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Dynamic dispatch
Dynamic dispatch
from Wikipedia

In computer science, dynamic dispatch is the process of selecting which implementation of a polymorphic operation (method or function) to call at run time. It is commonly employed in, and considered a prime characteristic of, object-oriented programming (OOP) languages and systems.[1]

Object-oriented systems model a problem as a set of interacting objects that enact operations referred to by name. Polymorphism is the phenomenon wherein somewhat interchangeable objects each expose an operation of the same name but possibly differing in behavior. As an example, a File object and a Database object both have a StoreRecord method that can be used to write a personnel record to storage. Their implementations differ. A program holds a reference to an object which may be either a File object or a Database object. Which one it is may have been determined by a run-time setting, and at this stage, the program may not know or care which. When the program calls StoreRecord on the object, something needs to choose which behavior gets enacted. If one thinks of OOP as sending messages to objects, then in this example the program sends a StoreRecord message to an object of unknown type, leaving it to the run-time support system to dispatch the message to the right object. The object enacts whichever behavior it implements.[2]

Dynamic dispatch contrasts with static dispatch, in which the implementation of a polymorphic operation is selected at compile time. The purpose of dynamic dispatch is to defer the selection of an appropriate implementation until the run time type of a parameter (or multiple parameters) is known.

Dynamic dispatch is different from late binding (also known as dynamic binding). Name binding associates a name with an operation. A polymorphic operation has several implementations, all associated with the same name. Bindings can be made at compile time or (with late binding) at run time. With dynamic dispatch, one particular implementation of an operation is chosen at run time. While dynamic dispatch does not imply late binding, late binding does imply dynamic dispatch, since the implementation of a late-bound operation is not known until run time.[citation needed]

Mechanisms

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Single and multiple dispatch

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The choice of which version of a method to call may be based either on a single object, or on a combination of objects. The former is called single dispatch and is directly supported by common object-oriented languages such as Smalltalk, C++, Java, C#, Objective-C, Swift, JavaScript, and Python. In these and similar languages, one may call a method for division with syntax that resembles

dividend.divide(divisor)  # dividend / divisor

where the parameters are optional. This is thought of as sending a message named divide with parameter divisor to dividend. An implementation will be chosen based only on dividend's type (perhaps rational, floating point, matrix), disregarding the type or value of divisor.

By contrast, some languages dispatch methods or functions based on the combination of operands; in the division case, the types of the dividend and divisor together determine which divide operation will be performed. This is known as multiple dispatch. Examples of languages that support multiple dispatch are Common Lisp, Dylan, and Julia.

Dynamic dispatch mechanisms

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A language may be implemented with different dynamic dispatch mechanisms. The choices of the dynamic dispatch mechanism offered by a language to a large extent alter the programming paradigms that are available or are most natural to use within a given language.

Normally, in a typed language, the dispatch mechanism will be performed based on the type of the arguments (most commonly based on the type of the receiver of a message). Languages with weak or no typing systems often carry a dispatch table as part of the object data for each object. This allows instance behaviour as each instance may map a given message to a separate method.

Some languages offer a hybrid approach.

Dynamic dispatch will always incur an overhead so some languages offer static dispatch for particular methods.

C++ implementation

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C++ uses early binding and offers both dynamic and static dispatch. The default form of dispatch is static. To get dynamic dispatch the programmer must declare a method as virtual.

C++ compilers typically implement dynamic dispatch with a data structure called a virtual function table (vtable) that defines the name-to-implementation mapping for a given class as a set of member function pointers. This is purely an implementation detail, as the C++ specification does not mention vtables. Instances of that type will then store a pointer to this table as part of their instance data, complicating scenarios when multiple inheritance is used. Since C++ does not support late binding, the virtual table in a C++ object cannot be modified at runtime, which limits the potential set of dispatch targets to a finite set chosen at compile time.

Type overloading does not produce dynamic dispatch in C++ as the language considers the types of the message parameters part of the formal message name. This means that the message name the programmer sees is not the formal name used for binding.

Go, Rust and Nim implementation

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In Go, Rust and Nim, a more versatile variation of early binding is used. Vtable pointers are carried with object references as 'fat pointers' ('interfaces' in Go, or 'trait objects' in Rust[3][4]).

This decouples the supported interfaces from the underlying data structures. Each compiled library needn't know the full range of interfaces supported in order to correctly use a type, just the specific vtable layout that they require. Code can pass around different interfaces to the same piece of data to different functions. This versatility comes at the expense of extra data with each object reference, which is problematic if many such references are stored persistently.

The term fat pointer simply refers to a pointer with additional associated information. The additional information may be a vtable pointer for dynamic dispatch described above, but is more commonly the associated object's size to describe e.g. a slice.[citation needed]

Smalltalk implementation

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Smalltalk uses a type-based message dispatcher. Each instance has a single type whose definition contains the methods. When an instance receives a message, the dispatcher looks up the corresponding method in the message-to-method map for the type and then invokes the method.

Because a type can have a chain of base types, this look-up can be expensive. A naive implementation of Smalltalk's mechanism would seem to have a significantly higher overhead than that of C++ and this overhead would be incurred for every message that an object receives.

Real Smalltalk implementations often use a technique known as inline caching[5] that makes method dispatch very fast. Inline caching basically stores the previous destination method address and object class of the call site (or multiple pairs for multi-way caching). The cached method is initialized with the most common target method (or just the cache miss handler), based on the method selector. When the method call site is reached during execution, it just calls the address in the cache. (In a dynamic code generator, this call is a direct call as the direct address is back patched by cache miss logic.) Prologue code in the called method then compares the cached class with the actual object class, and if they don't match, execution branches to a cache miss handler to find the correct method in the class. A fast implementation may have multiple cache entries and it often only takes a couple of instructions to get execution to the correct method on an initial cache miss. The common case will be a cached class match, and execution will just continue in the method.

Out-of-line caching can also be used in the method invocation logic, using the object class and method selector. In one design, the class and method selector are hashed, and used as an index into a method dispatch cache table.

As Smalltalk is a reflective language, many implementations allow mutating individual objects into objects with dynamically generated method lookup tables. This allows altering object behavior on a per object basis. A whole category of languages known as prototype-based languages has grown from this, the most famous of which are Self and JavaScript. Careful design of the method dispatch caching allows even prototype-based languages to have high-performance method dispatch.

Many other dynamically typed languages, including Python, Ruby, Objective-C and Groovy use similar approaches.

Examples

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C

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Dynamic dispatch is not built in to C like other languages, but it is still possible by manually managing function pointers.

#include <stdio.h>
#include <stdlib.h>

typedef struct Pet {
    const char* name;
    void (*speak)(struct Pet*); // holds function pointer
} Pet;

Pet* createPet(const char* name, void (*speakFunc)(Pet*)) {
    Pet* pet = (Pet*)malloc(sizeof(Pet));
    pet->name = name;
    pet->speak = speakFunc;
    return pet;
}

void destroyPet(Pet* pet) {
    free(pet);
}

void dogSpeak(Pet* pet) {
    printf("%s says 'Woof!'\n", pet->name);
}

void catSpeak(Pet* pet) {
    printf("%s says 'Meow!'\n", pet->name);
}

void speak(Pet* pet) {
    pet->speak(pet);
}

int main() {
    Pet* fido = createPet("Fido", dogSpeak);
    Pet* simba = createPet("Simba", catSpeak);

    speak(fido); // calls dogSpeak()
    speak(simba); // speaks catSpeak();

    // cleanup; free resources
    destroyPet(fido);
    destroyPet(simba);
    return 0;
}

C++

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import std;

using std::string;

// make Pet an abstract virtual base class
class Pet {
protected:
    string name;
public:
    explicit Pet(const string& name):
        name{name} {}

    virtual void speak() = 0;
};

class Dog : public Pet {
public:
    explicit Dog(const string& name):
        Pet(name) {}

    void speak() override {
        std::println("{} says 'Woof!'", name);
    }
};

class Cat : public Pet {
public:
    explicit Cat(const string& name):
        Pet(name) {}

    void speak() override {
        std::println("{} says 'Meow!'", name);
    }
};

// speak() will be able to accept anything deriving from Pet
void speak(Pet& pet) {
    pet.speak();
}

int main() {
    Dog fido("Fido");
    Cat simba("Simba");
    speak(fido);
    speak(simba);
    return 0;
}

C#

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namespace Wikipedia.Examples;

using System;

abstract class Pet
{
    protected string name;

    public Pet(string name)
    {
        this.name = name;
    }

    public abstract void Speak();
}

class Dog : Pet
{
    public Dog(string name) : base(name) { }

    public override void Speak()
    {
        Console.WriteLine($"{name} says 'Woof!'");
    }
}

class Cat : Pet
{
    public Cat(string name) : base(name) { }

    public override void Speak()
    {
        Console.WriteLine($"{name} says 'Meow!'");
    }
}

public class Main
{
    public static void Speak(Pet pet)
    {
        pet.Speak();
    }

    public static void Main()
    {
        Dog fido = new("Fido");
        Cat simba = new("Simba");
        Speak(fido);
        Speak(simba);
    }
}

Java

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package org.wikipedia.examples;

abstract class Pet {
    protected String name;

    public Pet(String name) {
        this.name = name;
    }

    public abstract void speak();
}

class Dog extends Pet {
    public Dog(String name) {
        super(name);
    }

    @Override
    public void speak() {
        System.out.printf("%s says 'Woof!'%n", name);
    }
}

class Cat extends Pet {
    public Cat(String name) {
        super(name);
    }

    @Override
    public void speak() {
        System.out.printf("%s says 'Meow!'%n", name);
    }
};

public class Main {
    public static void speak(Pet pet) {
        pet.speak();
    }

    public static void main(String[] args) {
        Dog fido = new Dog("Fido");
        Cat simba = new Cat("Simba");
        speak(fido);
        speak(simba);
    }
}

Python

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from abc import ABC, abstractmethod
from typing import Never

# ABC is a class used to denote that classes directly extending it are abstract
class Pet(ABC):
    def __init__(self, name: str) -> None:
        self.name = name

    @abstractmethod
    def speak(self) -> Never:
        raise NotImplementedError("Abstract method must be implemented by derived classes")

class Dog(Pet):
    def __init__(self, name: str) -> None:
        super.__init__(name)

    def speak(self) -> None:
        print(f"{self.name} says 'Woof!'")

class Cat(Pet):
    def __init__(self, name: str) -> None:
        super.__init__(name)

    def speak(self) -> None:
        print(f"{self.name} says 'Meow!'")

def speak(pet: Pet) -> None:
    # Dynamically dispatches the speak method
    # pet can either be an instance of Dog or Cat
    pet.speak()

if __name__ == "__main__":
    fido: Dog = Dog("Fido")
    speak(dog)
    simba: Cat = Cat("Simba")
    speak(cat)

Rust

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trait Pet {
    fn speak(&self);
}

struct Dog<'a> {
    name: &'a str
}

struct Cat<'a> {
    name: &'a str
}

impl<'a> Dog<'a> {
    fn new(name: &'a str) -> Self {
        Dog { name }
    }
}

impl<'a> Cat<'a> {
    fn new(name: &'a str) -> Self {
        Cat { name }
    }
}

impl Pet<'a> for Dog<'a> {
    fn speak(&self) {
        println!("{} says 'Woof!'", self.name);
    }
}

impl Pet<'a> for Cat<'a> {
    fn speak(&self) {
        println!("{} says 'Meow!'", self.name);
    }
}

// speak() uses dynamic dispatch and resolves the type at runtime,
// for any type that implements the trait Pet
fn speak(pet: &dyn Pet) {
    pet.speak();
}

fn main() {
    let fido: Dog = Dog::new("Fido");
    let simba: Cat = Cat::new("Simba");
    speak(&fido);
    speak(&simba);
}

See also

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References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Dynamic dispatch is a fundamental mechanism in (OOP) that resolves method calls at runtime based on the actual type of the object, enabling polymorphism by selecting the most appropriate implementation from a rather than binding it at . This process, also known as late binding or runtime method resolution, allows subclasses to override superclass methods, ensuring that the correct version is invoked even when the object's type is only known dynamically. For example, if a variable of a superclass type holds a subclass instance, a method call on that variable will execute the subclass's overriding method. In contrast to static dispatch, where method binding occurs at compile time based on the declared type, dynamic dispatch provides greater flexibility for extensible software design, supporting key OOP principles like inheritance and encapsulation. It is essential for achieving runtime polymorphism, allowing code to operate on abstract interfaces or base classes while adapting to concrete implementations at execution. This mechanism is implemented differently across languages: in C++, it requires the virtual keyword for methods and uses pointers or references for invocation; in Java, it applies by default to non-static, non-final instance methods on reference types. Even in database systems like Oracle SQL object types, dynamic dispatch navigates the type hierarchy upward from the instance's type to find the nearest overriding implementation. Dynamic dispatch is commonly realized through virtual function tables (vtables), data structures where each class maintains a table of function pointers to its methods, and each object includes a hidden pointer (vptr) to its class's vtable for quick runtime lookup. This approach ensures efficient O(1) dispatch time while handling hierarchies, though it introduces slight runtime overhead compared to static calls due to . Languages like C++ and rely on this for core polymorphic behavior, making dynamic dispatch a of modern OOP paradigms.

Introduction

Definition and purpose

Dynamic dispatch is the process of selecting which method implementation to invoke based on the runtime type of the object on which the method is called. This mechanism, also known as late binding or virtual method invocation, enables runtime polymorphism by resolving method calls dynamically rather than at . In , it allows a single method name to exhibit different behaviors depending on the actual type of the object, even when invoked through a reference or pointer to a superclass or interface. The primary purpose of dynamic dispatch is to support hierarchies and interface implementations, allowing subclasses to override superclass methods while maintaining a interface. This facilitates flexible by decoupling the caller from specific implementations, promoting modular and extensible designs without requiring tight coupling between classes. By enabling such polymorphism, dynamic dispatch ensures that code written against a base type can seamlessly accommodate derived types added later, enhancing in large software systems. Key benefits include achieving late binding, which contrasts with compile-time decisions by permitting runtime adaptability and supporting implicit extensibility in class hierarchies. This approach avoids code duplication and allows for more patterns, where the same invocation logic applies across diverse object types. Most object-oriented languages implement dynamic dispatch as single dispatch, resolving the method based solely on the receiver object's type. A basic illustration of dispatch resolution can be seen in the following for a method call e.m():

1. Evaluate e to value v. 2. Let C be the class of v. 3. Search C for method m(); if not found, repeat with C's superclass. 4. Execute m() with this bound to v.

1. Evaluate e to value v. 2. Let C be the class of v. 3. Search C for method m(); if not found, repeat with C's superclass. 4. Execute m() with this bound to v.

This process ensures the most specific implementation is selected at runtime, demonstrating how dynamic dispatch resolves calls on a base class to a derived class's overridden method.

Historical development

The roots of dynamic dispatch trace back to early programming languages that emphasized flexible function application and runtime behavior, such as (developed by John McCarthy in 1958), where features like symbols, property lists, and the eval function enabled runtime resolution of expressions, laying foundational ideas for later polymorphic mechanisms. However, dynamic dispatch as a core mechanism in was pioneered in 67, introduced in 1967 by and , where virtual procedures were introduced for simulation purposes, allowing method calls to be resolved at runtime based on object types to support and polymorphism in the first object-oriented language. The 1970s saw dynamic dispatch gain prominence in object-oriented paradigms through Smalltalk, conceived by and his team at PARC starting in 1972. Smalltalk popularized as a core mechanism, where objects respond to messages via dynamic lookup at runtime, influencing the view of computation as communication between autonomous entities and embedding dispatch deeply into the language's design. Building on these ideas, introduced virtual functions in C++ in 1983, extending C with runtime polymorphism to support large-scale software development at , which became a staple for efficient, low-level . In the 1990s, , led by at and first released in 1995, inherited dynamic dispatch from C++ but made all non-static instance methods virtual by default, emphasizing platform independence through the while simplifying polymorphism for widespread adoption. Concurrently, multiple dispatch—a generalization allowing resolution on multiple arguments—emerged in the Object System (CLOS), developed in the late 1980s and standardized in 1994, integrating generic functions with runtime method selection for flexible, extensible systems. This approach influenced later languages like Julia, released in 2012 by Jeff Bezanson, , Viral Shah, and , where multiple dispatch is central to scientific computing, enabling type-specialized functions for performance-critical applications. Key milestones include the formalization of C++'s virtual functions in the ISO/IEC 14882 standard of 1998, ensuring portable runtime polymorphism across implementations, and Rust's introduction of trait objects for dynamic dispatch upon its 1.0 stable release in 2015, providing safe, memory-managed alternatives to traditional virtual tables in .

Core Concepts

Static versus dynamic dispatch

resolves method calls at based on the declared static types of the arguments, employing techniques such as or generics to select the appropriate implementation. This approach enables early binding, where the determines the exact function to invoke without runtime overhead, resulting in efficient execution but limited flexibility for handling polymorphism that emerges at runtime. In contrast, dynamic dispatch defers resolution until runtime, selecting the method based on the actual dynamic types of the objects involved, which supports in inheritance hierarchies and accommodates in dynamically typed languages. This mechanism allows for runtime polymorphism, where the behavior of a call can vary depending on the concrete object type, even if the reference is of a supertype. The following illustrates the difference: in , a direct function call is resolved immediately by the based on the parameter types.

function processShape(shape: [Shape](/page/Shape)) { return shape.area(); // Static: resolved to Shape.area() if no overloads }

function processShape(shape: [Shape](/page/Shape)) { return shape.area(); // Static: resolved to Shape.area() if no overloads }

For dynamic dispatch, the call invokes the overridden method via a runtime lookup, such as through a .

function processShape(shape: [Shape](/page/Shape)) { return shape.area(); // Dynamic: resolved to actual type's area() at runtime }

function processShape(shape: [Shape](/page/Shape)) { return shape.area(); // Dynamic: resolved to actual type's area() at runtime }

Static dispatch generally provides superior performance due to the absence of and compile-time optimizations, along with stronger through early error detection, whereas dynamic dispatch introduces runtime overhead but enhances flexibility for designing extensible systems, such as those involving plugins or frameworks where implementations may be added post-compilation. Virtual method tables serve as a common implementation for efficient dynamic dispatch in many languages. Developers typically employ in performance-critical sections of code where the types are known and fixed at , while opting for dynamic dispatch when defining abstract interfaces that require runtime adaptability across diverse implementations.

Single versus multiple dispatch

Single dispatch refers to a form of dynamic dispatch in which the selection of the appropriate method is determined solely by the runtime type of the receiver, or first , of the method call. This mechanism is prevalent in class-based languages, where each class maintains its own set of methods, and the dispatch resolves to the method defined in the subclass based on the actual object type. For instance, in a call like car.collide(bike), the method chosen depends only on the type of car, regardless of bike's type. In contrast, multiple dispatch extends this by selecting the method based on the runtime types of two or more arguments, enabling more nuanced polymorphism that considers interactions between multiple objects. This approach is particularly useful for operations where the behavior depends symmetrically on all involved types, such as arithmetic operations between different numeric types (e.g., adding an to a float versus float to float) or between diverse entities (e.g., collide(car, bike) dispatching differently from collide(bike, car) based on both types). provides greater expressiveness than single dispatch, as it generalizes the latter—any single-dispatch scenario can be simulated by ignoring additional arguments—while allowing for more flexible method resolution without relying on workarounds like explicit type checks. Conceptually, single dispatch aligns well with hierarchical structures in object-oriented languages, where methods are overridden along a class inheritance chain to specialize behavior for subclasses, promoting encapsulation around the receiver object. Multiple dispatch, however, better accommodates symmetric or multi-party relationships that do not privilege one argument, such as binary operators or generic functions that operate on peer arguments, reducing the need for visitor patterns or conditional logic in single-dispatch systems. To illustrate single dispatch in pseudocode, consider a method call on an object:

let obj = new Subclass(); // runtime type is Subclass obj.method(arg); // dispatches to Subclass.method based on obj's type

let obj = new Subclass(); // runtime type is Subclass obj.method(arg); // dispatches to Subclass.method based on obj's type

Here, the method resolution occurs using the dynamic type of obj alone. For multiple dispatch, the pseudocode involves a call with multiple arguments:

collide(car: [Car](/page/Car), bike: Bike); // dispatches to method matching both Car and Bike types

collide(car: [Car](/page/Car), bike: Bike); // dispatches to method matching both Car and Bike types

The system selects the most specific method whose parameter types are compatible with both arguments' runtime types. Most class-based object-oriented languages, such as C++ and , implement single dispatch as their primary polymorphism mechanism. is natively supported in languages like via its CLOS (Common Lisp Object System), where generic functions dispatch on all arguments, and Julia, which uses multiple dispatch as a core feature for all function calls.

General Mechanisms

Virtual method tables

Virtual method tables, often abbreviated as vtables, serve as a fundamental mechanism for implementing single dynamic dispatch in object-oriented languages with compiled code generation. A vtable is a per-class data structure consisting of an array of function pointers that map virtual method names or signatures to their concrete implementations. Each instance of a class contains a hidden pointer, known as the virtual pointer or vptr, typically located at the beginning of the object's memory layout, which references the appropriate vtable for that class. This setup enables runtime resolution of method calls based on the actual type of the object, rather than its compile-time declared type. The dispatch process occurs at runtime as follows: when a virtual method is invoked on an object through a base class pointer or reference, the runtime first loads the vptr from the object's layout. This vptr points to the vtable, from which the system indexes into the specific slot corresponding to the method's offset—determined at based on the method's declaration order in the —and retrieves the for execution. This indirection adds a small runtime overhead but ensures polymorphic . In implementations like the C++ ABI, the vtable may include additional entries such as offset-to-top for virtual base class adjustments and pointers to (RTTI), enhancing support for more complex scenarios. Inheritance is handled by extending and modifying vtables in derived classes. A derived class inherits the vtable layout from its base class, copying entries for non-overridden methods while replacing slots for overridden virtual methods with pointers to the new implementations. For single inheritance, the vtable remains straightforward, with the derived class's vtable building directly upon the base's. In cases of multiple inheritance, complications arise due to multiple base classes potentially contributing virtual methods; the Itanium C++ ABI addresses this by generating secondary vtables for non-primary bases and employing thunk functions—small assembly stubs that adjust the implicit this pointer to align with the correct subobject offset before delegating to the actual method implementation. These thunks are stored in the vtable entries, ensuring correct dispatch across the inheritance graph without requiring pointer adjustments at every call site. To illustrate, consider the memory layout of an object in a single . The object begins with the vptr (e.g., an 8-byte pointer on 64-bit systems) pointing to the class's vtable, followed by non-static data members. The vtable itself is an array starting with metadata like the offset-to-top (0 for the most derived class) and RTTI pointer, then slots for virtual methods: the base class's methods first, followed by any new or overridden ones in the derived class. For example:

Object Layout: +-------------+ | vptr ----> | (points to VTable) +-------------+ | data1 | +-------------+ | data2 | +-------------+ VTable: +-------------+ | offset-to-top (0) | +-------------+ | RTTI ptr | +-------------+ | base_method1| (ptr to impl) +-------------+ | base_method2| (ptr to overridden impl in derived) +-------------+ | derived_method | (ptr to new impl) +-------------+

Object Layout: +-------------+ | vptr ----> | (points to VTable) +-------------+ | data1 | +-------------+ | data2 | +-------------+ VTable: +-------------+ | offset-to-top (0) | +-------------+ | RTTI ptr | +-------------+ | base_method1| (ptr to impl) +-------------+ | base_method2| (ptr to overridden impl in derived) +-------------+ | derived_method | (ptr to new impl) +-------------+

This layout allows efficient access: a call to base_method2() loads the vptr, indexes to the second function slot, and jumps to the derived if overridden. Vtables are central to languages like C++, where the Itanium ABI standardizes their construction for compatibility across compilers, and , where the HotSpot JVM implementation uses vtables (or method tables) per class to support invokevirtual bytecode for dynamic dispatch—though the JVM specification itself does not mandate this exact mechanism, leaving room for alternatives in other implementations. In contrast, interpreted languages tend to rely less on precomputed vtables, favoring dictionary-based lookups at runtime for greater flexibility.

Message passing and dynamic lookup

In the message passing paradigm, objects communicate by sending messages, which are essentially method invocations, to other objects. The receiver object determines the appropriate response at runtime by searching for a matching in its method dictionary, a typically implemented as a keyed by message selectors (unique identifiers for methods). This approach, foundational to pure object-oriented languages, enables flexible interactions without requiring compile-time knowledge of the receiver's type. The dynamic lookup process occurs entirely at runtime: upon receiving a , the hashes the selector to probe the receiver's class method dictionary. If no match is found, it traverses the (superclasses) or prototype chain until a suitable method is located or an is raised. This search-based resolution supports metaclasses, where classes themselves are objects that can define meta-methods, facilitating meta-programming such as runtime class modifications. Unlike precomputed pointer tables, this mechanism avoids fixed structures, allowing methods to be added or overridden dynamically during execution. Polymorphism is handled through late binding, where the same message can elicit different behaviors based on the receiver's current state or class, even if methods are introduced post-deployment. For instance, a message like display might render a rectangle differently from a circle, resolved solely at invocation time. This runtime flexibility contrasts with static approaches by permitting on-the-fly extensions without recompilation. The lookup can be illustrated in pseudocode, adapted from early Smalltalk implementations:

send message to receiver: currentClass = receiver's class while currentClass is not nil: method = currentClass's methodDictionary lookup: message selector if method found: create new context with method, receiver, and arguments execute method in context return result currentClass = currentClass's superclass raise doesNotUnderstand error

send message to receiver: currentClass = receiver's class while currentClass is not nil: method = currentClass's methodDictionary lookup: message selector if method found: create new context with method, receiver, and arguments execute method in context return result currentClass = currentClass's superclass raise doesNotUnderstand error

This process is central to languages like Smalltalk, where all interactions are message-based; , which uses selectors for runtime method resolution; and Python, where descriptors customize attribute and method lookups to achieve similar dynamic binding.

Language Implementations

C++

In C++, dynamic dispatch is primarily achieved through , which allow runtime polymorphism by enabling derived classes to override base class methods. The virtual keyword is used in the declaration of a non-static member function within a base class to mark it as virtual, supporting dynamic dispatch via pointers or to the base class. When a derived class defines a function with the same name, parameter types, cv-qualifiers, and ref-qualifiers as a in the base class, it overrides the base version, either implicitly or explicitly using the override specifier (introduced in C++11 for safety). This mechanism ensures that the correct derived class implementation is invoked at runtime, regardless of the static type of the pointer or . The implements virtual functions using virtual method tables (vtables), one per class containing virtual functions, and a virtual pointer (vptr) embedded in each object instance. For each class with virtual functions, the generates a vtable—a static array of s corresponding to the virtual functions in declaration order. During object construction, the vptr (typically the first member of the object layout) is initialized to point to the appropriate vtable for that class's type. At runtime, when a virtual function is called through a base pointer or reference, the system dereferences the vptr to access the vtable and jumps to the function pointer at the correct offset, resolving the call based on the dynamic type of the object. This process adds a small runtime overhead but enables flexible polymorphism. Pure virtual functions, declared using the = 0 syntax (e.g., virtual void func() = 0;), further extend this by defining abstract base classes that cannot be instantiated directly. A class is abstract if it declares or inherits at least one pure virtual function without providing an implementation, serving as an interface for derived classes to implement. Derived classes must override all pure virtual functions from the base to become concrete and instantiable, promoting a clear hierarchy for polymorphism. The following code example illustrates a simple base-derived hierarchy with an abstract base class Shape, demonstrating upcasting and dynamic dispatch resolution:

cpp

class Shape { // Abstract base class public: virtual ~Shape() = default; // Virtual destructor for proper cleanup virtual double area() const = 0; // Pure virtual function }; class Circle : [public](/page/Public) Shape { private: double radius; public: Circle(double r) : radius(r) {} double area() const override { return 3.14159 * radius * radius; } }; class Rectangle : [public](/page/Public) Shape { private: double width, height; public: Rectangle(double w, double h) : width(w), height(h) {} double area() const override { return width * height; } }; void printArea(const Shape& s) { // Accepts base reference (upcasting) std::cout << "Area: " << s.area() << std::endl; // Dynamic dispatch } int main() { Circle c(5.0); Rectangle r(4.0, 6.0); printArea(c); // Calls Circle::area() printArea(r); // Calls Rectangle::area() return 0; }

class Shape { // Abstract base class public: virtual ~Shape() = default; // Virtual destructor for proper cleanup virtual double area() const = 0; // Pure virtual function }; class Circle : [public](/page/Public) Shape { private: double radius; public: Circle(double r) : radius(r) {} double area() const override { return 3.14159 * radius * radius; } }; class Rectangle : [public](/page/Public) Shape { private: double width, height; public: Rectangle(double w, double h) : width(w), height(h) {} double area() const override { return width * height; } }; void printArea(const Shape& s) { // Accepts base reference (upcasting) std::cout << "Area: " << s.area() << std::endl; // Dynamic dispatch } int main() { Circle c(5.0); Rectangle r(4.0, 6.0); printArea(c); // Calls Circle::area() printArea(r); // Calls Rectangle::area() return 0; }

In this example, calls to area() through the Shape reference resolve to the derived class implementations at runtime, showcasing polymorphism without knowing the exact type. C++ supports multiple inheritance, allowing a derived class to inherit from multiple base classes, but this introduces challenges like the diamond problem, where ambiguity arises from a shared base class. Consider a hierarchy where classes B and C both inherit from A, and D inherits from both B and C; without mitigation, D would contain two separate subobjects of A, leading to duplicate data members and ambiguous member access (e.g., which A::data to use). Virtual inheritance resolves this by using the virtual keyword in the inheritance list of intermediate classes (e.g., class B : public virtual A), ensuring a single shared subobject of the virtual base class A in D, thus eliminating duplication and ambiguity. However, virtual inheritance incurs costs, such as increased object sizes due to additional vtable pointers or offsets (typically 4-8 bytes per virtual base on common architectures) and slightly more complex construction semantics, where the virtual base is constructed only once by the most derived class. As an alternative to virtual functions for achieving polymorphism without runtime dispatch, C++ provides the Curiously Recurring Template Pattern (CRTP), a compile-time technique for static polymorphism. In CRTP, a base class template is instantiated with the derived class as a template parameter (e.g., template <typename Derived> class Base; class Derived : public Base<Derived> {}), allowing the base to access and call derived-specific methods via static_cast<Derived*>(this) at compile time. This resolves function calls statically, avoiding vtable overhead and enabling optimizations like inlining, while still providing a polymorphic interface. CRTP is particularly useful in performance-critical scenarios where dynamic dispatch is undesirable.

Java

In Java, dynamic dispatch is realized through virtual methods executed on the Java Virtual Machine (JVM), ensuring platform-neutral runtime polymorphism across diverse hardware and operating systems. All non-static, non-final, and non-private instance methods are virtual by default, permitting subclasses to override superclass implementations for behavior variation based on the actual object type at runtime. Interfaces reinforce this by declaring abstract methods that implementing classes must provide, thereby enforcing dispatch to concrete realizations and facilitating modular, extensible designs. The JVM orchestrates dynamic dispatch via the invokevirtual bytecode instruction, which resolves method calls during execution by consulting method tables embedded in class metadata within the runtime constant pool. This process links symbolic references to direct method implementations at load time or lazily upon first invocation, while the JVM's support for dynamic class loading enables seamless integration of new classes—loaded via ClassLoader—into the dispatch hierarchy without halting the application. A representative example demonstrates polymorphism through interface implementation and method overriding. Consider the Shape interface with an abstract area() method, implemented by Circle and Rectangle classes:

java

interface Shape { double area(); } class Circle implements Shape { private double radius; public Circle(double radius) { this.radius = radius; } @Override public double area() { return Math.PI * radius * radius; } } class Rectangle implements Shape { private double width, height; public Rectangle(double width, double height) { this.width = width; this.height = height; } @Override public double area() { return width * height; } } // Polymorphic usage Shape shape1 = new Circle(5.0); Shape shape2 = new Rectangle(4.0, 6.0); System.out.println(shape1.area()); // Outputs ≈78.54 (Circle's implementation) System.out.println(shape2.area()); // Outputs 24.0 (Rectangle's implementation)

interface Shape { double area(); } class Circle implements Shape { private double radius; public Circle(double radius) { this.radius = radius; } @Override public double area() { return Math.PI * radius * radius; } } class Rectangle implements Shape { private double width, height; public Rectangle(double width, double height) { this.width = width; this.height = height; } @Override public double area() { return width * height; } } // Polymorphic usage Shape shape1 = new Circle(5.0); Shape shape2 = new Rectangle(4.0, 6.0); System.out.println(shape1.area()); // Outputs ≈78.54 (Circle's implementation) System.out.println(shape2.area()); // Outputs 24.0 (Rectangle's implementation)

Here, references of type Shape invoke area() polymorphically, with the JVM dispatching to the overriding method of the underlying object instance via invokevirtual. Introduced in 8, default methods in interfaces provide concrete implementations, enabling evolution by adding functionality to existing interfaces without requiring recompilation or breaking binary compatibility for prior implementers. Resolution of default methods during dispatch favors the most specific implementation in inheritance hierarchies; for instance, if a class implements multiple interfaces with override-equivalent default methods, a compile-time occurs unless the class explicitly overrides the conflicting method to resolve the ambiguity. Java's reflection supports meta-level dynamic dispatch by enabling runtime inspection and invocation of methods through the java.lang.reflect package. The Method.invoke(Object obj, Object... args) call executes a method on a specified object instance (or null for static methods), performing dynamic resolution akin to normal dispatch but with additional overhead for ; any underlying exceptions are encapsulated in an InvocationTargetException for extraction via getCause(). This facility is essential for tools like frameworks and dependency injectors that manipulate code generically at runtime.

Python

In Python, dynamic dispatch is achieved through a flexible mechanism involving descriptors and the __getattribute__ method, making all instance methods implicitly virtual. When an attribute is accessed on an instance, such as obj.method, the object.__getattribute__ method performs the lookup by first checking the class's __dict__ for descriptors. Functions defined in a class act as non-data descriptors, and their __get__ method binds the instance as the first argument (self), transforming the function into a bound method at runtime. This process ensures that method resolution occurs dynamically, allowing polymorphism based on the actual object type without explicit virtual declarations. For classes with , Python employs the Method Resolution Order (MRO) to determine the sequence in which base classes are searched for attributes and methods, preventing ambiguities in scenarios. The MRO is computed using the C3 algorithm, introduced in Python 2.3 for new-style classes, which produces a monotonic that respects local precedence (superclasses appear before subclasses) and the order of base classes in the list. For example, in a hierarchy where class A inherits from B and C, both of which inherit from D, the MRO for A would be [A, B, C, D], ensuring D's methods are only called after B and C if not overridden. This runtime computation of the MRO, accessible via the __mro__ attribute, enables consistent method dispatch across complex hierarchies. The super() function facilitates cooperative by allowing classes to invoke methods from the next class in the MRO dynamically, promoting without hardcoding parent class names. In a , super().method() resolves the appropriate class at runtime based on the MRO, enabling each class to extend or modify behavior from subsequent ones. Consider the following example demonstrating runtime resolution in a setup:

python

class Base: def __init__(self): print("Base init") class Left(Base): def __init__(self): super().__init__() print("Left init") class Right(Base): def __init__(self): super().__init__() print("Right init") class Derived(Left, Right): def __init__(self): super().__init__() print("Derived init") Derived() # Outputs: Base init\nLeft init\nRight init\nDerived init

class Base: def __init__(self): print("Base init") class Left(Base): def __init__(self): super().__init__() print("Left init") class Right(Base): def __init__(self): super().__init__() print("Right init") class Derived(Left, Right): def __init__(self): super().__init__() print("Derived init") Derived() # Outputs: Base init\nLeft init\nRight init\nDerived init

Here, super() in Derived calls Left.__init__, which chains to Right.__init__ and then Base.__init__, illustrating cooperative dispatch along the MRO [Derived, Left, Right, Base]. Special methods, often called methods (e.g., __add__, __eq__), enable and follow single dispatch semantics, where the method is selected based on the type of the left . For instance, implementing __add__(self, other) in a class allows custom behavior for the + operator, such as adding two custom objects; if unsupported, Python attempts the reflected method __radd__ on the right . This provides duck-typed polymorphism for operators without multi-argument dispatch. An example is a simple vector class:

python

class Vector: def __init__(self, x, y): [self](/page/Self).x, [self](/page/Self).y = x, y def __add__(self, other): if isinstance(other, Vector): return Vector([self](/page/Self).x + other.x, [self](/page/Self).y + other.y) return NotImplemented def __str__(self): return f"Vector({[self](/page/Self).x}, {[self](/page/Self).y})" v1 = Vector(1, 2) v2 = Vector(3, 4) print(v1 + v2) # Outputs: Vector(4, 6)

class Vector: def __init__(self, x, y): [self](/page/Self).x, [self](/page/Self).y = x, y def __add__(self, other): if isinstance(other, Vector): return Vector([self](/page/Self).x + other.x, [self](/page/Self).y + other.y) return NotImplemented def __str__(self): return f"Vector({[self](/page/Self).x}, {[self](/page/Self).y})" v1 = Vector(1, 2) v2 = Vector(3, 4) print(v1 + v2) # Outputs: Vector(4, 6)

This dispatch occurs at runtime, binding the left operand's method. Metaclasses, with type as the default, allow customization of class creation, including alterations to dispatch mechanisms before instances are made. By subclassing type and overriding methods like __new__ or __prepare__, a metaclass can modify the class's namespace or attribute resolution at creation time. For example, a custom metaclass can inject dynamic dispatch logic into method lookups:

python

class DispatchMeta(type): def __new__(cls, name, bases, namespace): # Customize dispatch by adding a descriptor class DynamicMethod: def __get__(self, instance, owner): if instance is None: return self return lambda *args, **kwargs: print(f"Dynamic dispatch for {name}") namespace['dynamic_method'] = DynamicMethod() return super().__new__(cls, name, bases, namespace) class MyClass(metaclass=DispatchMeta): pass obj = MyClass() obj.dynamic_method() # Outputs: Dynamic dispatch for MyClass

class DispatchMeta(type): def __new__(cls, name, bases, namespace): # Customize dispatch by adding a descriptor class DynamicMethod: def __get__(self, instance, owner): if instance is None: return self return lambda *args, **kwargs: print(f"Dynamic dispatch for {name}") namespace['dynamic_method'] = DynamicMethod() return super().__new__(cls, name, bases, namespace) class MyClass(metaclass=DispatchMeta): pass obj = MyClass() obj.dynamic_method() # Outputs: Dynamic dispatch for MyClass

This approach enables advanced runtime behavior modifications, such as proxying method calls, integrated into the class's dispatch process.

Rust

In Rust, dynamic dispatch is achieved primarily through trait objects, which enable runtime polymorphism while maintaining the language's emphasis on and zero-cost abstractions. A trait object is formed using the dyn keyword, such as Box<dyn Trait> for heap-allocated or &dyn Trait for borrowing, allowing values of different types that implement the same trait to be treated uniformly at runtime. These trait objects are implemented as fat pointers, consisting of a pointer to the data and a pointer to a (vtable) that stores function pointers for the trait's methods. This structure facilitates dynamic dispatch, where the specific method implementation is resolved at runtime by consulting the vtable, contrasting with compile-time monomorphization in . The compiler automatically generates vtables for traits used in dynamic dispatch, embedding them in the binary as static data structures containing pointers to the appropriate method implementations for each type. Unlike class-based languages, Rust does not support ; instead, it promotes composition through traits, allowing types to implement multiple traits and enabling flexible, modular code without diamond problems. For example, a trait Drawable might define a draw method, implemented by structs like Circle and Rectangle. A heterogeneous collection, such as Vec<Box<dyn Drawable>>, can then store instances of both, invoking draw via dynamic dispatch at runtime.

rust

trait Drawable { fn draw(&self); } struct Circle; impl Drawable for Circle { fn draw(&self) { println!("Drawing a circle"); } } struct Rectangle; impl Drawable for Rectangle { fn draw(&self) { println!("Drawing a rectangle"); } } fn main() { let mut shapes: Vec<Box<dyn Drawable>> = Vec::new(); shapes.push(Box::new(Circle)); shapes.push(Box::new(Rectangle)); for shape in shapes { shape.draw(); // Dynamic dispatch via vtable } }

trait Drawable { fn draw(&self); } struct Circle; impl Drawable for Circle { fn draw(&self) { println!("Drawing a circle"); } } struct Rectangle; impl Drawable for Rectangle { fn draw(&self) { println!("Drawing a rectangle"); } } fn main() { let mut shapes: Vec<Box<dyn Drawable>> = Vec::new(); shapes.push(Box::new(Circle)); shapes.push(Box::new(Rectangle)); for shape in shapes { shape.draw(); // Dynamic dispatch via vtable } }

This example demonstrates how trait objects enable polymorphism in collections, with the compiler inserting vtable lookups for method calls. For a trait to be usable with dyn, it must be object-safe (also termed dyn-compatible), meaning it satisfies specific criteria to ensure method calls on trait objects are well-defined without knowledge of the concrete type at . A trait is object-safe if it does not require Self: Sized and all its methods are object-safe: each method must lack generic type parameters, use a fixed receiver type (like &self or &mut self), and avoid returning Self or using Self in argument positions except as the receiver. Violations, such as a method returning Self, prevent to dyn and trigger errors; in such cases, alternatives like enums provide with exhaustive for without runtime overhead. Advanced usage involves unsafe coercion to form trait objects from raw pointers, which is necessary for foreign function interfaces (FFI) or low-level memory management but carries significant risks. Using std::ptr::from_raw_parts or from_raw_parts_mut, a raw data pointer can be combined with a raw vtable pointer to construct a raw pointer to dyn Trait; this must then be safely converted to a reference or smart pointer. Such operations are inherently unsafe, as they bypass Rust's borrow checker, requiring the programmer to ensure the pointers are valid, properly aligned, and respect lifetimes—the vtable's lifetime must outlive the data to prevent use-after-free errors. Incorrect usage can lead to undefined behavior, emphasizing Rust's design philosophy of explicit unsafety for performance-critical code.

Smalltalk

In Smalltalk, dynamic dispatch is realized through a pure message-passing paradigm within a unified object model where everything is an object, including primitives, classes, and metaclasses. Methods are not invoked directly but are instead messages sent to a receiver object, which performs runtime lookup in the method dictionaries of its class and superclass chain to resolve the appropriate implementation. This late binding ensures that the specific method executed depends on the receiver's class at runtime, enabling polymorphism without explicit keywords like "virtual." The dispatch process begins when a message selector (e.g., #drawOn:) and arguments are sent to the receiver; if no matching method is found after traversing the inheritance hierarchy, Smalltalk raises a DoesNotUnderstand error by sending the doesNotUnderstand: message to the receiver, carrying a Message object with the selector and arguments. This mechanism supports meta-level extensions, such as dynamic method addition or proxying, allowing reflective interventions at runtime. Additionally, blocks—first-class objects representing closures with lexical scoping—facilitate deferred execution and are integral to control structures, capturing context via messages like value: or valueWithArguments:. A representative example illustrates polymorphism in a simple class hierarchy. Consider a base class Shape with subclasses Circle and Rectangle, where the #area message yields different computations:

smalltalk

Shape subclass: #Circle instanceVariableNames: 'radius' classVariableNames: '' package: 'Shapes'. Circle >> area ^ Float pi * radius squared. Shape subclass: #Rectangle instanceVariableNames: 'width height' classVariableNames: '' package: 'Shapes'. Rectangle >> area ^ width * height.

Shape subclass: #Circle instanceVariableNames: 'radius' classVariableNames: '' package: 'Shapes'. Circle >> area ^ Float pi * radius squared. Shape subclass: #Rectangle instanceVariableNames: 'width height' classVariableNames: '' package: 'Shapes'. Rectangle >> area ^ width * height.

Sending #area to a Circle instance computes πr², while the same message to a Rectangle returns width × height, demonstrating runtime resolution without static type checks. Smalltalk employs single inheritance, with all classes descending from Object via the abstract root Behavior, which defines the protocol for class creation and method management. Mixin-like behavior is achieved through traits (in modern implementations like Pharo) or by composing subclasses and dynamically adding methods to classes at runtime using metaclasses—objects whose instances are classes themselves, enabling modifications such as class-side methods or instance variable additions without recompilation. The Metaclass hierarchy parallels the regular class hierarchy, supporting reflective operations like inspecting or altering method dictionaries. Smalltalk's emphasis on late binding and reflection has profoundly influenced modern languages, including and Python, by promoting dynamic, introspective designs that prioritize runtime flexibility and live programming environments over static declarations.

Common Lisp

In , dynamic dispatch is implemented through the Common Lisp Object System (CLOS), which provides support for on the classes or identities of all arguments to a . A serves as an extensible for operations, where the specific behavior is determined at runtime by selecting and combining applicable methods based on argument types. This approach decouples the definition of operations from specific classes, enabling flexible, multi-argument polymorphism. Generic functions are defined using the defgeneric macro, which specifies the function name, lambda list, and optional declarations or method combinations, without providing a body. Methods for a generic function are then added via the defmethod macro, where each method specializes one or more arguments on a class (using a class name as the specializer) or on the identity of an object (using (eql object)). This specialization enables , as the system considers the combination of all argument specializers to determine applicability. For instance, methods can be defined to handle different pairs of argument classes, such as numeric types or user-defined classes, allowing the generic function to resolve to the most appropriate implementation dynamically. The dispatch algorithm in CLOS proceeds in several steps to compute and execute an . First, the uses compute-applicable-methods to identify all methods whose specializers match the classes of the supplied arguments, producing a list of applicable methods. These methods are then sorted from most to least specific based on the class precedence lists of the argument classes. Finally, the sorted list is combined into an using the 's method combination type, which by default is the standard method combination. This combination incorporates primary methods (the core implementations) along with optional :before, :after, and :around methods, enabling aspect-oriented programming-like behavior: :before methods run first (most specific to least) without returning values, followed by the primary method, then :after methods (least to most specific), with :around methods wrapping the entire sequence and allowing control over proceeding to the next method via call-next-method. If no applicable methods exist, an error is signaled. To illustrate multiple dispatch resolution, consider a generic function add that extends arithmetic addition to include user-defined types, such as a simple vector class representing one-dimensional vectors:

lisp

(defclass vector () ((components :initarg :components :reader components))) (defgeneric add (x y)) (defmethod add ((x number) (y number)) (+ x y)) (defmethod add ((x vector) (y vector)) (make-instance 'vector :components (mapcar #'+ (components x) (components y)))) (defmethod add ((x number) (y vector)) (make-instance 'vector :components (mapcar (lambda (c) (+ x c)) (components y)))) (defmethod add ((x vector) (y number)) (add y x)) ; Leverage symmetry

(defclass vector () ((components :initarg :components :reader components))) (defgeneric add (x y)) (defmethod add ((x number) (y number)) (+ x y)) (defmethod add ((x vector) (y vector)) (make-instance 'vector :components (mapcar #'+ (components x) (components y)))) (defmethod add ((x number) (y vector)) (make-instance 'vector :components (mapcar (lambda (c) (+ x c)) (components y)))) (defmethod add ((x vector) (y number)) (add y x)) ; Leverage symmetry

Calling (add 5 (make-instance 'vector :components '(1 2 3))) dispatches to the number-vector method, producing a vector (6 7 8), while (add (make-instance 'vector :components '(1 2)) (make-instance 'vector :components '(3 4))) uses the vector-vector method to yield (4 6). This demonstrates how dispatch resolves based on the combined argument classes. CLOS supports through its metaobject protocol (MOP), where classes, s, and methods are themselves instances of metaclasses, allowing programmatic inspection and modification. The compute-applicable-methods can be specialized or extended to implement custom dispatch logic, such as dispatching on predicates beyond classes or integrating domain-specific applicability rules. For example, users can define a subclass of standard-generic-function and override MOP methods to alter how applicable methods are computed, enabling tailored dispatch without altering the core system. Integration with Common Lisp's macro system allows developers to choose between compile-time and runtime dispatch for performance-critical code. While CLOS dispatch is inherently dynamic and occurs at runtime, macros can analyze argument types at compile time (using tools like cl-environments for environment access) to generate specialized inline code or select methods early, bypassing full invocation. Conversely, the compile-all-dispatch-code macro in some implementations precompiles dispatch tables for known s, optimizing runtime resolution while preserving CLOS's extensibility for cases where types are unknown until execution. This hybrid approach leverages Lisp's to blend static optimizations with dynamic flexibility.

Performance Considerations

Runtime overhead

Dynamic dispatch incurs runtime overhead through several mechanisms, primarily the indirection required for method resolution. In implementations using virtual method tables (vtables), such as in C++, a polymorphic call necessitates loading the virtual pointer (vptr) from the object, indexing into the vtable to obtain the target , and executing an indirect jump. This process adds approximately two extra accesses and 2-3 instructions compared to a direct static call, contributing to increased latency, especially if the vptr or vtable resides outside the . Space overhead is another key cost. On 64-bit architectures, each object requires an additional 8 bytes for the vptr, pointing to its class's vtable. Vtables themselves are allocated per class and consist of an of function pointers, with size scaling linearly with the number of virtual methods—typically 8 bytes per entry, resulting in hundreds of bytes for classes with dozens of virtual methods. These structures are shared across instances but multiply with class proliferation in large hierarchies. For , as in Common Lisp's CLOS, the overhead escalates due to the need to evaluate all argument types combinatorially to identify applicable methods and select the most specific one. Without caching, this can degenerate to O(n time relative to the number of defined methods for a , far exceeding the constant-time lookup of single dispatch. Empirical benchmarks underscore these costs in polymorphic hot paths. In C++ applications, dispatch operations can contribute significantly to execution time in code with heavy polymorphism, leading to slowdowns relative to equivalent scenarios. Factors amplifying this include cache misses in deep hierarchies, where scattered vtable accesses increase , and in managed languages like , where garbage collection pauses interrupt execution during object-intensive polymorphic operations.

Optimization techniques

Devirtualization is a optimization that replaces dynamic virtual calls with direct static calls when the receiver type can be determined through static analysis. In C++, the compiler performs devirtualization by unifying virtual table loads across call sites represented by different static single assignment (SSA) values, enabling more precise indirect call resolution and reducing runtime indirection. The Java HotSpot JVM applies devirtualization using analysis and type profiles to demote virtual or interface calls to special invocations, particularly for monomorphic sites where a single receiver type dominates, allowing subsequent inlining. This technique has been shown to improve efficiency in just-in-time compilers by up to 20-30% in call-heavy benchmarks through targeted direct method invocation. Inline caching addresses the overhead of dynamic dispatch in interpreted or JIT-compiled languages by storing recent type and target information directly at call sites, enabling fast-path execution for repeated invocations on similar types. In the V8 JavaScript engine, inline caches leverage hidden classes to map object structures to property access handlers, reducing instruction counts by 15% and execution time by 17% on average across web libraries like React by minimizing cache misses. PyPy's just-in-time compiler uses polymorphic inline caches to track multiple common receiver types at call sites, accelerating dynamic method dispatch in Python code by specializing stubs based on observed type histories during tracing. Type specialization involves generating type-specific code versions at runtime or to eliminate generic dispatch logic for prevalent cases. The HotSpot JIT compiler specializes virtual call sites based on runtime type profiles, producing monomorphic code paths for the most frequent receiver types (typically up to two or three per site), which facilitates aggressive inlining and reduces branch overhead. employs run-time type specialization by rewriting bytecode instructions for observed operand types, adding lightweight guards to maintain safety and achieving average speedups of 1.2x on architectures, with peaks up to 2.45x in number-crunching workloads by removing redundant type checks. Guarded calls insert conditional runtime checks to speculatively devirtualize dynamic invocations, falling back to general dispatch if assumptions fail. In systems like the .NET runtime, guarded devirtualization clones code paths with type-specific guards, enabling direct calls for predicted concrete types while preserving correctness through deoptimization on mismatches. In , explicit conditional branching on trait object types allows manual devirtualization, where known type cases invoke static methods directly, bypassing vtable lookups. These techniques often rely on profile-guided optimization (PGO), which uses execution traces to prioritize hot paths, but introduce trade-offs such as potential slowdowns on unprofiled inputs due to biased code layout and reduced portability across environments, as specialized binaries may underperform without matching profiles. Multiple dispatch exacerbates these challenges by requiring joint type analysis for argument combinations, limiting devirtualization opportunities compared to single-receiver cases.

References

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