With the C++ approach the data is one pointer away but the vtable is two pointers away.
With the Rust approach both data and vtable are just one pointer away.
Uh, what? How is the compiler just supposed to magically know which of the structures in the array are of what type, without any additional identifying information? I'm assuming that in this optimized case, there's a hidden type field in each struct, that it would use to index into a table of vtable pointers? If so, there you go, that's yet another level of indirection.
It usually is smarter for performance to do the "data oriented design" thing and break the heterogeneous arrays into separate homogeneous arrays, so that you can potentially avoid a few levels of indirection, hoist loop invariants out, and maybe even make use of SIMD. But the whole point of the conversation was to talk about a nontrivial abstraction that (supposedly) trades performance for clarity. So I gave a scenario that would exercise that overhead.
If objects have the same type, which is statically known, there is no need for virtual functions because the compiler can resolve the specific method implementation at compile-time.
> or you could make a union of all applicable objects (thus guaranteed to be constant sized, at the size of the largest object) and store those in the array/vector, switching on a type enum
You can do this in both C++ and Rust easily, with equivalent efficiency in both. In Rust you would just use an enum type. This design is generally highly discouraged though, because it requires callers to be aware of all possible "derived classes".
My comments were only about the case where you are using true language-level polymorphism.
No, it's assuming that a "full pointer" is the only way to get a reference to a polymorphic object. This is true in both C++ and Rust.
> What about if you want to stick a bunch of objects in a vector, and iterate over them linearly?
You can do this in both C++ and Rust. But you can only put a bunch of objects in a vector if they have a statically-known type. The point of dynamic dispatch is calling methods of an object where you don't statically know its type.