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  cast removal  (Read 1812 times)
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Offline pepe

Junior Devvie

Nothing unreal exists

« Posted 2004-08-06 07:28:01 »

Let's say that i have a method that does like clone(), but implements the cloning itself. That method does not return an Object instance, but an instance of the class itself. I think it it to remove the need to cast, for two reasons: speed and typing reduced.
I don't believe that doing so is clever, as duplicating processes for a task is a Bad ThingĀ©, and can introduce bugs directly and during updates, but this is an other story.
My question at the moment is:
is the cast point valid? Wouldn't hotspot remove the cast when returning from clone() in a case as the one  below?
MyClass mc = (MyClass)myOtherClass.clone();

By the way... anyone ever benchmarked clone() opposed to hand done cloning?

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Offline pepe

Junior Devvie

Nothing unreal exists

« Reply #1 - Posted 2004-08-13 02:50:50 »

is there something wrong with the question, or simply nobody knows?

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Offline princec

« JGO Spiffy Duke »

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« Reply #2 - Posted 2004-08-13 07:46:41 »

Maybe no-one knows. It's one of those things that's not likely to be a performance bottleneck anywhere I shouldn't think, either. I think that the cast is probably removable after the clone has been inlined.

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Offline crystalsquid

Junior Devvie

... Boing ...

« Reply #3 - Posted 2004-08-13 12:09:48 »

I don't think you even need the cast do you?

If MyOtherClass is derived from MyClass, then you should always be able to assign it to a base-class reference - at least you can in C++.

Casting the other way doen the inheritance tree is a different matter, and requires a cast and some care.

Speed wise I'm fairly certain that the cast would be more a compiler issue as opposed to generating any bytecodes from it - though I could be wrong on that too!  Wink

- Dom
Offline kevglass

« JGO Spiffy Duke »

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« Reply #4 - Posted 2004-08-13 12:30:21 »

Unfortunately clone() returns Object tho, so the cast is required.


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