In computer science, a dispatch table is a table of pointers or memory addresses to functions or methods. [1] Use of such a table is a common technique when implementing late binding in object-oriented programming.
The following shows one way to implement a dispatch table in Perl, using a hash to store references to code (also known as function pointers).
# Define the table using one anonymous code-ref and one named code-refmy%dispatch=("-h"=>sub{return"hello\n";},"-g"=>\&say_goodbye);subsay_goodbye{return"goodbye\n";}# Fetch the code ref from the table, and invoke itmy$sub=$dispatch{$ARGV[0]};print$sub?$sub->():"unknown argument\n";
Running this Perl program as perl greet -h
will produce "hello", and running it as perl greet -g
will produce "goodbye".
Following is a demo of implementing a dispatch table in JavaScript:
constthingsWeCanDo={doThisThing(){/* behavior */},doThatThing(){/* behavior */},doThisOtherThing(){/* behavior */},default(){/* behavior */}};functiondoSomething(doWhat){constthingToDo=Object.hasOwn(thingsWeCanDo,doWhat)?doWhat:"default";returnthingsWeCanDo[thingToDo]();}
In object-oriented programming languages that support virtual methods, the compiler will automatically create a dispatch table for each object of a class containing virtual methods. This table is called a virtual method table or vtable, and every call to a virtual method is dispatched through the vtable.
Prototype-based programming is a style of object-oriented programming in which behavior reuse is performed via a process of reusing existing objects that serve as prototypes. This model can also be known as prototypal, prototype-oriented,classless, or instance-based programming.
Multiple dispatch or multimethods is a feature of some programming languages in which a function or method can be dynamically dispatched based on the run-time (dynamic) type or, in the more general case, some other attribute of more than one of its arguments. This is a generalization of single-dispatch polymorphism where a function or method call is dynamically dispatched based on the derived type of the object on which the method has been called. Multiple dispatch routes the dynamic dispatch to the implementing function or method using the combined characteristics of one or more arguments.
In object-oriented (OO) and functional programming, an immutable object is an object whose state cannot be modified after it is created. This is in contrast to a mutable object, which can be modified after it is created. In some cases, an object is considered immutable even if some internally used attributes change, but the object's state appears unchanging from an external point of view. For example, an object that uses memoization to cache the results of expensive computations could still be considered an immutable object.
A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of state data and behavior; these compose an interface, which specifies how the object may be used. A method is a behavior of an object parametrized by a user.
In object-oriented programming languages, a mixin is a class that contains methods for use by other classes without having to be the parent class of those other classes. How those other classes gain access to the mixin's methods depends on the language. Mixins are sometimes described as being "included" rather than "inherited".
In object-oriented programming such as is often used in C++ and Object Pascal, a virtual function or virtual method is an inheritable and overridable function or method that is dispatched dynamically. Virtual functions are an important part of (runtime) polymorphism in object-oriented programming (OOP). They allow for the execution of target functions that were not precisely identified at compile time.
In computer programming, a function object is a construct allowing an object to be invoked or called as if it were an ordinary function, usually with the same syntax. In some languages, particularly C++, function objects are often called functors.
A Perl module is a discrete component of software for the Perl programming language. Technically, it is a particular set of conventions for using Perl's package mechanism that has become universally adopted.
In computer programming, run-time type information or run-time type identification (RTTI) is a feature of some programming languages that exposes information about an object's data type at runtime. Run-time type information may be available for all types or only to types that explicitly have it. Run-time type information is a specialization of a more general concept called type introspection.
In computer programming, a thunk is a subroutine used to inject a calculation into another subroutine. Thunks are primarily used to delay a calculation until its result is needed, or to insert operations at the beginning or end of the other subroutine. They have many other applications in compiler code generation and modular programming.
In computer science, dynamic dispatch is the process of selecting which implementation of a polymorphic operation to call at run time. It is commonly employed in, and considered a prime characteristic of, object-oriented programming (OOP) languages and systems.
In computer programming, a virtual method table (VMT), virtual function table, virtual call table, dispatch table, vtable, or vftable is a mechanism used in a programming language to support dynamic dispatch.
In object-oriented programming, a destructor is a method which is invoked mechanically just before the memory of the object is released. It can happen when its lifetime is bound to scope and the execution leaves the scope, when it is embedded in another object whose lifetime ends, or when it was allocated dynamically and is released explicitly. Its main purpose is to free the resources which were acquired by the object during its life and/or deregister from other entities which may keep references to it. Use of destructors is needed for the process of Resource Acquisition Is Initialization (RAII).
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object or class, retaining similar implementation. Also defined as deriving new classes from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages like C++, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object", with the exception of: constructors, destructors, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors, to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give rise to a directed acyclic graph.
Automata-based programming is a programming paradigm in which the program or part of it is thought of as a model of a finite-state machine (FSM) or any other formal automaton. Sometimes a potentially infinite set of possible states is introduced, and such a set can have a complicated structure, not just an enumeration.
A class in C++ is a user-defined type or data structure declared with any of the keywords class
, struct
or union
that has data and functions as its members whose access is governed by the three access specifiers private, protected or public. By default access to members of a C++ class declared with the keyword class
is private. The private members are not accessible outside the class; they can be accessed only through member functions of the class. The public members form an interface to the class and are accessible outside the class.
this, self, and Me are keywords used in some computer programming languages to refer to the object, class, or other entity which the currently running code is a part of. The entity referred to thus depends on the execution context. Different programming languages use these keywords in slightly different ways. In languages where a keyword like "this" is mandatory, the keyword is the only way to access data and methods stored in the current object. Where optional, these keywords can disambiguate variables and functions with the same name.
The curiously recurring template pattern (CRTP) is an idiom, originally in C++, in which a class X
derives from a class template instantiation using X
itself as a template argument. More generally it is known as F-bound polymorphism, and it is a form of F-bounded quantification.
In object-oriented computer programming, a null object is an object with no referenced value or with defined neutral (null) behavior. The null object design pattern, which describes the uses of such objects and their behavior, was first published as "Void Value" and later in the Pattern Languages of Program Design book series as "Null Object".
The Perl virtual machine is a stack-based process virtual machine implemented as an opcodes interpreter which runs previously compiled programs written in the Perl language. The opcodes interpreter is a part of the Perl interpreter, which also contains a compiler in one executable file, commonly /usr/bin/perl on various Unix-like systems or perl.exe on Microsoft Windows systems.