Multiple dispatch in C++
Solution 1:
Multi-dispatch is the ability to choose which version of a function to call based on the runtime type of the arguments passed to the function call.
Here's an example that won't work right in C++ (untested):
class A { };
class B : public A { };
class C : public A { }
class Foo
{
virtual void MyFn(A* arg1, A* arg2) { printf("A,A\n"); }
virtual void MyFn(B* arg1, B* arg2) { printf("B,B\n"); }
virtual void MyFn(C* arg1, B* arg2) { printf("C,B\n"); }
virtual void MyFn(B* arg1, C* arg2) { printf("B,C\n"); }
virtual void MyFn(C* arg1, C* arg2) { printf("C,C\n"); }
};
void CallMyFn(A* arg1, A* arg2)
{
// ideally, with multi-dispatch, at this point the correct MyFn()
// would be called, based on the RUNTIME type of arg1 and arg2
pFoo->MyFn(arg1, arg2);
}
...
A* arg1 = new B();
A* arg2 = new C();
// Using multi-dispatch this would print "B,C"... but because C++ only
// uses single-dispatch it will print out "A,A"
CallMyFn(arg1, arg2);
Solution 2:
Multiple dispatch is when the function that gets executed depends on the run time type of more than one object.
C++ has single dispatch because when you use virtual functions, the actual function that gets run depends only on the run-time type of the object to the left of the -> or . operator.
I'm struggling to think of a real programming case for multiple dispatch. Maybe in a game where various characters fight each other.
void Fight(Opponent& opponent1, Opponent& opponent2);
The winner of a fight may depend on the characteristics of both opponents, so you may want this call to dispatch to one of the following, depending on the run-time types of both arguments:
void Fight(Elephant& elephant, Mouse& mouse)
{
mouse.Scare(elephant);
}
void Fight(Ninja& ninja, Mouse& mouse)
{
ninja.KarateChop(mouse);
}
void Fight(Cat& cat, Mouse& mouse)
{
cat.Catch(mouse);
}
void Fight(Ninja& ninja, Elephant& elephant)
{
elephant.Trample(ninja);
}
// Etc.
What the function does depends on the types of both arguments, not just one. In C++ you might have to write this as some virtual functions. A virtual function would be selected depending on one argument (the this pointer). Then, the virtual function may need to contain a switch or something to do something particular to the other argument.
Solution 3:
In single dispatch the function executed depends on just the object type. In double dispatch the function executed depends on the object type and a parameter.
In the following example, the function Area()
is invoked using
single dispatch, and Intersect()
relies on double dispatch because it takes a
Shape parameter.
class Circle;
class Rectangle;
class Shape
{
virtual double Area() = 0; // Single dispatch
// ...
virtual double Intersect(const Shape& s) = 0; // double dispatch, take a Shape argument
virtual double Intersect(const Circle& s) = 0;
virtual double Intersect(const Rectangle& s) = 0;
};
struct Circle : public Shape
{
virtual double Area() { return /* pi*r*r */; }
virtual double Intersect(const Shape& s);
{ return s.Intersect(*this) ; }
virtual double Intersect(const Circle& s);
{ /*circle-circle*/ }
virtual double Intersect(const Rectangle& s);
{ /*circle-rectangle*/ }
};
The example is based on this article.