Forgive me, for I am fairly new to C++, but I am having some trouble regarding operator ambiguity. I think it is compiler-specific, for the code compiled on my desktop. However, it fails to compile on my laptop. I think I know what's going wrong, but I don't see an elegant way around it. Please let me know if I am making an obvious mistake. Anyhow, here's what I'm trying to do:
I have made my own vector class called Vector4 which looks something like this:
class Vector4
{
private:
GLfloat vector[4];
...
}
Then I have these operators, which are causing the problem:
operator GLfloat* () { return vector; }
operator const GLfloat* () const { return vector; }
GLfloat& operator [] (const size_t i) { return vector[i]; }
const GLfloat& operator [] (const size_t i) const { return vector[i]; }
I have the conversion operator so that I can pass an instance of my Vector4 class to glVertex3fv, and I have subscripting for obvious reasons. However, calls that involve subscripting the Vector4 become ambiguous to the compiler:
enum {x, y, z, w}
Vector4 v(1.0, 2.0, 3.0, 4.0);
glTranslatef(v[x], v[y], v[z]);
Here are the candidates:
candidate 1: const GLfloat& Vector4:: operator[](size_t) const
candidate 2: operator[](const GLfloat*, int) <built-in>
Why would it try to convert my Vector4 to a GLfloat* first when the subscript operator is already defined on Vector4? Is there a simple way around this that doesn't involve typecasting? Am I just making a silly mistake? Thanks for any help in advance.
Why are you passing a "const size_t" to operator[] ?
This is explained in the book "C++ Templates - The Complete Guide". It's because your operator[] takes size_t, but you pass a different type which first has to undergo an implicit conversion to size_t. On the other side, the conversion operator can be chosen too, and then the returned pointer can be subscript. So there is the ambiguity. Solution is to drop the conversion operator. They should generally be avoided as they just introduce problems, as you see.
Provide a
begin
andend
member function that returnsvector
andvector + 4
respectively. Then you can usev.begin()
if you want to pass to native openGL functions.There is a bit confusion in the comments. I think i will update this answer now to reflect the most recent concept of this.
It's too hard to get rid of the ambiguity. It could easily interpret it as the direct [] access, or cast-to-float* followed by array indexing.
My advice is to drop the operator GLfloat*. It's just asking for trouble to have implicit casts to float this way. If you must access the floats directly, make a get() (or some other name of your choice) method to Vector4 that returns a pointer to the raw floats underneath.
Other random advice: rather than reinvent your own vector classes, you should use the excellent ones in the "IlmBase" package that is part of OpenEXR