The C++ STL does not seem to use purely abstract base classes (aka interfaces) very often. I know that most things can be achieved with the STL algorithms or clever template metaprogramming.
But still, for some use cases (for example, in an API, if I do not want to be specific about the type of container I get, just about the elements it contains), an interface of the following form would be nice:
template<typename T> struct forward_iterable {
struct iterator {
typedef T value_type;
typedef T& reference;
typedef T* pointer;
virtual reference operator*() const = 0;
virtual pointer operator->() const = 0;
virtual bool operator==(const iterator&) const = 0;
virtual bool operator!=(const iterator&) const = 0;
virtual operator const_iterator() const = 0;
virtual iterator& operator++() = 0;
virtual iterator operator++(int) = 0;
};
struct const_iterator { ... }; // similar, but with const references
virtual iterator begin() = 0;
virtual const_iterator begin() const = 0;
virtual iterator end() = 0;
virtual const_iterator end() const = 0;
};
If the STL containers implement this class as non-virtual function, this would, in my opinion, not affect performance (if I use the containers directly and not via this interface). So why are there so few "interfaces" in the STL? Or am I just thinking too much in "Java" terms?