...or are they the same thing? I notice that each has its own Wikipedia entry: [1] [2], but I'm having trouble seeing how the concepts differ.
Edit: And how does Overloading fit into all this?
...
I am using a class Foo that provides these methods:
String overloadedMethod(Object)
String overloadedMethod(Goo)
Since Java statically dispatches on the non-receiver argument, I cannot just pass my value (which is an Object, but might have dynamic type Goo) and rely on the JVM to dynamically choose the "correct" method.
This is my cu...
I'm trying to understand what single and multiple dispatch are, exactly.
I just read this:
http://en.wikipedia.org/wiki/Multiple_dispatch
And from that definition is seems to me that C# and VB.Net are multiple-dispatch, even though the choice of which overload to call is made at compile-time.
Am I correct here, or am I missing somethi...
Is it the same as overloading, if not, can you please provide and example of each in C#
I have read the responses to a similar question asked in SO ... i did not understand the responses posted to it.
Similar question asked here
EDIT: With the new "dynamic" keyword in C# 4.0 ... would this make the language "multi dispatch" enabled?
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Hi, I am trying to understand what multiple dispatch is. I read a lot of various texts but I still have no idea what multiple dispatch is and what it is good for. Maybe the thing I am missing is piece of code using multiple dispatch. Please, can you write a little piece of code in C++ using multiple dispatch so that I can see it cannot b...
So, I have a list of base class pointers:
list<Base*> stuff;
Then, at some point one of the objects will look through all other objects.
Base * obj = ...; // A pointer from the 'stuff'-list.
for (list<Base*>::iterator it = stuff.begin(); it != stuff.end(); it++)
{
if (obj == *it)
continue;
// Problem scenario is here...
Let me start with a concrete example. In C++, I have a hierarchy of classes under the abstract base class CollisionVolume. Any collision volume needs to be able to detectCollision with any other volume. This collision code is specialized based on the two subclasses in presence, but it is commutative: detectCollision(a, b) == detectCollis...
Sorry about the title, I couldn't think of a better way to describe the problem. Basically, I'm trying to implement a collision system in a game. I want to be able to register a "collision handler" that handles any collision of two objects (given in either order) that can be cast to particular types. So if Player : Ship : Entity and Lase...
The problem of single dispatch is mostly familiar to people engaged in coding with statically typed languages like Java and C#. The basic idea is:
While the runtime polymorphism allows us to dispatch to the right method call according to the type (runtime type) of receiver, for example:
IAnimal mything = new Cat();
mything.chop();
Th...
Suppose I have a bunch of fruit:
class Fruit { ... };
class Apple : public Fruit { ... };
class Orange: public Fruit { ... };
And some polymorphic functions that operate on said fruit:
void Eat(Fruit* f, Pesticide* p) { ... }
void Eat(Apple* f, Pesticide* p) { ingest(f,p); }
void Eat(Orange* f, Pesticide* p) { peel(f,p); ingest...
(This question should probably be answered with a reference to Stroustrup.)
It seems extremely useful to be able to request a pointer to the most derived class, as in the following:
class Base { ... };
class DerivedA { ... };
class DerivedB { ... };
class Processor
{
public:
void Do(Base* b) {...}
void Do(DerivedA* d) {...}
voi...