That's assuming that a "full pointer" (i.e. an unpredictable address to an arbitrary point in heap memory) is the only way to get a reference to an object. What about if you want to stick a bunch of objects in a vector, and iterate over them linearly? In the C++ approach, the data will have a nice linear cache access pattern. In the Rust approach (unless I'm missing something) you'd be storing a vector of (double sized) pointers, to god knows where in heap memory... suffering a cache miss on every access, on average.
Since you are talking about a heterogeneous [edit: homogeneous] array, you would store the concrete structs continously in Rust as well. Rust would also not waste space in the vector for storing a vtable-pointer, and would instead construct fat pointers dynamically when needed (since it knows the type, it knows which vtable to inject in the fat pointer).
> you would store the concrete structs continously in Rust as well. Rust would also not waste space in the vector for storing a vtable-pointer, and would instead construct fat pointers dynamically when needed (since it knows the type, it knows which vtable to inject in the fat pointer).
Uh, what? How is the compiler just supposed to magically know which of the structures in the array are of what type, without any additional identifying information? I'm assuming that in this optimized case, there's a hidden type field in each struct, that it would use to index into a table of vtable pointers? If so, there you go, that's yet another level of indirection.
No, I was talking about iterating over an array of objects calling their virtual functions (or either of the additional cases listed above). Of course it's easy to "do the right thing" with homogeneous arrays, either in the compiler or by hand if need be. But if you're iterating over a homogeneous array, calling the same virtual function on every single one, and your compiler somehow manages to notice this before you do, you probably screwed up in your design somewhere, so that's not the kind of problem I'm talking about.
It usually is smarter for performance to do the "data oriented design" thing and break the heterogeneous arrays into separate homogeneous arrays, so that you can potentially avoid a few levels of indirection, hoist loop invariants out, and maybe even make use of SIMD. But the whole point of the conversation was to talk about a nontrivial abstraction that (supposedly) trades performance for clarity. So I gave a scenario that would exercise that overhead.
> That's assuming that a "full pointer" (i.e. an unpredictable address to an arbitrary point in heap memory) is the only way to get a reference to an object.
No, it's assuming that a "full pointer" is the only way to get a reference to a polymorphic object. This is true in both C++ and Rust.
> What about if you want to stick a bunch of objects in a vector, and iterate over them linearly?
You can do this in both C++ and Rust. But you can only put a bunch of objects in a vector if they have a statically-known type. The point of dynamic dispatch is calling methods of an object where you don't statically know its type.
How would you put or index objects in a vector in C++ if they are virtual / dynamically sized? I'm in impression that unless you have the dynamically sized object behind a pointer, you get object slicing.
I didn't say they were dynamically sized. You could either have objects of the same type, but with virtual functions, or you could make a union of all applicable objects (thus guaranteed to be constant sized, at the size of the largest object) and store those in the array/vector, switching on a type enum or calling a function from an inherited base class.
> You could either have objects of the same type, but with virtual functions
If objects have the same type, which is statically known, there is no need for virtual functions because the compiler can resolve the specific method implementation at compile-time.
> or you could make a union of all applicable objects (thus guaranteed to be constant sized, at the size of the largest object) and store those in the array/vector, switching on a type enum
You can do this in both C++ and Rust easily, with equivalent efficiency in both. In Rust you would just use an enum type. This design is generally highly discouraged though, because it requires callers to be aware of all possible "derived classes".
My comments were only about the case where you are using true language-level polymorphism.