Chapter 15: Problem 25
Find the error(s) in the following code:
template
Short Answer
Expert verified
The error is in line 4; 'type' should be replaced with a specific type like 'int'.
Step by step solution
01
Understand the Code Structure
The code defines a template class named `strange` on line 2, using a type parameter named `type` on line 1. This class can be instantiated with a specific type at runtime.
02
Analyze Object Creation
On line 3, the code creates an instance of the template class, `strange s1;`, correctly providing an explicit type `int` to the template.
03
Identify Error in Template Usage
On line 4, the code attempts to create an instance `strange s2;`. Here, `type` is not defined at this scope as a concrete type, which is incorrect for instantiation.
04
Correct the Error
To fix line 4, replace `type` with a specific type, such as `int` or any other defined type. For instance, the corrected line could be `strange s2;`.
Unlock Step-by-Step Solutions & Ace Your Exams!
-
Full Textbook Solutions
Get detailed explanations and key concepts
-
Unlimited Al creation
Al flashcards, explanations, exams and more...
-
Ads-free access
To over 500 millions flashcards
-
Money-back guarantee
We refund you if you fail your exam.
Over 30 million students worldwide already upgrade their learning with Vaia!
Key Concepts
These are the key concepts you need to understand to accurately answer the question.
Template Class
When working with C++ and dealing with a variety of data types, templates come in very handy. A template class is like a blueprint. It allows you to create a class with generalized data types. Instead of specifying an exact data type, you use a placeholder, often represented as `class` or `typename`, followed by a generic identifier. This lets you create a single class template that can work with any data type.
Using templates reduces redundancy in code, meaning you don't have to write separate versions for each data type. For example, if you have a class that needs to handle different types of numeric calculations, you can use template classes to define it once. Just update the type during instantiation according to your needs. This approach is efficient and keeps your code concise.
Using templates reduces redundancy in code, meaning you don't have to write separate versions for each data type. For example, if you have a class that needs to handle different types of numeric calculations, you can use template classes to define it once. Just update the type during instantiation according to your needs. This approach is efficient and keeps your code concise.
Type Parameter
The type parameter in a template class is a placeholder in your template definition. Usually named as `T`, `U`, or simply `type`, it represents a data type that you'll provide later when you instantiate the template class. It's like telling the compiler, "Hold on, I'll tell you what exact type to use when I'm ready to create an object of this class."
It's crucial to understand that the type parameter is not a specific type by itself. It's more like a label or tag that helps the compiler understand that this is a template which will eventually resolve to a concrete type, like an int, float, or even a custom user-defined type. Proper understanding and use of type parameters are key to effectively implementing a flexible and reusable template class.
It's crucial to understand that the type parameter is not a specific type by itself. It's more like a label or tag that helps the compiler understand that this is a template which will eventually resolve to a concrete type, like an int, float, or even a custom user-defined type. Proper understanding and use of type parameters are key to effectively implementing a flexible and reusable template class.
Object Instantiation
Instantiation refers to the creation of a specific object from a class template by providing a concrete type. This step is where you turn the blueprint (template) into a usable object with a definite type. In the provided code example, we see: `strange s1;`. Here, `int` is the concrete type given to substitute the placeholder `type` from the template.
When you instantiate a template class, you allow the adaptable blueprint to settle into a defined form. In doing so, the compiler uses the type you specify to replace the placeholder in the template class, creating an entity that can interact in your specific programming instance. This flexibility is one of the primary benefits of using template classes, as it can dramatically reduce the amount of code needed to work with multiple data types.
When you instantiate a template class, you allow the adaptable blueprint to settle into a defined form. In doing so, the compiler uses the type you specify to replace the placeholder in the template class, creating an entity that can interact in your specific programming instance. This flexibility is one of the primary benefits of using template classes, as it can dramatically reduce the amount of code needed to work with multiple data types.
Syntax Error
Syntax errors often occur when the syntax rules or structure of a programming language are broken. In the original code, a syntax error arises due to incorrect instantiation of the template class: `strange s2;`.
In this line, `type` is not replaced with a valid, defined data type. `type` is merely a placeholder from the template definition and does not represent a concrete type. This is where the error lies. For the code to work correctly, you must specify a real data type, such as `int` or `double`, in place of the placeholder when instantiating the object.
Syntax errors can be confusing, but they are crucial for maintaining the logical flow of your program. Always ensure that your placeholders like `type` in templates are substituted with actual data types when instantiating them. This avoids syntax errors and keeps your code functioning smoothly.
In this line, `type` is not replaced with a valid, defined data type. `type` is merely a placeholder from the template definition and does not represent a concrete type. This is where the error lies. For the code to work correctly, you must specify a real data type, such as `int` or `double`, in place of the placeholder when instantiating the object.
Syntax errors can be confusing, but they are crucial for maintaining the logical flow of your program. Always ensure that your placeholders like `type` in templates are substituted with actual data types when instantiating them. This avoids syntax errors and keeps your code functioning smoothly.