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編排 | strongerHuang
微信公眾號 | strongerHuang
不知道有多少人去了解過語言的發展史,早期C語言的語法功能其實比較簡單,隨著應用需求和場景的變化,C語言的語法功能在不斷升級變化,
雖然我們的教材有這么一個結論:C語言是面向程序的語言,C++是面向物件的編程語言,但面向物件的概念是在C語言階段就有了,而且應用到了很多地方,比如某些作業系統內核、通信協議等,
面向物件編程,也就是大家說的OOP(Object Oriented Programming)并不是一種特定的語言或者工具,它只是一種設計方法、設計思想,它表現出來的三個最基本的特性就是封裝、繼承與多型,
為什么要用C語言實作面向物件
閱讀文本之前肯定有讀者會問這樣的問題:我們有C++面向物件的語言,為什么還要用C語言實作面向物件呢?
C語言這種非面向物件的語言,同樣也可以使用面向物件的思路來撰寫程式的,只是用面向物件的C++語言來實作面向物件編程會更簡單一些,但是C語言的高效性是其他面向物件編程語言無法比擬的,
當然使用C語言來實作面向物件的開發相對不容易理解,這就是為什么大多數人學過C語言卻看不懂Linux內核原始碼,
所以這個問題其實很好理解,只要有一定C語言編程經驗的讀者都應該能明白:面向程序的C語言和面向物件的C++語言相比,代碼運行效率、代碼量都有很大差異,在性能不是很好、資源不是很多的MCU中使用C語言面向物件編程就顯得尤為重要,
具備條件
要想使用C語言實作面向物件,首先需要具備一些基礎知識,比如:(C語言中的)結構體、函式、指標,以及函式指標等,(C++中的)基類、派生、多型、繼承等,
首先,不僅僅是了解這些基礎知識,而是有一定的編程經驗,因為上面說了“面向物件是一種設計方法、設計思想”,如果只是停留在字面意思的理解,沒有這種設計思想肯定不行,
因此,不建議初學者使用C語言實作面向物件,特別是在真正專案中,建議把基本功練好,再使用,
利用C語言實作面向物件的方法很多,下面就來描述最基本的封裝、繼承和多型,
C/C++的學習裙【七一二 二八四 七零五 】,無論你是小白還是進階者,是想轉行還是想入行都可以來了解一起進步一起學習!裙內有開發工具,很多干貨和技術資料分享!
封裝
封裝就是把資料和函式打包到一個類里面,其實大部分C語言編程者都已經接觸過了,
C 標準庫中的 fopen(), fclose(), fread(), fwrite()等函式的操作物件就是 FILE,資料內容就是 FILE,資料的讀寫操作就是 fread()、fwrite(),fopen() 類比于建構式,fclose() 就是解構式,
這個看起來似乎很好理解,那下面我們實作一下基本的封裝特性,
/n/n// Shape 的屬性/ntypedef struct {/n int16_t x; /n int16_t y; /n} Shape;/n/n// Shape 的操作函式,介面函式/nvoid Shape_ctor(Shape * const me, int16_t x, int16_t y);/nvoid Shape_moveBy(Shape * const me, int16_t dx, int16_t dy);/nint16_t Shape_getX(Shape const * const me);/nint16_t Shape_getY(Shape const * const me);/n/n#endif /* SHAPE_H */","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">#ifndef SHAPE_H
#define SHAPE_H
#include <stdint.h>
// Shape 的屬性
typedef struct {
int16_t x;
int16_t y;
} Shape;
// Shape 的操作函式,介面函式
void Shape_ctor(Shape * const me, int16_t x, int16_t y);
void Shape_moveBy(Shape * const me, int16_t dx, int16_t dy);
int16_t Shape_getX(Shape const * const me);
int16_t Shape_getY(Shape const * const me);
#endif /* SHAPE_H */
這是 Shape 類的宣告,非常簡單,很好理解,一般會把宣告放到頭檔案里面 “Shape.h”,來看下 Shape 類相關的定義,當然是在 “Shape.c” 里面,
x = x;/n me->y = y;/n}/n/nvoid Shape_moveBy(Shape * const me, int16_t dx, int16_t dy) /n{/n me->x += dx;/n me->y += dy;/n}/n/n// 獲取屬性值函式/nint16_t Shape_getX(Shape const * const me) /n{/n return me->x;/n}/nint16_t Shape_getY(Shape const * const me) /n{/n return me->y;/n}","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">#include "shape.h"
// 建構式
void Shape_ctor(Shape * const me, int16_t x, int16_t y)
{
me->x = x;
me->y = y;
}
void Shape_moveBy(Shape * const me, int16_t dx, int16_t dy)
{
me->x += dx;
me->y += dy;
}
// 獲取屬性值函式
int16_t Shape_getX(Shape const * const me)
{
return me->x;
}
int16_t Shape_getY(Shape const * const me)
{
return me->y;
}
再看下 main.c
/* for printf() */n/nint main() /n{/n Shape s1, s2; /* multiple instances of Shape */n/n Shape_ctor(&s1, 0, 1);/n Shape_ctor(&s2, -1, 2);/n/n printf(/"Shape s1(x=%d,y=%d)//n/", Shape_getX(&s1), Shape_getY(&s1));/n printf(/"Shape s2(x=%d,y=%d)//n/", Shape_getX(&s2), Shape_getY(&s2));/n/n Shape_moveBy(&s1, 2, -4);/n Shape_moveBy(&s2, 1, -2);/n/n printf(/"Shape s1(x=%d,y=%d)//n/", Shape_getX(&s1), Shape_getY(&s1));/n printf(/"Shape s2(x=%d,y=%d)//n/", Shape_getX(&s2), Shape_getY(&s2));/n/n return 0;/n}","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">#include "shape.h" /* Shape class interface */
#include <stdio.h> /* for printf() */
int main()
{
Shape s1, s2; /* multiple instances of Shape */
Shape_ctor(&s1, 0, 1);
Shape_ctor(&s2, -1, 2);
printf("Shape s1(x=%d,y=%d)\n", Shape_getX(&s1), Shape_getY(&s1));
printf("Shape s2(x=%d,y=%d)\n", Shape_getX(&s2), Shape_getY(&s2));
Shape_moveBy(&s1, 2, -4);
Shape_moveBy(&s2, 1, -2);
printf("Shape s1(x=%d,y=%d)\n", Shape_getX(&s1), Shape_getY(&s1));
printf("Shape s2(x=%d,y=%d)\n", Shape_getX(&s2), Shape_getY(&s2));
return 0;
}
編譯之后,看看執行結果:
Shape s1(x=0,y=1)
Shape s2(x=-1,y=2)
Shape s1(x=2,y=-3)
Shape s2(x=0,y=0)
整個例子,非常簡單,非常好理解,以后寫代碼時候,要多去想想標準庫的檔案IO操作,這樣也有意識地去培養面向物件編程的思維,

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繼承
繼承就是基于現有的一個類去定義一個新類,這樣有助于重用代碼,更好的組織代碼,在 C 語言里面,去實作單繼承也非常簡單,只要把基類放到繼承類的第一個資料成員的位置就行了,
例如,我們現在要創建一個 Rectangle 類,我們只要繼承 Shape 類已經存在的屬性和操作,再添加不同于 Shape 的屬性和操作到 Rectangle 中,
下面是 Rectangle 的宣告與定義:
#ifndef RECT_H
#define RECT_H
#include "shape.h" // 基類介面
// 矩形的屬性
typedef struct {
Shape super; // 繼承 Shape
// 自己的屬性
uint16_t width;
uint16_t height;
} Rectangle;
// 建構式
void Rectangle_ctor(Rectangle * const me, int16_t x, int16_t y,
uint16_t width, uint16_t height);
#endif /* RECT_H */
super, x, y);/n/n /* next, you initialize the attributes added by this subclass... */n me->width = width;/n me->height = height;/n}/n","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">#include "rect.h"
// 建構式
void Rectangle_ctor(Rectangle * const me, int16_t x, int16_t y,
uint16_t width, uint16_t height)
{
/* first call superclass’ ctor */
Shape_ctor(&me->super, x, y);
/* next, you initialize the attributes added by this subclass... */
me->width = width;
me->height = height;
}
我們來看一下 Rectangle 的繼承關系和記憶體布局:

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因為有這樣的記憶體布局,所以你可以很安全的傳一個指向 Rectangle 物件的指標到一個期望傳入 Shape 物件的指標的函式中,就是一個函式的引數是 “Shape *”,你可以傳入 “Rectangle *”,并且這是非常安全的,這樣的話,基類的所有屬性和方法都可以被繼承類繼承!
/n/nint main() /n{/n Rectangle r1, r2;/n/n // 實體化物件/n Rectangle_ctor(&r1, 0, 2, 10, 15);/n Rectangle_ctor(&r2, -1, 3, 5, 8);/n/n printf(/"Rect r1(x=%d,y=%d,width=%d,height=%d)//n/",/n Shape_getX(&r1.super), Shape_getY(&r1.super),/n r1.width, r1.height);/n printf(/"Rect r2(x=%d,y=%d,width=%d,height=%d)//n/",/n Shape_getX(&r2.super), Shape_getY(&r2.super),/n r2.width, r2.height);/n/n // 注意,這里有兩種方式,一是強轉型別,二是直接使用成員地址/n Shape_moveBy((Shape *)&r1, -2, 3);/n Shape_moveBy(&r2.super, 2, -1);/n/n printf(/"Rect r1(x=%d,y=%d,width=%d,height=%d)//n/",/n Shape_getX(&r1.super), Shape_getY(&r1.super),/n r1.width, r1.height);/n printf(/"Rect r2(x=%d,y=%d,width=%d,height=%d)//n/",/n Shape_getX(&r2.super), Shape_getY(&r2.super),/n r2.width, r2.height);/n/n return 0;/n}/n","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">#include "rect.h"
#include <stdio.h>
int main()
{
Rectangle r1, r2;
// 實體化物件
Rectangle_ctor(&r1, 0, 2, 10, 15);
Rectangle_ctor(&r2, -1, 3, 5, 8);
printf("Rect r1(x=%d,y=%d,width=%d,height=%d)\n",
Shape_getX(&r1.super), Shape_getY(&r1.super),
r1.width, r1.height);
printf("Rect r2(x=%d,y=%d,width=%d,height=%d)\n",
Shape_getX(&r2.super), Shape_getY(&r2.super),
r2.width, r2.height);
// 注意,這里有兩種方式,一是強轉型別,二是直接使用成員地址
Shape_moveBy((Shape *)&r1, -2, 3);
Shape_moveBy(&r2.super, 2, -1);
printf("Rect r1(x=%d,y=%d,width=%d,height=%d)\n",
Shape_getX(&r1.super), Shape_getY(&r1.super),
r1.width, r1.height);
printf("Rect r2(x=%d,y=%d,width=%d,height=%d)\n",
Shape_getX(&r2.super), Shape_getY(&r2.super),
r2.width, r2.height);
return 0;
}
輸出結果:
Rect r1(x=0,y=2,width=10,height=15)
Rect r2(x=-1,y=3,width=5,height=8)
Rect r1(x=-2,y=5,width=10,height=15)
Rect r2(x=1,y=2,width=5,height=8)
多型
C++ 語言實作多型就是使用虛函式,在 C 語言里面,也可以實作多型,
現在,我們又要增加一個圓形,并且在 Shape 要擴展功能,我們要增加 area() 和 draw() 函式,但是 Shape 相當于抽象類,不知道怎么去計算自己的面積,更不知道怎么去畫出來自己,而且,矩形和圓形的面積計算方式和幾何影像也是不一樣的,
下面讓我們重新宣告一下 Shape 類:
/n/nstruct ShapeVtbl;/n// Shape 的屬性/ntypedef struct {/n struct ShapeVtbl const *vptr;/n int16_t x; /n int16_t y; /n} Shape;/n/n// Shape 的虛表/nstruct ShapeVtbl {/n uint32_t (*area)(Shape const * const me);/n void (*draw)(Shape const * const me);/n};/n/n// Shape 的操作函式,介面函式/nvoid Shape_ctor(Shape * const me, int16_t x, int16_t y);/nvoid Shape_moveBy(Shape * const me, int16_t dx, int16_t dy);/nint16_t Shape_getX(Shape const * const me);/nint16_t Shape_getY(Shape const * const me);/n/nstatic inline uint32_t Shape_area(Shape const * const me) /n{/n return (*me->vptr->area)(me);/n}/n/nstatic inline void Shape_draw(Shape const * const me)/n{/n (*me->vptr->draw)(me);/n}/n/n/nShape const *largestShape(Shape const *shapes[], uint32_t nShapes);/nvoid drawAllShapes(Shape const *shapes[], uint32_t nShapes);/n/n#endif /* SHAPE_H */","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">#ifndef SHAPE_H
#define SHAPE_H
#include <stdint.h>
struct ShapeVtbl;
// Shape 的屬性
typedef struct {
struct ShapeVtbl const *vptr;
int16_t x;
int16_t y;
} Shape;
// Shape 的虛表
struct ShapeVtbl {
uint32_t (*area)(Shape const * const me);
void (*draw)(Shape const * const me);
};
// Shape 的操作函式,介面函式
void Shape_ctor(Shape * const me, int16_t x, int16_t y);
void Shape_moveBy(Shape * const me, int16_t dx, int16_t dy);
int16_t Shape_getX(Shape const * const me);
int16_t Shape_getY(Shape const * const me);
static inline uint32_t Shape_area(Shape const * const me)
{
return (*me->vptr->area)(me);
}
static inline void Shape_draw(Shape const * const me)
{
(*me->vptr->draw)(me);
}
Shape const *largestShape(Shape const *shapes[], uint32_t nShapes);
void drawAllShapes(Shape const *shapes[], uint32_t nShapes);
#endif /* SHAPE_H */
看下加上虛函式之后的類關系圖:

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5.1 虛表和虛指標
虛表(Virtual Table)是這個類所有虛函式的函式指標的集合,
虛指標(Virtual Pointer)是一個指向虛表的指標,這個虛指標必須存在于每個物件實體中,會被所有子類繼承,
在《Inside The C++ Object Model》的第一章內容中,有這些介紹,
5.2 在建構式中設定vptr
在每一個物件實體中,vptr 必須被初始化指向其 vtbl,最好的初始化位置就是在類的建構式中,事實上,在建構式中,C++ 編譯器隱式地創建了一個初始化的vptr,在 C 語言里面, 我們必須顯示的初始化vptr,
下面就展示一下,在 Shape 的建構式里面,如何去初始化這個 vptr,
vptr->area)(me);}","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">static inline uint32_t Shape_area(Shape const * const me) { return (*me->vptr->area)(me);}
5.3 繼承 vtbl 和 多載 vptr
上面已經提到過,基類包含 vptr,子類會自動繼承,但是,vptr 需要被子類的虛表重新賦值,并且,這也必須發生在子類的建構式中,下面是 Rectangle 的建構式,
/n/n// Rectangle 虛函式/nstatic uint32_t Rectangle_area_(Shape const * const me);/nstatic void Rectangle_draw_(Shape const * const me);/n/n// 建構式/nvoid Rectangle_ctor(Rectangle * const me, int16_t x, int16_t y,/n uint16_t width, uint16_t height)/n{/n static struct ShapeVtbl const vtbl = /n {/n &Rectangle_area_,/n &Rectangle_draw_/n };/n Shape_ctor(&me->super, x, y); // 呼叫基類的建構式/n me->super.vptr = &vtbl; // 多載 vptr/n me->width = width;/n me->height = height;/n}/n/n// Rectangle's 虛函式實作\nstatic uint32_t Rectangle_area_(Shape const * const me) \n{\n Rectangle const * const me_ = (Rectangle const *)me; //顯示的轉換\n return (uint32_t)me_->width * (uint32_t)me_->height;\n}\n\nstatic void Rectangle_draw_(Shape const * const me) \n{\n Rectangle const * const me_ = (Rectangle const *)me; //顯示的轉換\n printf(\"Rectangle_draw_(x=%d,y=%d,width=%d,height=%d)\\n\",\n Shape_getX(me), Shape_getY(me), me_->width, me_->height);\n}","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">#include "rect.h"
#include <stdio.h>
// Rectangle 虛函式
static uint32_t Rectangle_area_(Shape const * const me);
static void Rectangle_draw_(Shape const * const me);
// 建構式
void Rectangle_ctor(Rectangle * const me, int16_t x, int16_t y,
uint16_t width, uint16_t height)
{
static struct ShapeVtbl const vtbl =
{
&Rectangle_area_,
&Rectangle_draw_
};
Shape_ctor(&me->super, x, y); // 呼叫基類的建構式
me->super.vptr = &vtbl; // 多載 vptr
me->width = width;
me->height = height;
}
// Rectangle's 虛函式實作
static uint32_t Rectangle_area_(Shape const * const me)
{
Rectangle const * const me_ = (Rectangle const *)me; //顯示的轉換
return (uint32_t)me_->width * (uint32_t)me_->height;
}
static void Rectangle_draw_(Shape const * const me)
{
Rectangle const * const me_ = (Rectangle const *)me; //顯示的轉換
printf("Rectangle_draw_(x=%d,y=%d,width=%d,height=%d)\n",
Shape_getX(me), Shape_getY(me), me_->width, me_->height);
}
5.4 虛函式呼叫
有了前面虛表(Virtual Tables)和虛指標(Virtual Pointers)的基礎實作,虛擬呼叫(后期系結)就可以用下面代碼實作了,
vptr->area)(me);/n}","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">uint32_t Shape_area(Shape const * const me)
{
return (*me->vptr->area)(me);
}
這個函式可以放到.c檔案里面,但是會帶來一個缺點就是每個虛擬呼叫都有額外的呼叫開銷,為了避免這個缺點,如果編譯器支持行內函式(C99),我們可以把定義放到頭檔案里面,類似下面:
vptr->area)(me);/n}","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">static inline uint32_t Shape_area(Shape const * const me)
{
return (*me->vptr->area)(me);
}
如果是老一點的編譯器(C89),我們可以用宏函式來實作,類似下面這樣:
vptr->area)((me_)))","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">#define Shape_area(me_) ((*(me_)->vptr->area)((me_)))
看一下例子中的呼叫機制:

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5.5 main.c
/n/nint main() /n{/n Rectangle r1, r2; /n Circle c1, c2; /n Shape const *shapes[] = /n { /n &c1.super,/n &r2.super,/n &c2.super,/n &r1.super/n };/n Shape const *s;/n/n // 實體化矩形物件/n Rectangle_ctor(&r1, 0, 2, 10, 15);/n Rectangle_ctor(&r2, -1, 3, 5, 8);/n/n // 實體化圓形物件/n Circle_ctor(&c1, 1, -2, 12);/n Circle_ctor(&c2, 1, -3, 6);/n/n s = largestShape(shapes, sizeof(shapes)/sizeof(shapes[0]));/n printf(/"largetsShape s(x=%d,y=%d)//n/", Shape_getX(s), Shape_getY(s));/n/n drawAllShapes(shapes, sizeof(shapes)/sizeof(shapes[0]));/n/n return 0;/n}","classes":[]}" data-cke-widget-upcasted="1" data-cke-widget-keep-attr="0" data-widget="codeSnippet">#include "rect.h"
#include "circle.h"
#include <stdio.h>
int main()
{
Rectangle r1, r2;
Circle c1, c2;
Shape const *shapes[] =
{
&c1.super,
&r2.super,
&c2.super,
&r1.super
};
Shape const *s;
// 實體化矩形物件
Rectangle_ctor(&r1, 0, 2, 10, 15);
Rectangle_ctor(&r2, -1, 3, 5, 8);
// 實體化圓形物件
Circle_ctor(&c1, 1, -2, 12);
Circle_ctor(&c2, 1, -3, 6);
s = largestShape(shapes, sizeof(shapes)/sizeof(shapes[0]));
printf("largetsShape s(x=%d,y=%d)\n", Shape_getX(s), Shape_getY(s));
drawAllShapes(shapes, sizeof(shapes)/sizeof(shapes[0]));
return 0;
}
輸出結果:
largetsShape s(x=1,y=-2)
Circle_draw_(x=1,y=-2,rad=12)
Rectangle_draw_(x=-1,y=3,width=5,height=8)
Circle_draw_(x=1,y=-3,rad=6)
Rectangle_draw_(x=0,y=2,width=10,height=15)

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總結
還是那句話,面向物件編程是一種方法,并不局限于某一種編程語言,用 C 語言實作封裝、單繼承,理解和實作起來比較簡單,多型反而會稍微復雜一點,如果打算廣泛的使用多型,還是推薦轉到 C++ 語言上,畢竟這層復雜性被這個語言給封裝了,你只需要簡單的使用就行了,但并不代表,C 語言實作不了多型這個特性,

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