


Linkage of function rewriting and virtual functions: a powerful combination of dynamic binding in inheritance
Function rewriting and virtual functions work together to achieve dynamic binding in inheritance. When a derived class overrides a virtual function of the parent class, the overridden function is called at runtime based on the actual type of the object, even if the parent class does not know the existence of the derived class at compile time.
Linkage between function rewriting and virtual functions: a powerful combination of dynamic binding in inheritance
In object-oriented programming (OOP) ), function overriding and virtual functions are two closely related concepts that work together to achieve dynamic binding in inheritance. Dynamic binding allows a reference of a parent class to point to an object of its derived class and call overridden methods in the derived class, even if the parent class does not know the existence of the derived class at compile time.
Function rewriting
Function rewriting refers to defining a function in a derived class with the same name and parameters as the parent class. When a derived class object is called, the overridden method in the derived class will be called, not the method in the parent class. This allows derived classes to modify or extend behavior in the parent class.
Virtual function
A virtual function is a function declared as virtual
in the parent class. When a derived class overrides a virtual function, it creates a function with the same name and parameters as the function in the parent class. This tells the compiler to call the correct function at runtime based on the object's actual type.
Practical Case
Consider the following example:
#include <iostream> using namespace std; class Animal { public: virtual void speak() { cout << "Animal speaking" << endl; } }; class Dog : public Animal { public: void speak() override { cout << "Dog barking" << endl; } }; int main() { Animal* animal = new Dog(); // 创建 Dog 对象,但使用 Animal 指针 animal->speak(); // 调用 Dog 类的 speak() 方法 return 0; }
In this example:
- ##Animal
is the parent class, which defines a virtual function named
speak.
- Dog
is a derived class that overrides the
speakmethod to achieve different behavior.
In the - main
function, create a
Animalpointer pointing to the
Dogobject.
When calling the - speak
method on an
Animalpointer, the compiler will call the overridden
based on the actualDog
object pointed to. Dog::speakmethod.
Dog barkingThis mechanism allows us to dynamically call overridden functions based on the actual object type, thus achieving a flexible and extensible inheritance system.
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C is widely used and important in the modern world. 1) In game development, C is widely used for its high performance and polymorphism, such as UnrealEngine and Unity. 2) In financial trading systems, C's low latency and high throughput make it the first choice, suitable for high-frequency trading and real-time data analysis.

There are four commonly used XML libraries in C: TinyXML-2, PugiXML, Xerces-C, and RapidXML. 1.TinyXML-2 is suitable for environments with limited resources, lightweight but limited functions. 2. PugiXML is fast and supports XPath query, suitable for complex XML structures. 3.Xerces-C is powerful, supports DOM and SAX resolution, and is suitable for complex processing. 4. RapidXML focuses on performance and parses extremely fast, but does not support XPath queries.

C interacts with XML through third-party libraries (such as TinyXML, Pugixml, Xerces-C). 1) Use the library to parse XML files and convert them into C-processable data structures. 2) When generating XML, convert the C data structure to XML format. 3) In practical applications, XML is often used for configuration files and data exchange to improve development efficiency.

The main differences between C# and C are syntax, performance and application scenarios. 1) The C# syntax is more concise, supports garbage collection, and is suitable for .NET framework development. 2) C has higher performance and requires manual memory management, which is often used in system programming and game development.

The history and evolution of C# and C are unique, and the future prospects are also different. 1.C was invented by BjarneStroustrup in 1983 to introduce object-oriented programming into the C language. Its evolution process includes multiple standardizations, such as C 11 introducing auto keywords and lambda expressions, C 20 introducing concepts and coroutines, and will focus on performance and system-level programming in the future. 2.C# was released by Microsoft in 2000. Combining the advantages of C and Java, its evolution focuses on simplicity and productivity. For example, C#2.0 introduced generics and C#5.0 introduced asynchronous programming, which will focus on developers' productivity and cloud computing in the future.

There are significant differences in the learning curves of C# and C and developer experience. 1) The learning curve of C# is relatively flat and is suitable for rapid development and enterprise-level applications. 2) The learning curve of C is steep and is suitable for high-performance and low-level control scenarios.

There are significant differences in how C# and C implement and features in object-oriented programming (OOP). 1) The class definition and syntax of C# are more concise and support advanced features such as LINQ. 2) C provides finer granular control, suitable for system programming and high performance needs. Both have their own advantages, and the choice should be based on the specific application scenario.

Converting from XML to C and performing data operations can be achieved through the following steps: 1) parsing XML files using tinyxml2 library, 2) mapping data into C's data structure, 3) using C standard library such as std::vector for data operations. Through these steps, data converted from XML can be processed and manipulated efficiently.


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