The exact situation is next:
I have defined in system API structs CGPoint and CGSize, and I want to be able to write my_point = my_size.
I can’t modify CGPoint struct, only can write external operator. I can write binary operators (+, -, …) but operator= must by declared inside struct. So is there any other solution?
The exact situation is next: I have defined in system API structs CGPoint and
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To make the expression
a = b;compile you need to either have anoperator=in the type ofathat takes an element of the type ofb, or a type implicitly convertible fromb.The first case is ruled out, since
operator=must be a member of the class, and since you cannot modifyGLPointthen you cannot addGLPoint& GLPoint::operator=( GLSize ).The second case suffers the same type of problems. An implicit conversion from
GLSizetoGLPointcan be implemented as an implicit constructor inGLPoint(ruled out), or as a memberoperator GLPoint()inGLSize, which requires modification ofGLSize. Conversions cannot be added as free functions either.The alternatives are using non-operator syntax, as adding a free function
assign(orcopy):GLPoint& assign( GLPoint&, GLSize const & ).The next question is why would you want to do so. If the designers of
GLPointandGLSizedid not consider that a size should be assignable to a point, then why do you feel that they should be assignable? In general it is a good idea to keep types separate, as that will enable the compiler to detect mistakes you might make in your code.If you allow implicit conversions from
GLSizetoGLPoint, you might by mistake type something like:distance( point1, size2 )where you meantdistance( point1, point2 ), and because there is a conversion, the compiler will gladly convert and apply. Then you will see strange results, and you will spend quite a few nice debugging hours trying to determine where the logic is wrong.Unless the domain has a very clear definition of what each operator means in that context, I would avoid operator overloading at all costs. Will everyone reading your code immediately understand what
GLPoint(1,2) + GLSize(5)represents without any doubt or ambiguity? If that is not the case, if people will be surprised or even doubt, then avoid operator overloading and use named functions:move_up( GLPoint&, GLSize )(or whatever point+size means to you)