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C 's object model is based on a combination of compile-time and runtime mechanisms to support features like inheritance, polymorphism, and encapsulation. At its core, it relies on the concept of a class as a blueprint for creating objects. Each object is an instance of a class, containing both data (member variables) and code (member functions).
Inheritance: Inheritance allows creating new classes (derived classes) based on existing ones (base classes). Derived classes inherit the members (data and functions) of their base classes, and can add their own members or override existing ones. This promotes code reuse and establishes an "is-a" relationship. For example, a Dog
class might inherit from an Animal
class.
Virtual Functions: Virtual functions are member functions declared with the virtual
keyword in the base class. They enable runtime polymorphism, meaning the correct function to call is determined at runtime based on the object's actual type, not its declared type. This is crucial for achieving flexibility and extensibility. The mechanism behind this is a virtual function table (vtable). Each class with virtual functions has its own vtable, which is a table of pointers to the virtual functions implemented in that class. Each object of a class containing virtual functions has a hidden pointer (often called a vptr) that points to its class's vtable. When a virtual function is called, the runtime uses the vptr to locate the correct function in the vtable.
Example:
<code class="c ">class Animal { public: virtual void makeSound() { std::cout makeSound(); // Calls Dog::makeSound() due to virtual function delete animal; return 0; }</code>
In this example, makeSound
is a virtual function. Even though animal
is declared as an Animal
pointer, the correct makeSound
function (from the Dog
class) is called at runtime because of the vtable mechanism.
Using virtual functions introduces a performance overhead compared to non-virtual functions. This overhead stems from several factors:
However, these overheads are generally small and often negligible, especially compared to the benefits of polymorphism and code maintainability that virtual functions provide. Modern compilers employ various optimization techniques to minimize the performance impact of virtual functions, such as inlining and function pointer caching. The performance impact is only significant when virtual functions are called within performance-critical sections of the code, and even then, the difference is often marginal unless the function is called an extremely large number of times.
C inheritance affects memory management and object size in several ways:
unique_ptr
, shared_ptr
) can simplify memory management in such scenarios.Static dispatch and dynamic dispatch are two different ways of determining which function to call at runtime. The key difference lies in when the decision is made:
Example Illustrating the Difference:
<code class="c ">class Animal { public: void makeSound() { std::cout makeSound(); // Static dispatch: Calls Animal::makeSound() animal->move(); // Dynamic dispatch: Calls Dog::move() delete animal; return 0; }</code>
In this example, makeSound
uses static dispatch because it's not virtual, while move
uses dynamic dispatch because it's virtual. This demonstrates how the presence (or absence) of the virtual
keyword dictates the dispatch mechanism.
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