I'm surprised that this article never mentioned the term.
C++ programmers will know this pattern from the `virtual` keyword.
I'm surprised that this article never mentioned the term.
C++ programmers will know this pattern from the `virtual` keyword.
- instead of setting the same function pointers on structs over and over again, point to a shared (singleton) struct named "vtable" which keeps track of all function pointers for this "type" of structs
- create a factory function that allocates memory for the struct, initializes fields ("vtable" included), let's call it a "constructor"
- make sure all function signatures in the shared struct start with a pointer to the original struct as the first parameter, a good name for this argument would be "this"
- encode parameter types in the function name to support overloading, e.g. "func1_int_int"
- call functions in the form of "obj->vtable->func1_int_int(obj, param1, param2)"
[1]: https://learn.microsoft.com/en-us/windows/win32/com/com-tech...
[2]: https://www.codeproject.com/Articles/13601/COM-in-plain-C
No, that is essentially what Linux does in this article (and by the looks of it also ffmpeg).
struct file does not have a bunch of pointers to functions, it has a pointer to a struct file_operations, and that is set to a (usually / always?) const global struct defined by a filesystem.
As you can see, the function types of the pointers in that file_operations struct take a struct file pointer as the first argument. This is not a hard and fast rule in Linux, arguments even to such ops structures are normally added as required not just-in-case (in part because ABI stability is not a high priority). Also the name is not mangled like that because it would be silly. But otherwise that's what these are, a "real" vtable.
Surely this kind of thing came before C++ or the name vtable? The Unix V4 source code contains a pointers to functions (one in file name lookup code, even) (though not in a struct but passed as an argument). "Object oriented" languages and techniques must have first congealed out of existing practices with earlier languages, you would think.
C++'s vtables are also, in my experience, especially bad compared to Objective-C or COM ones (MSVC btw generates vtables specifically aligned for use with COM, IIRC). Mind you it's been 15 years since I touched that part of crazy.
It is a simplification of OLE, and by the time the idea came up to use that approach, there were tons of OLE code since Windows 3.1.
By the way it wasn't gone away, after how Longhorn went down, it became the main API delivery mechanism on Windows, sadly improving the tooling has never been a pritority other than half-finished attempts.
The Power of Interoperability: Why Objects Are Inevitable
That is why they are here to stay, and even all mainstream FP and LP languages offer features that provide similar capabilities, even if they get other names for the same thing.
It is like saying an artifact is useless, only because it get named differently in English and Chinese.
I wonder if there are many cases where C++ will devirtualize and Rust won't.
But then again Rust devs are more likely to use static dispatch via generics if performance is critical.
That's pretty powerful:
• any type can be used in dynamic contexts, e.g. implement Debug print for an int or a Point, without paying cost of a vtable for each instance.
• you don't rely on, and don't fight, devirtualization. You can decide to selectively use dynamic dispatch in some places to reduce code size, without committing to it everywhere.
• you can write your own trait with your own virtual methods for a foreign type, and the type doesn't have to opt-in to this.
Put another way, in C++ the dynamic dispatch is implicit, so you might write code which (read literally) has dynamic dispatch but the optimizer will devirtualize it. However in Rust dynamic dispatch is explicit, so, you just would not write the dynamic dispatch - it's not really relevant whether an optimizer would "fix" that if you went out of your way to get it wrong. It's an idiomatic difference I'd say.
I'm not sure I follow - pretty much 99% of usage of C++ in the last, like, 20 years has been around making sure that you get static dispatch with polymorphism through templates. It's exceedingly uncommon to see the `virtual` keyword unless you have, say, some DLL-based run-time plug-in system going on.