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();