BODY_INTEGRATE_EULER) {
// .. do euler
cout << "Euler integration" << endl;
return true;
} else
if(integration_type == BODY_INTEGRATE_VERLET) {
// .. do verlet
cout << "Verlet integration" << endl;
return true;
} else
if(integration_type == BODY_INTEGRATE_LEAPFROG) {
// .. do leapfrog
cout << "Leapfrog integration" << endl;
return true;
}
}
};
class Planet : public Body {
virtual bool calculate_force(Body &b) {
// do force calculation for planet... updates a
}
};
class SimpleHarmonic : public Body {
virtual bool calculate_force(Body &b) {
// do force calculation for simple harmonic motion... updates a
}
};
int main(void) {
Planet p;
Planet p2;
SimpleHarmonic s;
p.integration_type = Body::BODY_INTEGRATE_LEAPFROG;
p2.integration_type = Body::BODY_INTEGRATE_VERLET;
s.integration_type = Body::BODY_INTEGRATE_VERLET;
cout << "planet,leapfrog: ";
p.integrate();
cout << "planet,verlet: ";
p2.integrate();
cout << "simpleharmonic,verlet: ";
s.integrate();
return 0;
}