Let say that I have a big class Circle with a lot of members and functions. To proceed a large amount of data I decided to create class PotentialCirlce (with only 3 members - x, y, r), do most of preprocessing based on PotentialCirlce and in the last stage create objects Circle.
a) is it correct approach? do It influence on performance or rather should I use only Circle.
It seems to me that I can use inheritance:
class potentialCircle {
protected:
point_t center;
unsigned int radius;
public:
potentialCircle(int a, int b, unsigned int r) : center{ point_t(a,b) }, radius{ r } {}
potentialCircle() = delete;
potentialCircle(const potentialCircle&) = default;
potentialCircle(potentialCircle&&) = default;
potentialCircle& operator=(const potentialCircle&) = default;
potentialCircle& operator=(potentialCircle&&) = default;
virtual ~potentialCircle() = default;
};
class Circle : public potentialCircle {
// members detected based on Hough Circle Transform
//point_t center; // coordinates of center point
point_t alternative_center; // needed when center is out of frame
//unsigned int radius; // radius
// members calculated based on Flood Fill algorithm (more realistic)
unsigned int area = 0;
float diameter = 0;
float perimeter = 0;
....
};
b) where should I put method which needs to compare two difference objects? one object of type Circle and one of PotentialCirle? currently, I have defined below function as part of Circle
bool Circle::is_greater(const std::pair<potentialCircle, int>& point_pair) const;
but I don't have access to protected data members of potentialCircle, although Circle is inheriting from potentialCircle. Maybe I should defined is_greater() as part of namepsace and make it a friend to Circle and potentialCircle.
Do you have better idea?
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