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multiple dispatch

Name: Anonymous 2012-01-21 4:10

Lisp:


[1]> (defclass B () ())
#<STANDARD-CLASS B>
[2]> (defclass C () ())
#<STANDARD-CLASS C>
[3]> (defgeneric f (x y))
#<STANDARD-GENERIC-FUNCTION F>
[4]> (defmethod f ((x B) (y B)) (print "BB"))
#<STANDARD-METHOD (#<STANDARD-CLASS B> #<STANDARD-CLASS B>)>
[5]> (defmethod f ((x B) (y C)) (print "BC"))
#<STANDARD-METHOD (#<STANDARD-CLASS B> #<STANDARD-CLASS C>)>
[6]> (defmethod f ((x C) (y B)) (print "CB"))
#<STANDARD-METHOD (#<STANDARD-CLASS C> #<STANDARD-CLASS B>)>
[7]> (defmethod f ((x C) (y C)) (print "CC"))
#<STANDARD-METHOD (#<STANDARD-CLASS C> #<STANDARD-CLASS C>)>
[8]> (f (make-instance 'B) (make-instance 'B))

"BB"
"BB"
[9]> (f (make-instance 'B) (make-instance 'C))

"BC"
"BC"
[10]> (f (make-instance 'C) (make-instance 'B))

"CB"
"CB"
[11]> (f (make-instance 'C) (make-instance 'C))

"CC"
"CC"
[12]>
Bye.


C++:


#include <iostream>

using namespace std;

struct A;
struct B;
struct C;

struct A {
  virtual ~A() {}

  virtual void f(A* y) = 0;

  virtual void f(B* y) = 0;
  virtual void f(C* y) = 0;

  virtual void g(B* y) = 0;
  virtual void g(C* y) = 0;
};

struct B : public A {
  void f(A* y);

  void f(B* y);
  void f(C* y);

  void g(B* y);
  void g(C* y);
};

struct C : public A {
  void f(A* y);

  void f(B* y);
  void f(C* y);

  void g(B* y);
  void g(C* y);
};

void B::f(A* y) { y->g(this); }

void B::f(B* y) { cout << "BB" << endl; }
void B::f(C* y) { cout << "BC" << endl; }

void B::g(B* y) { y->f(this); }
void B::g(C* y) { y->f(this); }


void C::f(A* y) { y->g(this); }

void C::f(B* y) { cout << "CB" << endl; }
void C::f(C* y) { cout << "CC" << endl; }

void C::g(B* y) { y->f(this); }
void C::g(C* y) { y->f(this); }

int main(int argc, char** argv) {
  A* b = new B();
  A* c = new C();
  b->f(b);
  b->f(c);
  c->f(b);
  c->f(c);
  delete b;
  delete c;
  return 0;


$ g++ gen.cpp
$ a.out
BB
BC
CB
CC

Name: Anonymous 2012-01-22 17:59

Switch statements are extensible at type-in-the-editor-window time.

Name: Anonymous 2012-01-22 18:16

>>50
type-in-the-editor-window time code transformations are too costly.

Name: Anonymous 2012-01-22 18:29

>>50,51

or c code generation time, which can be incorporated into the build process, so it would then be compile time. Doing all of this manually would be tedious and error prone, so one would probably want employ some type of class definition file that would be processed and compiled to headers for the generic data types, and source files for the dispatcher functions.

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