Re: Virtual method inlining

From:
1 2 <s0suk3@gmail.com>
Newsgroups:
comp.lang.c++
Date:
Wed, 7 Nov 2012 02:33:53 -0800 (PST)
Message-ID:
<c7e14716-3306-4220-941e-291b36338ce4@g14g2000yqp.googlegroups.com>
On Nov 7, 5:06 am, Ian Collins <ian-n...@hotmail.com> wrote:

On 11/07/12 22:49, s0s...@gmail.com wrote:

I've heard of virtual method inlining in Java, and I'd like to know if =

the same is possible in C++. If so, in which cases is it applicable?

I ask because I'm learning Direct3D, and I want to know if it's OK to u=

se virtual methods for rendering operations that are performed at every fra=
me, or if I should give up virtual methods and just do all rendering in a s=
ingle file, of course at the expense of loss of abstraction.

** Please wrap your lines to something readable! **

The compiler may inline a virtual method if it knows the type of an
object. In the following trivial example, f.f() will probably be
inlined because the compiler knows that b is a B.

struct A
{
   int n;
   virtual void f() { n = 0; }

};

struct B : A
{
   void f() { n = 10; }

};

int main()
{
   B b;
   b.f();

}


Well that's pretty much non-virtual method inlining, because B::f is
not virtual (even though A::f is), not to mention that you're calling
it through a statically-known B instance.

In the code I'm writing, there are a lot of cases where the runtime
type is not known statically (after all, that's the whole point of
polymorphism).

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