Jan Gray
March 1994
Jan Gray is a Software Design Engineer in Microsofts Visual C++ Business Unit. He
helped design and implement the Microsoft Visual C++ compiler.
Introduction
It is important to understand how your programming language is implemented. Such
knowledge dispels the fear and wonder of What on earth is the compiler doing
here?; imparts confidence to use the new features; and provides insight when
debugging and learning other language features. It also gives a feel for the relative
costs of different coding choices that is necessary to write the most efficient code day
to day.
This paper looks under the hood of C++, explaining run-time C++
implementation details such as class layout techniques and the virtual function call
mechanism. Questions to be answered include:
- How are classes laid out?
- How are data members accessed?
- How are member functions called?
- What is an adjuster thunk?
- What are the costs:
- Of single, multiple, and virtual inheritance?
- Of virtual functions and virtual function calls?
- Of casts to bases, to virtual bases?
- Of exception handling?
First, well look at struct layout of C-like structs, single inheritance, multiple
inheritance, and virtual inheritance, then consider data member access and member
functions, virtual and not. Well examine the workings of constructors, destructors,
and assignment operator special member functions and dynamic construction and destruction
of arrays. Finally, well briefly consider the impact of exception-handling support.
For each language feature topic, well very briefly present motivation and
semantics for the language feature (although Introduction to C++ this is not),
and examine how the language feature was implemented in Microsoft® Visual C++. Note
the distinction between abstract language semantics and a particular concrete
implementation. Other vendors have sometimes made different implementation choices for
whatever reasons. In a few cases we contrast the Visual C++ implementation with others.
Class Layout
In this section well consider the storage layouts required for different kinds of
inheritance.
C-like Structs
As C++ is based upon C, it is mostly upwards-compatible with C. In
particular, the working papers specify the same simple struct layout rules that C has:
Members are laid out in their declaration order, subject to implementation defined
alignment padding. All C/C++ vendors ensure that valid C structs are stored identically by
their C and C++ compilers. Here A
is a simple C struct with the obvious
expected member layout and padding.
struct A {
char c;
int i;
};
C-like Structs with C++ Features
Of course, C++ is an object-oriented programming language: It provides inheritance,
encapsulation, and polymorphism by extending the mundane C struct into the wondrous C++
class. Besides data members, C++ classes can also encapsulate member functions and many
other things. However, except for hidden data members introduced to implement virtual
functions and virtual inheritance, the instance size is solely determined by a
classs data members and base classes.
Here B
is a C-like struct with some C++ features: There are
public/protected/private access control declarations, member functions, static members,
and nested type declarations. Only the non-virtual data members occupy space in each
instance. Note that the standards committee working papers permit implementations to
reorder data members separated by an access declarator, so these three members could have
been laid out in any order. (In Visual C++, members are always laid out in declaration
order, just as if they were members of a C struct)
struct B {
public:
int bm1;
protected:
int bm2;
private:
int bm3;
static int bsm;
void bf();
static void bsf();
typedef void* bpv;
struct N { };
};
Single Inheritance
C++ provides inheritance to factor out and share common aspects of different types. A
good example of a classes-with-inheritance data type organization is biologys
classification of living things into kingdoms, phyla, orders, families, genus, species,
and so on. This organization makes it possible to specify attributes, such as
mammals bear live young at the most appropriate level of classification; these
attributes are then inherited by other classes, so we can conclude without further
specification that whales, squirrels, and people bear live young. Exceptional cases, such
as platypi (a mammal, yet lays eggs), will require that we override the inherited
attribute or behavior with one more appropriate for the derived class. More on that later.
In C++, inheritance is specified by using the : base
syntax when defining the derived class. Here D
is derived from its base class
C
.
struct C {
int c1;
void cf();
};
struct D : C {
int d1;
void df();
};
Since a derived class inherits all the properties and behavior of its base class, each
instance of the derived class will contain a complete copy of the instance data of the
base class. Within D
, there is no requirement that C
s
instance data precede D
s. But by laying D
out this way, we
ensure that the address of the C
object within D
corresponds to
the address of the first byte of the D
object. As we shall see, this
eliminates adding a displacement to a D*
when we need to obtain the address
of its embedded C
. This layout is used by all known C++ implementations.
Thus, in a single inheritance class hierarchy, new instance data introduced in each
derived class is simply appended to the layout of the base class. Note our layout diagram
labels the address points of pointers to the C
and D
objects within a D
.
Multiple Inheritance
Single inheritance is quite versatile and powerful, and generally adequate for
expressing the (typically limited) degree of inheritance present in most design problems.
Sometimes, however, we have two or more sets of behavior that we wish our derived class to
acquire. C++ provides multiple inheritance to combine them.
For instance, say we have a model for an organization that has a class Manager
(who delegates) and class Worker
(who actually does the work). Now how can we
model a class MiddleManager
, who, like a Worker
, accepts work
assignments from his/her manager and who, like a Manager
, delegates this work
to his/her employees? This is awkward to express using single inheritance: For MiddleManager
to inherit behavior from both Manager
and Worker
, both must be
base classes. If this is arranged so that MiddleManager
inherits from Manager
which inherits from Worker
, it erroneously ascribes Worker
behavior to Manager
s. (Vice versa, the same problem.) Of course, MiddleManager
could inherit from just one (or neither) of Worker
or Manager
,
and instead, duplicate (redeclare) both interfaces, but that defeats polymorphism, fails
to reuse the existing interface, and leads to maintenance woes as interfaces evolve over
time.
Instead, C++ allows a class to inherit from multiple base classes:
struct Manager ... { ... };
struct Worker ... { ... };
struct MiddleManager : Manager, Worker { ... };
How might this be represented? Continuing with our classes of the alphabet
example:
struct E {
int e1;
void ef();
};
struct F : C, E {
int f1;
void ff();
};
Struct F
multiply inherits from C
and E
. As with
single inheritance, F
contains a copy of the instance data of each of its
base classes. Unlike single inheritance, it is not possible to make the address point of
each bases embedded instance correspond to the address of the derived class:
F f;
// (void*)&f == (void*)(C*)&f;
// (void*)&f < (void*)(E*)&f;
Here, the address point of the embedded E
within F
is not at
the address of the F
itself. As we shall see when we consider casts and
member functions, this displacement leads to a small overhead that single inheritance does
not generally require.
An implementation is free to lay out the various embedded base instances and the new
instance data in any order. Visual C++ is typical in laying out the base instances in
declaration order, followed by the new data members, also in declaration order. (As we
shall see, this is not necessarily the case when some bases have virtual functions and
others dont).
Virtual Inheritance
Returning to the MiddleManager
example which motivated multiple
inheritance in the first place, we have a problem. What if both Manager
and Worker
are derived from Employee
?
struct Employee { ... };
struct Manager : Employee { ... };
struct Worker : Employee { ... };
struct MiddleManager : Manager, Worker { ... };
Since both Worker
and Manager
inherit from Employee
,
they each contain a copy of the Employee
instance data. Unless something is
done, each MiddleManager
will contain two instances of Employee
,
one from each base. If Employee
is a large object, this duplication may
represent an unacceptable storage overhead. More seriously, the two copies of the Employee
instance might get modified separately or inconsistently. We need a way to declare that Manager
and Worker
are each willing to share a single embedded instance of their Employee
base class, should Manager
or Worker
ever be inherited with some
other class that also wishes to share the Employee
base class.
In C++, this sharing inheritance is (unfortunately) called virtual
inheritance and is indicated by specifying that a base class is virtual.
struct Employee { ... };
struct Manager : virtual Employee { ... };
struct Worker : virtual Employee { ... };
struct MiddleManager : Manager, Worker { ... };
Virtual inheritance is considerably more expensive to implement and use than single and
multiple inheritance. Recall that for single (and multiple) inherited bases and derived
classes, the embedded base instances and their derived classes either share a common
address point (as with single inheritance and the leftmost base inherited via multiple
inheritance), or have a simple constant displacement to the embedded base instance (as
with multiple inherited non-leftmost bases, such as E
). With virtual
inheritance, on the other hand, there can (in general) be no fixed displacement from the
address point of the derived class to its virtual base. If such a derived class is further
derived from, the further deriving class may have to place the one shared copy of the
virtual base at some other, different offset in the further derived class. Consider this
example:
struct G : virtual C {
int g1;
void gf();
};
struct H : virtual C {
int h1;
void hf();
};
struct I : G, H {
int i1;
void _if();
};
Ignoring the vbptr
members for a moment, notice that within a G
object, the embedded C
immediately follows the G
data member,
and similarly notice that within an H
, the embedded C
immediately follows the H
data member. Now when we layout I
, we
cant preserve both relationships. In the Visual C++ layout above, the displacements
from G
to C
in a G
instance and in an I
instance are different. Since classes are generally compiled without knowledge of how they
will be derived from, each class with a virtual base must have a way to compute the
location of the virtual base from the address point of its derived class.
In Visual C++, this is implemented by adding a hidden vbptr
(virtual
base table pointer) field to each instance of a class with virtual bases. This field
points to a shared, per-class table of displacements from the address point of the vbptr
field to the classs virtual base(s).
Other implementations use embedded pointers from the derived class to its virtual
bases, one per base. This other representation has the advantage of a smaller code
sequence to address the virtual base, although an optimizing code generator can often
common-subexpression-eliminate repeated virtual base access computations. However, it also
has the disadvantages of larger instance sizes for classes with multiple virtual bases, of
slower access to virtual bases of virtual bases (unless one incurs yet further hidden
pointers), and of a less regular pointer to member dereference.
In Visual C++, G
has a hidden vbptr
which addresses a virtual
base table whose second entry is GdGvbptrC
. (This is our notation for
in G
, the displacement from G
s vbptr
to
C
. (We omit the prefix to d if the quantity is constant in
all derived classes.)) For example, on a 32-bit platform, GdGvbptrC
would be
8 (bytes). Similarly, the embedded G
instance within an I
addresses a vbtable
customized for G
s within I
s,
and so IdGvbptrC
would be 20.
As can be seen from the layouts of G
, H
, and I
,
Visual C++ lays out classes with virtual bases by:
- Placing embedded instances of the non-virtually inherited bases first,
- Adding a hidden
vbptr
unless a suitable one was inherited from one of the
non-virtual bases,
- Placing the new data members declared in the derived class, and, finally,
- Placing a single instance of each of the virtually inherited bases at the end of the
instance.
This representation lets the virtually inherited bases float within the
derived class (and its further derived classes) while keeping together and at constant
relative displacements those parts of the object that are not virtual bases.
Data Member Access
Now that we have seen how classes are laid out, lets consider the cost to access
data members of these classes.
No inheritance. In absence of inheritance, data member access is the same as in
C: a dereference off some displacement from the pointer to the object.
C* pc;
pc->c1; // *(pc + dCc1);
Single inheritance. Since the displacement from the derived object to its
embedded base instance is a constant 0, that constant 0 can be folded with the constant
offset of the member within that base.
D* pd;
pd->c1; // *(pd + dDC + dCc1); // *(pd + dDCc1);
pd->d1; // *(pd + dDd1);
Multiple inheritance. Although the displacement to a given base, or to a base of
a base, and so on, might be non-zero, it is still constant, and so any set of such
displacements can be folded together into one constant displacement off the object
pointer. Thus even with multiple inheritance, access to any member is inexpensive.
F* pf;
pf->c1; // *(pf + dFC + dCc1); // *(pf + dFc1);
pf->e1; // *(pf + dFE + dEe1); // *(pf + dFe1);
pf->f1; // *(pf + dFf1);
Virtual inheritance. Within a class with virtual bases, access to a data member
or non-virtually inherited base class is again just a constant displacement off the object
pointer. However, access to a data member of a virtual base is comparatively expensive,
since it is necessary to fetch the vbptr
, fetch a vbtable
entry,
and then add that displacement to the vbptr
address point, just to compute
the address of the data member. However, as shown for i.c1
below, if the type
of the derived class is statically known, the layout is also known, and it is unnecessary
to load a vbtable
entry to find the displacement to the virtual base.
I* pi;
pi->c1; // *(pi + dIGvbptr + (*(pi+dIGvbptr))[1] + dCc1);
pi->g1; // *(pi + dIG + dGg1); // *(pi + dIg1);
pi->h1; // *(pi + dIH + dHh1); // *(pi + dIh1);
pi->i1; // *(pi + dIi1);
I i;
i.c1; // *(&i + IdIC + dCc1); // *(&i + IdIc1);
What about access to members of transitive virtual bases, for example, members of
virtual bases of virtual bases (and so on)? Some implementations follow one embedded
virtual base pointer to the intermediate virtual base, then follow its virtual base
pointer to its virtual base, and so on. Visual C++ optimizes such access by using
additional vbtable
entries which provide displacements from the derived class
to any transitive virtual bases.
Casts
Except for classes with virtual bases, it is relatively inexpensive to explicitly cast
a pointer into another pointer type. If there is a base-derived relationship between class
pointers, the compiler simply adds or subtracts the displacement between the two (often
0).
F* pf;
(C*)pf; // (C*)(pf ? pf + dFC : 0); // (C*)pf;
(E*)pf; // (E*)(pf ? pf + dFE : 0);
In the C*
cast, no computations are required, because dFC
is
0. In the E*
cast, we must add dFE
, a non-zero constant, to the
pointer. C++ requires that null pointers (0) remain null after a cast. Therefore Visual
C++ checks for null before performing the addition. This check occurs only when a pointer
is implicitly or explicitly converted to a related pointer type, not when a derived*
is implicitly converted to a base*const
this
pointer when a base
member function is invoked on a derived object.
As you might expect, casting over a virtual inheritance path is relatively expensive:
about the same cost as accessing a member of a virtual base:
I* pi;
(G*)pi; // (G*)pi;
(H*)pi; // (H*)(pi ? pi + dIH : 0);
(C*)pi; // (C*)(pi ? (pi+dIGvbptr + (*(pi+dIGvbptr))[1]) : 0);
In general, you can avoid a lot of expensive virtual base field accesses by replacing
them with one cast to the virtual base and base relative accesses:
/* before: */ ... pi->c1 ... pi->c1 ...
/* faster: */ C* pc = pi; ... pc->c1 ... pc->c1 ...
Member Functions
A C++ member function is just another member in the scope of its class. Each
(non-static) member function of a class X
receives a special hidden this
parameter of type X *const
, which is implicitly initialized from the object
the member function is applied to. Also, within the body of a member function, member
access off the this
pointer is implicit.
struct P {
int p1;
void pf(); // new
virtual void pvf(); // new
};
P
has a non-virtual member function pf()
and a virtual member
function pvf()
. It is apparent that virtual member functions incur an
instance size hit, as they require a virtual function table pointer. More on that later.
Notice there is no instance cost to declaring non-virtual member functions. Now consider
the definition of P::pf()
:
void P::pf() { // void P::pf([P *const this])
++p1; // ++(this->p1);
}
Here P::pf()
receives a hidden this
parameter, which the
compiler has to pass each call. Also note that member access can be more expensive than it
looks, because member accesses are this
relative. On the other hand,
compilers commonly enregister this
so member access cost is often no worse
than accessing a local variable. On the other hand, compilers may not be able to
enregister the instance data itself because of the possibility this
is
aliased with some other data.
Overriding Member Functions
Member functions are inherited just as data members are. Unlike data members, a derived
class can override, or replace, the actual function definition to be used when an
inherited member function is applied to a derived instance. Whether the override is static
(determined at compile time by the static types involved in the member function call) or
dynamic (determined at run-time by the dynamic object addressed by the object pointer)
depends upon whether the member function is declared virtual
.
Class Q
inherits P
s data and function members. It
declares pf()
, overriding P::pf()
. It also declares pvf()
,
a virtual function overriding P::pvf()
, and declares a new non-virtual member
function qf()
, and a new virtual function qvf()
.
struct Q : P {
int q1;
void pf(); // overrides P::pf
void qf(); // new
void pvf(); // overrides P::pvf
virtual void qvf(); // new
};
For non-virtual function calls, the member function to call is statically determined,
at compile time, by the type of the pointer expression to the left of the ->
operator. In particular, even though ppq
points to an instance of Q
,
ppq->pf()
calls P::pf()
. (Also notice the pointer expression
left of the ->
is passed as the hidden this
parameter.)
P p; P* pp = &p; Q q; P* ppq = &q; Q* pq = &q;
pp->pf(); // pp->P::pf(); // P::pf(pp);
ppq->pf(); // ppq->P::pf(); // P::pf(ppq);
pq->pf(); // pq->Q::pf(); // Q::pf((P*)pq);
pq->qf(); // pq->Q::qf(); // Q::qf(pq);
For virtual function calls, the member function to call is determined at run-time.
Regardless of the declared type of the pointer expression left of the ->
operator, the virtual function to call is the one appropriate to the type of the actual
instance addressed by the pointer. In particular, although ppq
has type P*
,
it addresses a Q
, and so Q::pvf()
is called.
pp->pvf(); // pp->P::pvf(); // P::pvf(pp);
ppq->pvf(); // ppq->Q::pvf(); // Q::pvf((Q*)ppq);
pq->pvf(); // pq->Q::pvf(); // Q::pvf((P*)pq);
Hidden vfptr
members are introduced to implement this mechanism. A vfptr
is added to a class (if it doesnt already have one) to address that classs
virtual function table (vftable
). Each virtual function in a class has a
corresponding entry in that classs vftable
. Each entry holds the
address of the virtual function override appropriate to that class. Therefore, calling a
virtual function requires fetching the instances vfptr
, and indirectly
calling through one of the vftable
entries addressed by that pointer. This is
in addition to the usual function call overhead of parameter passing, call, and return
instructions. In the example below, we fetch q
s vfptr
,
which addresses Q
s vftable
, whose first entry is &Q::pvf
.
Thus Q::pvf()
is called.
Looking back at the layouts of P
and Q
, we see that the
Visual C++ compiler has placed the hidden vfptr
member at the start of the P
and Q
instances. This helps ensure that virtual function dispatch is as fast
as possible. In fact, the Visual C++ implementation ensures that the first field in
any class with virtual functions is always a vfptr
. This can require
inserting the new vfptr
before base classes in the instance layout, or even
require that a right base class that does begin with a vfptr
be placed before
a left base that does not have one.
Most C++ implementations will share or reuse an inherited bases vfptr
.
Here Q
did not receive an additional vfptr
to address a table
for its new virtual function qvf()
. Instead, a qvf
entry is
appended to the end of P
s vftable
layout. In this way,
single inheritance remains inexpensive. Once an instance has a vfptr
it
doesnt need another one. New derived classes can introduce yet more virtual
functions, and their vftable
entries are simply appended to the end of their
one per-class vftable
.
Virtual Functions: Multiple Inheritance
It is possible for an instance to contain more than one vfptr
if it
inherits them from multiple bases, each with virtual functions. Consider R
and S
:
struct R {
int r1;
virtual void pvf(); // new
virtual void rvf(); // new
};
struct S : P, R {
int s1;
void pvf(); // overrides P::pvf and R::pvf
void rvf(); // overrides R::rvf
void svf(); // new
};
Here R
is just another class with some virtual functions. Since S
multiply inherits, from P
and R
, it contains an embedded
instance of each, plus its own instance data contribution, S::s1
. Notice the
right base R
has a different address point than do P
and S
,
as expected with multiple inheritance. S::pvf()
overrides both P::pvf()
and R::pvf()
, and S::rvf()
overrides R::rvf()
. Here
are the required semantics for the pvf
override:
S s; S* ps = &s;
((P*)ps)->pvf(); // ((P*)ps)->P::vfptr[0])((S*)(P*)ps)
((R*)ps)->pvf(); // ((R*)ps)->R::vfptr[0])((S*)(R*)ps)
ps->pvf(); // one of the above; calls S::pvf()
Since S::pvf()
overrides both P::pvf()
and R::pvf()
,
it must replace their vftable
entries in the S
vftable
s.
However, notice that it is possible to invoke pvf()
both as a P
and an R
. The problem is that R
s address point does not
correspond to P
s and S
s. The expression (R*)ps
does not point to the same part of the class as does (P*)ps
. Since the
function S::pvf()
expects to receive an S*
as its hidden this
parameter, the virtual function call itself must automatically convert the R*
at the call site into an S*
at the callee. Therefore, S
s
copy of R
s vftable
s pvf
slot takes the
address of an adjuster thunk, which applies the address adjustment necessary to convert an
R*
pointer into an S*
as desired.
In MSC++, for multiple inheritance with virtual functions, adjuster thunks are required
only when a derived class virtual function overrides virtual functions of multiple base
classes.
Address Points and "Logical This Adjustment"
Consider next S::rvf()
, which overrides R::rvf()
. Most
implementations note that S::rvf()
must have a hidden this
parameter of type S*
. Since R
s rvf
vftable
slot may be used when this call occurs:
((R*)ps)->rvf(); // (*((R*)ps)->R::vfptr[1])((R*)ps)
Most implementations add another thunk to convert the R*
passed to rvf
into an S*
. Some also add an additional vftable
entry to the end
of S
s vftable
to provide a way to call ps->rvf()
without first converting to an R*
. MSC++ avoids this by intentionally
compiling S::rvf()
so as to expect a this
pointer which
addresses not the S
object but rather the R
embedded instance
within the S
. (We call this giving overrides the same expected address
point as in the class that first introduced this virtual function.) This is all done
transparently, by applying a logical this adjustment to all member fetches,
conversions from this
, and so on, that occur within the member function.
(Just as with multiple inheritance member access, this adjustment is constant-folded into
other member displacement address arithmetic.)
Of course, we have to compensate for this adjustment in our debugger.
ps->rvf(); // ((R*)ps)->rvf(); // S::rvf((R*)ps)
Thus MSC++ generally avoids creating a thunk and an additional extra vftable
entry when overriding virtual functions of non-leftmost bases.
Adjuster Thunks
As described, an adjuster thunk is sometimes called for, to adjust this
(which is found just below the return address on the stack, or in a register) by some
constant displacement en route to the called virtual function. Some implementations
(especially cfront-based ones) do not employ adjuster thunks. Rather, they add additional
displacement fields to each virtual function table entry. Whenever a virtual function is
called, the displacement field, which is quite often 0, is added to the object address as
it is passed in to become the this
pointer:
ps->rvf();
// struct { void (*pfn)(void*); size_t disp; };
// (*ps->vfptr[i].pfn)(ps + ps->vfptr[i].disp);
The disadvantages of this approach include both larger vftable
s and larger
code sequences to call virtual functions.
More modern PC-based implementations use adjust-and-jump techniques:
S::pvf-adjust: // MSC++
this -= SdPR;
goto S::pvf()
Of course, the following code sequence is even better (but no current implementation
generates it):
S::pvf-adjust:
this -= SdPR; // fall into S::pvf()
S::pvf() { ... }
Virtual Functions: Virtual Inheritance
Here T
virtually inherits P
and overrides some of its member
functions. In Visual C++, to avoid costly conversions to the virtual base P
when fetching a vftable
entry, new virtual functions of T
receive entries in a new vftable
, requiring a new vfptr
,
introduced at the top of T
.
struct T : virtual P {
int t1;
void pvf(); // overrides P::pvf
virtual void tvf(); // new
};
void T::pvf() {
++p1; // ((P*)this)->p1++; // vbtable lookup!
++t1; // this->t1++;
}
As shown above, even within the definition of a virtual function, access to data
members of a virtual base must still use the vbtable
to fetch a displacement
to the virtual base. This is necessary because the virtual function can be subsequently
inherited by a further derived class with different layout with respect to virtual base
placement. And here is just such a class:
struct U : T {
int u1;
};
Here U
adds another data member, which changes the dP
, the
displacement to P
. Since T::pvf
expects to be called with a P*
in a T
, an adjuster thunk is necessary to adjust this
so it
arrives at the callee addressing just past T::t1
(the address point of a P*
in a T
). (Whew! Thats about as complex as things get!)
Special Member Functions
This section examines hidden code compiled into (or around) your special member
functions.
Constructors and Destructors
As we have seen, sometimes there are hidden members that need to be initialized during
construction and destruction. Worst case, a constructor may perform these activities
- If most-derived, initialize
vbptr
field(s) and call
constructors of virtual bases.
- Call constructors of direct non-virtual base classes.
- Call constructors of data members.
- Initialize
vfptr
field(s).
- Perform user-specified initialization code in body of constructor definition.
(A most-derived instance is an instance that is not an embedded base
instance within some other derived class.)
So, if you have a deep inheritance hierarchy, even a single inheritance one,
construction of an object may require many successive initializations of a classs vfptr
.
(Where appropriate, Visual C++ will optimize away these redundant stores.)
Conversely, a destructor must tear down the object in the exact reverse order to how it
was initialized:
- Initialize
vfptr
field(s).
- Perform user-specified destruction code in body of destructor definition.
- Call destructors of data members (in reverse order).
- Call destructors of direct non-virtual bases (in reverse order).
- If most-derived, call destructors of virtual bases (in reverse order).
In Visual C++, constructors for classes with virtual bases receive a hidden
most-derived flag to indicate whether or not virtual bases should be
initialized. For destructors, we use a layered destructor model, so that one
(hidden) destructor function is synthesized and called to destroy a class including
its virtual bases (a most-derived instance) and another to destroy a class excluding
its virtual bases. The former calls the latter, then destroys virtual bases (in reverse
order).
Virtual Destructors and Operator Delete
Consider structs V
and W
.
struct V {
virtual ~V();
};
struct W : V {
operator delete();
};
Destructors can be virtual. A class with a virtual destructor receives a hidden vfptr
member, as usual, which addresses a vftable
. The table contains an entry
holding the address of the virtual destructor function appropriate for the class. What is
special about virtual destructors is they are implicitly invoked when an instance of a
class is deleted. The call site (delete site) does not know what the dynamic type being
destroyed is, and yet it must invoke the appropriate operator delete for that type. For
instance, when pv
below addresses a W
, after W::~W()
is called, its storage must be destroyed using W::operator delete()
.
V* pv = new V;
delete pv; // pv->~V::V(); // use ::operator delete()
pv = new W;
delete pv; // pv->~W::W(); // use W::operator delete()
pv = new W;
::delete pv; // pv->~W::W(); // use ::operator delete()
To implement these semantics, Visual C++ extends its layered destructor
model to automatically create another hidden destructor helper function, the
deleting destructor, whose address replaces that of the real
virtual destructor in the virtual function table. This function calls the destructor
appropriate for the class, then optionally invokes the appropriate operator delete for the
class.
Arrays
Dynamic (heap allocated) arrays further complicate the responsibilities of a virtual
destructor. There are two sources of complexity. First, the dynamic size of a heap
allocated array must be stored along with the array itself, so dynamically allocated
arrays automatically allocate extra storage to hold the number of array elements. The
other complication occurs because a derived class may be larger than a base class, yet it
is imperative that an array delete correctly destroy each array element, even in contexts
where the array size is not evident:
struct WW : W { int w1; };
pv = new W[m];
delete [] pv; // delete m W's (sizeof(W) == sizeof(V))
pv = new WW[n];
delete [] pv; // delete n WW's (sizeof(WW) > sizeof(V))
Although, strictly speaking, polymorphic array delete is undefined behavior, we had
several customer requests to implement it anyway. Therefore, in MSC++, this is implemented
by yet another synthesized virtual destructor helper function, the so-called vector
delete destructor, which (since it is customized for a particular class, such as WW
)
has no difficulty iterating through the array elements (in reverse order), calling the
appropriate destructor for each.
Exception Handling
Briefly, the exception handling proposal in the C++ standards committee working papers
provides a facility by which a function can notify its callers of an exceptional condition
and select appropriate code to deal with the situation. This provides an alternative
mechanism to the conventional method of checking error status return codes at every
function call return site.
Since C++ is object-oriented, it should come as no surprise that objects are employed
to represent the exception state, and that the appropriate exception handler is selected
based upon the static or dynamic type of exception object thrown. Also, since
C++ always ensures that frame objects that are going out of scope are properly destroyed,
implementations must ensure that in transferring control (unwinding the stack frame) from
throw site to catch site, (automatic) frame objects are properly destroyed.
Consider this example:
struct X { X(); }; // exception object class
struct Z { Z(); ~Z(); }; // class with a destructor
extern void recover(const X&);
void f(int), g(int);
int main() {
try {
f(0);
} catch (const X& rx) {
recover(rx);
}
return 0;
}
void f(int i) {
Z z1;
g(i);
Z z2;
g(i-1);
}
void g(int j) {
if (j < 0)
throw X();
}
This program will throw an exception. main()
establishes an exception
handler context for its call to f(0)
, which in turn constructs z1
,
calls g(0)
, constructs z2
, and calls g(-1).
g()
detects the negative argument condition and throws an X
object exception to
whatever caller can handle it. Since neither g()
nor f()
established an exception handler context, we consider whether the exception handler
established by main()
can handle an X
object exception. Indeed
it can. Before control is transferred to the catch clause in main()
, however,
objects on the frame between the throw site in g()
and the catch site in main()
must be destroyed. In this case, z2
and z1
are therefore
destroyed.
An exception handling implementation might employ tables at the throw site and the
catch site to describe the set of types that might catch the thrown object (in general)
and can catch the thrown object at this specific catch site, respectively, and generally,
how the thrown object should initialize the catch clause actual parameter.
Reasonable encoding choices can ensure that these tables do not occupy too much space.
However, let us reconsider function f()
. It looks innocuous enough.
Certainly it contains neither try
, catch
, nor throw
keywords, so exception handling would not appear to have much of an impact on f()
.
Wrong! The compiler must ensure that, once z1
is constructed, if any
subsequently called function were to raise an exception (throw) back to f()
,
and therefore out of f()
, that the z1
object is properly
destroyed. Similarly, once z2
is constructed, it must ensure that a
subsequent throw is sure to destroy z2
and then z1
.
To implement these unwind semantics, an implementation must, behind the
scenes, provide a mechanism to dynamically determine the context (site), in a caller
function, of the call that is raising the exception. This can involve additional code in
each function prolog and epilog, and, worse, updates of state variables between each set
of object initializations. For instance, in the example above, the context in which z1
should be destroyed is clearly distinct from the subsequent context in which z2
and then z1
should be destroyed, and therefore Visual C++ updates (stores) a
new value in a state variable after construction of z1
and again after
construction of z2
.
All these tables, function prologs, epilogs, and state variable updates, can make
exception handling functionality a significant space and speed expense. As we have seen,
this expense is incurred even in functions that do not employ exception handling
constructs.
Fortunately, some compilers provide a compilation switch and other mechanisms to
disable exception handling and its overhead from code that does not require it.
Summary
There, now go write your own compiler.
Seriously, we have considered many of the significant C++ run-time implementation
issues. We see that some wonderful language features are almost free, and others can incur
significant overhead. These implementation mechanisms are applied quietly for you, behind
the curtains, so to speak, and it is often hard to tell what a piece of code costs when
looking at it in isolation. The frugal coder is well advised to study the generated native
code from time to time and question whether use of this or that particularly cool language
feature is worth its overhead.
Acknowledgments. The Microsoft C++ Object Model described herein was originally
designed by Martin ORiordan and David Jones; yours truly added details here and
there as necessary to complete the implementation.
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