To implement virtual functions, C++ uses a special form of late binding known as the
virtual table
. The virtual table is a lookup table of functions used to resolve function calls in a dynamic/late binding manner. The virtual table sometimes goes by other names, such as “vtable”, “virtual function table”, “virtual method table”, or “dispatch table”.
Because knowing how the virtual table works is not necessary to use virtual functions, this section can be considered optional reading.
The virtual table is actually quite simple, though it’s a little complex to describe in words. First, every class that uses virtual functions (or is derived from a class that uses virtual functions) is given it’s own virtual table. This table is simply a static array that the compiler sets up at compile time. A virtual table contains one entry for each virtual function that can be called by objects of the class. Each entry in this table is simply a function pointer that points to the most-derived function accessible by that class.
Second, the compiler also adds a hidden pointer to the base class, which we will call *__vptr. *__vptr is set (automatically) when a class instance is created so that it points to the virtual table for that class. Unlike the *this pointer, which is actually a function parameter used by the compiler to resolve self-references, *__vptr is a real pointer. Consequently, it makes each class object allocated bigger by the size of one pointer. It also means that *__vptr is inherited by derived classes, which is important.
By now, you’re probably confused as to how these things all fit together, so let’s take a look at a simple example:
class Base
public:
virtual void function1() {};
virtual void function2() {};
class D1:public Base
public:
virtual void function1() {};
class D2:public Base
public:
virtual void function2() {};
Because there are 3 classes here, the compiler will set up 3 virtual tables: one for Base, one for D1, and one for D2.
The compiler also adds a hidden pointer to the most base class that uses virtual functions. Although the compiler does this automatically, we’ll put it in the next example just to show where it’s added:
class Base
public:
FunctionPointer *__vptr;
virtual void function1() {};
virtual void function2() {};
classD1:public Base
public:
virtual void function1() {};
class D2:public Base
public:
virtual void function2() {};
When a class object is created, *__vptr is set to point to the virtual table for that class. For example, when a object of type Base is created, *__vptr is set to point to the virtual table for Base. When objects of type D1 or D2 are constructed, *__vptr is set to point to the virtual table for D1 or D2 respectively.
Now, let’s talk about how these virtual tables are filled out. Because there are only two virtual functions here, each virtual table will have two entries (one for function1(), and one for function2()). Remember that when these virtual tables are filled out, each entry is filled out with the most-derived function an object of that class type can call.
Base’s virtual table is simple. An object of type Base can only access the members of Base. Base has no access to D1 or D2 functions. Consequently, the entry for function1 points to Base::function1(), and the entry for function2 points to Base::function2().
D1′s virtual table is slightly more complex. An object of type D1 can access members of both D1 and Base. However, D1 has overridden function1(), making D1::function1() more derived than Base::function1(). Consequently, the entry for function1 points to D1::function1(). D1 hasn’t overridden function2(), so the entry for function2 will point to Base::function2().
D2′s virtual table is similar to D1, except the entry for function1 points to Base::function1(), and the entry for function2 points to D2::function2().
Here’s a picture of this graphically:
Although this diagram is kind of crazy looking, it’s really quite simple: the *__vptr in each class points to the virtual table for that class. The entries in the virtual table point to the most-derived version of the function objects of that class are allowed to call.
So consider what happens when we create an object of type D1:
int main()
D1 cClass;
Because cClass is a D1 object, cClass has it’s *__vptr set to the D1 virtual table.
Now, let’s set a base pointer to D1:
int main()
D1 cClass;
Base *pClass = &cClass;
- Note that because pClass is a base pointer, it only points to the Base portion of cClass.
- However, also note that *__vptr is in the Base portion of the class, so pClass has access to this pointer.
- Finally, note that pClass->__vptr points to the D1 virtual table!
- Consequently, even though pClass is of type Base, itstill has access to D1′s virtual table.
So what happens when we try to call pClass->function1()?
int main()
D1 cClass;
Base *pClass = &cClass;
pClass->function1();
First, the program recognizes that function1() is a virtual function. Second, uses pClass->__vptr to get to D1′s virtual table. Third, it looks up which version of function1() to call in D1′s virtual table. This has been set to D1::function1(). Therefore, pClass->function1() resolves to D1::function1()!
Now, you might be saying, “But what if Base really pointed to a Base object instead of a D1 object. Would it still call D1::function1()?”. The answer is no.
int main()
Base cClass;
Base *pClass = &cClass;
pClass->function1();
In this case, when cClass is created, __vptr points to Base’s virtual table, not D1′s virtual table. Consequently, pClass->__vptr will also be pointing to Base’s virtual table. Base’s virtual table entry for function1() points to Base::function1(). Thus, pClass->function1() resolves to Base::function1(), which is the most-derived version of function1() that a Base object should be able to call.
By using these tables, the compiler and program are able to ensure function calls resolve to the appropriate virtual function, even if you’re only using apointer or reference to a base class!
Calling a virtual function is slower than calling a non-virtual function for a couple of reasons:
- First, we have to use the *__vptr to get to the appropriate virtual table.
- Second, we have to index the virtual table to find the correct function to call.
- Only then can we call the function.
As a result, we have to do 3 operations to find the function to call, as opposed to 2 operations for a normal indirect function call, or one operation for a direct function call. However, with modern computers, this added time is usually fairly insignificant.
原文链接:http://www.learncpp.com/cpp-tutorial/125-the-virtual-table/
<br />To implement virtual functions, C++ uses a special form of late binding known as the virtual table. The virtual table is a lookup table of functions used to resolve function calls in a dynamic/late binding manner. The virtual table sometimes goes by
Vtable,计算机术语,中文译名虚函数表,简称虚表。每一个有虚函数的类都有这样一个东西。实际上记录了本类中所有虚函数的函数指针,也就是说是个函数指针数组的起始位置。Vtable虚表。比如virtual void TheSecondFun()记录在数组的第二个元素,当一个该类的对象实例调用TheSecondFun时就根据对应关系把第二个函数指针取出来,再去执行该函数,这种行为叫晚绑定,也就是说在运...
关于C++内部如何实现多态,对程序员来说即使不知道也没关系,但是如果你想加深对多态的理解,写出优秀的代码,那么这一节就具有重要的意义。 我们知道,函数调用实际上是执行函数体中的代码。函数体是内存中的一个代码段,函数名就表示该代码段的首地址,函数执行时就从这里开始。说得简单一点,就是必须要知道函数的入口地址,才能成功调用函数。
找到函数名对应的地址,然后将函数调用处用该地址替换,这称为函数绑定,或...
虚继承在菱形继承中出现的数据二义性问题,使得数据访问时变得复杂,并且导致了数据冗存。虚继承则解决了从不同途径继承来的同名的数据成员在内存中有不同的拷贝造成数据不一致问题。关键字:virtual用法:将共同基类声明设置为虚基类,这时从不同路径继承过来的同名数据成员在内存中只有一份,同一个函数名也只有一个映射。语法:
class 派生类: virtual 基类1,virtual 基类2,…,virtu
1.多态实现方式
c++的多态机制主要是靠虚函数来实现。具体来说,就是用父类的指针指向子类的实例,然后通过父类指针调用子类对象中的成员函数。这样,就实现了父类指针的“多态"。
想了解虚函数实现机制,就必须先了解对象的存储方式。
2.类的存储方式
我们以为的存储方式是这样:
上面的图,表示对象的数据和函数代码都要分配内存空间,这样内存的利用效率显然较低,因此实际上存储方式是这样:
每个对象占用存储空间的只是该对象的数据部分(虚函数指针和虚基类指针也属于数据部分),函数代码属于公用部分。我们常说的“A对象的成
编译器会构建一张虚表( vtable ),每一个类都有自己独特的虚表。同时,在这个继承链上,编译器会为基类插入一个隐式的指针(一般是对象的首地址),指向虚表,称为__vptr。然后,子类继承父类时,会获得继承下来的__vptr,再根据自己的类的情况兼容(修改虚函数表里的值、发生偏移等。于是,当我们构建具体的类时,若是基类类型,__vptr就会指向父类的vtable,若是子类类型,__vptr就会指