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content/posts/2022-11-02-multiple-dispatch-in-c++/index.md
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content/posts/2022-11-02-multiple-dispatch-in-c++/index.md
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---
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title: "Multiple Dispatch in C++"
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date: 2022-11-02T16:36:53+01:00
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draft: false # I don't care for draft mode, git has branches for that
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description: "A Lisp super-power in C++"
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tags:
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- c++
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- design-pattern
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categories:
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- programming
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series:
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favorite: false
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disable_feed: false
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---
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A great feature that can be used in more dynamic languages is *multiple
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dispatch*. Here's an example in [Julia][julia-lang] taken from the [Wikipedia
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article][wiki-multiple-dispatch].
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```julia
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abstract type SpaceObject end
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struct Asteroid <: SpaceObject
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# Asteroid fields
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end
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struct Spaceship <: SpaceObject
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# Spaceship fields
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end
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collide_with(::Asteroid, ::Spaceship) = # Asteroid/Spaceship collision
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collide_with(::Spaceship, ::Asteroid) = # Spaceship/Asteroid collision
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collide_with(::Spaceship, ::Spaceship) = # Spaceship/Spaceship collision
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collide_with(::Asteroid, ::Asteroid) = # Asteroid/Asteroid collision
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collide(x::SpaceObject, y::SpaceObject) = collide_with(x, y)
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```
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The `collide` function calls `collide_with` which, at runtime, will inspect the
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types of its arguments and *dispatch* to the appropriate implementation.
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Julia was created with multiple dispatch as a first-class citizen, it is used
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liberally in its ecosystem. C++ does not have access to such a feature natively,
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but there are alternatives that I will be presenting in this article, and try to
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justify there uses and limitations.
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[julia-lang]: https://julialang.org/
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[wiki-multiple-dispatch]: https://en.wikipedia.org/wiki/Multiple_dispatch
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<!--more-->
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## Single dispatch
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The native way to perform dynamic dispatch in C++ is through the
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use of *virtual methods*, which allows an object to *override* the behaviour of
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one of its super-classes' method.
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Invoking a virtual method will perform *single dispatch*, on the dynamic type
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of the object who's method is being called.
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Here is an example:
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```cpp
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struct SpaceObject {
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virtual ~SpaceObject() = default;
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// Pure virtual method, which must be overridden by non-abstract sub-classes
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virtual void impact() = 0;
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};
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struct Asteroid : SpaceObject {
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// Override the method for asteroid impacts
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void impact() override {
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std::cout << "Bang!\n";
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}
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};
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struct Spaceship : SpaceObject {
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// Override the method for spaceship impacts
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void impact() override {
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std::cout << "Crash!\n";
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}
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};
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int main() {
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std::unique_ptr<SpaceObject> object = std::make_unique<Spaceship>();
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object->impact(); // Prints "Crash!"
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object = std::make_unique<Asteroid>();
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object->impact(); // Prints "Bang!"
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}
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```
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Virtual methods are great when you want to represent a common set of behaviour
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(an *interface*), and be able to substitute various types with their specific
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implementation.
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For example, a dummy file-system interface might look like the following:
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```cpp
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struct Filesystem {
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virtual void write(std::string_view filename, std::span<char> data) = 0;
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virtual std::vector<char> read(std::string_view filename) = 0;
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virtual void delete(std::string_view filename) = 0;
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};
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```
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You can then write `PosixFilesystem` which makes use of the POSIX API and
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interact with actual on-disk data, `MockFilesystem` which only works in-memory
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and can be used for testing, etc...
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## Double dispatch through the Visitor pattern
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Sometimes single dispatch is not enough, such as in the collision example at the
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beginning of this article. In cases where a computation depends on the dynamic
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type of *two* of its values, we can make use of double-dispatch by leveraging
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the Visitor design pattern. This is done by calling a virtual method on the
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first value, which itself will call a virtual method on the second value.
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Here's a commentated example:
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```cpp
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struct Asteroid;
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struct Spaceship;
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struct SpaceObject {
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virtual ~SpaceObject() = default;
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// Only used to kick-start the double-dispatch process
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virtual void collide_with(SpaceObject& other) = 0;
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// The actual dispatching methods
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virtual void collide_with(Asteroid& other) = 0;
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virtual void collide_with(Spaceship& other) = 0;
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};
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struct Asteroid : SpaceObject {
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void collide_with(SpaceObject& other) override {
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// `*this` is an `Asteroid&` which kick-starts the double-dispatch
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other.collide_with(*this);
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};
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void collide_with(Asteroid& other) override { /* Asteroid/Asteroid */ };
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void collide_with(Spaceship& other) override { /* Asteroid/Spaceship */ };
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};
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struct Spaceship : SpaceObject {
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void collide_with(SpaceObject& other) override {
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// `*this` is a `Spaceship&` which kick-starts the double-dispatch
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other.collide_with(*this);
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};
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void collide_with(Asteroid& other) override { /* Spaceship/Asteroid */ };
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void collide_with(Spaceship& other) override { /* Spaceship/Spaceship */ };
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};
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void collide(SpaceObject& first, SpaceObject& second) {
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first.collide_with(second);
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};
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int main() {
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auto asteroid = std::make_unique<Asteroid>();
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auto spaceship = std::make_unique<Spaceship>();
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collide(*asteroid, *spaceship);
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// Calls in order:
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// - Asteroid::collide_with(SpaceObject&)
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// - Spaceship::collide_with(Asteroid&)
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collide(*spaceship, *asteroid);
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// Calls in order:
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// - Spaceship::collide_with(SpaceObject&)
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// - Asteroid::collide_with(Spaceship&)
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asteroid->collide_with(*spaceship);
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// Only calls Asteroid::collide_with(Spaceship&)
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spaceship->collide_with(*asteroid);
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// Only calls Spaceship::collide_with(Asteroid&)
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}
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```
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Double dispatch is pattern is most commonly used with the *visitor pattern*, in
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which a closed class hierarchy (the data) is separated from an open class
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hierarchy (the algorithms acting on that data). This is especially useful in
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e.g: compilers, where the AST class hierarchy represents the data *only*, and
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all compiler stages and optimization passes are programmed by a series of
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visitors.
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One downside of this approach is that if you want to add `SpaceStation` as
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a sub-class of `SpaceObject`, and handle its collisions with other
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`SpaceObject`s, you need to:
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* Implement all `collide_with` methods for this new class.
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* Add a new virtual method `collide_with(SpaceStation&)` and implement it on
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every sub-class.
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This can be inconvenient if your class hierarchy changes often.
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## Multiple dispatch on a closed class hierarchy
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When even double dispatch is not enough, there is a way to do multiple dispatch
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in standard C++, included in the STL since C++17. However unlike the previous
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methods I showed, this one relies on using [`std::variant`][variant-cppref] and
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[`std::visit`][visit-cppref].
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[variant-cppref]: https://en.cppreference.com/w/cpp/utility/variant
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[visit-cppref]: https://en.cppreference.com/w/cpp/utility/variant/visit
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The limitation of `std::variant` is that you are limited to the types you can
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select at *compile-time* for the values used during your dispatch operation.
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You have a *closed* hierarchy of classes, which is the explicit list of types in
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your `variant`.
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Nonetheless, if you can live with that limitation, then you have a great amount
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of power available to you. I have used `std::visit` in the past to mimic the
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effect of pattern matching.
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In this example, I re-create the double-dispatch from the previous section:
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```cpp
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// No need to inherit from a `SpaceObject` base class
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struct Asteroid {};
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struct Spaceship {};
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// But the list of possible runtime *must* be enumerated at compile-time
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using SpaceObject = std::variant<Asteroid, Spaceship>;
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void collide(SpaceObject& first, SpaceObject& second) {
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struct CollideDispatch {
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void operator()(Asteroid& first, Asteroid& second) {
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// Asteroid/Asteroid
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}
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void operator()(Asteroid& first, Spaceship& second) {
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// Asteroid/Spaceship
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}
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void operator()(Spaceship& first, Asteroid& second) {
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// Spaceship/Asteroid
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}
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void operator()(Spaceship& first, Spaceship& second) {
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// Spaceship/Spaceship
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}
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};
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std::visit(CollideDispatch(), first, second);
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}
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int main() {
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SpaceObject asteroid = Asteroid();
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SpaceObject spaceship = Spaceship();
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collide(asteroid, spaceship);
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// Calls CollideDispatch::operator()(Asteroid&, Spaceship&)
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collide(spaceship, asteroid);
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// Calls CollideDispatch::operator()(Spaceship&, Asteroid&)
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}
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```
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Obviously, the issue with adding a new `SpaceStation` variant is once again
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apparent in this implementation. You will get a compile error unless you handle
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this new `SpaceStation` variant at every point you `visit` the `SpaceObject`s.
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## The Expression Problem
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One issue we have not been able to move past in these exemples is the
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[Expression Problem][expression-problem]. In two words, this means that we can't
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add a new data type (e.g: `SpaceStation`), or a new operation (e.g: `land_on`)
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to our current code without re-compiling it.
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[expression-problem]: https://en.wikipedia.org/wiki/Expression_problem
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This is the downside I was pointing out in our previous sections:
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* Data type extension: one can easily add a new `SpaceObject` child-class in the
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OOP version, but needs to modify each implementation if we want to add a new
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method to the `SpaceObject` interface to implement a new operation.
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* Operation extension: one can easily create a new function when using the
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`std::variant` based representation, as pattern-matching easily allows us to
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only handle the kinds of values we are interested in. But adding a new
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`SpaceObject` variant means we need to modify and re-compile every
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`std::visit` call to handle the new variant.
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There is currently no (good) way in standard C++ to tackle the Expression
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Problem. A paper ([N2216][N2216]) was written to propose a new language feature
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to improve the situation. However it looks quite complex, and never got followed
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up on for standardization.
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[N2216]: https://open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2216.pdf
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In the meantime, one can find some libraries (like [`yomm2`][yomm2]) that
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reduce the amount of boiler-plate needed to emulate this feature.
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[yomm2]: https://github.com/jll63/yomm2
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```cpp
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#include <yorel/yomm2/keywords.hpp>
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struct SpaceObject {
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virtual ~SpaceObject() = default;
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};
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struct Asteroid : SpaceObject { /* fields, methods, etc... */ };
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struct Spaceship : SpaceObject { /* fields, methods, etc... */ };
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// Register all sub-classes of `SpaceObject` for use with open methods
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register_classes(SpaceObject, Asteroid, Spaceship);
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// Register the `collide` open method, which dispatches on two arguments
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declare_method(void, collide, (virtual_<SpaceObject&>, virtual_<SpaceObject&>));
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// Write the different implementations of `collide`
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define_method(void, collide, (Asteroid& left, Asteroid& right)) { /* work */ }
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define_method(void, collide, (Asteroid& left, Spaceship& right)) { /* work */ }
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define_method(void, collide, (Spaceship& left, Asteroid& right)) { /* work */ }
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define_method(void, collide, (Spaceship& left, Spaceship& right)) { /* work */ }
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int main() {
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yorel::yomm2::update_methods();
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auto asteroid = std::make_unique<Asteroid>();
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auto spaceship = std::make_unique<Spaceship>();
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collide(*asteroid, *spaceship); // Calls (Asteroid, Spaceship) version
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collide(*spaceship, *asteroid); // Calls (Spaceship, Asteroid) version
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collide(*asteroid, *asteroid); // Calls (Asteroid, Asteroid) version
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collide(*spaceship, *spaceship); // Calls (Spaceship, Spaceship) version
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}
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```
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