2. 2
Inheritance and Polymorphism
• Inheritance allows us to define a family of classes
that share a common interface.
• Polymorphism allows us to manipulate objects of
these classes in a type-independent way.
• We program the common interface through a
pointer or reference to an (abstract) base class. The
actual operation to invoke is not determined until
run-time based on the specific type of object
actually addressed.
3. 3
C++ and Polymorphism
• Polymorphism is the ability of a base class
pointer (or reference) to refer transparently
to any of its derived classes.
• Polymorphism (and dynamic binding) are
supported only when we use pointers (or
references)
4. 4
Inheritance and Pointers
• A base class pointer can point to an object of a
derived class
– Derived class object “is-a” base class object
– But can’t use pointer to call methods only defined in the
derived class.
• A derived class pointer CANNOT point to the
base class
– The base class doesn’t have any of the extensions
provided by the derived class
5. 5
Static vs. Dynamic Binding
• Binding
The determination of which method in the class
hierarchy is to be invoked for a particular object.
• Static (Early) Binding occurs at compile time
When the compiler can determine which method in the
class hierarchy to use for a particular object.
• Dynamic (Late) Binding occurs at run time
When the determination of which method in the class
hierarchy to use for a particular object occurs during
program execution.
7. 7
Dynamic Binding
• Compiler cannot determine binding of object to
method
• Binding is determined dynamically at runtime
• To indicate that a method is to be bound dynamically,
the base class must use the reserved word virtual
• When a method is defined as virtual, all overriding
methods from that point on down the hierarchy are
virtual, even if not explicitly defined to be so
8. 8
A common example
class Shape {
public:
virtual void draw ( ) const = 0; // pure virtual
virtual void error ( ); // virtual
void objectID ( ); // non virtual
};
void Shape::error ( )
{
cerr << “Shape error” << endl;
}
void objectID ( )
{
cout << “a shape” << endl;
}
9. 9
class Circle : public Shape
{
public:
virtual void draw( ) const; // method for drawing a circle
virtual void error ( ); // overriding Shape::error
…
};
void Circle::draw ( ) const
{
// code for drawing a circle
}
void Circle::error ( )
{
cout << “Circle error” << endl;
}
10. 10
class Rectangle : public Shape
{
public:
virtual void draw( ) const; // method for drawing a rectangle
…
};
void Rectangle::draw ( ) const
{
// code to draw a rectangle
}
11. 11
Now consider these pointers:
Shape *pShape;
Circle *pCircle = new Circle;
Rectangle *pRectangle = new Rectangle;
Each pointer has static type based on the way it’s defined in the
program text.
The pointer’s dynamic type is determined by the type of object to
which they currently refer.
pShape = pCircle; // pShape’s dynamic type is now Circle
pShape->draw( ); // calls Circle::draw and draws a circle
pShape = pRectangle; // pShape’s dynamic type is Rectangle
pShape->draw ( ); // calls Rectangle::draw
12. 12
An array of base class pointers
Shape *shapes[3];
shapes[0] = new Circle;
shapes[1] = new Rectangle;
shapes[2] = new Triangle;
for (int s = 0; s < 3; s++)
shapes[s]->draw( );
13. 13
A linked list of base class
pointers
LinkedList<Shape * > shapes;
shapes.insert (new Circle);
shapes.insert (new Rectangle);
shapes.insert (new Triangle);
// traverse the list, printing each Shape in list
17. 17
class Whale : public Animal
{
public:
Whale ( );
~Whale ( );
private:
};
18. 18
main ( ) {
Animal anAnimal (“Homer”, 2);
Dog aDog (“Fido”, “mixed”);
Whale aWhale (“Orka”);
anAnimal.speak( );
aDog.speak( );
aDog.speak( 4 );
aWhale.speak( ) ;
Animal *zoo[ 3 ];
zoo[0] = new Whale;
zoo[1] = new Animal;
zoo[2] = new Dog (“Max”, “Terrier”);
for (int a = 0; a < 3; a++) {
cout << zoo[a]->getName( ) << “ says: “
zoo[a] -> speak( );
}
}
19. 19
Works for functions too
• Perhaps the most important use of polymorphism
is the writing of functions to deal with all classes
in the inheritance hierarchy. This is accomplished
by defining the function parameters as pointers (or
references) to base class objects, then having the
caller pass in a pointer (or reference) to a derived
class object. Dynamic binding calls the
appropriate method.
• These functions are often referred to as
“polymorphic” functions.
20. 20
drawShape( ) with a pointer
void drawShape ( Shape *sp)
{
cout << “I am “ ;
sp -> objectID ( );
sp -> draw ( );
if (something bad)
sp->error ( );
}
What is the output if drawShape( ) is passed
a pointer to a Circle?
a pointer to a Rectangle?
21. 21
drawShape ( ) via reference
void drawShape ( Shape& shape)
{
cout << “I am “ ;
shape.objectID ( );
shape.draw ( );
if (something bad)
shape.error ( );
}
What is the output if drawShape is passed
a reference to a Circle?
a reference to a Rectangle?
22. 22
Calling virtual methods from
within other methods
• Suppose virtual drawMe( ) is added to
Shape and inherited by Rectangle without
being overridden.
void Shape::drawMe ( void)
{
cout << “drawing: “ << endl;
draw( );
}
23. 23
Which draw( ) gets called
From within drawMe( ) with this code?
Rectangle r1;
r1.drawMe ( );
The Rectangle version of draw( ), even though
drawMe( ) was only defined in Shape. Why?
Because inside of drawMe( ), the call to draw( ) is
really this->draw ( ); and since a pointer is used,
we get the desired polymorphic behavior.
24. 24
Don’t redefine objectID( )
Note that neither Circle nor Rectangle redefined the objectID( )
method which was a nonvirtual function. But what if they had?
Suppose the Rectangle class had it’s own version of objectID().
Consider this code:
Rectangle R; // a Rectangle object
Shape *pS = &R; // base class pointer to a Rectangle
Rectangle *pR = &R; // derived class pointer to a Rectangle
what is the output of the following?
pS -> objectID ( );
pR -> objectID ( );
Bottom Line – don’t override nonvirtual functions
25. 25
Old code and new code
• In the procedural world (like that of C), it’s easy
for new code to call old code using functions.
However, it’s difficult for old code to call new
code unless it’s modified to know about the new
code.
• In the OO world, old code (polymorphic
functions) can dynamically bind to new code.
This occurs when a new derived class is passed
(by pointer or reference) to the polymorphic
function. The polymorphic function needs no
modification.
26. 26
Don’t Pass by Value
A function which has a base class parameter passed
by value should only be used with base class
objects – for two reasons
1. The function isn’t polymorphic. Polymorphism
only occurs with parameters passed by pointer or
reference
2. Even though a derived class object can be
passed to such a function (a D is-a B), none of
the derived class methods or data members can
be used in that function. This is a phenomenon
called “member slicing”.
27. 27
The same is true for assignment
Time t(10, 5, 0);
ExtTime et(20, 15, 10, ExtTime::EST);
• A derived class object can be assigned to a base class
object
t = et; // legal, BUT Member slicing occurs.
• A base class object cannot be assigned to a derived class
object
et = t; // illegal! Not all data members can be filled
28. 28
Polymorphism and Destructors
• A problem – if an object (with a non-virtual
destructor) is explicitly destroyed by applying the
delete operator to a base class pointer, the base
class destructor is invoked.
Circle C;
Shape *sp = &C;
delete sp; // calls Shape’s destructor
// if the destructor is not
// virtual
• So what ??
29. 29
Polymorphism and Destructors
• Solution -- Declare a virtual destructor for
any base class with at least one virtual
function.
• Then, when the derived class’s destructor is
invoked, the base class destructor will also
be invoked automatically
30. 30
Designing A Base Class with
Inheritance and Polymorphism
in mind
For the base class
1. Identify the set of operations common to all
the children
2. Identify which operations are type-
independent (these become (pure) virtual to
be overridden in derived classes)
3. Identify the access level (public, private,
protected) of each operation
For a more complete discussion, see “Essential C++”, Stanley Lippman (section 5.4)