For three years I have been giving some C++ courses in my university as part of my spare time (Aka “the time I should have been studing”…), most of them focused in getting C++ right from the beginning. This year I decided to split the course in two: One for beginners (The usual course I give) and an advanced C++ course focused at people in the game programming master degree.

For them “advanced C++” means I can write whatever crazy code I like so they learn how to write simple and maintainable modern C++ while at the same time learn some techniques that can be useful when writing game engines or whatever thing they end up working with. ‘Whatever’ is the key here, tell me six months ago I will be working writing network comunication protocols… Is not a course about “How to write C++” but, “You already know C++? Let’s see…”.

For me that means I can use the course repo as a sandbox. Currently the code there covers topics from allocators to variant, but for me the most amusing to write, and the one I want to talk here, is reflection.


From Wikipedia:

reflection is the ability of a computer program to examine and modify its own structure and behavior (specifically the values, meta-data, properties and functions) at runtime

Reflection is the kind of black magic one loves when playing with dynamically typed languages, such as Python or C#, that thing that makes possible to do some type introspection like “given this object, give me a list with all its methods”:

[method for method in dir(object) if callable(getattr(object, method))]

Yes, I just googled ‘Python get list of methods’,it’s easier than getting an example out of my head…

A simple-but-useful example of reflection is automatic serialization: Since you can get the set of fields a class has, writing a serialization tool is in its simple form more or less a foreach loop writing or reading that fields. By automatic I mean that you don’t have to care about class fields manually: We have serialization tools for C++, but these usually cover simple types only and leave class serialization up to the user.

Static vs dynamic reflection

We all agree that the set of fields and member functions is known at compile time (We are talking about C++ after all, not about Javascript…), so giving an standard interface to that information should be possible. But, in my opinion, that’s not very useful if playing with that info means having a codebase that looks more like HTML than C++ (Try Hana, it may ease the pain).

So for most of the cases, I don’t like compile-time (static) reflection, or to be more specific, I don’t like reflection/type-introspection tools that cannot be queried using simple syntax.

Instead, what I have implemented is a reflection system similar to Qt’s metatype system (Actually inspired in): Each class has a set of metadata associated that can be queried at runtime using C++.

class MyClass
    void f() const;
    void g() const;

for(const auto& keyValue : MyClass::reflection().functions())
    const auto& name = keyValue.first;
    const auto& function = keyValue.second;

    MyClass instance;
    const auto& bindedFunction = function(instance);

    // Calls member function on instance

Reflection step by step

The idea of both the code of the course and this post(s) is to show how C++ reflection works, so if you take Qt or Unreal Engine you have a brief idea of what’s going on under the hood. Is not, and is not intended to be, a reference on how to implement relfection in C++, it’s just the way I did it.

In order to achieve the code above we should realize that:

  • C++ is a statically typed language, but with runtime reflection we are introducing runtime typing: Since functions and fields are queried and accessed at runtime, the type of the data depends on runtime values. We need a way to do runtime typing (At least limited) in C++.

  • We have to collect class information in order to store the meta-information: As I said above, I don’t want to do this manually, so this would involve some kind of parsing.

I would try to write a post for each feature we need to reach the goals above, more or less:

  1. TypeInfo: Storing C++ type information.
  2. MetaType: Type-erased type information. It’s the main building block of the reflection system, it knows about a type T, how to construct Ts, etc.
  3. MetaObject: RAII objects with runtime type.
  4. (Meta)Field: Represents a field of a class, giving read/write access to it.
  5. (Meta)Function: A memeber function of a class, you can dynamically invoke it.
  6. MetaClassData: Collects meta-information of a class, giving Fields and Functions.
  7. Automatically collecting class information: libclang! (Or static reflection in C++17, I hope)
  8. CMake integration

I’m missing something…?

That’s all! I hope you would enjoy it. Here’s a little spoiler: Project bootstrapping and the reflection system running


The parser looks slow? Don’t try to develop with an Atom netbook with 1GB of RAM…