#include <iostream>
#include <vector>
#include <algorithm>
#include <sstream>
using namespace std;
struct SubAlgorithm1 { void operator () (int /*i*/) { cout << "1" << endl; } };
struct SubAlgorithm2 { void operator () (int /*i*/) { cout << "2" << endl; } };
template<typename SubAlgorithm, typename Collection>
void Alrogirthm(SubAlgorithm& f, Collection& stuff) {
// In my code f is invoked ~ 1e9 times (it's a loop that is executed ~
// 1e6 times, and stuff.size() is ~1000). The application spends ~90% of
// it's time in this function, so I do not want any virtual function
// calls to slow down my number-crunching.
for (int i = 0; i < 1; ++i) for_each(stuff.begin(), stuff.end(), f);
}
int main(int , char**) {
vector<int> stuff;
stuff.push_back(1);
bool runtime_flag = true; // let's pretend it was read from config
if (runtime_flag) {
typedef SubAlgorithm1 SubAlgorithm;
SubAlgorithm sub_algorithm;
Alrogirthm(sub_algorithm, stuff);
}
else {
typedef SubAlgorithm2 SubAlgorithm;
SubAlgorithm sub_algorithm;
Alrogirthm(sub_algorithm, stuff);
}
return 0;
}
What I would really love to write instead of the if clause above:
TypeClass SubAlgorithm = runtime_flag : SubAlgorithm1 ? SubAlgorithm2;
SubAlgorithm sub_algorithm;
Algorithm(sub_algorithm, stuff);
Is there any way of doing something similar? Or some kind of completely other pattern (but not run-time polymorphism\virtual functions) to solve that issue?
P.S. In my application Algorithm has several SubAlgorithms as parameters and SubAlgorithms as well have similar structure. Moreover some SubAlgorithms have different creation interface. With run-time polymorphism I can use kind of Factory pattern and the whole thing looks nice (http://ideone.com/YAYafr), but I really cannot use virtual functions here.
P.P.S. I doubt the question phrasing reflects what I actually ask in the code, so I'd be happy to get any suggestions.