Think like this:
class Animal { /* Some virtual members */ };
class Dog: public Animal {};
class Cat: public Animal {};
Dog dog;
Cat cat;
Animal& AnimalRef1 = dog; // Notice no cast required. (Dogs and cats are animals).
Animal& AnimalRef2 = cat;
Animal* AnimalPtr1 = &dog;
Animal* AnimlaPtr2 = &cat;
Cat& catRef1 = dynamic_cast<Cat&>(AnimalRef1); // Throws an exception AnimalRef1 is a dog
Cat* catPtr1 = dynamic_cast<Cat*>(AnimalPtr1); // Returns NULL AnimalPtr1 is a dog
Cat& catRef2 = dynamic_cast<Cat&>(AnimalRef2); // Works
Cat* catPtr2 = dynamic_cast<Cat*>(AnimalPtr2); // Works
// This on the other hand makes no sense
// An animal object is not a cat. Therefore it can not be treated like a Cat.
Animal a;
Cat& catRef1 = dynamic_cast<Cat&>(a); // Throws an exception Its not a CAT
Cat* catPtr1 = dynamic_cast<Cat*>(&a); // Returns NULL Its not a CAT.
Now looking back at your first statement:
Animal animal = cat; // This works. But it slices the cat part out and just
// assigns the animal part of the object.
Cat bigCat = animal; // Makes no sense.
// An animal is not a cat!!!!!
Dog bigDog = bigCat; // A cat is not a dog !!!!
You should very rarely ever need to use dynamic cast.
This is why we have virtual methods:
void makeNoise(Animal& animal)
{
animal.DoNoiseMake();
}
Dog dog;
Cat cat;
Duck duck;
Chicken chicken;
makeNoise(dog);
makeNoise(cat);
makeNoise(duck);
makeNoise(chicken);
The only reason I can think of is if you stored your object in a base class container:
std::vector<Animal*> barnYard;
barnYard.push_back(&dog);
barnYard.push_back(&cat);
barnYard.push_back(&duck);
barnYard.push_back(&chicken);
Dog* dog = dynamic_cast<Dog*>(barnYard[1]); // Note: NULL as this was the cat.
But if you need to cast particular objects back to Dogs then there is a fundamental problem in your design. You should be accessing properties via the virtual methods.
barnYard[1]->DoNoiseMake();
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