Non virtual pointer in c++? - c++

Is it possible to have a “non virtual pointer” in c++ ( ie a pointer that calls the methods directly without dynamic dispatch). This is because I am trying to do something like this:
template <typename T>
class Ref {
T* value; // I am 100% sure that value points to an actual T object.
/* constructors and stuff */
auto operator -> () {
return value;
}
};
But this will unnecessarily call virtual functions when I know the dynamic type of value to be T...
I know that the user could enforce the usage of non-virtual functions like so:
X->Base::foo();
But that seems like another burden for the user. How can this be done automatically?

when I know the dynamic type of value to be T
You may know/assume this, but at present, there is no mechanism in C++ that can make the language know/assume this for any given pointer/reference to an object. If it is of a polymorphic type, then calling any virtual function (unless the caller explicitly specifies otherwise) will use dynamic dispatch.

Say your class T marks its virtual functions with final, the function calls should be devirtualized on all modern compilers.
See: https://quuxplusone.github.io/blog/2021/02/15/devirtualization/

Related

Why does C++ RTTI require a virtual method table?

Why does C++ RTTI require the class to have a virtual methods table? While it seems reasonable to use the table as a means for polymorphic upcasting, it doesn't seem like it is strictly required from a design point of view. For instance, the class could contain a hash or a unique identifier that conveys the information.
For the C++ experts who consider this question overly trivial, it would help the poster of this question, who is a humble beginner at C++, to provide an explanation of why vtables are required from a design point of view for RTTI, as well as what are the other design approaches (instead of using vtables) to implement RTTI (and why they work/don't work as well as vtables).
From a language perspective, the answer is: it doesn't. Nowhere in the C++ standard does it say how virtual functions are to be implemented. The compiler is free to make sure the correct function is called however it sees fit.
So, what would be gained by replacing the vptr (not the vtable) with an id and dropping the vtable? (replacing the vtable with an id doesn't really help anything whatsoever, once you have resolved vptr, you already know the run-time type)
How does the runtime know which function to actually call?
Consider:
template <int I>
struct A {
virtual void foo() {}
virtual void bar() {}
virtual ~A() {}
};
template <int I>
struct B : A<I> {
virtual void foo() {}
};
Suppose your compiler gives A<0> the ... lets call it vid ... 0 and A<1> the vid 1. Note that A<0> and A<1> are completely unrelated classes at this point. What happens if you say a0.foo() where a0 is an A<0>? At runtime a non-virtual function would just result in a statically dispatched call. But for a virtual function, the address of the function-to-call must be determined at runtime.
If all you had was vid 0 you'd still have to encode which function you want. This would result in a forest of if-else branches, to figure out the correct function pointer.
if (vid == 0) {
if (fid == 0) {
call A<0>::foo();
} else if (fid == 1) {
call A<0>::bar();
} /* ... */
} else if (vid == 1) {
if (fid == 0) {
call A<1>::foo();
} else if (fid == 1) {
call A<1>::bar();
} /* ... */
} /* ... */
This would get out of hand. Hence, the table. Add an offset that identifies the foo() function to the base of A<0>'s vtable and you have the address of the actual function to call. If you have a B<0> object on your hands instead, add the offset to that class' table's base pointer.
In theory compilers could emit if-else code for this but it turns out a pointer addition is faster and the resulting code smaller.
Vtables are a very efficient way of providing virtual functions. For the price of a single pointer per object, every member of the class can share the same static vtable.
Adding a second bunch of static information per class would require a second pointer per object. It's much easier to make the existing vtable pointer do double duty.
In the end it’s all down to history and trade offs.
On one side you need to be compatible with C, specifically standard layout types must have the same layout as in C, which means no place for RTTI.
On the other hand adding RTTI to a vtable will result in no size cost for the instance.
The designers of C++ decided to combine these two facts to the current implementation: only polymorphic types have dynamic RTTI information.
You can still obtain the static RTTI information and make your own layout for a non polymorphic type:
template<typename T>
struct S
{
const std::type_info &type = typeid(T);
T value;
};
You can even pass void pointers to value, they will have the same structure as T, and you know there is a type info pointer behind them.

implementing a factory that registers non-static member functions to it in C++

I have a C++ singleton factory-like class called MemMgr which is in charge of managing heap memory for objects in a library:
#include <vector>
class MemMgr
{
public:
// Callback interface of functions to register with MemMgr
typedef size_t (*MemSizeFunc)(void);
void Register(MemSizeFunc memSizeFunc);
static MemMgr & GetInst(void);
// more public functionality related to managing memory
private:
// a vector (not a map) of functions pointers to keep track of
std::vector<MemSizeFunc> m_memSizeFuncs;
MemMgr(void);
MemMgr(MemMgr const &);
MemMgr & operator= (MemMgr const &);
// more private functionality related to managing memory
};
What I'd like to be able to do is to have objects of any classes that would like to utilize managed memory be able to register themselves with MemMgr via a (non-static) member function which will calculate and return the amount of managed memory that that particular object needs. Something like the following:
class MemMgrUser
{
public:
MemMgrUser(void)
{
MemMgr::GetInst().Register(GetManagedMemSize);
}
private:
size_t GetManagedMemSize(void)
{
// calculations involving member variables
}
};
(Then, prior to MemMgr actually allocating any memory, it would query the size-related functions registered to it in order to find out the amount of memory to allocate.)
However, the compiler yells at me when I try the above approach b/c I am trying to register member function pointers, not plain-vanilla function pointers.
Does anyone have any suggestions on how I could implement such functionality? I am having problems seeing how a template implementation (or polymorphic one) would be implemented.
Thank you,
Aaron
You don't even try to register a member function pointer. That would have to be specified as &MemMgrUser::GetManagedMemSize. You can't use the plain name of a member function, except in an expression that calls it.
But even if you had a member function pointer, it cannot be used in the same way as a plain function pointer of the same apparent signature. Calling a member function always requires an object to call it on. The this pointer available in the function is an additional, hidden parameter.
If you can use features of the C++11 standard library, you could typedef std::function<size_t (void)> MemSizeFunc; instead of the current typedef. That allows you to store various kinds of functions and function objects that are callable with that signature as a MemSizeFunc. In particular you could register your GetManagedMemSize member function bound to a suitable MemMgrUser object, for example as:
MemMgrUser()
{
MemMgr::GetInst().Register(std::bind(&MemMgrUser::GetManagedMemSize, *this));
}

C++ Get class type inside static function

Inside of a static member function I need to get the type.
class MyClass
{
public:
static void myStaticFunc();
...
};
And then in the implementation I want to have:
void MyClass::myStaticFunc()
{
// Get MyClass as a type so I can cast using it
(get_type_from_static_function()*)someOtherVariable;
}
Is this even possible? Normally I would use something from typeinfo on an object but I don't have this to work with.
I do not want to just use (MyClass*) because this is going inside of a macro and I'd like to keep it as simple as possible so that it can be called without a class name.
If it helps I am using QT but I couldn't find any macros to get the current class. It doesn't necessarily need to be programmatic - it can be a macro.
Cheers!
EDIT:
Here is the actual macro function:
#define RPC_FUNCTION(funcName) \
static void rpc_##funcName(void* oOwner, RpcManager::RpcParamsContainer params){ ((__class__*)oOwner)->funcName(params); }; \
void funcName(RpcManager::RpcParamsContainer params);
I then call RPC_FUNCTION(foo) in a class declaration. I want __class__ to be whatever class declaration I am in. I'm well aware I can just add className after funcName but I want to keep this as simple as possible when actually using it. My RPC manager calls rpc_foo and passes a pointer to an object of the class I declared it in. Essentially I need to know how to determine the actual class of that void* parameter.
In Visual Studio 2012 you can use that trick, but it will not work in gcc, at least for now.
template<typename base_t>
static auto GetFunctionBaseType(void(base_t::*)())->base_t;
struct TBase
{
template<typename T> void GetBaseType();
typedef decltype(GetFunctionBaseType(&GetBaseType<void>)) this_t;
static void rpc_func1(void * ptr)
{
((this_t*)ptr)->func1();
}
};
I believe that what you're asking for at heart is simply not possible: C++ is a statically typed language, which means that all type information must be available at compile time (runtime polymorphism notwithstanding). That is, when you say,
T x;
then the type T must be known at compile time. There is no such thing as "T_from_user() x;", whereby the actual type of a variable is determined at runtime. The language just isn't designed that way.
Usually if you're asking such a question that's an indicator that you're going about a problem the wrong way, though. Typical solutions for polymorphic situations involve class inheritance and virtual functions, or other sorts of lookup tables, or really any number of different approaches. Your request for a preprocessor macro also indicates that something is off. Any programming language has its idioms, and veering too far from those is usually a bad idea.
What you want to do is called Reflection. It was implemented in .NET (I don't know, maybe in Java too) and is going to be implemented in future standards of C++.
It seems you have a few unrelated classes that have a number of methods in common (the ones that can be sent as the funcName argument in your example).
Instead of having these unrelated classes, consider a polymorphic approach. For example, let's say the functions that you support are func1 and func2, then you can work this out in this way:
class BaseClass {
public:
virtual void func1(RpcManager::RpcParamsContainer args) = 0;
virtual void func2(RpcManager::RpcParamsContainer args) = 0;
};
class MyClass1 : public BaseClass {
public:
virtual void func1(RpcManager::RpcParamsContainer args) { /* func1 implementation here */ }
virtual void func2(RpcManager::RpcParamsContainer args) { /* func2 implementation here */ }
};
class MyClass2 : public BaseClass {
public:
virtual void func1(RpcManager::RpcParamsContainer args) { /* func1 implementation here */ }
virtual void func2(RpcManager::RpcParamsContainer args) { /* func2 implementation here */ }
};
With the above design your can pass a BaseClass* around, and you can call func1 or func2 without having to do any casts, and the compiler will find the correct version to invoke. For example, in your macro you could do something like this:
#define RPC_FUNCTION(funcName) static void rpc_##funcName(BaseClass* oOwner, RpcManager::RpcParamsContainer params){ oOwner->funcName(params); };
I hope this helps!
Are searching for the function macro? It's a macro that expands to the current function name.
__FUNCTION__
No, a static method can only see static members of the class. It doesn't make sense for it to access instance members (as in, standard variables etc) as they don't exist unless the class has been instantiated.
It seems like you want something like the Singleton design pattern. This allows for only a single instance of the class to exist at a time.
Another way would be to have a static list of all instances of a class, then in the class constructor, add the this pointer to that list. As I say though, static members cannot access instance variables, as they may not exist at all.
I suppose the greater question is this: why do you need to access an instance variable from a static member? If you require access to an instance member, you should be calling the function in the context of the current instance, otherwise you're breaking the OOP paradigm pretty hard.

Call a member function with bare function pointer

What's the best way to call a member function if you have an object and a bare function pointer pointing to the member? Essentially I want to call the function pointer with thiscall calling convention.
Background: I'm looking up symbols in a shared library dynamically, obtaining a factory function pointer and a pointer to a certain member function I want to call. The member function itself is not virtual. I have no control over the shared library, I just have the binary.
Example:
typedef void * (*GenericFptr)();
GenericFptr lookup(const char *);
class CFoo;
GenericFptr factoryfn(lookup("CFoo factory function"));
CFoo *foo = reinterpret_cast<CFoo *>(factoryfn());
GenericFptr memberfn(lookup("CFoo member function"));
// now invoke memberfn on foo
Currently I'm using an union to convert the function pointer to a pointer to member function. It's ugly and creates dependencies to compiler implementation details:
class CFoo {
public:
void *dummy() { return 0; }
};
typedef void * (CFoo::*FooMemberPtr)();
union {
struct {
// compiler-specific layout for pointer-to-member
void *x, *y;
GenericFptr ptr;
} fnptr;
FooMemberPtr memberfn;
} f;
f.memberfn = &CFoo::dummy; // init pointer-to-member
f.fnptr.ptr = memberfn; // rewrite pointer
void *result = (foo->*f.memberfn)();
A pointer to member function can't be stored in a pointer to function because it needs more information (for instance in case of multiple inheritance an offset may have to be applied to this before the call). So you can't do without knowledge of implementation details.
If you want to be portable, the easiest is for your library to provide wrapper functions doing the member call.
Unfortunately a member function pointer has more information than a standard function pointer, and when you get the standard function pointer, converting it to a member function pointer would effectively be trying to generate extra data out of thin air.
I don't think there's any portable way to do what you're attempting, although if the union appears to work you could probably get away with that. Again, you would need to know the representation and calling convention for these methods for each compiler you wish to use to build the bode.
If you know the member function's name, why can't you just do foo->dummy() for example? Otherwise either the lookup function needs to provide a full member function pointer or the library would have to provided a C wrapper interface with normal functions to which a this pointer can be passed.
The following two links provide insight and possibly a solution. Note that calling a member function pointer with a this argument usually don't work, since you must take into account virtual methods, multiple and virtual inheritance.
http://www.codeproject.com/KB/cpp/FastDelegate.aspx
http://www.codeproject.com/KB/cpp/ImpossiblyFastCppDelegate.aspx
According to the answer below it is doable in GCC, but not portable:
https://stackoverflow.com/a/5067992/705086

Virtual Methods or Function Pointers

When implementing polymorphic behavior in C++ one can either use a pure virtual method or one can use function pointers (or functors). For example an asynchronous callback can be implemented by:
Approach 1
class Callback
{
public:
Callback();
~Callback();
void go();
protected:
virtual void doGo() = 0;
};
//Constructor and Destructor
void Callback::go()
{
doGo();
}
So to use the callback here, you would need to override the doGo() method to call whatever function you want
Approach 2
typedef void (CallbackFunction*)(void*)
class Callback
{
public:
Callback(CallbackFunction* func, void* param);
~Callback();
void go();
private:
CallbackFunction* iFunc;
void* iParam;
};
Callback::Callback(CallbackFunction* func, void* param) :
iFunc(func),
iParam(param)
{}
//Destructor
void go()
{
(*iFunc)(iParam);
}
To use the callback method here you will need to create a function pointer to be called by the Callback object.
Approach 3
[This was added to the question by me (Andreas); it wasn't written by the original poster]
template <typename T>
class Callback
{
public:
Callback() {}
~Callback() {}
void go() {
T t; t();
}
};
class CallbackTest
{
public:
void operator()() { cout << "Test"; }
};
int main()
{
Callback<CallbackTest> test;
test.go();
}
What are the advantages and disadvantages of each implementation?
Approach 1 (Virtual Function)
"+" The "correct way to do it in C++
"-" A new class must be created per callback
"-" Performance-wise an additional dereference through VF-Table compared to Function Pointer. Two indirect references compared to Functor solution.
Approach 2 (Class with Function Pointer)
"+" Can wrap a C-style function for C++ Callback Class
"+" Callback function can be changed after callback object is created
"-" Requires an indirect call. May be slower than functor method for callbacks that can be statically computed at compile-time.
Approach 3 (Class calling T functor)
"+" Possibly the fastest way to do it. No indirect call overhead and may be inlined completely.
"-" Requires an additional Functor class to be defined.
"-" Requires that callback is statically declared at compile-time.
FWIW, Function Pointers are not the same as Functors. Functors (in C++) are classes that are used to provide a function call which is typically operator().
Here is an example functor as well as a template function which utilizes a functor argument:
class TFunctor
{
public:
void operator()(const char *charstring)
{
printf(charstring);
}
};
template<class T> void CallFunctor(T& functor_arg,const char *charstring)
{
functor_arg(charstring);
};
int main()
{
TFunctor foo;
CallFunctor(foo,"hello world\n");
}
From a performance perspective, Virtual functions and Function Pointers both result in an indirect function call (i.e. through a register) although virtual functions require an additional load of the VFTABLE pointer prior to loading the function pointer. Using Functors (with a non-virtual call) as a callback are the highest performing method to use a parameter to template functions because they can be inlined and even if not inlined, do not generate an indirect call.
Approach 1
Easier to read and understand
Less possibility of errors (iFunc cannot be NULL, you're not using a void *iParam, etc
C++ programmers will tell you that this is the "right" way to do it in C++
Approach 2
Slightly less typing to do
VERY slightly faster (calling a virtual method has some overhead, usually the same of two simple arithmetic operations.. So it most likely won't matter)
That's how you would do it in C
Approach 3
Probably the best way to do it when possible. It will have the best performance, it will be type safe, and it's easy to understand (it's the method used by the STL).
The primary problem with Approach 2 is that it simply doesn't scale. Consider the equivalent for 100 functions:
class MahClass {
// 100 pointers of various types
public:
MahClass() { // set all 100 pointers }
MahClass(const MahClass& other) {
// copy all 100 function pointers
}
};
The size of MahClass has ballooned, and the time to construct it has also significantly increased. Virtual functions, however, are O(1) increase in the size of the class and the time to construct it- not to mention that you, the user, must write all the callbacks for all the derived classes manually which adjust the pointer to become a pointer to derived, and must specify function pointer types and what a mess. Not to mention the idea that you might forget one, or set it to NULL or something equally stupid but totally going to happen because you're writing 30 classes this way and violating DRY like a parasitic wasp violates a caterpillar.
Approach 3 is only usable when the desired callback is statically knowable.
This leaves Approach 1 as the only usable approach when dynamic method invocation is required.
It's not clear from your example if you're creating a utility class or not. Is you Callback class intended to implement a closure or a more substantial object that you just didn't flesh out?
The first form:
Is easier to read and understand,
Is far easier to extend: try adding methods pause, resume and stop.
Is better at handling encapsulation (presuming doGo is defined in the class).
Is probably a better abstraction, so easier to maintain.
The second form:
Can be used with different methods for doGo, so it's more than just polymorphic.
Could allow (with additional methods) changing the doGo method at run-time, allowing the instances of the object to mutate their functionality after creation.
Ultimately, IMO, the first form is better for all normal cases. The second has some interesting capabilities, though -- but not ones you'll need often.
One major advantage of the first method is it has more type safety. The second method uses a void * for iParam so the compiler will not be able to diagnose type problems.
A minor advantage of the second method is that it would be less work to integrate with C. But if you're code base is only C++, this advantage is moot.
Function pointers are more C-style I would say. Mainly because in order to use them you usually must define a flat function with the same exact signature as your pointer definition.
When I write C++ the only flat function I write is int main(). Everything else is a class object. Out of the two choices I would choose to define an class and override your virtual, but if all you want is to notify some code that some action happened in your class, neither of these choices would be the best solution.
I am unaware of your exact situation but you might want to peruse design patterns
I would suggest the observer pattern. It is what I use when I need to monitor a class or wait for some sort of notification.
For example, let us look at an interface for adding read functionality to a class:
struct Read_Via_Inheritance
{
virtual void read_members(void) = 0;
};
Any time I want to add another source of reading, I have to inherit from the class and add a specific method:
struct Read_Inherited_From_Cin
: public Read_Via_Inheritance
{
void read_members(void)
{
cin >> member;
}
};
If I want to read from a file, database, or USB, this requires 3 more separate classes. The combinations start to be come very ugly with multiple objects and multiple sources.
If I use a functor, which happens to resemble the Visitor design pattern:
struct Reader_Visitor_Interface
{
virtual void read(unsigned int& member) = 0;
virtual void read(std::string& member) = 0;
};
struct Read_Client
{
void read_members(Reader_Interface & reader)
{
reader.read(x);
reader.read(text);
return;
}
unsigned int x;
std::string& text;
};
With the above foundation, objects can read from different sources just by supplying different readers to the read_members method:
struct Read_From_Cin
: Reader_Visitor_Interface
{
void read(unsigned int& value)
{
cin>>value;
}
void read(std::string& value)
{
getline(cin, value);
}
};
I don't have to change any of the object's code (a good thing because it is already working). I can also apply the reader to other objects.
Generally, I use inheritance when I am performing generic programming. For example, if I have a Field class, then I can create Field_Boolean, Field_Text and Field_Integer. In can put pointers to their instances into a vector<Field *> and call it a record. The record can perform generic operations on the fields, and doesn't care or know what kind of a field is processed.
Change to pure virtual, first off. Then inline it. That should negate any method overhead call at all, so long as inlining doesn't fail (and it won't if you force it).
May as well use C, because this is the only real useful major feature of C++ compared to C. You will always call method and it can't be inlined, so it will be less efficient.