FAQs in section [20]:
[20.1] What is a "virtual member function"?
From an OO perspective, it is the single most important feature of C++:
[6.9], [6.10].
A virtual function allows derived classes to replace the implementation
provided by the base class. The compiler makes sure the replacement is always
called whenever the object in question is actually of the derived class, even
if the object is accessed by a base pointer rather than a derived pointer.
This allows algorithms in the base class to be replaced in the derived
class, even if users don't know about the derived class.
The derived class can either fully replace ("override") the base class
member function, or the derived class can partially replace ("augment") the
base class member function. The latter is accomplished by having the derived
class member function call the base class member function, if desired.
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[20.2] How can C++ achieve dynamic binding yet also static typing?
When you have a pointer to an object, the object may actually be of a class
that is derived from the class of the pointer (e.g., a Vehicle* that is
actually pointing to a Car object; this is called "polymorphism"). Thus
there are two types: the (static) type of the pointer (Vehicle, in this
case), and the (dynamic) type of the pointed-to object (Car, in this case).
Static typing means that the legality of a member function invocation
is checked at the earliest possible moment: by the compiler at compile time.
The compiler uses the static type of the pointer to determine whether the
member function invocation is legal. If the type of the pointer can handle the
member function, certainly the pointed-to object can handle it as well. E.g.,
if Vehicle has a certain member function, certainly Car also has that
member function since Car is a kind-of Vehicle.
Dynamic binding means that the address of the code in a member function
invocation is determined at the last possible moment: based on the dynamic type
of the object at run time. It is called "dynamic binding" because the binding
to the code that actually gets called is accomplished dynamically (at run
time). Dynamic binding is a result of virtual functions.
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[20.3] What's the difference between how virtual and non-virtual member functions are called?
Non-virtual member functions are resolved statically. That is, the member
function is selected statically (at compile-time) based on the type of the
pointer (or reference) to the object.
In contrast, virtual member functions are resolved dynamically (at run-time).
That is, the member function is selected dynamically (at run-time) based on the
type of the object, not the type of the pointer/reference to that object. This
is called "dynamic binding." Most compilers use some variant of the following
technique: if the object has one or more virtual functions, the compiler puts
a hidden pointer in the object called a "virtual-pointer" or "v-pointer." This
v-pointer points to a global table called the "virtual-table" or "v-table."
The compiler creates a v-table for each class that has at least one virtual
function. For example, if class Circle has virtual functions for draw()
and move() and resize(), there would be exactly one v-table associated with
class Circle, even if there were a gazillion Circle objects, and the
v-pointer of each of those Circle objects would point to the Circle
v-table. The v-table itself has pointers to each of the virtual functions in
the class. For example, the Circle v-table would have three pointers: a
pointer to Circle::draw(), a pointer to Circle::move(), and a
pointer to Circle::resize().
During a dispatch of a virtual function, the run-time system follows the
object's v-pointer to the class's v-table, then follows the appropriate slot in
the v-table to the method code.
The space-cost overhead of the above technique is nominal: an extra pointer per
object (but only for objects that will need to do dynamic binding), plus an
extra pointer per method (but only for virtual methods). The time-cost
overhead is also fairly nominal: compared to a normal function call, a
virtual function call requires two extra fetches (one to get the value of the
v-pointer, a second to get the address of the method). None of this runtime
activity happens with non-virtual functions, since the compiler resolves
non-virtual functions exclusively at compile-time based on the type of the
pointer.
Note: the above discussion is simplified considerably, since it doesn't
account for extra structural things like multiple inheritance, virtual
inheritance, RTTI, etc., nor does it account for space/speed issues such as
page faults, calling a function via a pointer-to-function, etc. If you want to
know about those other things, please ask comp.lang.c++; PLEASE
DO NOT SEND E-MAIL TO ME!
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[20.4] What happens in the hardware when I call a virtual function? How many layers of indirection are there? How much overhead is there?
This is a drill-down of the previous FAQ. The answer
is entirely compiler-dependent, so your mileage may vary, but most C++
compilers use a scheme similar to the one presented here.
Let's work an example. Suppose class Base has 5 virtual functions:
virt0() through virt4().
// Your original C++ source code
class Base {
public:
virtual arbitrary_return_type virt0(...arbitrary params...);
virtual arbitrary_return_type virt1(...arbitrary params...);
virtual arbitrary_return_type virt2(...arbitrary params...);
virtual arbitrary_return_type virt3(...arbitrary params...);
virtual arbitrary_return_type virt4(...arbitrary params...);
...
};
Step #1: the compiler builds a static table containing 5 function-pointers,
burying that table into static memory somewhere. Many (not all) compilers
define this table while compiling the .cpp that defines Base's first
non-inline virtual function. We call that table the v-table; let's pretend
its technical name is Base::__vtable. If a function pointer fits into
one machine word on the target hardware platform, Base::__vtable will
end up consuming 5 hidden words of memory. Not 5 per instance, not 5 per
function; just 5. It might look something like the following pseudo-code:
// Pseudo-code (not C++, not C) for a static table defined within file Base.cpp
// Pretend FunctionPtr is a generic pointer to a generic member function
// (Remember: this is pseudo-code, not C++ code)
FunctionPtr Base::__vtable[5] = {
&Base::virt0, &Base::virt1, &Base::virt2, &Base::virt3, &Base::virt4
};
Step #2: the compiler adds a hidden pointer (typically also a machine-word) to
each object of class Base. This is called the v-pointer. Think of
this hidden pointer as a hidden data member, as if the compiler rewrites your
class to something like this:
// Your original C++ source code
class Base {
public:
...
FunctionPtr* __vptr; ← supplied by the compiler, hidden from the programmer
...
};
Step #3: the compiler initializes this->__vptr within each
constructor. The idea is to cause each object's v-pointer to point at its
class's v-table, as if it adds the following instruction in each constructor's
init-list:
Base::Base(...arbitrary params...)
: __vptr(&Base::__vtable[0]) ← supplied by the compiler, hidden from the programmer
...
{
...
}
Now let's work out a derived class. Suppose your C++ code defines class
Der that inherits from class Base. The compiler repeats steps
#1 and #3 (but not #2). In step #1, the compiler creates a hidden v-table,
keeping the same function-pointers as in Base::__vtable but replacing
those slots that correspond to overrides. For instance, if Der
overrides virt0() through virt2() and inherits the others
as-is, Der's v-table might look something like this (pretend
Der doesn't add any new virtuals):
// Pseudo-code (not C++, not C) for a static table defined within file Der.cpp
// Pretend FunctionPtr is a generic pointer to a generic member function
// (Remember: this is pseudo-code, not C++ code)
FunctionPtr Der::__vtable[5] = {
&Der::virt0, &Der::virt1, &Der::virt2, &Base::virt3, &Base::virt4
}; ^^^^----------^^^^---inherited as-is
In step #3, the compiler adds a similar pointer-assignment at the beginning of
each of Der's constructors. The idea is to change each Der
object's v-pointer so it points at its class's v-table. (This is not a second
v-pointer; it's the same v-pointer that was defined in the base class,
Base; remember, the compiler does not repeat step #2 in class
Der.)
Finally, let's see how the compiler implements a call to a virtual function.
Your code might look like this:
// Your original C++ code
void mycode(Base* p)
{
p->virt3();
}
The compiler has no idea whether this is going to call Base::virt3()
or Der::virt3() or perhaps the virt3() method of another
derived class that doesn't even exist yet. It only knows for sure that you
are calling virt3() which happens to be the function in slot #3 of the
v-table. It rewrites that call into something like this:
// Pseudo-code that the compiler generates from your C++
void mycode(Base* p)
{
p->__vptr[3](p);
}
On typical hardware, the machine-code is two 'load's plus a call:
- The first load gets the v-pointer, storing it into a register, say r1.
- The second load gets the word at r1 + 3*4 (pretend function-pointers are
4-bytes long, so r1+12 is the pointer to the right class's virt3()
function). Pretend it puts that word into register r2 (or r1 for that
matter).
- The third instruction calls the code at location r2.
Conclusions:
- Objects of classes with virtual functions have only a small space-overhead
compared to those that don't have virtual functions.
- Calling a virtual function is fast almost as fast as calling a
non-virtual function.
- You don't get any additional per-call overhead no matter how deep the
inheritance gets. You could have 10 levels of inheritance, but there is no
"chaining" it's always the same fetch, fetch, call.
Caveat: I've intentionally ignored multiple inheritance, virtual
inheritance and RTTI. Depending on the compiler, these can make things a
little more complicated. If you want to know about these things, DO NOT EMAIL
ME, but instead ask comp.lang.c++.
Caveat: Everything in this FAQ is compiler-dependent. Your mileage may
vary.
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[20.5] How can a member function in my derived class call the same function from its base class?
Use Base::f();
Let's start with a simple case. When you call a non-virtual function, the
compiler obviously doesn't use the virtual-function
mechanism. Instead it calls the function by name, using the fully
qualified name of the member function. For instance, the following C++
code...
void mycode(Fred* p)
{
p->goBowling(); ← pretend Fred::goBowling() is non-virtual
}
...might get compiled into something like this C-like code (the p
parameter becomes the this object within the member function):
void mycode(Fred* p)
{
__Fred__goBowling(p); ← pseudo-code only; not real
}
The actual name-mangling scheme is more involved that the simple one implied
above, but you get the idea. The point is that there is nothing strange about
this particular case it resolves to a normal function more-or-less like
printf().
Now for the case being addressed in the question above: When you call a
virtual function using its fully-qualified name (the class-name followed by
"::"), the compiler does not use the virtual call mechanism, but
instead uses the same mechanism as if you called a non-virtual function. Said
another way, it calls the function by name rather than
by slot-number. So if you want code within derived
class Der to call Base::f(), that is, the version of
f() defined in its base class Base, you should write:
void Der::f()
{
Base::f(); ← or, if you prefer, this->Base::f();
}
The complier will turn that into something vaguely like the following (again
using an overly simplistic name-mangling scheme):
void __Der__f(Der* this) ← pseudo-code only; not real
{
__Base__f(this); ← pseudo-code only; not real
}
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[20.6] I have a heterogeneous list of objects, and my code needs to do class-specific things to the objects. Seems like this ought to use dynamic binding but can't figure it out. What should I do?
It's surprisingly easy.
Suppose there is a base class Vehicle with derived classes Car and
Truck. The code traverses a list of Vehicle objects and does different
things depending on the type of Vehicle. For example it might weigh the
Truck objects (to make sure they're not carrying too heavy of a load) but it
might do something different with a Car object check the registration,
for example.
The initial solution for this, at least with most people, is to use an if
statement. E.g., "if the object is a Truck, do this, else if it is a Car,
do that, else do a third thing":
typedef std::vector<Vehicle*> VehicleList;
void myCode(VehicleList& v)
{
for (VehicleList::iterator p = v.begin(); p != v.end(); ++p) {
Vehicle& v = **p; // just for shorthand
// generic code that works for any vehicle...
...
// perform the "foo-bar" operation.
// note: the details of the "foo-bar" operation depend
// on whether we're working with a car or a truck.
if (v is a Car) {
// car-specific code that does "foo-bar" on car v
...
} else if (v is a Truck) {
// truck-specific code that does "foo-bar" on truck v
...
} else {
// semi-generic code that does "foo-bar" on something else
...
}
// generic code that works for any vehicle...
...
}
}
The problem with this is what I call "else-if-heimer's disease" (say it fast
and you'll understand). The above code gives you else-if-heimer's disease
because eventually you'll forget to add an else if when you add a new
derived class, and you'll probably have a bug that won't be detected until
run-time, or worse, when the product is in the field.
The solution is to use dynamic binding rather than dynamic typing. Instead of
having (what I call) the live-code dead-data metaphor (where the code is alive
and the car/truck objects are relatively dead), we move the code into the
data. This is a slight variation of Bertrand Meyer's Inversion
Principle.
The idea is simple: use the description of the code within the
{...} blocks of each if (in this case it is "the foo-bar
operation"; obviously your name will be different). Just pick up this
descriptive name and use it as the name of a new virtual member
function in the base class (in this case we'll add a fooBar() member
function to class Vehicle).
class Vehicle {
public:
// performs the "foo-bar" operation
virtual void fooBar() = 0;
};
Then you remove the whole if...else if... block and replace it
with a simple call to this virtual function:
typedef std::vector<Vehicle*> VehicleList;
void myCode(VehicleList& v)
{
for (VehicleList::iterator p = v.begin(); p != v.end(); ++p) {
Vehicle& v = **p; // just for shorthand
// generic code that works for any vehicle...
...
// perform the "foo-bar" operation.
v.fooBar();
// generic code that works for any vehicle...
...
}
}
Finally you move the code that used to be in the {...}
block of each if into the fooBar() member function of the
appropriate derived class:
class Car : public Vehicle {
public:
virtual void fooBar();
};
void Car::fooBar()
{
// car-specific code that does "foo-bar" on 'this'
... ← this is the code that was in {...} of if (v is a Car)
}
class Truck : public Vehicle {
public:
virtual void fooBar();
};
void Truck::fooBar()
{
// truck-specific code that does "foo-bar" on 'this'
... ← this is the code that was in {...} of if (v is a Truck)
}
If you actually have an else block in the original myCode()
function (see above for the "semi-generic code that does the 'foo-bar'
operation on something other than a Car or Truck"), change Vehicle's
fooBar() from pure virtual to plain virtual and move the code into
that member function:
class Vehicle {
public:
// performs the "foo-bar" operation
virtual void fooBar();
};
void Vehicle::fooBar()
{
// semi-generic code that does "foo-bar" on something else
... ← this is the code that was in {...} of the else
// you can think of this as "default" code...
}
That's it!
The point, of course, is that we try to avoid decision logic with decisions
based on the kind-of derived class you're dealing with. In other words,
you're trying to avoid if the object is a car do xyz, else
if it's a truck do pqr, etc., because that leads to
else-if-heimer's disease.
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[20.7] When should my destructor be virtual?
When someone will delete a derived-class object via a base-class pointer.
In particular, here's when you need to make your destructor virtual:
- if someone will derive from your class,
- and if someone will say new Derived, where
Derived is derived from your class,
- and if someone will say delete p, where the actual
object's type is Derived but the pointer p's type is your
class.
Confused? Here's a simplified rule of thumb that usually protects you and
usually doesn't cost you anything: make your destructor virtual if your
class has any virtual functions. Rationale:
- that usually protects you because most base classes have at
least one virtual function.
- that usually doesn't cost you anything because there is no
added per-object space-cost for the second or subsequent virtual in your
class. In other words, you've already paid all the per-object space-cost that
you'll ever pay once you add the first virtual function, so the virtual
destructor doesn't add any additional per-object space cost. (Everything in
this bullet is theoretically compiler-specific, but in practice it
will be valid on almost all compilers.)
Note: if your base class has a virtual destructor, then your destructor is
automatically virtual. You might need an explicit destructor for other
reasons, but there's no need to redeclare a destructor simply to make sure it
is virtual. No matter whether you declare it with the virtual keyword,
declare it without the virtual keyword, or don't declare it at all, it's
still virtual.
BTW, if you're interested, here are the mechanical details of why you
need a virtual destructor when someone says delete using a Base pointer
that's pointing at a Derived object. When you say delete p, and the
class of p has a virtual destructor, the destructor that gets
invoked is the one associated with the type of the object *p, not
necessarily the one associated with the type of the pointer. This is A Good
Thing. In fact, violating that rule makes your program undefined. The
technical term for that is, "Yuck."
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[20.8] What is a "virtual constructor"?
An idiom that allows you to do something that C++ doesn't directly support.
You can get the effect of a virtual constructor by a virtual clone()
member function (for copy constructing), or a virtual create() member
function (for the default constructor).
class Shape {
public:
virtual ~Shape() { } // A virtual destructor
virtual void draw() = 0; // A pure virtual function
virtual void move() = 0;
...
virtual Shape* clone() const = 0; // Uses the copy constructor
virtual Shape* create() const = 0; // Uses the default constructor
};
class Circle : public Shape {
public:
Circle* clone() const; // Covariant Return Types; see below
Circle* create() const; // Covariant Return Types; see below
...
};
Circle* Circle::clone() const { return new Circle(*this); }
Circle* Circle::create() const { return new Circle(); }
In the clone() member function, the new Circle(*this) code calls
Circle's copy constructor to copy the state of this into the newly created
Circle object. (Note: unless Circle is known to be final (AKA a leaf), you can reduce the chance of slicing by making its copy constructor protected.) In the create()
member function, the new Circle() code calls Circle's
default constructor.
Users use these as if they were "virtual constructors":
void userCode(Shape& s)
{
Shape* s2 = s.clone();
Shape* s3 = s.create();
...
delete s2; // You need a virtual destructor here
delete s3;
}
This function will work correctly regardless of whether the Shape is a
Circle, Square, or some other kind-of Shape that doesn't even exist yet.
Note: The return type of Circle's clone() member function is intentionally
different from the return type of Shape's clone() member function. This is
called Covariant Return Types, a feature that was not originally part
of the language. If your compiler complains at the declaration of Circle*
clone() const within class Circle (e.g., saying "The return type is
different" or "The member function's type differs from the base class virtual
function by return type alone"), you have an old compiler and you'll have to
change the return type to Shape*.
Note: If you are using Microsoft Visual C++ 6.0, you need to change the return
types in the derived classes to Shape*. This is because MS VC++ 6.0
does not support this feature of the language. Please do not write me
about this; the above code is correct with respect to the C++ Standard (see
10.3p5); the problem is with MS VC++ 6.0. Fortunately covariant return types
are properly supported by MS VC++ 7.0.
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