pure virtual function with implementation in C++ - c++

I'm aware that one can make implementation for pure virtual function in base class, as a default implementation. But i don't quite understand the code below.
class A {
public:
virtual void f1() = 0;
virtual void f2() = 0;
};
void A::f1(){
cout << "base f1" << endl;
f2();
}
void A::f2(){
cout << "base f2" << endl;
}
class B: public A {
public:
void f1() { A::f1(); }
void f2() { cout << "derived f2" << endl; }
};
int main(){
B b;
b.f1();
}
Why does the B::f1() calls B::f2() instead of A::f2. I know it will behave this way, but why? what basic knowledge i have missed.
another question, did implementation for pure virtual function in base class make the pure(=0) unnecessary?

This is the behaviour the C++ standard defines for virtual functions: call the version of the most derived type available.
Sure, for normal objects, the most derived type is the one of the object itself:
B b;
b.f1(); // of course calls B's version
The interesting part is if you have pointers or references:
B b;
A& ar = b;
A* ap = &b;
// now both times, B's version will be called
ar.f1();
ap->f1();
The same occurs inside f1, actually, you do implicitly:
this->f2(); // 'this' is a POINTER of type A* (or A const* in const functions).
There's a phenomenon when this does not occur (the example below requires a copy constructor):
B b;
A a = b; // notice: not a pointer or reference!
A.f1(); // now calls A's version
What actually happens here is that only the A part of b is copied into a and the B part is dropped, so a actually is a true, non-derived A object. This is called 'object slicing' and is the reason for that you cannot use base objects in e. g. a std::vector to store polymorphic objects, but need pointers or references instead.
Back to virtual functions: If you are interested in the technical details, this is solved via virtual function tables, short vtables. Be aware that this is only a de-facto standard, C++ does not require implementation via vtables (and actually, other languages supporting polymorphism/inheritance, such as Java or Python, implement vtables, too).
For each virtual function in a class there's an entry in its corresponding vtable.
Normal functions are called directly (i. e. an unconditional branch to the function's address is executed). For virtual function calls, in contrast, we first need to lookup the address in the vtable and only then we can jump to the address stored there.
Derived classes now copy the vtables of their base classes (so initially these contain the same addresses than the base class tables), but replace the appropriate addresses as soon as you override a function.
By the way: You can tell the compiler not to use the vtable, but explicitly call a specific variant:
B b;
A& a = b;
a.A::f1(); // calls A's version inspite of being virtual,
// because you explicitly told so
b.A::f1(); // alike, works even on derived type

Related

How exactly does C++ runtime use the vptr to choose the right function.Who takes care of this?

I am confused how vptr resolves virtual function call at run time if there are more virtual functions in a class. Who takes care of that. And who creates vtable . is it compiler?
Consider code something like this:
class A {
int x;
public:
virtual void foo() { std::cout << "base::foo()\n"; }
virtual void bar() = 0;
virtual ~A() {}
};
class B : public A {
int y;
public:
virtual void bar() { std::cout << "Derived::bar()"; }
virtual void baz() { std::cout << "Added function"; }
};
int main() {
A a;
B b;
}
This is going to result in a layout something on this general order:
So, each object contains its own copy of the object's data, which is an amalgamation of all the data defined in that class and all its base classes. When it contains at least one virtual function, it has a vtable pointer. That points to a table somewhere in the generated code. That table, in turn, contains pointers to the virtual functions for the class. The key to this working is that (for virtual functions that are common between them) the base class and derived class store those pointers at the same offsets in the vtable. When you invoke a virtual function, the compiler generates code to "chase" the vtable pointer, then invoke the function at the right offset in the vtable.
Although it's not shown directly here, when each member function (virtual or otherwise) is called, the address of the variable is typically passed as a hidden parameter that's named this inside the function. References to members can use this implicitly (so an assignment like somember=a; is really equivalent to this->somemember = a;).
Note: this is depicting how things are typically done--at least in theory, an implementation is free to do things entirely differently, as long as what it does meets the requirements in the standard. That said, every implementation of which I'm aware works fairly similarly.

Virtual function hiding in derived class

I have two classes related by inheritance:-
class Base
{
public:
virtual void f(int x)
{
cout << "BASE::int" << endl;
}
virtual void f(double x)
{
cout << "BASE::double" << endl;
}
};
class Derived : public Base
{
public:
virtual void f(str::string s)
{
cout << "DERIVED::string" << endl;
}
};
I have provided same method in derived class with different parameters. That means rather than overriding I am hiding base class versions of this function. So, below calls are expected and clear to me.
std::string str("Hello");
Base b;
b.f(1); //calls base class version.
b.f(str); //error.
Derived d;
d.f(1); //error.
d.f(str); //calls derived class version.
But I am not able get clarification for this last scenario.
Base *b = new Derived;
b->f(str); //results in error.
Would compiler not bind this call to derived version of f using vtables and vptrs. But instead it's doing something else. Can anyone provide me complete path how compiler would try to resolve this call as per language mechanisms.
If your pointer is of type Base* then you can only "see" members that are defined in class Base. The compiler doesn't (or pretends not to) "know" that the variable really points to an instance of Derived, even if you just assigned one to it on the previous line.
When you declare a variable to be of type Base*, you're telling the compiler: treat this as something that could point to a Base or to any class derived from it. So you can't access members that are defined in a particular derived class, because there's no guarantee that the pointer actually points to an instance of that derived class.
The vtable only enters the picture at runtime. The generated assembly would have a lookup of the vptr value for a function and a jump to that address. This also means that the polymorphism is "restricted" to functions that Base knows about. Note that this is what makes more sense as well - the definition of a class should only depend on itself and its parents. If you wanted to make Base* b aware of the virtual functions implemented by Derived, you would end up with the number of vtable entries in Bases depending on its children.

Calling a virtual function from within an inherited function?

I've tried to map it out in my head, but honestly I have no idea what's really going on here.
What exactly is happening when I add and remove the virtual keyword from the below example?
#include <iostream>
#include <string>
class A {
public:
A() { me = "From A"; }
void caller() { func(); }
virtual void func() { std::cout << me << std::endl; } // THIS LINE!
private:
std::string me;
};
class B : public A {
public:
B() { me = "From B"; }
void func() { std::cout << me << std::endl; }
private:
std::string me;
};
int main() {
A a;
a.caller();
B b;
b.caller();
return 0;
}
With the virtual keyword, it prints "From A", then "From B".
Without the virtual keyword, it prints "From A", then "From A".
So far, this is the only time I've found a use for virtual functions without pointers being involved. I thought that if the virtual keyword was removed, the compiler would do the standard thing which is to overload the inherited function and end up printing "From A", and "From B" anyway.
I think this is deeper than just the VTable, and that it's more about the way it behaves in particular circumstances. Does B even have a VTable?
The call
func()
is equivalent to
this->func()
so there is a pointer involved.
Still, there's no need to involve pointers to understand the behavior.
Even a direct call of e.g. b.func() has to work as if it's a virtual call, when func is virtual in the statically known type. The compiler can optimize it based on knowing the most derived type of b. But that's a different kind of consideration (optimizations can do just about anything).
Apart from the issue of virtual dispatch, what may bring extra confusion, is that you have two mes, one declared in A and another declared in B. These are two distinct objects.
An object of type B has two data members of type std::string; one on its own, and one incorporated into the subobject of type A. The latter one, though, is not immediately available in the methods of type B because its name is eclipsed by the new me introduced in this class (though you may use a qualified name, A::me to refer to it).
Therefore, even though the bodies of A::func and B::func seem identical, the identifier me used in both of them refers to different members.
In your example, you won't see the difference:
With the virtual function, the compiler will generate a call via the VTable and at runtime, each objects will call the right function for their real class.
With the non virtual function, the compiler determines at compile time the right function to call, based on the objects defined class.
Now try the following, to see the virtual function in action:
A *pa = &b; // pointer to an A: valid as b is a B wich is also an A.
pa -> caller(); // guess what will be called if virtual or not.
No need for pointer to experimenting with virtual functions. You can observe the same effect with references as well:
A& ra = b; // create a reference to an A, but could as well be a parameter passed by reference.
ra.caller();
Virtual functions are useful for polymorphism. The idea is that you work with a general object of a class, but you don't know at compile time, if at runtime the object will really be of this class, or if it will not be a more specialiszed object (inheriting from the class).

when a base class pointer point to a base class object whether the compiler will use dynamic binding?

I know that when use a base class pointer which point to a derived class object to call a virtual function, the compiler will use dynamic binding to call the derived version.
But when use a base class pointer which point to a base class object to call a virtual function, does the compiler use dynamic binding or static binding to call the virtual
function?
For example:
class Base
{
public:
virtual void show()
{
cout << "base class";
}
}
int main()
{
Base *pb; //Base class pointer
Base b; //Base class object
pb = &b;
pb->show(); //Is static binding or dynamic binding?
}
Because My English is very bad, so I want to make my question as simple as possible, but I will describle my question in more detail in follow:
Actually the problem stems from that I am summarizing how to trigger dynamic binding.
At first I summary the trigger condition are:
the function must a virtual function.
must use pointer or reference to call the function.
The two trigger condition cause the problem that I asked:
"when a base class pointer point to a base class object whether the compiler will use dynamic binding?"
I have google for search answer, and I find a fragment (the demo is here):
struct A {
virtual void f() { cout << "Class A" << endl; }
};
struct B: A {
//Note that it not overrides A::f.
void f(int) { cout << "Class B" << endl; }
};
struct C: B {
void f() { cout << "Class C" << endl; }
};
int main() {
B b; C c;
A* pa1 = &b;
A* pa2 = &c;
// b.f();
pa1->f();
pa2->f();
}
The following is the output of the above example:
"Class A"
"Class C"
According to pa1->f() will output Class A, I summary third trigger condition:
3.function in base class must be overridden in the derived class.
Now according to the three trigger condition, when use a base class pointer which point to a base class object to call a virtual function, the compiler will use static binding to call the virtual function, because the virtual is not overridden.
But when use a derived class pointer which point to a derived class object to call a virtual function, it will use dynamic binding, because the virtual is overridden.
It made me very confused.
It can choose whichever, or neither, depending on how smart it is and how well it can detect. The rule is polymorphism must work. How this is achieved is an implementation detail.
If the same end-result can be achieved with both dynamic or static binding, as is the case here, both are valid options for the compiler.
In your case, the function doesn't have to be called at all - the generated code could be just as well identical to code generated by
int main()
{
cout << "base class";
}
I guess it depends on compiler optimization. Compiler might be clever enough to figure out that Base::show is always the one called or it might not. You can look at the disassembly to find out. You can force static-binding with b->Base::show()
Short answer: No. At least in theory not. Because in theory, the compiler does not know wether the pointer points to a Base, a Derived or to YetAnotherDerived object. Therefore it has to apply the same mechanism regardless of the dynamic type of the object.
But: In practise, compilers have optimizers, capable of identifying some use cases where the dynamic type is known. I your case it can detect the aliasing, meaning it knows that pb points to b and that it is a local variable and cannot be changed concurrently, so it knows that in fact you are calling b.show() and will abbreviate the output to reflect that fact and get rid of the virtual dispatch. Similar optimizations are possible e.g. in this code:
auto pb = make_unique<Base>();
pb->show();
But as any optimization it is up to the compiler if it applies them - the standard says virtual dispatch happens even if the pointer points to a Base object, and that's it.

Trouble understanding C++ `virtual`

I'm having trouble understanding what the purpose of the virtual keyword in C++. I know C and Java very well but I'm new to C++
From wikipedia
In object-oriented programming, a
virtual function or virtual method is
a function or method whose behavior
can be overridden within an inheriting
class by a function with the same
signature.
However I can override a method as seen below without using the virtual keyword
#include <iostream>
using namespace std;
class A {
public:
int a();
};
int A::a() {
return 1;
}
class B : A {
public:
int a();
};
int B::a() {
return 2;
}
int main() {
B b;
cout << b.a() << endl;
return 0;
}
//output: 2
As you can see below, the function A::a is successfully overridden with B::a without requiring virtual
Compounding my confusion is this statement about virtual destructors, also from wikipedia
as illustrated in the following example,
it is important for a C++ base class
to have a virtual destructor to ensure
that the destructor from the most
derived class will always be called.
So virtual also tells the compiler to call up the parent's destructors? This seems to be very different from my original understanding of virtual as "make the function overridable"
Make the following changes and you will see why:
#include <iostream>
using namespace std;
class A {
public:
int a();
};
int A::a() {
return 1;
}
class B : public A { // Notice public added here
public:
int a();
};
int B::a() {
return 2;
}
int main() {
A* b = new B(); // Notice we are using a base class pointer here
cout << b->a() << endl; // This will print 1 instead of 2
delete b; // Added delete to free b
return 0;
}
Now, to make it work like you intended:
#include <iostream>
using namespace std;
class A {
public:
virtual int a(); // Notice virtual added here
};
int A::a() {
return 1;
}
class B : public A { // Notice public added here
public:
virtual int a(); // Notice virtual added here, but not necessary in C++
};
int B::a() {
return 2;
}
int main() {
A* b = new B(); // Notice we are using a base class pointer here
cout << b->a() << endl; // This will print 2 as intended
delete b; // Added delete to free b
return 0;
}
The note that you've included about virtual destructors is exactly right. In your sample there is nothing that needs to be cleaned-up, but say that both A and B had destructors. If they aren't marked virtual, which one is going to get called with the base class pointer? Hint: It will work exactly the same as the a() method did when it was not marked virtual.
You could think of it as follows.
All functions in Java are virtual. If you have a class with a function, and you override that function in a derived class, it will be called, no matter the declared type of the variable you use to call it.
In C++, on the other hand, it won't necessarily be called.
If you have a base class Base and a derived class Derived, and they both have a non-virtual function in them named 'foo', then
Base * base;
Derived *derived;
base->foo(); // calls Base::foo
derived->foo(); // calls Derived::foo
If foo is virtual, then both call Derived::foo.
virtual means that the actual method is determined runtime based on what class was instantiated not what type you used to declare your variable.
In your case this is a static override it will go for the method defined for class B no matter what was the actual type of the object created
So virtual also tells the compiler to call up the parent's destructors? This seems to be very different from my original understanding of virtual as "make the function overridable"
Your original and your new understanding are both wrong.
Methods (you call them functions) are always overridable. No matter if virtual, pure, nonvirtual or something.
Parent destructors are always called. As are the constructors.
"Virtual" does only make a difference if you call a method trough a pointer of type pointer-to-baseclass. Since in your example you don't use pointers at all, virtual doesn't make a difference at all.
If you use a variable a of type pointer-to-A, that is A* a;, you can not only assign other variables of type pointer-to-A to it, but also variables of type pointer-to-B, because B is derived from A.
A* a;
B* b;
b = new B(); // create a object of type B.
a = b; // this is valid code. a has still the type pointer-to-A,
// but the value it holds is b, a pointer to a B object.
a.a(); // now here is the difference. If a() is non-virtual, A::a()
// will be called, because a is of type pointer-to-A.
// Whether the object it points to is of type A, B or
// something entirely different doesn't matter, what gets called
// is determined during compile time from the type of a.
a.a(); // now if a() is virtual, B::a() will be called, the compiler
// looks during runtime at the value of a, sees that it points
// to a B object and uses B::a(). What gets called is determined
// from the type of the __value__ of a.
As you can see below, the function A::a is successfully overridden with B::a without requiring virtual
It may, or it may not work. In your example it works, but it's because you create and use an B object directly, and not through pointer to A. See C++ FAQ Lite, 20.3.
So virtual also tells the compiler to call up the parent's destructors?
A virtual destructor is needed if you delete a pointer of base class pointing to an object of derived class, and expect both base and derived destructors to run. See C++ FAQ Lite, 20.7.
You need the virtual if you use a base class pointer as consultutah (and others while I'm typing ;) ) says it.
The lack of virtuals allows to save a check to know wich method it need to call (the one of the base class or of some derived). However, at this point don't worry about performances, just on correct behaviour.
The virtual destructor is particulary important because derived classes might declare other variables on the heap (i.e. using the keyword 'new') and you need to be able to delete it.
However, you might notice, that in C++, you tend to use less deriving than in java for example (you often use templates for a similar use), and maybe you don't even need to bother about that. Also, if you never declare your objects on the heap ("A a;" instead of "A * a = new A();") then you don't need to worry about it either. Of course, this will heavily depend on what/how you develop and if you plan that someone else will derive your class or not.
Try ((A*)&b).a() and see what gets called then.
The virtual keyword lets you treat an object in an abstract way (I.E. through a base class pointer) and yet still call descendant code...
Put another way, the virtual keyword "lets old code call new code". You may have written code to operate on A's, but through virtual functions, that code can call B's newer a().
Say you instantiated B but held it as an instance of an A:
A *a = new B();
and called function a() whose implementation of a() will be called?
If a() isn't virtual A's will be called. If a() was virtual the instantiated sub class version of a() would be called regardless of how you're holding it.
If B's constructor allocated tons of memory for arrays or opened files, calling
delete a;
would ensure B's destructor was called regardless as to how it was being held, be it by a base class or interface or whatever.
Good question by the way.
I always think about it like chess pieces (my first experiment with OO).
A chessboard holds pointers to all the pieces. Empty squares are NULL pointers. But all it knows is that each pointer points a a chess piece. The board does not need to know more information. But when a piece is moved the board does not know it is a valid move as each pice has different characteristica about how it moves. So the board needs to check with the piece if the move is valid.
Piece* board[8][8];
CheckMove(Point const& from,Point const& too)
{
Piece* piece = board[from.x][from.y];
if (piece != NULL)
{
if (!piece->checkValidMove(from,too))
{ throw std::exception("Bad Move");
}
// Other checks.
}
}
class Piece
{
virtual bool checkValidMove(Point const& from,Point const& too) = 0;
};
class Queen: public Piece
{
virtual bool checkValidMove(Point const& from,Point const& too)
{
if (CheckHorizontalMove(from,too) || CheckVerticalMoce(from,too) || CheckDiagonalMove(from,too))
{
.....
}
}
}