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282 lines
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ReStructuredText
282 lines
9.4 KiB
ReStructuredText
.. _how-to-set-up-llvm-style-rtti:
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======================================================
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How to set up LLVM-style RTTI for your class hierarchy
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======================================================
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.. sectionauthor:: Sean Silva <silvas@purdue.edu>
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.. contents::
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Background
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==========
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LLVM avoids using C++'s built in RTTI. Instead, it pervasively uses its
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own hand-rolled form of RTTI which is much more efficient and flexible,
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although it requires a bit more work from you as a class author.
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A description of how to use LLVM-style RTTI from a client's perspective is
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given in the `Programmer's Manual <ProgrammersManual.html#isa>`_. This
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document, in contrast, discusses the steps you need to take as a class
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hierarchy author to make LLVM-style RTTI available to your clients.
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Before diving in, make sure that you are familiar with the Object Oriented
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Programming concept of "`is-a`_".
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.. _is-a: http://en.wikipedia.org/wiki/Is-a
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Basic Setup
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===========
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This section describes how to set up the most basic form of LLVM-style RTTI
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(which is sufficient for 99.9% of the cases). We will set up LLVM-style
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RTTI for this class hierarchy:
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.. code-block:: c++
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class Shape {
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public:
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Shape() {}
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virtual double computeArea() = 0;
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};
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class Square : public Shape {
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double SideLength;
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public:
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Square(double S) : SideLength(S) {}
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double computeArea() /* override */;
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};
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class Circle : public Shape {
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double Radius;
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public:
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Circle(double R) : Radius(R) {}
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double computeArea() /* override */;
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};
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The most basic working setup for LLVM-style RTTI requires the following
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steps:
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#. In the header where you declare ``Shape``, you will want to ``#include
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"llvm/Support/Casting.h"``, which declares LLVM's RTTI templates. That
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way your clients don't even have to think about it.
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.. code-block:: c++
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#include "llvm/Support/Casting.h"
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#. In the base class, introduce an enum which discriminates all of the
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different classes in the hierarchy, and stash the enum value somewhere in
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the base class.
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Here is the code after introducing this change:
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.. code-block:: c++
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class Shape {
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public:
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+ /// Discriminator for LLVM-style RTTI (dyn_cast<> et al.)
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+ enum ShapeKind {
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+ SquareKind,
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+ CircleKind
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+ };
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+private:
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+ const ShapeKind Kind;
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+public:
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+ ShapeKind getKind() const { return Kind; }
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+
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Shape() {}
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virtual double computeArea() = 0;
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};
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You will usually want to keep the ``Kind`` member encapsulated and
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private, but let the enum ``ShapeKind`` be public along with providing a
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``getKind()`` method. This is convenient for clients so that they can do
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a ``switch`` over the enum.
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A common naming convention is that these enums are "kind"s, to avoid
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ambiguity with the words "type" or "class" which have overloaded meanings
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in many contexts within LLVM. Sometimes there will be a natural name for
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it, like "opcode". Don't bikeshed over this; when in doubt use ``Kind``.
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You might wonder why the ``Kind`` enum doesn't have an entry for
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``Shape``. The reason for this is that since ``Shape`` is abstract
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(``computeArea() = 0;``), you will never actually have non-derived
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instances of exactly that class (only subclasses). See `Concrete Bases
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and Deeper Hierarchies`_ for information on how to deal with
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non-abstract bases. It's worth mentioning here that unlike
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``dynamic_cast<>``, LLVM-style RTTI can be used (and is often used) for
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classes that don't have v-tables.
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#. Next, you need to make sure that the ``Kind`` gets initialized to the
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value corresponding to the dynamic type of the class. Typically, you will
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want to have it be an argument to the constructor of the base class, and
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then pass in the respective ``XXXKind`` from subclass constructors.
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Here is the code after that change:
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.. code-block:: c++
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class Shape {
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public:
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/// Discriminator for LLVM-style RTTI (dyn_cast<> et al.)
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enum ShapeKind {
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SquareKind,
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CircleKind
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};
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private:
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const ShapeKind Kind;
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public:
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ShapeKind getKind() const { return Kind; }
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- Shape() {}
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+ Shape(ShapeKind K) : Kind(K) {}
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virtual double computeArea() = 0;
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};
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class Square : public Shape {
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double SideLength;
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public:
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- Square(double S) : SideLength(S) {}
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+ Square(double S) : Shape(SquareKind), SideLength(S) {}
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double computeArea() /* override */;
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};
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class Circle : public Shape {
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double Radius;
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public:
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- Circle(double R) : Radius(R) {}
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+ Circle(double R) : Shape(CircleKind), Radius(R) {}
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double computeArea() /* override */;
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};
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#. Finally, you need to inform LLVM's RTTI templates how to dynamically
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determine the type of a class (i.e. whether the ``isa<>``/``dyn_cast<>``
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should succeed). The default "99.9% of use cases" way to accomplish this
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is through a small static member function ``classof``. In order to have
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proper context for an explanation, we will display this code first, and
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then below describe each part:
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.. code-block:: c++
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class Shape {
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public:
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/// Discriminator for LLVM-style RTTI (dyn_cast<> et al.)
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enum ShapeKind {
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SquareKind,
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CircleKind
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};
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private:
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const ShapeKind Kind;
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public:
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ShapeKind getKind() const { return Kind; }
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Shape(ShapeKind K) : Kind(K) {}
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virtual double computeArea() = 0;
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+
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+ static bool classof(const Shape *) { return true; }
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};
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class Square : public Shape {
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double SideLength;
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public:
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Square(double S) : Shape(SquareKind), SideLength(S) {}
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double computeArea() /* override */;
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+
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+ static bool classof(const Square *) { return true; }
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+ static bool classof(const Shape *S) {
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+ return S->getKind() == SquareKind;
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+ }
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};
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class Circle : public Shape {
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double Radius;
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public:
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Circle(double R) : Shape(CircleKind), Radius(R) {}
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double computeArea() /* override */;
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+
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+ static bool classof(const Circle *) { return true; }
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+ static bool classof(const Shape *S) {
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+ return S->getKind() == CircleKind;
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+ }
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};
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Basically, the job of ``classof`` is to return ``true`` if its argument
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is of the enclosing class's type. As you can see, there are two general
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overloads of ``classof`` in use here.
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#. The first, which just returns ``true``, means that if we know that the
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argument of the cast is of the enclosing type *at compile time*, then
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we don't need to bother to check anything since we already know that
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the type is convertible. This is an optimization for the case that we
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statically know the conversion is OK.
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#. The other overload takes a pointer to an object of the base of the
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class hierarchy: this is the "general case" of the cast. We need to
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check the ``Kind`` to dynamically decide if the argument is of (or
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derived from) the enclosing type.
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To be more precise, let ``classof`` be inside a class ``C``. Then the
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contract for ``classof`` is "return ``true`` if the argument is-a
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``C``". As long as your implementation fulfills this contract, you can
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tweak and optimize it as much as you want.
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Although for this small example setting up LLVM-style RTTI seems like a lot
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of "boilerplate", if your classes are doing anything interesting then this
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will end up being a tiny fraction of the code.
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Concrete Bases and Deeper Hierarchies
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=====================================
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For concrete bases (i.e. non-abstract interior nodes of the inheritance
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tree), the ``Kind`` check inside ``classof`` needs to be a bit more
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complicated. Say that ``SpecialSquare`` and ``OtherSpecialSquare`` derive
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from ``Square``, and so ``ShapeKind`` becomes:
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.. code-block:: c++
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enum ShapeKind {
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SquareKind,
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+ SpecialSquareKind,
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+ OtherSpecialSquareKind,
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CircleKind
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}
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Then in ``Square``, we would need to modify the ``classof`` like so:
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.. code-block:: c++
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static bool classof(const Square *) { return true; }
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- static bool classof(const Shape *S) {
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- return S->getKind() == SquareKind;
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- }
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+ static bool classof(const Shape *S) {
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+ return S->getKind() >= SquareKind &&
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+ S->getKind() <= OtherSpecialSquareKind;
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+ }
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The reason that we need to test a range like this instead of just equality
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is that both ``SpecialSquare`` and ``OtherSpecialSquare`` "is-a"
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``Square``, and so ``classof`` needs to return ``true`` for them.
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This approach can be made to scale to arbitrarily deep hierarchies. The
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trick is that you arrange the enum values so that they correspond to a
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preorder traversal of the class hierarchy tree. With that arrangement, all
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subclass tests can be done with two comparisons as shown above. If you just
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list the class hierarchy like a list of bullet points, you'll get the
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ordering right::
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| Shape
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| Square
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| SpecialSquare
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| OtherSpecialSquare
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| Circle
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.. TODO::
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Touch on some of the more advanced features, like ``isa_impl`` and
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``simplify_type``. However, those two need reference documentation in
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the form of doxygen comments as well. We need the doxygen so that we can
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say "for full details, see http://llvm.org/doxygen/..."
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