So suppose I want to make a series of classes that each have a member-function with the same thing. Let's call the function
void doYourJob();
I want to eventually put all these classes into the same container so that I can loop through them and have each perform 'doYourJob()'
The obvious solution is to make an abstract class with the function
virtual void doYourJob();
but I'm hesitant to do so. This is a time-expensive program and a virtual function would slime it up considerably. Also, this function is the only thing the classes have in common with each other and doYourJob is implimented completely differently for each class.
Is there a way to avoid using an abstract class with a virtual function or am I going to have to suck it up?
Virtual functions are dangerous, somebody that derives your class can break your code by overriding the function and, say, not call the base function when they should. In Java you have the final keyword, that's not available in C++. Don't declare functions virtual unless you expect the function to be overridden.
If you don't use virtual functions, you don't understand OOP yet. Because the virtual function is intimately bound with the concept of type, and type is at the core of object-oriented programming, there is no analog to the virtual function in a traditional procedural language.
Why use virtual functions. We use virtual functions to ensure that the correct function is called for an object, regardless of the reference type used to call the function. They are basically used to achieve the runtime polymorphism and are declared in the base class by using the virtual keyword before the function.
It is not mandatory for the derived class to override (or re-define the virtual function), in that case, the base class version of the function is used. A class may have virtual destructor but it cannot have a virtual constructor.
If you need the speed, consider embedding a "type(-identifying) number" in the objects, and using a switch statement to select the type-specific code. This can avoid function call overhead completely - just doing a local jump. You won't get faster than that. A cost (in terms of maintainability, recompilation dependencies etc) is in forcing localisation (in the switch) of the type-specific functionality.
IMPLEMENTATION
#include <iostream>
#include <vector>
// virtual dispatch model...
struct Base
{
virtual int f() const { return 1; }
};
struct Derived : Base
{
virtual int f() const { return 2; }
};
// alternative: member variable encodes runtime type...
struct Type
{
Type(int type) : type_(type) { }
int type_;
};
struct A : Type
{
A() : Type(1) { }
int f() const { return 1; }
};
struct B : Type
{
B() : Type(2) { }
int f() const { return 2; }
};
struct Timer
{
Timer() { clock_gettime(CLOCK_MONOTONIC, &from); }
struct timespec from;
double elapsed() const
{
struct timespec to;
clock_gettime(CLOCK_MONOTONIC, &to);
return to.tv_sec - from.tv_sec + 1E-9 * (to.tv_nsec - from.tv_nsec);
}
};
int main(int argc)
{
for (int j = 0; j < 3; ++j)
{
typedef std::vector<Base*> V;
V v;
for (int i = 0; i < 1000; ++i)
v.push_back(i % 2 ? new Base : (Base*)new Derived);
int total = 0;
Timer tv;
for (int i = 0; i < 100000; ++i)
for (V::const_iterator i = v.begin(); i != v.end(); ++i)
total += (*i)->f();
double tve = tv.elapsed();
std::cout << "virtual dispatch: " << total << ' ' << tve << '\n';
// ----------------------------
typedef std::vector<Type*> W;
W w;
for (int i = 0; i < 1000; ++i)
w.push_back(i % 2 ? (Type*)new A : (Type*)new B);
total = 0;
Timer tw;
for (int i = 0; i < 100000; ++i)
for (W::const_iterator i = w.begin(); i != w.end(); ++i)
{
if ((*i)->type_ == 1)
total += ((A*)(*i))->f();
else
total += ((B*)(*i))->f();
}
double twe = tw.elapsed();
std::cout << "switched: " << total << ' ' << twe << '\n';
// ----------------------------
total = 0;
Timer tw2;
for (int i = 0; i < 100000; ++i)
for (W::const_iterator i = w.begin(); i != w.end(); ++i)
total += (*i)->type_;
double tw2e = tw2.elapsed();
std::cout << "overheads: " << total << ' ' << tw2e << '\n';
}
}
PERFORMANCE RESULTS
On my Linux system:
~/dev g++ -O2 -o vdt vdt.cc -lrt
~/dev ./vdt
virtual dispatch: 150000000 1.28025
switched: 150000000 0.344314
overhead: 150000000 0.229018
virtual dispatch: 150000000 1.285
switched: 150000000 0.345367
overhead: 150000000 0.231051
virtual dispatch: 150000000 1.28969
switched: 150000000 0.345876
overhead: 150000000 0.230726
This suggests an inline type-number-switched approach is about (1.28 - 0.23) / (0.344 - 0.23) = 9.2 times as fast. Of course, that's specific to the exact system tested / compiler flags & version etc., but generally indicative.
COMMENTS RE VIRTUAL DISPATCH
It must be said though that virtual function call overheads are something that's rarely significant, and then only for oft-called trivial functions (like getters and setters). Even then, you might be able to provide a single function to get and set a whole lot of things at once, minimising the cost. People worry about virtual dispatch way too much - so do do the profiling before finding awkward alternatives. The main issue with them is that they perform an out-of-line function call, though they also delocalise the code executed which changes the cache utilisation patterns (for better or (more often) worse).
Virtual functions don't cost much. They are an indirect call, basically like a function pointer. What is the performance cost of having a virtual method in a C++ class?
If you're in a situation where every cycle per call counts, that is you're doing very little work in the function call and you're calling it from your inner loop in a performance critical application you probably need a different approach altogether.
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