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Static dispatch
Static dispatch
from Wikipedia

In computing, static dispatch is a form of polymorphism fully resolved during compile time. It is a form of method dispatch, which describes how a language or environment will select which implementation of a method or function to use.[1]

Examples are templates in C++, and generic programming in Fortran and other languages, in conjunction with function overloading (including operator overloading). Code is said to be monomorphised, with specific data types deduced and traced through the call graph, in order to instantiate specific versions of generic functions, and select specific function calls based on the supplied definitions.

This contrasts with dynamic dispatch, which is based on runtime information (such as vtable pointers and other forms of run time type information).

Static dispatch is possible because there is a guarantee of there only ever being a single implementation of the method in question. Static dispatch is typically faster than dynamic dispatch which by nature has higher overhead.

Examples

[edit]

For the following Rust code:[2]

trait Pet {
    fn speak(&self);
}

struct Cat {
    name: String
}

impl Cat {
    fn new(name: String) -> Self {
        Cat { name }
    }
}

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

fn talk<T: Pet>(pet: T) {
    pet.speak();
}

fn main() {
    let pet = Cat::new(String::from("Simba"));
    talk(pet);
}

Rust will monomorphize this when compiled into:[clarification needed]

fn talk_cat(pet: Cat) {
    pet.speak();
}

See also

[edit]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Static dispatch is a core mechanism in languages for resolving method calls at , based on the declared (static) type of the or object, rather than its runtime type. This contrasts with , where method selection depends on the actual object type determined during execution, enabling runtime polymorphism. In languages like C++, static dispatch applies to non-virtual methods and , allowing the to bind calls directly to the appropriate implementation for efficiency. Java employs static dispatch for static methods and final methods, which cannot be overridden, ensuring predictable behavior without runtime overhead. The primary advantage of static dispatch lies in its performance benefits, as it avoids the need for virtual method tables or late binding, resulting in faster execution and smaller code size compared to dynamic alternatives. However, it limits flexibility, as it does not support the polymorphic behavior essential for inheritance hierarchies where subclasses may override superclass methods.

Core Concepts

Definition

Static dispatch refers to the mechanism in programming languages where the resolves the specific implementation of a function or method to be called based on the static types of the arguments and receiver, which are known at , thereby avoiding runtime polymorphism. This process, also known as early binding, ensures that method calls are fixed during , contrasting with that defers resolution to runtime. Key characteristics of static dispatch include its reliance on static typing to determine call targets ahead of execution, the absence of tables (v-tables) since no runtime type inspection is required, and the resulting direct linkage to implementations. These features promote predictable behavior and enable optimizations like inlining, as the exact code path is finalized before the program runs. The concept emerged in early compiled languages like C, developed in the early 1970s for system programming on Unix. It gained formal structure in object-oriented paradigms during the 1980s, particularly through C++'s introduction of non-virtual methods alongside virtual ones for polymorphism. A simple illustration of static dispatch in pseudocode demonstrates compile-time resolution for a known type:

type Rectangle = { width: number, height: number }; function draw(shape: Rectangle) { // Compiler binds this to Rectangle-specific implementation print("Drawing rectangle"); } let rect: Rectangle = { width: 10, height: 5 }; draw(rect); // Resolved at compile time to the above function body

type Rectangle = { width: number, height: number }; function draw(shape: Rectangle) { // Compiler binds this to Rectangle-specific implementation print("Drawing rectangle"); } let rect: Rectangle = { width: 10, height: 5 }; draw(rect); // Resolved at compile time to the above function body

Resolution Mechanism

Static dispatch resolves method or function calls at compile time through a series of compiler-driven steps that ensure type-specific implementations are selected and integrated into the final code. This process begins with the parsing of source code declarations and usages, where the compiler builds an (AST) to represent the program's structure, including function signatures and call sites. During semantic analysis, the performs to determine the static types of all expressions and variables, relying on context clues such as explicit annotations or usage patterns to resolve ambiguities without runtime involvement. This step is crucial as static dispatch presupposes a statically typed where all relevant types are known prior to code generation. Once types are established, overload resolution occurs for ambiguous calls: the evaluates candidate functions by matching types against lists, ranking viable options based on exact matches, promotions, and conversions, and selecting the best fit to eliminate ambiguity. In generic or templated contexts, the applies monomorphization to handle polymorphism statically. Here, generic definitions are instantiated into specialized, monomorphic versions for each unique set of concrete type arguments used in the program; for example, a operating on integers and strings would yield two distinct implementations, each optimized for its type. This instantiation typically follows a two-phase lookup process: first, validating the template's syntax independently of arguments, then substituting types during actual use to resolve dependent names and generate concrete code. The linker may subsequently resolve references to these instantiated symbols across compilation units, ensuring complete binding without altering the dispatch decisions. The concludes resolution by emitting low-level code where calls are replaced with direct jumps or inline expansions to the chosen implementations, avoiding indirect addressing and enabling further optimizations like . This flow can be represented textually as follows:
  1. and AST construction: Analyze source to identify declarations, calls, and type hints.
  2. and checking: Infer and verify static types for all elements.
  3. Resolution phase:
    • For overloads: Select matching function via comparison.
    • For generics: Instantiate specialized code via monomorphization.
  4. Code generation: Produce direct calls and link symbols.
  5. Linking: Resolve external references to complete the .
This mechanism ensures zero runtime overhead for dispatch, as all decisions are finalized before execution.

Comparison with Dynamic Dispatch

Fundamental Differences

Static dispatch resolves method calls at compile time using the static types of the arguments, ensuring that the exact implementation is determined before execution begins. In contrast, dynamic dispatch defers this resolution to runtime, relying on the actual dynamic types of objects to select the appropriate method. This fundamental distinction yields greater predictability in static dispatch, as the compiler fixes the binding early and eliminates ambiguity, whereas dynamic dispatch offers flexibility by accommodating runtime variations in object types. A key contrast lies in the number of possible implementations: static dispatch typically selects a single, type-specific implementation per call site through mechanisms like monomorphization, avoiding runtime decision-making. Dynamic dispatch, however, can choose among multiple implementations based on runtime conditions, enabling behavior that adapts to the actual object hierarchy. Regarding polymorphism, static dispatch supports ad-hoc polymorphism via overloading, where the selects implementations based on argument types, and through generic code generation. It does not, however, enable subtype polymorphism, which depends on dynamic resolution of inheritance-based method overrides. Static dispatch detects type mismatches and invalid calls at , catching errors before program execution and promoting safer code. Dynamic dispatch, by deferring resolution, risks runtime exceptions if the actual object lacks the expected method, potentially leading to failures only observable during execution. The following table summarizes core contrasts:
AspectStatic DispatchDynamic Dispatch
Resolution ScopeCompile-time, based on static typesRuntime, based on dynamic types
Binding TypeEarly binding to specific implementationsLate binding via runtime selection
Polymorphism SupportAd-hoc (overloading) and parametricSubtype (inheritance hierarchies)

Resolution Timing

Static dispatch resolves all method calls and polymorphic behaviors entirely during the compilation process, encompassing phases from to code generation, with no decisions left for runtime execution. This early binding ensures that the specific implementations are selected based on the known types at , avoiding any ambiguity or deferral that could complicate . As a result, the compiler can generate direct machine code references without embedding mechanisms for later resolution. In contrast to , which relies on virtual tables (vtables) for runtime method selection, static dispatch eliminates the need for such structures, preventing any lookup overhead during execution and allowing calls to be directly inlineable by the . This absence of dispatch tables means that function invocations translate to straightforward jumps in the generated code, facilitating optimizations like inlining that reduce call overhead to zero. The impact on program flow is profound, as static dispatch establishes predictable execution paths fully known at build time, enabling the to optimize the entire without uncertainty from type variability. This supports advanced analyses, such as precise branch prediction and , across the program's lifetime. Consider the timeline from to : initial and type checking identify candidate overloads, followed by resolution during semantic analysis where static binding fixes the exact implementations based on argument types, culminating in code generation where the bound calls are embedded directly into the binary, ready for immediate execution without further intervention.

Implementation in Languages

In Rust

In Rust, static dispatch is primarily achieved through the use of traits in conjunction with generics, allowing the to resolve method calls at without relying on runtime polymorphism. When a trait is implemented for specific types and used within generic functions or structs bounded by that trait, the Rust performs monomorphization, generating specialized versions of the code for each concrete type encountered during compilation. This process ensures that trait methods are inlined and optimized as if they were concrete function calls, avoiding any indirect lookup overhead associated with . A representative example involves defining a trait for drawable components and using it in a generic screen structure. Consider the following trait definition:

rust

pub trait Draw { fn draw(&self); }

pub trait Draw { fn draw(&self); }

This trait can be implemented for types, such as a Button:

rust

pub struct Button { pub width: u32, pub height: u32, pub label: [String](/page/String), } impl Draw for Button { fn draw(&self) { // Code to draw a button } }

pub struct Button { pub width: u32, pub height: u32, pub label: [String](/page/String), } impl Draw for Button { fn draw(&self) { // Code to draw a button } }

A generic Screen struct can then bound its components by the Draw trait:

rust

pub struct Screen<T: Draw> { pub components: Vec<T>, } impl<T> Screen<T> where T: Draw { pub fn run(&self) { for component in self.components.iter() { component.draw(); } } }

pub struct Screen<T: Draw> { pub components: Vec<T>, } impl<T> Screen<T> where T: Draw { pub fn run(&self) { for component in self.components.iter() { component.draw(); } } }

Upon compilation with Button as T, the compiler monomorphizes the run method into a Screen<Button>-specific version, directly calling Button::draw without any at runtime. This specialization occurs for each unique type, demonstrating how static dispatch enables type-safe polymorphism through compile-time code generation. Static dispatch plays a crucial role in 's ownership model by facilitating zero-cost abstractions, where high-level trait-based interfaces compile down to efficient, low-level without runtime penalties. This compile-time resolution aligns with Rust's borrow checker, ensuring and concurrency guarantees—such as preventing data races—through static analysis rather than dynamic checks, thus maintaining performance in concurrent programs. Static dispatch was formalized as a core feature in Rust 1.0, released on May 15, 2015, which established the language's foundation for safe, efficient including concurrency primitives built on traits and generics.

In C++

In C++, static dispatch occurs for non-virtual member functions (including static member functions), template instantiation, and overload resolution, all of which resolve function calls at compile time to generate efficient, type-specific code without runtime overhead. Static member functions, declared using the static keyword within a class, operate independently of any object instance and do not receive a this pointer, ensuring their invocation is bound directly to the class scope during compilation. Overload resolution, a core compiler process, evaluates candidate functions—including non-template overloads and template specializations—based on argument types, implicit conversions, and viability to select the most appropriate match before code generation. Template instantiation further enables this by substituting template parameters with concrete types at compile time, producing specialized implementations that support generic programming while maintaining static binding. The evolution of these mechanisms began with the C++98 standard (ISO/IEC 14882:1998), which introduced templates as the foundation for generics, allowing compile-time polymorphism and across types without dynamic resolution. This standard formalized template syntax, including class and function templates, enabling early static dispatch for libraries and algorithms. Subsequent refinements in C++11 (ISO/IEC 14882:2011) enhanced expressiveness with features like auto for automatic type deduction, which simplifies template usage in static contexts, and that can be captured in unevaluated contexts for , further integrating static dispatch into modern idioms. A representative example of template metaprogramming employing static dispatch is tag dispatching, often used to implement type-safe operations akin to variants by selecting behaviors based on type traits at compile time. For instance, to detect whether a type is constant, tags enable overload resolution among specialized templates:

cpp

#include <type_traits> template <typename T> struct TypeTag {}; namespace detail { template <typename T> std::true_type is_const(TypeTag<T const>); template <typename T> std::false_type is_const(TypeTag<T>); } template <typename T> using is_constant = decltype(detail::is_const(std::declval<TypeTag<T>>()));

#include <type_traits> template <typename T> struct TypeTag {}; namespace detail { template <typename T> std::true_type is_const(TypeTag<T const>); template <typename T> std::false_type is_const(TypeTag<T>); } template <typename T> using is_constant = decltype(detail::is_const(std::declval<TypeTag<T>>()));

Here, the compiler resolves the is_const overload statically using the TypeTag wrapper, yielding std::true_type for constant-qualified types and std::false_type otherwise, which can extend to variant-like dispatching for type-safe visitation patterns. Integration with the (STL) exemplifies practical static dispatch, particularly in containers like std::vector<T>, which instantiates type-specific implementations at for optimizations such as contiguous storage allocation, element , and access tailored to T's properties. For example, operations like push_back resolve statically to invoke T's copy or move constructors, enabling constant-time performance guarantees (O(1) amortized for insertions) and specializations, such as std::vector<bool>, that pack bits for space efficiency without runtime type checks.

Performance and Trade-offs

Advantages

Static dispatch offers significant performance advantages over dynamic dispatch by resolving method calls at compile time, resulting in zero runtime overhead for type resolution and function selection. Unlike dynamic dispatch, which requires runtime lookups through mechanisms like virtual function tables (v-tables), static dispatch generates direct calls, eliminating the need for such indirection and avoiding associated memory accesses and branch predictions. This leads to smaller binary sizes, as no v-table data structures are required for polymorphic behavior, reducing the overall footprint of the executable. A key benefit is the opportunity for aggressive optimizations, particularly inlining, where the can substitute the called function's directly into the caller, removing function call overhead entirely. Inlining is facilitated because the exact is known during compilation, allowing the optimizer to apply further transformations like constant propagation and . In terms of reliability, static dispatch enables early detection of type-related errors during compilation, preventing runtime type mismatches that could crash programs or lead to . By resolving all polymorphic calls upfront, it ensures without runtime checks, providing deterministic execution paths that are verifiable before deployment. This compile-time validation offers developers faster feedback loops for , as issues surface immediately rather than during testing or production, and simplifies optimizations by guaranteeing known types for analysis.

Limitations

Static dispatch, while offering performance benefits through compile-time resolution, imposes several constraints that can limit its applicability in certain scenarios. One primary limitation is its reliance on knowing concrete types at , which precludes the use of runtime polymorphism for types that are not fully specified until execution. This makes static dispatch unsuitable for scenarios involving dynamic type hierarchies or interfaces where the exact implementing type is determined at runtime, such as in plugin systems or extensible architectures. A significant drawback is the potential for resulting from monomorphization, the process by which the generates specialized code for each unique type combination used with or templates. In , for instance, implementing a trait-bound for multiple types like u8 and produces distinct versions of the function, expanding the binary size proportionally to the number of instantiations. Similarly, in C++, template instantiation creates separate code for each set of template arguments across translation units, which can lead to duplicated code that is only merged at link time, exacerbating executable size in libraries with extensive generic usage. Compilation times are another notable limitation, as the must analyze and generate for all type instantiations during the build process. This overhead grows with the complexity and diversity of types, potentially slowing development workflows in large projects. In , excessive monomorphization can significantly extend build durations. C++ templates introduce additional complexity through two-phase name lookup and instantiation dependencies, further prolonging compilation. Additionally, static dispatch restricts flexibility in trait or interface implementations due to language-specific rules. Rust's orphan rule, for example, prevents implementing foreign traits on foreign types unless one is owned by the developer, limiting reuse of existing libraries in generic contexts. In C++, while templates offer broad applicability, the need for explicit specialization to avoid unwanted instantiations can complicate code maintenance and increase the risk of errors in generic designs. These constraints often necessitate workarounds like or careful type design to maintain modularity.
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