blog/content/posts/2022-11-02-multiple-dispatch-in-c++/index.md
Bruno BELANYI 39944ed35d
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---
title: "Multiple Dispatch in C++"
date: 2022-11-02T16:36:53+01:00
draft: false # I don't care for draft mode, git has branches for that
description: "A Lisp super-power in C++"
tags:
- c++
- design-pattern
categories:
- programming
series:
favorite: false
disable_feed: false
---
A great feature that can be used in more dynamic languages is *multiple
dispatch*. Here's an example in [Julia][julia-lang] taken from the [Wikipedia
article][wiki-multiple-dispatch].
```julia
abstract type SpaceObject end
struct Asteroid <: SpaceObject
# Asteroid fields
end
struct Spaceship <: SpaceObject
# Spaceship fields
end
collide_with(::Asteroid, ::Spaceship) = # Asteroid/Spaceship collision
collide_with(::Spaceship, ::Asteroid) = # Spaceship/Asteroid collision
collide_with(::Spaceship, ::Spaceship) = # Spaceship/Spaceship collision
collide_with(::Asteroid, ::Asteroid) = # Asteroid/Asteroid collision
collide(x::SpaceObject, y::SpaceObject) = collide_with(x, y)
```
The `collide` function calls `collide_with` which, at runtime, will inspect the
types of its arguments and *dispatch* to the appropriate implementation.
Julia was created with multiple dispatch as a first-class citizen, it is used
liberally in its ecosystem. C++ does not have access to such a feature natively,
but there are alternatives that I will be presenting in this article, and try to
justify there uses and limitations.
[julia-lang]: https://julialang.org/
[wiki-multiple-dispatch]: https://en.wikipedia.org/wiki/Multiple_dispatch
<!--more-->
## Single dispatch
The native way to perform dynamic dispatch in C++ is through the
use of *virtual methods*, which allows an object to *override* the behaviour of
one of its super-classes' method.
Invoking a virtual method will perform *single dispatch*, on the dynamic type
of the object who's method is being called.
Here is an example:
```cpp
struct SpaceObject {
virtual ~SpaceObject() = default;
// Pure virtual method, which must be overridden by non-abstract sub-classes
virtual void impact() = 0;
};
struct Asteroid : SpaceObject {
// Override the method for asteroid impacts
void impact() override {
std::cout << "Bang!\n";
}
};
struct Spaceship : SpaceObject {
// Override the method for spaceship impacts
void impact() override {
std::cout << "Crash!\n";
}
};
int main() {
std::unique_ptr<SpaceObject> object = std::make_unique<Spaceship>();
object->impact(); // Prints "Crash!"
object = std::make_unique<Asteroid>();
object->impact(); // Prints "Bang!"
}
```
Virtual methods are great when you want to represent a common set of behaviour
(an *interface*), and be able to substitute various types with their specific
implementation.
For example, a dummy file-system interface might look like the following:
```cpp
struct Filesystem {
virtual void write(std::string_view filename, std::span<char> data) = 0;
virtual std::vector<char> read(std::string_view filename) = 0;
virtual void delete(std::string_view filename) = 0;
};
```
You can then write `PosixFilesystem` which makes use of the POSIX API and
interact with actual on-disk data, `MockFilesystem` which only works in-memory
and can be used for testing, etc...
## Double dispatch through the Visitor pattern
Sometimes single dispatch is not enough, such as in the collision example at the
beginning of this article. In cases where a computation depends on the dynamic
type of *two* of its values, we can make use of double-dispatch by leveraging
the Visitor design pattern. This is done by calling a virtual method on the
first value, which itself will call a virtual method on the second value.
Here's a commentated example:
```cpp
struct Asteroid;
struct Spaceship;
struct SpaceObject {
virtual ~SpaceObject() = default;
// Only used to kick-start the double-dispatch process
virtual void collide_with(SpaceObject& other) = 0;
// The actual dispatching methods
virtual void collide_with(Asteroid& other) = 0;
virtual void collide_with(Spaceship& other) = 0;
};
struct Asteroid : SpaceObject {
void collide_with(SpaceObject& other) override {
// `*this` is an `Asteroid&` which kick-starts the double-dispatch
other.collide_with(*this);
};
void collide_with(Asteroid& other) override { /* Asteroid/Asteroid */ };
void collide_with(Spaceship& other) override { /* Asteroid/Spaceship */ };
};
struct Spaceship : SpaceObject {
void collide_with(SpaceObject& other) override {
// `*this` is a `Spaceship&` which kick-starts the double-dispatch
other.collide_with(*this);
};
void collide_with(Asteroid& other) override { /* Spaceship/Asteroid */ };
void collide_with(Spaceship& other) override { /* Spaceship/Spaceship */ };
};
void collide(SpaceObject& first, SpaceObject& second) {
first.collide_with(second);
};
int main() {
auto asteroid = std::make_unique<Asteroid>();
auto spaceship = std::make_unique<Spaceship>();
collide(*asteroid, *spaceship);
// Calls in order:
// - Asteroid::collide_with(SpaceObject&)
// - Spaceship::collide_with(Asteroid&)
collide(*spaceship, *asteroid);
// Calls in order:
// - Spaceship::collide_with(SpaceObject&)
// - Asteroid::collide_with(Spaceship&)
asteroid->collide_with(*spaceship);
// Only calls Asteroid::collide_with(Spaceship&)
spaceship->collide_with(*asteroid);
// Only calls Spaceship::collide_with(Asteroid&)
}
```
Double dispatch is pattern is most commonly used with the *visitor pattern*, in
which a closed class hierarchy (the data) is separated from an open class
hierarchy (the algorithms acting on that data). This is especially useful in
e.g: compilers, where the AST class hierarchy represents the data *only*, and
all compiler stages and optimization passes are programmed by a series of
visitors.
One downside of this approach is that if you want to add `SpaceStation` as
a sub-class of `SpaceObject`, and handle its collisions with other
`SpaceObject`s, you need to:
* Implement all `collide_with` methods for this new class.
* Add a new virtual method `collide_with(SpaceStation&)` and implement it on
every sub-class.
This can be inconvenient if your class hierarchy changes often.
## Multiple dispatch on a closed class hierarchy
When even double dispatch is not enough, there is a way to do multiple dispatch
in standard C++, included in the STL since C++17. However unlike the previous
methods I showed, this one relies on using [`std::variant`][variant-cppref] and
[`std::visit`][visit-cppref].
[variant-cppref]: https://en.cppreference.com/w/cpp/utility/variant
[visit-cppref]: https://en.cppreference.com/w/cpp/utility/variant/visit
The limitation of `std::variant` is that you are limited to the types you can
select at *compile-time* for the values used during your dispatch operation.
You have a *closed* hierarchy of classes, which is the explicit list of types in
your `variant`.
Nonetheless, if you can live with that limitation, then you have a great amount
of power available to you. I have used `std::visit` in the past to mimic the
effect of pattern matching.
In this example, I re-create the double-dispatch from the previous section:
```cpp
// No need to inherit from a `SpaceObject` base class
struct Asteroid {};
struct Spaceship {};
// But the list of possible runtime *must* be enumerated at compile-time
using SpaceObject = std::variant<Asteroid, Spaceship>;
void collide(SpaceObject& first, SpaceObject& second) {
struct CollideDispatch {
void operator()(Asteroid& first, Asteroid& second) {
// Asteroid/Asteroid
}
void operator()(Asteroid& first, Spaceship& second) {
// Asteroid/Spaceship
}
void operator()(Spaceship& first, Asteroid& second) {
// Spaceship/Asteroid
}
void operator()(Spaceship& first, Spaceship& second) {
// Spaceship/Spaceship
}
};
std::visit(CollideDispatch(), first, second);
}
int main() {
SpaceObject asteroid = Asteroid();
SpaceObject spaceship = Spaceship();
collide(asteroid, spaceship);
// Calls CollideDispatch::operator()(Asteroid&, Spaceship&)
collide(spaceship, asteroid);
// Calls CollideDispatch::operator()(Spaceship&, Asteroid&)
}
```
Obviously, the issue with adding a new `SpaceStation` variant is once again
apparent in this implementation. You will get a compile error unless you handle
this new `SpaceStation` variant at every point you `visit` the `SpaceObject`s.
## The Expression Problem
One issue we have not been able to move past in these examples is the
[Expression Problem][expression-problem]. In two words, this means that we can't
add a new data type (e.g: `SpaceStation`), or a new operation (e.g: `land_on`)
to our current code without re-compiling it.
[expression-problem]: https://en.wikipedia.org/wiki/Expression_problem
This is the downside I was pointing out in our previous sections:
* Data type extension: one can easily add a new `SpaceObject` child-class in the
OOP version, but needs to modify each implementation if we want to add a new
method to the `SpaceObject` interface to implement a new operation.
* Operation extension: one can easily create a new function when using the
`std::variant` based representation, as pattern-matching easily allows us to
only handle the kinds of values we are interested in. But adding a new
`SpaceObject` variant means we need to modify and re-compile every
`std::visit` call to handle the new variant.
There is currently no (good) way in standard C++ to tackle the Expression
Problem. A paper ([N2216][N2216]) was written to propose a new language feature
to improve the situation. However it looks quite complex, and never got followed
up on for standardization.
[N2216]: https://open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2216.pdf
In the meantime, one can find some libraries (like [`yomm2`][yomm2]) that
reduce the amount of boiler-plate needed to emulate this feature.
[yomm2]: https://github.com/jll63/yomm2
```cpp
#include <yorel/yomm2/keywords.hpp>
struct SpaceObject {
virtual ~SpaceObject() = default;
};
struct Asteroid : SpaceObject { /* fields, methods, etc... */ };
struct Spaceship : SpaceObject { /* fields, methods, etc... */ };
// Register all sub-classes of `SpaceObject` for use with open methods
register_classes(SpaceObject, Asteroid, Spaceship);
// Register the `collide` open method, which dispatches on two arguments
declare_method(void, collide, (virtual_<SpaceObject&>, virtual_<SpaceObject&>));
// Write the different implementations of `collide`
define_method(void, collide, (Asteroid& left, Asteroid& right)) { /* work */ }
define_method(void, collide, (Asteroid& left, Spaceship& right)) { /* work */ }
define_method(void, collide, (Spaceship& left, Asteroid& right)) { /* work */ }
define_method(void, collide, (Spaceship& left, Spaceship& right)) { /* work */ }
int main() {
yorel::yomm2::update_methods();
auto asteroid = std::make_unique<Asteroid>();
auto spaceship = std::make_unique<Spaceship>();
collide(*asteroid, *spaceship); // Calls (Asteroid, Spaceship) version
collide(*spaceship, *asteroid); // Calls (Spaceship, Asteroid) version
collide(*asteroid, *asteroid); // Calls (Asteroid, Asteroid) version
collide(*spaceship, *spaceship); // Calls (Spaceship, Spaceship) version
}
```