How to implement virtual table in c++ - c++

Virtual table is arrary of function pointers.
How can i implement it as every function has different signature ?

You don't implement it.
The compiler generates it (or something with equivalent functionality), and it's not constrained by the type system so it can simply store the function addresses and generate whatever code is needed to call them correctly.
You can implement something vaguely similar using a struct containing different types of function pointer, rather than an array. That's quite a common way of implementing dynamic polymorphism in C; for example, the Linux kernel provides polymorphic behaviour for file-like objects by defining an interface along the lines of:
struct fileops {
int (*fo_read) (struct file *fp, ...);
int (*fo_write) (struct file *fp, ...);
// and so on
};

If functions in a virtual table have different signatures, you'll have to implement it as a structure type containing members with heterogeneous types.
Alternately, if you have other information telling you what the signatures are, you can cast a function pointer to another function pointer type, as long as you cast it back to the correct type before calling it.

If you know every function at compile time, then you could use a struct of differently typed function pointers (however, if you know every function at compile time, why wouldn't you just use a class with virtual methods?).
If you want to do this at runtime, then an array of void* would probably suffice. You'd need to cast the pointers in when you store them and out (to the correct type) again before you call them. Of course, you'll need to keep track of the function types (including calling convention) somewhere else.
Without knowing what you're planning to do with this it's very difficult to give a more useful answer.
There are valid reasons for implementing vtables in code. They're an implementation detail though, so you'll need to be targeting a known ABI rather than just 'C++'. The only time I've done this was an experiment to dynamically create new COM classes at runtime (the ABI expected of a COM object is a pointer to a vtable that contains functions following the __stdcall calling convention where the first 3 functions implement the IUnknown interface).

Related

void*, extension and template. pros and kontras

Sometimes I have a problem and see 3 ways of implementing the solution. I want to know when to use which of these 3 different implementations. Below there are some exsamples, to see what I mean. I also wrote some pros/kontras which I think is correct. If something seems to be wrong, then please tell me and I'll change that.
void* example:
void method(void* value)
{
//save value as member
}
pro void*:
void* can save every type and you don't have to use templates (in headers).
kontra void*:
-when you have a list of void* you can store in index[1] another type than in index[2] which is critical, because you don't know which type it is. But with dynamic_cast you can check if you can cast it to the type or not.
-when you have a void* list with entities of the same class which have 2 variables, you can not sort by variable1 / variable2 without casting it back to the original class.
Extension exsample:
Creating a new class and extent it on another class:
class CTestClass
{
void Method1();
};
class CTest2 : CTestClass
{
//use somehow the method
};
std::vector<CTestClass> list;
pro Extension:
this way of implementing a class can be usefull, if you need a method which is in every object you need. For example you want to sort by a variable. In such a method you can make the compare.
kontra Extension:
much effort
exsample template:
template <class T>
class CTest
{
//do some stuff
};
pro template:
in a template list, you can not add different types at the same time.
kontra template:
when you have a template list of type T and T has for exsample 2 variables. You can not say: sort by variable1 or variable2 because you can not get into the class T.
As far as I know: you have to implement the template into the header file, which is ugly to see.
I hope everyone understands what I mean.
Is void* a good way to program?
Can I write templates also in .cpp files?
What do you think when to use which of this techniques? Is there some kind of rule?
The statement below is incorrect
pro void*:
void* can save every type and you don't have to use templates (in
headers).
Templates haver their closest equivalent in cross macros and not in void pointers, but exist for a different set of purposes than the mere polymorphism afforded by void pointers. Using void pointers in no way substitutes templates.
While modern programmers might not recommend about using void pointers, complaining about the (true!) potential dangers afforded, old school C-style code certainly has a use for them and this is the reason they exist. Pairing the benefits gained from void pointers with the tradeoff in performance by the C++ dynamic cast, would simply spoil the choice.
Void pointers just exist to offer limitless flexibility at managing memory when you know what you are doing and should be used only in that case. There is no comparison between them and templates.
A method that takes a void * argument should only exist when:
Case 1: The size of the passed data is known and the argument is considered as raw data. It makes no difference what that data is.
Case 2: The size of the passed data is known and you plan to convert it to a pointer of the appropriate type later (for example by some parsing, enumeration policy, known type, etc) but in order to go through some general purpose functions, libraries, APIs, you must convert it to known-length void* inbetween.

C++ late binding (dynamic binding) [duplicate]

I've recently read about the Dynamic Dispatch on Wikipedia and couldn't understand the difference between dynamic dispatch and late binding in C++.
When each one of the mechanisms is used?
The exact quote from Wikipedia:
Dynamic dispatch is different from late binding (also known as dynamic binding). In the context of selecting an operation, binding refers to the process of associating a name with an operation. Dispatching refers to choosing an implementation for the operation after you have decided which operation a name refers to. With dynamic dispatch, the name may be bound to a polymorphic operation at compile time, but the implementation not be chosen until runtime (this is how dynamic dispatch works in C++). However, late binding does imply dynamic dispatching since you cannot choose which implementation of a polymorphic operation to select until you have selected the operation that the name refers to.
A fairly decent answer to this is actually incorporated into a question on late vs. early binding on programmers.stackexchange.com.
In short, late binding refers to the object-side of an eval, dynamic dispatch refers to the functional-side. In late binding the type of a variable is the variant at runtime. In dynamic-dispatch, the function or subroutine being executed is the variant.
In C++, we don't really have late binding because the type is known (not necessarily the end of the inheritance hierarchy, but at least a formal base class or interface). But we do have dynamic dispatch via virtual methods and polymorphism.
The best example I can offer for late-binding is the untyped "object" in Visual Basic. The runtime environment does all the late-binding heavy lifting for you.
Dim obj
- initialize object then..
obj.DoSomething()
The compiler will actually code the appropriate execution context for the runtime-engine to perform a named lookup of the method called DoSomething, and if discovered with the properly matching parameters, actually execute the underlying call. In reality, something about the type of the object is known (it inherits from IDispatch and supports GetIDsOfNames(), etc). but as far as the language is concerned the type of the variable is utterly unknown at compile time, and it has no idea if DoSomething is even a method for whatever obj actually is until runtime reaches the point of execution.
I won't bother dumping a C++ virtual interface et'al, as I'm confident you already know what they look like. I hope it is obvious that the C++ language simply can't do this. It is strongly-typed. It can (and does, obviously) do dynamic dispatch via the polymorphic virtual method feature.
In C++, both are same.
In C++, there are two kinds of binding:
static binding — which is done at compile-time.
dynamic binding — which is done at runtime.
Dynamic binding, since it is done at runtime, is also referred to as late binding and static binding is sometime referred to as early binding.
Using dynamic-binding, C++ supports runtime-polymorphism through virtual functions (or function pointers), and using static-binding, all other functions calls are resolved.
Late binding is calling a method by name during runtime.
You don't really have this in c++, except for importing methods from a DLL.
An example for that would be: GetProcAddress()
With dynamic dispatch, the compiler has enough information to call the right implementation of the method. This is usually done by creating a virtual table.
The link itself explained the difference:
Dynamic dispatch is different from late binding (also known as dynamic binding). In the context of selecting an operation, binding refers to the process of associating a name with an operation. Dispatching refers to choosing an implementation for the operation after you have decided which operation a name refers to.
and
With dynamic dispatch, the name may be bound to a polymorphic operation at compile time, but the implementation not be chosen until runtime (this is how dynamic dispatch works in C++). However, late binding does imply dynamic dispatching since you cannot choose which implementation of a polymorphic operation to select until you have selected the operation that the name refers to.
But they're mostly equal in C++ you can do a dynamic dispatch by virtual functions and vtables.
C++ uses early binding and offers both dynamic and static dispatch. The default form of dispatch is static. To get dynamic dispatch you must declare a method as virtual.
Binding refers to the process of associating a name with an operation.
the main thing here is function parameters these decides which function to call at runtime
Dispatching refers to choosing an implementation for the operation after you have decided which operation a name refers to.
dispatch control to that according to parameter match
http://en.wikipedia.org/wiki/Dynamic_dispatch
hope this help you
Let me give you an example of the differences because they are NOT the same. Yes, dynamic dispatch lets you choose the correct method when you are referring to an object by a superclass, but that magic is very specific to that class hierarchy, and you have to do some declarations in the base class to make it work (abstract methods fill out the vtables since the index of the method in the table cant change between specific types). So, you can call methods in Tabby and Lion and Tiger all by a generic Cat pointer and even have arrays of Cats filled with Lions and Tigers and Tabbys. It knows what indexes those methods refer to in the object's vtable at compile-time (static/early binding), even though the method is selected at run-time (dynamic dispatch).
Now, lets implement an array that contains Lions and Tigers and Bears! ((Oh My!)). Assuming we don't have a base class called Animal, in C++, you are going to have significant work to do to because the compiler isn't going to let you do any dynamic dispatch without a common base class. The indexes for the vtables need to match up, and that can't be done between unreleated classes. You'd need to have a vtable big enough to hold the virtual methods of all classes in the system. C++ programmers rarely see this as a limitation because you have been trained to think a certain way about class design. I'm not saying its better or worse.
With late binding, the run-time takes care of this without a common base class. There is normally a hash table system used to find methods in the classes with a cache system used in the dispatcher. Where in C++, the compiler knows all the types. In a late-bound language, the objects themselves know their type (its not typeless, the objects themselves know exactly who they are in most cases). This means I can have arrays of multiple types of objects if I want (Lions and Tigers and Bears). And you can implement message forwarding and prototyping (allows behaviors to be changed per object without changing the class) and all sorts of other things in ways that are much more flexible and lead to less code overhead than in languages that don't support late binding.
Ever program in Android and use findViewById()? You almost always end up casting the result to get the right type, and casting is basically lying to the compiler and giving up all the static type-checking goodness that is supposed to make static languages superior. Of course, you could instead have findTextViewById(), findEditTextById(), and a million others so that your return types match, but that is throwing polymorphism out the window; arguably the whole basis of OOP. A late-bound language would probably let you simply index by an ID, and treat it like a hash table and not care what the type was being indexed nor returned.
Here's another example. Let's say that you have your Lion class and its default behavior is to eat you when you see it. In C++, if you wanted to have a single "trained" lion, you need to make a new subclass. Prototyping would let you simply change the one or two methods of that particular Lion that need to be changed. It's class and type don't change. C++ can't do that. This is important since when you have a new "AfricanSpottedLion" that inherits from Lion, you can train it too. The prototyping doesn't change the class structure so it can be expanded. This is normally how these languages handle issues that normally require multiple inheritance, or perhaps multiple inheritance is how you handle a lack of prototyping.
FYI, Objective-C is C with SmallTalk's message passing added and SmallTalk is the original OOP, and both are late bound with all the features above and more. Late bound languages may be slightly slower from a micro-level standpoint, but can often allow the code to structured in a way that is more efficient at a macro-level, and it all boils down to preference.
Given that wordy Wikipedia definition I'd be tempted to classify dynamic dispatch as the late binding of C++
struct Base {
virtual void foo(); // Dynamic dispatch according to Wikipedia definition
void bar(); // Static dispatch according to Wikipedia definition
};
Late binding instead, for Wikipedia, seems to mean pointer-to-member dispatch of C++
(this->*mptr)();
where the selection of what is the operation being invoked (and not just which implementation) is done at runtime.
In C++ literature however late binding is normally used for what Wikipedia calls dynamic dispatch.
Dynamic dispatch is what happens when you use the virtual keyword in C++. So for example:
struct Base
{
virtual int method1() { return 1; }
virtual int method2() { return 2; } // not overridden
};
struct Derived : public Base
{
virtual int method1() { return 3; }
}
int main()
{
Base* b = new Derived;
std::cout << b->method1() << std::endl;
}
will print 3, because the method has been dynamically dispatched. The C++ standard is very careful not to specify how exactly this happens behind the scenes, but every compiler under the sun does it in the same way. They create a table of function pointers for each polymorphic type (called the virtual table or vtable), and when you call a virtual method, the "real" method is looked up from the vtable, and that version is called. So you can imaging something like this pseudocode:
struct BaseVTable
{
int (*_method1) () = &Base::method1; // real function address
int (*_method2) () = &Base::method2;
};
struct DerivedVTable
{
int (*method1) () = &Derived::method1; //overriden
int (*method2) () = &Base::method2; // not overridden
};
In this way, the compiler can be sure that a method with a particular signature exists at compile time. However, at run-time, the call might actually be dispatched via the vtable to a different function. Calls to virtual functions are a tiny bit slower than non-virtual calls, because of the extra indirection step.
On the other hand, my understanding of the term late binding is that the function pointer is looked up by name at runtime, from a hash table or something similar. This is the way things are done in Python, JavaScript and (if memory serves) Objective-C. This makes it possible to add new methods to a class at run-time, which cannot directly be done in C++. This is particularly useful for implementing things like mixins. However, the downside is that the run-time lookup is generally considerably slower than even a virtual call in C++, and the compiler is not able to perform any compile-time type checking for the newly-added methods.
This question might help you.
Dynamic dispatch generally refers to multiple dispatch.
Consider the below example. I hope it might help you.
class Base2;
class Derived2; //Derived2 class is child of Base2
class Base1 {
public:
virtual void function1 (Base2 *);
virtual void function1 (Derived2 *);
}
class Derived1: public Base1 {
public:
//override.
virtual void function1(Base2 *);
virtual void function1(Derived2 *);
};
Consider the case of below.
Derived1 * d = new Derived1;
Base2 * b = new Derived2;
//Now which function1 will be called.
d->function1(b);
It will call function1 taking Base2* not Derived2*. This is due to lack of dynamic multiple dispatch.
Late binding is one of the mechanism to implement dynamic single dispatch.
I suppose the meaning is when you have two classes B,C inherits the same father class A. so, pointer of the father (type A) can hold each of sons types. The compiler cannot know what the type holds in the pointer in certain time, because it can change during the program run.
There is special functions to determine what the type of certain object in certain time. like instanceof in java, or by if(typeid(b) == typeid(A))... in c++.
In C++, both dynamic dispatch and late binding is the same. Basically, the value of a single object determines the piece of code invoked at runtime. In languages like C++ and java dynamic dispatch is more specifically dynamic single dispatch which works as mentioned above. In this case, since the binding occurs at runtime, it is also called late binding. Languages like smalltalk allow dynamic multiple dispatch in which the runtime method is chosen at runtime based on the identities or values of more than one object.
In C++ we dont really have late binding, because the type information is known. Thus in the C++ or Java context, dynamic dispatch and late binding are the same. Actual/fully late binding, I think is in languages like python which is a method-based lookup rather than type based.

Align A Pointer To Have A Functional -> Operator? C++

This quesiton is composed of a couple parts, the first has to do with the -> operator in a class. Does it take some sort of input (according to the C++ standard)? For example
some_return_type? operator->( long address ) {
cast the address to some sort of pointer and do something with it...
return something?...possibly... maybe not?;
}
So in reality A::SomeMethod() would refer to an address for a function in memory passed to ->. Or
A::someStaticOrNonStaticDataMember would refer to an address for a field?
If so (given that we do not have access to the actual type of the class), or something like this exists, what is it, and can we reconstruct part of a pointer, or align a pointer, (or write a class with an algorithm to do this), for a class based on some information about that class, so that it had an operable -> operator, so one could write:
somePointer->A::SomeMethod();
and have it call A::SomeMethod()? And maybe make context for the memory used in the class?
From the comments it seems you want to control how Compiler handles and generates -> tokens. This is for your bad luck not possible, because Compiler doesn't expose such information, nor is it required by Standard to do so
It is like you are trying to have "dynamic" (the C# type) but in C++, unluckily this is not possible. What could be similiar is wrapping some sort of "Closure collection" addressed by strings (a sort of scripting language) but that would be really heavy and not very nice.
Actually doing what you want with the syntax you showed is not possible.
If the type of an object is not known, then you have that object hided behind a "void *". That means basically that the only way you can use that object is by casting it back to its original type.
Suppose you have a DLL that expose 2 functions (with header files)
// creates an object of given type or null_ptr if no object match
void* getObject(std::string obj_type);
// call a method on that object
void callMethod(void* obj, std::string method_name, void* args, void* returnval);
Actually that solution (even if ugly) allows to call methods on objects that you don't know (it could be a lot better than that.)
But that force you to use void* and strings. That's because how C++ resolve method names (in reality also in C# the "dynamic" type generates behind the scenes reflection code that use strings with method names and is particulary slow)
So something similiar can be achieved with
float fuelLiters = 3.0f;
void * myObj = createObject("SomeCar");
callMethod(myObj,"loadFuel", &fuelLiters, null_ptr);
you probably can make the syntax a little better with templates or some macro, but you'll never be able to do something like
myObj->A::loadFuel(fuelLiters);
What you can do is having the externally loaded class, use the same interfaces of your application, says:
class ICar{
public:
void loadFuel(float liters)=0;
};
In that case you can use a function that cast the opaque object handle to ICar. This is what I already doing in a library I wrote 2 years ago:
So you just need the DLL expose a method for casting the class (downcast)
//if given object is implementing a ICar, the correct pointer is returned, else
// this function will return nullptr (or throw exception if you like more)
void * downcast( typeof(ICar), myObj);
You'll need simply
ICar *myCar = static_cast<ICar>(downcast( typeof(ICar), myObj));
myCar->loadFuel(3.0f);
However note that both the DLL and your application should "know" about what "ICar" is, so they must include the "ICar" header.
doing that is definitely possible, I did it already in 2 different ways, so If you need more details about implementation I'll be happy to show a possible way (given I understood correctly your question).
The arrow operator (->) is a dereference operator that is used exclusively with pointers to objects that have members.
foo->bar() is the same as (*foo).bar()
If you want to overload -> you should also overload *

What is the difference between dynamic dispatch and late binding in C++?

I've recently read about the Dynamic Dispatch on Wikipedia and couldn't understand the difference between dynamic dispatch and late binding in C++.
When each one of the mechanisms is used?
The exact quote from Wikipedia:
Dynamic dispatch is different from late binding (also known as dynamic binding). In the context of selecting an operation, binding refers to the process of associating a name with an operation. Dispatching refers to choosing an implementation for the operation after you have decided which operation a name refers to. With dynamic dispatch, the name may be bound to a polymorphic operation at compile time, but the implementation not be chosen until runtime (this is how dynamic dispatch works in C++). However, late binding does imply dynamic dispatching since you cannot choose which implementation of a polymorphic operation to select until you have selected the operation that the name refers to.
A fairly decent answer to this is actually incorporated into a question on late vs. early binding on programmers.stackexchange.com.
In short, late binding refers to the object-side of an eval, dynamic dispatch refers to the functional-side. In late binding the type of a variable is the variant at runtime. In dynamic-dispatch, the function or subroutine being executed is the variant.
In C++, we don't really have late binding because the type is known (not necessarily the end of the inheritance hierarchy, but at least a formal base class or interface). But we do have dynamic dispatch via virtual methods and polymorphism.
The best example I can offer for late-binding is the untyped "object" in Visual Basic. The runtime environment does all the late-binding heavy lifting for you.
Dim obj
- initialize object then..
obj.DoSomething()
The compiler will actually code the appropriate execution context for the runtime-engine to perform a named lookup of the method called DoSomething, and if discovered with the properly matching parameters, actually execute the underlying call. In reality, something about the type of the object is known (it inherits from IDispatch and supports GetIDsOfNames(), etc). but as far as the language is concerned the type of the variable is utterly unknown at compile time, and it has no idea if DoSomething is even a method for whatever obj actually is until runtime reaches the point of execution.
I won't bother dumping a C++ virtual interface et'al, as I'm confident you already know what they look like. I hope it is obvious that the C++ language simply can't do this. It is strongly-typed. It can (and does, obviously) do dynamic dispatch via the polymorphic virtual method feature.
In C++, both are same.
In C++, there are two kinds of binding:
static binding — which is done at compile-time.
dynamic binding — which is done at runtime.
Dynamic binding, since it is done at runtime, is also referred to as late binding and static binding is sometime referred to as early binding.
Using dynamic-binding, C++ supports runtime-polymorphism through virtual functions (or function pointers), and using static-binding, all other functions calls are resolved.
Late binding is calling a method by name during runtime.
You don't really have this in c++, except for importing methods from a DLL.
An example for that would be: GetProcAddress()
With dynamic dispatch, the compiler has enough information to call the right implementation of the method. This is usually done by creating a virtual table.
The link itself explained the difference:
Dynamic dispatch is different from late binding (also known as dynamic binding). In the context of selecting an operation, binding refers to the process of associating a name with an operation. Dispatching refers to choosing an implementation for the operation after you have decided which operation a name refers to.
and
With dynamic dispatch, the name may be bound to a polymorphic operation at compile time, but the implementation not be chosen until runtime (this is how dynamic dispatch works in C++). However, late binding does imply dynamic dispatching since you cannot choose which implementation of a polymorphic operation to select until you have selected the operation that the name refers to.
But they're mostly equal in C++ you can do a dynamic dispatch by virtual functions and vtables.
C++ uses early binding and offers both dynamic and static dispatch. The default form of dispatch is static. To get dynamic dispatch you must declare a method as virtual.
Binding refers to the process of associating a name with an operation.
the main thing here is function parameters these decides which function to call at runtime
Dispatching refers to choosing an implementation for the operation after you have decided which operation a name refers to.
dispatch control to that according to parameter match
http://en.wikipedia.org/wiki/Dynamic_dispatch
hope this help you
Let me give you an example of the differences because they are NOT the same. Yes, dynamic dispatch lets you choose the correct method when you are referring to an object by a superclass, but that magic is very specific to that class hierarchy, and you have to do some declarations in the base class to make it work (abstract methods fill out the vtables since the index of the method in the table cant change between specific types). So, you can call methods in Tabby and Lion and Tiger all by a generic Cat pointer and even have arrays of Cats filled with Lions and Tigers and Tabbys. It knows what indexes those methods refer to in the object's vtable at compile-time (static/early binding), even though the method is selected at run-time (dynamic dispatch).
Now, lets implement an array that contains Lions and Tigers and Bears! ((Oh My!)). Assuming we don't have a base class called Animal, in C++, you are going to have significant work to do to because the compiler isn't going to let you do any dynamic dispatch without a common base class. The indexes for the vtables need to match up, and that can't be done between unreleated classes. You'd need to have a vtable big enough to hold the virtual methods of all classes in the system. C++ programmers rarely see this as a limitation because you have been trained to think a certain way about class design. I'm not saying its better or worse.
With late binding, the run-time takes care of this without a common base class. There is normally a hash table system used to find methods in the classes with a cache system used in the dispatcher. Where in C++, the compiler knows all the types. In a late-bound language, the objects themselves know their type (its not typeless, the objects themselves know exactly who they are in most cases). This means I can have arrays of multiple types of objects if I want (Lions and Tigers and Bears). And you can implement message forwarding and prototyping (allows behaviors to be changed per object without changing the class) and all sorts of other things in ways that are much more flexible and lead to less code overhead than in languages that don't support late binding.
Ever program in Android and use findViewById()? You almost always end up casting the result to get the right type, and casting is basically lying to the compiler and giving up all the static type-checking goodness that is supposed to make static languages superior. Of course, you could instead have findTextViewById(), findEditTextById(), and a million others so that your return types match, but that is throwing polymorphism out the window; arguably the whole basis of OOP. A late-bound language would probably let you simply index by an ID, and treat it like a hash table and not care what the type was being indexed nor returned.
Here's another example. Let's say that you have your Lion class and its default behavior is to eat you when you see it. In C++, if you wanted to have a single "trained" lion, you need to make a new subclass. Prototyping would let you simply change the one or two methods of that particular Lion that need to be changed. It's class and type don't change. C++ can't do that. This is important since when you have a new "AfricanSpottedLion" that inherits from Lion, you can train it too. The prototyping doesn't change the class structure so it can be expanded. This is normally how these languages handle issues that normally require multiple inheritance, or perhaps multiple inheritance is how you handle a lack of prototyping.
FYI, Objective-C is C with SmallTalk's message passing added and SmallTalk is the original OOP, and both are late bound with all the features above and more. Late bound languages may be slightly slower from a micro-level standpoint, but can often allow the code to structured in a way that is more efficient at a macro-level, and it all boils down to preference.
Given that wordy Wikipedia definition I'd be tempted to classify dynamic dispatch as the late binding of C++
struct Base {
virtual void foo(); // Dynamic dispatch according to Wikipedia definition
void bar(); // Static dispatch according to Wikipedia definition
};
Late binding instead, for Wikipedia, seems to mean pointer-to-member dispatch of C++
(this->*mptr)();
where the selection of what is the operation being invoked (and not just which implementation) is done at runtime.
In C++ literature however late binding is normally used for what Wikipedia calls dynamic dispatch.
Dynamic dispatch is what happens when you use the virtual keyword in C++. So for example:
struct Base
{
virtual int method1() { return 1; }
virtual int method2() { return 2; } // not overridden
};
struct Derived : public Base
{
virtual int method1() { return 3; }
}
int main()
{
Base* b = new Derived;
std::cout << b->method1() << std::endl;
}
will print 3, because the method has been dynamically dispatched. The C++ standard is very careful not to specify how exactly this happens behind the scenes, but every compiler under the sun does it in the same way. They create a table of function pointers for each polymorphic type (called the virtual table or vtable), and when you call a virtual method, the "real" method is looked up from the vtable, and that version is called. So you can imaging something like this pseudocode:
struct BaseVTable
{
int (*_method1) () = &Base::method1; // real function address
int (*_method2) () = &Base::method2;
};
struct DerivedVTable
{
int (*method1) () = &Derived::method1; //overriden
int (*method2) () = &Base::method2; // not overridden
};
In this way, the compiler can be sure that a method with a particular signature exists at compile time. However, at run-time, the call might actually be dispatched via the vtable to a different function. Calls to virtual functions are a tiny bit slower than non-virtual calls, because of the extra indirection step.
On the other hand, my understanding of the term late binding is that the function pointer is looked up by name at runtime, from a hash table or something similar. This is the way things are done in Python, JavaScript and (if memory serves) Objective-C. This makes it possible to add new methods to a class at run-time, which cannot directly be done in C++. This is particularly useful for implementing things like mixins. However, the downside is that the run-time lookup is generally considerably slower than even a virtual call in C++, and the compiler is not able to perform any compile-time type checking for the newly-added methods.
This question might help you.
Dynamic dispatch generally refers to multiple dispatch.
Consider the below example. I hope it might help you.
class Base2;
class Derived2; //Derived2 class is child of Base2
class Base1 {
public:
virtual void function1 (Base2 *);
virtual void function1 (Derived2 *);
}
class Derived1: public Base1 {
public:
//override.
virtual void function1(Base2 *);
virtual void function1(Derived2 *);
};
Consider the case of below.
Derived1 * d = new Derived1;
Base2 * b = new Derived2;
//Now which function1 will be called.
d->function1(b);
It will call function1 taking Base2* not Derived2*. This is due to lack of dynamic multiple dispatch.
Late binding is one of the mechanism to implement dynamic single dispatch.
I suppose the meaning is when you have two classes B,C inherits the same father class A. so, pointer of the father (type A) can hold each of sons types. The compiler cannot know what the type holds in the pointer in certain time, because it can change during the program run.
There is special functions to determine what the type of certain object in certain time. like instanceof in java, or by if(typeid(b) == typeid(A))... in c++.
In C++, both dynamic dispatch and late binding is the same. Basically, the value of a single object determines the piece of code invoked at runtime. In languages like C++ and java dynamic dispatch is more specifically dynamic single dispatch which works as mentioned above. In this case, since the binding occurs at runtime, it is also called late binding. Languages like smalltalk allow dynamic multiple dispatch in which the runtime method is chosen at runtime based on the identities or values of more than one object.
In C++ we dont really have late binding, because the type information is known. Thus in the C++ or Java context, dynamic dispatch and late binding are the same. Actual/fully late binding, I think is in languages like python which is a method-based lookup rather than type based.

Why bother with virtual functions in c++?

This is not a question about how they work and declared, this I think is pretty much clear to me. The question is about why to implement this?
I suppose the practical reason is to simplify bunch of other code to relate and declare their variables of base type, to handle objects and their specific methods from many other subclasses?
Could this be done by templating and typechecking, like I do it in Objective C? If so, what is more efficient? I find it confusing to declare object as one class and instantiate it as another, even if it is its child.
SOrry for stupid questions, but I havent done any real projects in C++ yet and since I am active Objective C developer (it is much smaller language thus relying heavily on SDK's functionalities, like OSX, iOS) I need to have clear view on any parallel ways of both cousins.
Yes, this can be done with templates, but then the caller must know what the actual type of the object is (the concrete class) and this increases coupling.
With virtual functions the caller doesn't need to know the actual class - it operates through a pointer to a base class, so you can compile the client once and the implementor can change the actual implementation as much as it wants and the client doesn't have to know about that as long as the interface is unchanged.
Virtual functions implement polymorphism. I don't know Obj-C, so I cannot compare both, but the motivating use case is that you can use derived objects in place of base objects and the code will work. If you have a compiled and working function foo that operates on a reference to base you need not modify it to have it work with an instance of derived.
You could do that (assuming that you had runtime type information) by obtaining the real type of the argument and then dispatching directly to the appropriate function with a switch of shorts, but that would require either manually modifying the switch for each new type (high maintenance cost) or having reflection (unavailable in C++) to obtain the method pointer. Even then, after obtaining a method pointer you would have to call it, which is as expensive as the virtual call.
As to the cost associated to a virtual call, basically (in all implementations with a virtual method table) a call to a virtual function foo applied on object o: o.foo() is translated to o.vptr[ 3 ](), where 3 is the position of foo in the virtual table, and that is a compile time constant. This basically is a double indirection:
From the object o obtain the pointer to the vtable, index that table to obtain the pointer to the function and then call. The extra cost compared with a direct non-polymorphic call is just the table lookup. (In fact there can be other hidden costs when using multiple inheritance, as the implicit this pointer might have to be shifted), but the cost of the virtual dispatch is very small.
I don't know the first thing about Objective-C, but here's why you want to "declare an object as one class and instantiate it as another": the Liskov Substitution Principle.
Since a PDF is a document, and an OpenOffice.org document is a document, and a Word Document is a document, it's quite natural to write
Document *d;
if (ends_with(filename, ".pdf"))
d = new PdfDocument(filename);
else if (ends_with(filename, ".doc"))
d = new WordDocument(filename);
else
// you get the point
d->print();
Now, for this to work, print would have to be virtual, or be implemented using virtual functions, or be implemented using a crude hack that reinvents the virtual wheel. The program need to know at runtime which of various print methods to apply.
Templating solves a different problem, where you determine at compile time which of the various containers you're going to use (for example) when you want to store a bunch of elements. If you operate on those containers with template functions, then you don't need to rewrite them when you switch containers, or add another container to your program.
A virtual function is important in inheritance. Think of an example where you have a CMonster class and then a CRaidBoss and CBoss class that inherit from CMonster.
Both need to be drawn. A CMonster has a Draw() function, but the way a CRaidBoss and a CBoss are drawn is different. Thus, the implementation is left to them by utilizing the virtual function Draw.
Well, the idea is simply to allow the compiler to perform checks for you.
It's like a lot of features : ways to hide what you don't want to have to do yourself. That's abstraction.
Inheritance, interfaces, etc. allow you to provide an interface to the compiler for the implementation code to match.
If you didn't have the virtual function mecanism, you would have to write :
class A
{
void do_something();
};
class B : public A
{
void do_something(); // this one "hide" the A::do_something(), it replace it.
};
void DoSomething( A* object )
{
// calling object->do_something will ALWAYS call A::do_something()
// that's not what you want if object is B...
// so we have to check manually:
B* b_object = dynamic_cast<B*>( object );
if( b_object != NULL ) // ok it's a b object, call B::do_something();
{
b_object->do_something()
}
else
{
object->do_something(); // that's a A, call A::do_something();
}
}
Here there are several problems :
you have to write this for each function redefined in a class hierarchy.
you have one additional if for each child class.
you have to touch this function again each time you add a definition to the whole hierarcy.
it's visible code, you can get it wrong easily, each time
So, marking functions virtual does this correctly in an implicit way, rerouting automatically, in a dynamic way, the function call to the correct implementation, depending on the final type of the object.
You dont' have to write any logic so you can't get errors in this code and have an additional thing to worry about.
It's the kind of thing you don't want to bother with as it can be done by the compiler/runtime.
The use of templates is also technically known as polymorphism from theorists. Yep, both are valid approach to the problem. The implementation technics employed will explain better or worse performance for them.
For example, Java implements templates, but through template erasure. This means that it is only apparently using templates, under the surface is plain old polymorphism.
C++ has very powerful templates. The use of templates makes code quicker, though each use of a template instantiates it for the given type. This means that, if you use an std::vector for ints, doubles and strings, you'll have three different vector classes: this means that the size of the executable will suffer.