I'm considering a type erasure setup that uses typeid to resolve the type like so...
struct BaseThing
{
virtual ~BaseThing() = 0 {}
};
template<typename T>
struct Thing : public BaseThing
{
T x;
};
struct A{};
struct B{};
int main()
{
BaseThing* pThing = new Thing<B>();
const std::type_info& x = typeid(*pThing);
if( x == typeid(Thing<B>))
{
std::cout << "pThing is a Thing<B>!\n";
Thing<B>* pB = static_cast<Thing<B>*>(pThing);
}
else if( x == typeid(Thing<A>))
{
std::cout << "pThing is a Thing<A>!\n";
Thing<A>* pA = static_cast<Thing<A>*>(pThing);
}
}
I've never seen anyone else do this. The alternative would be for BaseThing to have a pure virtual GetID() which would be used to deduce the type instead of using typeid. In this situation, with only 1 level of inheritance, what's the cost of typeid vs the cost of a virtual function call? I know typeid uses the vtable somehow, but how exactly does it work?
This would be desirable instead of GetID() because it takes quite a bit of hackery to try to make sure the IDs are unique and deterministic.
Typically, you don't just want to know the type, but also do something with the object as that type. In that case, dynamic_cast is more useful:
int main()
{
BaseThing* pThing = new Thing<B>();
if(Thing<B>* pThingB = dynamic_cast<Thing<B>*>(pThing)) {
{
// Do something with pThingB
}
else if(Thing<A>* pThingA = dynamic_cast<Thing<A>*>(pThing)) {
{
// Do something with pThingA
}
}
I think this is why you rarely see typeid used in practice.
Update:
Since this question concerns performance. I ran some benchmarks on g++ 4.5.1. With this code:
struct Base {
virtual ~Base() { }
virtual int id() const = 0;
};
template <class T> struct Id;
template<> struct Id<int> { static const int value = 1; };
template<> struct Id<float> { static const int value = 2; };
template<> struct Id<char> { static const int value = 3; };
template<> struct Id<unsigned long> { static const int value = 4; };
template <class T>
struct Derived : Base {
virtual int id() const { return Id<T>::value; }
};
static const int count = 100000000;
static int test1(Base *bp)
{
int total = 0;
for (int iter=0; iter!=count; ++iter) {
if (Derived<int>* dp = dynamic_cast<Derived<int>*>(bp)) {
total += 5;
}
else if (Derived<float> *dp = dynamic_cast<Derived<float>*>(bp)) {
total += 7;
}
else if (Derived<char> *dp = dynamic_cast<Derived<char>*>(bp)) {
total += 2;
}
else if (
Derived<unsigned long> *dp = dynamic_cast<Derived<unsigned long>*>(bp)
) {
total += 9;
}
}
return total;
}
static int test2(Base *bp)
{
int total = 0;
for (int iter=0; iter!=count; ++iter) {
const std::type_info& type = typeid(*bp);
if (type==typeid(Derived<int>)) {
total += 5;
}
else if (type==typeid(Derived<float>)) {
total += 7;
}
else if (type==typeid(Derived<char>)) {
total += 2;
}
else if (type==typeid(Derived<unsigned long>)) {
total += 9;
}
}
return total;
}
static int test3(Base *bp)
{
int total = 0;
for (int iter=0; iter!=count; ++iter) {
int id = bp->id();
switch (id) {
case 1: total += 5; break;
case 2: total += 7; break;
case 3: total += 2; break;
case 4: total += 9; break;
}
}
return total;
}
Without optimization, I got these runtimes:
test1: 2.277s
test2: 0.629s
test3: 0.469s
With optimization -O2, I got these runtimes:
test1: 0.118s
test2: 0.220s
test3: 0.290s
So it appears that dynamic_cast is the fastest method when using optimization with this compiler.