C++ classes vs. C different files - c++

Currently in a project there is a clear set of functions that pertain to a clear responsibility. Because the responsibility is a periodic process that requires buffers and counters for each iteration, I have to reset the variables used by those functions after each cycle. The variables are mostly static because per cycle the functions are called thousands of times. (It is a set of digital FIR filters that process the 5 second data that is coming in every 2 minutes or so). The variables have to be declared in the file scope, because the functions share them. E.g. the reset / initialize function and the actual filter functions.
As of now, the whole project is in C (but C++ is easily supported, as the possibly breaking parts already contain 'extern C {}'). To make the code cleaner, I thought to group the functions and variables in a separate implementation file. But of course, I could also use C++ classes, which I would like to work with more.
What are the essential differences between these options?
Simplified example of what I mean:
In this example, I just kept the structure of the program. The Filter() function is called for example 1000 times in 5 seconds for the first iteration. Then for the next iterations, the Reset() function is called prior to the actual Filter() function calls, to reset all the buffers that are used.
// File-scope variables
static float buffer[BUFFER_SIZE];
static uint8_t bufferOffset = 0;
// Filter
static float Filter (const float sample)
{
buffer[bufferOffset] = sample;
// Removed actual filter code here
return result;
}
// Reset functions
static void Reset (void)
{
memset(buffer, 0, sizeof(buffer));
bufferOffset = 0;
}

The usual approach in C to avoid those shared states is to define a structure encapsulating all the relevant state, pass it to every function and operate solely on it.
Example:
// buffer.h
#pragma once
// opaque data structure whose content
// isn't available to the outside
struct buffer;
// but you may allocate and free such a data structure
struct buffer *alloc_buffer();
void free_buffer(struct buffer *b);
// and you may operate on it with the following functions
float filter_buffer(struct buffer *b);
void reset_buffer(struct buffer *b);
void add_to_buffer(struct buffer *b, const float *data, size_t size);
And the source looks like this:
// buffer.c
#include "buffer.h"
struct buffer {
float content[BUFFER_SIZE];
uint8_t offset;
}
struct buffer *alloc_buffer() {
return malloc(sizeof(struct buffer));
}
void free_buffer(struct buffer *b) {
free(b);
}
float filter_buffer(struct buffer *b) {
// work with b->content and b->offset instead
// on global buffer and bufferOffset
return result;
}
void reset_buffer(struct buffer *b) {
memset(b->content, 0, BUFFER_SIZE);
b->offset = 0;
}
void add_to_buffer(struct buffer *b, const float *data, size_t num) {
memcpy(b->content + b->offset, data, sizeof(float) * num);
b->offset += num;
}
Thus you avoid a global state which for example dramatically simplifies multi-threaded applications of your code. And since you return an opaque data structure, you avoid leaking information about the internal structure of your buffer.
Now you may use this data structure in a different source file:
#include "buffer.h"
int main() {
struct buffer *const b = alloc_buffer();
// b->content[0] = 1; // <-- error, buffer is an opaque data type and
// you may only use the functions declared in
// buffer.h to access and modify it
const float data[2] = { 3.1415926, 2.71828 }
add_to_buffer(b, data, sizeof(data) / sizeof(data[0]));
const float result = filter_buffer(b);
return 0;
}
To answer you question: Even though you could separate your functions and global state even further into several compilation units, in the end you still have a shared global state. Except in some special cases I consider this a code smell.
The above described solution more or less corresponds to a C++ solution. You define a class encapsulating some state and methods operating on it. All instantiated objects are independent from each other.

To declare static file scope variables is the simplest form of private encapsulation. Such design is particularly common in embedded systems and hardware-related code. It's perfectly OK practice in a single-threaded program where there is just one single instance of the module/ADT that uses the variables ("singleton pattern").
Given your simple example, this should be just fine for your specific case. The art of program design is to know when to add extra layers of abstraction and when to avoid them. It isn't easy to teach, this mostly comes with experience.
A rule of thumb for the inexperienced programmer: if you are uncertain how to make the code more abstract, then don't add that extra abstraction. It is very likely to cause more far harm than it does good.
In case the code turns more complex, the next level of abstraction is simply to split it into several related files. Or rather into several .h + .c file pairs.
The point where this turns burdensome is where you need multiple instances of the module doing the same thing. Suppose you need multiple filters using the same code, but getting called by unrelated caller code. Having one set of static variables won't work then.
The sloppy but old school way of taking such abstraction further in C is to make a struct definition visible to the caller, then provide an interface such as void fir_init (fir_t* obj); where obj is allocated on the caller-side. This solves the multiple instances problem, but breaks private encapsulation.
The professional design would rather be to use the concept of opaque types (which is explained in multiple posts elsewhere on this site), where you only expose an incomplete struct type to the caller and let your module handle the allocation. This gives true OO design - you can declare multiple instances of the object while maintaining private encapsulation.
The C++ equivalent of opaque type is class and abstract base classes behave in exactly the same manner as opaque types in C - the caller can declare a pointer/reference to one, but not declare an object. C++ also provides constructors/destructors, which is more convenient than calling some "init" function manually. But this also leads to execution overhead when static storage duration objects have their default constructors called at start-up.
Also, C++ member functions come with their this pointer, so you don't need to pass a pointer to the object along manually. You can also have static members in a class and they behave just like C file scope static, with a single instance shared between all instances.

Related

SystemC/TLM (C++) sharing memory pool; static members, static methods, Singleton or?

Context:
I am writing a specific communication protocol to be used between TLM models (HW blocks described with SystemC and thus C++).
TLM notion is not important, just note that this communication is mimicked by allocating objects, the generic payloads (gps), that are passed between these C++ models of HW blocks.
Aim:
Together with the protocol, I want to provide a memory manager that should be able to efficiently handle the gps; this is quite important since in one simulation lots of gps are constructed, used and destroyed and this can slow down things a lot.
My goal is also to create something simple that could be used by others without efforts.
Issues:
The first issue I had was in creating a single shared pool for all the blocks communicating with that protocol. I thought about creating a static member in the mm class, but then I realized that:
Static members require a definition in the cpp. This makes the mm class less intuitive to use (with different people using this, some will forget to do so) and I would prefer to avoid that.
Depending on where (and in which?) in the cpp file the static variable definition is done, the pool might not have wet the parameters needed to be initialized (i.e., the number of mm instances created).
The second issue is similar to the first one. I want to count the number of instances and thus instead of a pool I need to create a shared counter to be used then by the pool to initialize itself. Again, I wanted to avoid static variable definitions in a cpp file and to guarantee the order of initialization.
I have considered mainly:
static members (discarded for the reasons above)
Singletons (discarded because I don't need to create a whole class for the pool to make it visible by others and single-instanced)
static methods (the approaches I finally picked and that is not far from a complete Singleton)
This is the code I produced (only relevant part included):
/**
* Helper class to count another class' number of instances.
*/
class counter {
public:
// Constructor
counter() : count(0) {}
//Destructor
virtual ~counter() {}
private:
unsigned int count;
public:
unsigned int get_count() {return count;}
void incr_count() {count++;}
void decr_count() {count--;}
};
template <unsigned int MAX = 1>
class mm: public tlm::tlm_mm_interface {
//////////////////////////////TYPEDEFS AND ENUMS/////////////////////////////
public:
typedef tlm::tlm_generic_payload gp_t;
///////////////////////////CLASS (CON/DE)STRUCTOR////////////////////////////
public:
// Constructor
mm() {inst_count().incr_count();}
// Copy constructor
mm(const mm&) {inst_count().incr_count();}
// Destructor
virtual ~mm() {} // no need to decrease instance count in our case
////////////////////////////////CLASS METHODS////////////////////////////////
public:
// Counter for number of isntances.
static counter& inst_count() {
static counter cnt;
return cnt;
}
/* This pattern makes sure that:
-- 1. The pool is created only when the first alloc appears
-- 2. All instances of mm have been already created (known instance sequence)
-- 3. Only one pool exists */
static boost::object_pool<gp_t>& get_pool() {
static boost::object_pool<gp_t> p(
mm<MAX>::inst_count().get_count() * MAX / 2, // creation size
mm<MAX>::inst_count().get_count() * MAX // max size used
);
return p;
}
// Allocate
virtual gp_t* allocate() {
//...
return gp;
}
// Free the generic payload and data_ptr
virtual void free(gp_t* gp) {
//...
get_pool().destroy(gp);
}
}
Now, the initiator block class header should have a member:
mm m_mm;
And the initiator block class cpp should use this like:
tlm_generic_payload* gp;
gp = m_mm.allocate();
//...
m_mm.free(gp); // In truth this is called by gp->release()...
// ...not important here
Having an electronic HW background, I am mainly trying to improve coding style, learn new approaches and optimize speed/memory allocation.
Is there a better way to achieve this? In particular considering my doubts:
It seems to me a not optimal workaround to encapsulate the counter in a class, put it locally (but static) in a static method and then do the same for the pool.
even though SystemC "simulation kernel" is single-threaded, I need to consider a multithread case...I am not sure that the relationship between those two static methods is safe even thou independently they should be safe...with C++03 g++ adds code to guarantee it and with C++11:
ยง6.7 [stmt.dcl] p4 If control enters the declaration concurrently while the variable is being initialized, the concurrent execution shall wait for completion of the initialization.
Thanks in advance.

static members and encapsulation in c++

Let us assume the following class:
class FileManipulator
{
static InputTypeOne * const fileone;
InputTypeTwo *filetwo;
public:
FileManipulator( InputTypeTwo *filetwo )
{
this->filetwo = filetwo;
}
int getResult();
};
FileManipulator uses data from both files to obtain output from getResult(). This means multiple iterations over filetwo and multiple constructions of FileManipulators via iterations for different InputTypeTwo objects. Inputs are, let us say, some .csv databases. InputTypeOne remains the same for the whole task.
The program itself is multi-modular and the operation above is only its small unit.
My question is how can I handle that static field in accordance with the object-oriented paradigm and encapsulation. The field must be initialized somehow since it is not a fixed value over different program executions. As far as I understand C++ rules I cannot create a method for setting the field, but making it public and initializing it outside of any class (FileManipulator or a befriended class) seems to me at odds with the encapsulation.
What can I do then? The only thing that comes to my mind is to do it in a C manner, namely initialize it in an isolated enough compilation unit. Is it really all I can do? How would that be solved in a professional manner?
edit
I corrected pointer to constant to constant pointer, which was my initial intention.
You can write a public static method of FileManipulator that would initialize the field for you:
static void init()
{
fileone = something();
}
And then call it from main() or some place where your program is being initialized.
One way of doing this which comes to mind is:
In the .cpp file
FileManipulator::fileone = NULL;
Then modify constructor to do the following:
FileManipulator( InputTypeTwo *filetwo, InputTypeOne *initValue = NULL)
{
if(fileone == NULL)
{
fileone = initValue;
}
this->filetwo = filetwo;
}
Or you could also define an init function and make sure to call it before using the class and after the CTOR. the init function will include the logic of how to init fileone.

Avoid creating multiple copies of code in memory

I'm new to developing on embedded systems and am not used to having very little program memory (16kB in this case) to play with. I would like to be able to create global variables, arrays, and functions that I can access from anywhere in the program while only existing in one place in memory. My current approach is to use static class members and methods that I can use by simply including the header file (e.g. #include "spi.h").
What is the best approach for what I'm trying to do?
Here is an example class. From what I understand, variables such as _callback and function definitions like call() in the .cpp will only appear in spi.o so they will appear only once in memory, but I may be mixed up.
spi.h:
#ifndef SPI_H_
#define SPI_H_
#include "msp430g2553.h"
class SPI {
public:
typedef void (*voidCallback)(void);
static voidCallback _callback;
static char largeArray[1000];
static __interrupt void USCIA0TX_ISR();
static void call();
static void configure();
static void transmitByte(unsigned char byte, voidCallback callback);
};
#endif /* SPI_H_ */
spi.cpp:
#include "spi.h"
SPI::voidCallback SPI::_callback = 0;
char SPI::largeArray[] = /* data */ ;
void SPI::configure() {
UCA0MCTL = 0;
UCA0CTL1 &= ~UCSWRST;
IE2 |= UCA0TXIE;
}
void SPI::transmitByte(unsigned char byte, voidCallback callback) {
_callback = callback;
UCA0TXBUF = byte;
}
void SPI::call() {
SPI::_callback();
}
#pragma vector=USCIAB0TX_VECTOR
__interrupt void SPI::USCIA0TX_ISR()
{
volatile unsigned int i;
while (UCA0STAT & UCBUSY);
SPI::call();
}
The data members and the member functions of the class you wrote will only be defined once in memory. And if they're not marked static, the member functions will still only be defined once in memory. Non-static data members will be created in memory once for each object that you create, so if you only create one SPI object you only get one copy of its non-static data members. Short version: you're solving a non-problem.
As per Pete, static won't affect code doubling up, only member vars. In your example, there is 0 difference between static non static memory usage except perhaps for the _callback var (which you call out as an error.) And that one variable would only double up if the class were created more than once.
If you want code to not exist in memory when not in use, look into overlays or some sort of dynamic linking process. DLL type code will probably be major overkill for 16K, but overlays with compressed code might help you out.
Also, beware of extra linked in code from libraries. Closely examine your .map files for code bloat from innocuous function calls. For instance, a single printf() call will link in all sorts of vargs stuff if it is the only thing using it. Same for software floating point (if you don't have a FP unit by default.)

dumb data object holds all common values c++, is this correct

So I am new to c++ and I'm writing for a scientific application.
Data needs to be read in from a few input text files.
At the moment I am storing these input variables in an object. (lets call it inputObj).
Is it right that I have to pass this "inputObj" around all my objects now. It seems like it has just become a complicated version of global variables. So I think I may be missing the point of OOP.
I have created a g++ compilable small example of my program:
#include<iostream>
class InputObj{
// this is the class that gets all the data
public:
void getInputs() {
a = 1;
b = 2;
};
int a;
int b;
};
class ExtraSolver{
//some of the work may be done in here
public:
void doSomething(InputObj* io) {
eA = io->a;
eB = io->b;
int something2 = eA+eB;
std::cout<<something2<<std::endl;
};
private:
int eA;
int eB;
};
class MainSolver{
// I have most things happening from here
public:
void start() {
//get inputs;
inputObj_ = new InputObj();
inputObj_ -> getInputs();
myA = inputObj_->a;
myB = inputObj_->b;
//do some solve:
int something = myA*myB;
//do some extrasolve
extraSolver_ = new ExtraSolver();
extraSolver_ -> doSomething(inputObj_);
};
private:
InputObj* inputObj_;
ExtraSolver* extraSolver_;
int myA;
int myB;
};
int main() {
MainSolver mainSolver;
mainSolver.start();
}
Summary of question: A lot of my objects need to use the same variables. Is my implementation the correct way of achieving this.
Don't use classes when functions will do fine.
Don't use dynamic allocation using new when automatic storage will work fine.
Here's how you could write it:
#include<iostream>
struct inputs {
int a;
int b;
};
inputs getInputs() {
return { 1, 2 };
}
void doSomething(inputs i) {
int something2 = i.a + i.b;
std::cout << something2 << std::endl;
}
int main() {
//get inputs;
inputs my_inputs = getInputs();
//do some solve:
int something = my_inputs.a * my_inputs.b;
//do some extrasolve
doSomething(my_inputs);
}
I'll recommend reading a good book: The Definitive C++ Book Guide and List
my answer would be based off your comment
"Yea I still haven't got the feel for passing objects around to each other, when it is essentially global variables im looking for "
so this 'feel for passing object' will come with practice ^^, but i think it's important to remember some of the reasons why we have OO,
the goal (in it simplified version) is to modularise your code so as increase the reuse segment of code.
you can create several InputObj without redefining or reassignig them each time
another goal is data hiding by encapsulation,
sometimes we don't want a variable to get changed by another function, and we don't want to expose those variable globally to protect their internal state.
for instance, if a and b in your InputObj where global variable declared and initialized at the beginning of your code, can you be certain that there value doesn't get changed at any given time unless you want to ? for simple program yes.. but as your program scale so does the chances of your variable to get inadvertently changed (hence some random unexpected behavior)
also there if you want the initial state of a and b to be preserved , you will have to do it yourself ( more temp global variables? )
you get more control over the flow of your code by adding level abstractions with classes/inheritances/operation overriding/polymorphisms/Abtract and interface and a bunch of other concepts that makes our life easier to build complex architectures.
now while many consider global variable to be evil, i think they are good and useful when used properly... otherwise is the best way to shoot yourself in the foot.
I hope this helped a bit to clear out that uneasy feeling for passing out objects :)
Is using your approach good or not strongly depends on situation.
If you need some high speed calculation you can't provide incapsulation methods for your InputObj class, though they are recommended, because it will strongly reduce speed of calculation.
However there are two rules that your can follow to reduce bugs:
1) Carefully using 'const' keyword every time you really don't want your object to modify:
void doSomething(InputObj * io) -> void doSomething(const InputObj * io)
2) Moving every action related with initial state of the object(in your case, as far as I can guess, your InputObj is loaded from file and thus without this file loading is useless) to constructor:
Instead of:
InputObj() { }
void getInputs(String filename) {
//reading a,b from file
};
use:
InputObj(String filename) {
//reading a,b from file
};
You are right that this way you have implemented global variables, but I would call your approach structured, and not complicated, as you encapsulate your global values in an object. This will make your program more maintainable, as global values are not spread all over the place.
You can make this even nicer by implementing the global object as a singleton (http://en.wikipedia.org/wiki/Singleton_pattern) thus ensuring there is only one global object.
Further, access the object through a static member or function. That way you don't need to pass it around as a variable, but any part of your program can easily access it.
You should be aware that a global object like this will e.g. not work well in a multithreaded application, but I understand that this not the case.
You should also be aware that there is a lot of discussions if you should use a singleton for this kind of stuff or not. Search SO or the net for "C++ singleton vs. global static object"

Proper way to make a global "constant" in C++

Typically, the way I'd define a true global constant (lets say, pi) would be to place an extern const in a header file, and define the constant in a .cpp file:
constants.h:
extern const pi;
constants.cpp:
#include "constants.h"
#include <cmath>
const pi=std::acos(-1.0);
This works great for true constants such as pi. However, I am looking for a best practice when it comes to defining a "constant" in that it will remain constant from program run to program run, but may change, depending on an input file. An example of this would be the gravitational constant, which is dependent on the units used. g is defined in the input file, and I would like it to be a global value that any object can use. I've always heard it is bad practice to have non-constant globals, so currently I have g stored in a system object, which is then passed on to all of the objects it generates. However this seems a bit clunky and hard to maintain as the number of objects grow.
Thoughts?
It all depends on your application size. If you are truly absolutely sure that a particular constant will have a single value shared by all threads and branches in your code for a single run, and that is unlikely to change in the future, then a global variable matches the intended semantics most closely, so it's best to just use that. It's also something that's trivial to refactor later on if needed, especially if you use distinctive prefixes for globals (such as g_) so that they never clash with locals - which is a good idea in general.
In general, I prefer to stick to YAGNI, and don't try to blindly placate various coding style guides. Instead, I first look if their rationale applies to a particular case (if a coding style guide doesn't have a rationale, it is a bad one), and if it clearly doesn't, then there is no reason to apply that guide to that case.
I can understand the predicament you're in, but I am afraid that you are unfortunately not doing this right.
The units should not affect the program, if you try to handle multiple different units in the heart of your program, you're going to get hurt badly.
Conceptually, you should do something like this:
Parse Input
|
Convert into SI metric
|
Run Program
|
Convert into original metric
|
Produce Output
This ensure that your program is nicely isolated from the various metrics that exist. Thus if one day you somehow add support to the French metric system of the 16th century, you'll just add to configure the Convert steps (Adapters) correctly, and perhaps a bit of the input/output (to recognize them and print them correctly), but the heart of the program, ie the computation unit, would remain unaffected by the new functionality.
Now, if you are to use a constant that is not so constant (for example the acceleration of gravity on earth which depends on the latitude, longitude and altitude), then you can simply pass it as arguments, grouped with the other constants.
class Constants
{
public:
Constants(double g, ....);
double g() const;
/// ...
private:
double mG;
/// ...
};
This could be made a Singleton, but that goes against the (controversed) Dependency Injection idiom. Personally I stray away from Singleton as much as I can, I usually use some Context class that I pass in each method, makes it much easier to test the methods independently from one another.
A legitimate use of singletons!
A singleton class constants() with a method to set the units?
You can use a variant of your latter approach, make a "GlobalState" class that holds all those variables and pass that around to all objects:
struct GlobalState {
float get_x() const;
float get_y() const;
...
};
struct MyClass {
MyClass(GlobalState &s)
{
// get data from s here
... = s.get_x();
}
};
It avoids globals, if you don't like them, and it grows gracefully as more variables are needed.
It's bad to have globals which change value during the lifetime of the run.
A value that is set once upon startup (and remains "constant" thereafter) is a perfectly acceptable use for a global.
Why is your current solution going to be hard to maintain? You can split the object up into multiple classes as it grows (one object for simulation parameters such as your gravitational constant, one object for general configuration, and so on)
My typical idiom for programs with configurable items is to create a singleton class named "configuration". Inside configuration go things that might be read from parsed configuration files, the registry, environment variables, etc.
Generally I'm against making get() methods, but this is my major exception. You can't typically make your configuration items consts if they have to be read from somewhere at startup, but you can make them private and use const get() methods to make the client view of them const.
This actually brings to mind the C++ Template Metaprogramming book by Abrahams & Gurtovoy - Is there a better way to manage your data so that you don't get poor conversions from yards to meters or from volume to length, and maybe that class knows about gravity being a form acceleration.
Also you already have a nice example here, pi = the result of some function...
const pi=std::acos(-1.0);
So why not make gravity the result of some function, which just happens to read that from file?
const gravity=configGravity();
configGravity() {
// open some file
// read the data
// return result
}
The problem is that because the global is managed prior to main being called you cannot provide input into the function - what config file, what if the file is missing or doesn't have g in it.
So if you want error handling you need to go for a later initialization, singletons fit that better.
Let's spell out some specs. So, you want:
(1) the file holding the global info (gravity, etc.) to outlive your runs of the executable using them;
(2) the global info to be visible in all your units (source files);
(3) your program to not be allowed to change the global info, once read from the file;
Well,
(1) Suggests a wrapper around the global info whose constructor takes an ifstream or file name string reference (hence, the file must exist before the constructor is called and it will still be there after the destructor is invoked);
(2) Suggests a global variable of the wrapper. You may, additionally, make sure that that is the only instance of this wrapper, in which case you need to make it a singleton as was suggested. Then again, you may not need this (you may be okay with having multiple copies of the same info, as long as it is read-only info!).
(3) Suggests a const getter from the wrapper. So, a sample may look like this:
#include <iostream>
#include <string>
#include <fstream>
#include <cstdlib>//for EXIT_FAILURE
using namespace std;
class GlobalsFromFiles
{
public:
GlobalsFromFiles(const string& file_name)
{
//...process file:
std::ifstream ginfo_file(file_name.c_str());
if( !ginfo_file )
{
//throw SomeException(some_message);//not recommended to throw from constructors
//(definitely *NOT* from destructors)
//but you can... the problem would be: where do you place the catcher?
//so better just display an error message and exit
cerr<<"Uh-oh...file "<<file_name<<" not found"<<endl;
exit(EXIT_FAILURE);
}
//...read data...
ginfo_file>>gravity_;
//...
}
double g_(void) const
{
return gravity_;
}
private:
double gravity_;
};
GlobalsFromFiles Gs("globals.dat");
int main(void)
{
cout<<Gs.g_()<<endl;
return 0;
}
Globals aren't evil
Had to get that off my chest first :)
I'd stick the constants into a struct, and make a global instance of that:
struct Constants
{
double g;
// ...
};
extern Constants C = { ... };
double Grav(double m1, double m2, double r) { return C.g * m1 * m2 / (r*r); }
(Short names are ok, too, all scientists and engineers do that.....)
I've used the fact that local variables (i.e. members, parameters, function-locals, ..) take precedence over the global in a few cases as "apects for the poor":
You could easily change the method to
double Grav(double m1, double m2, double r, Constants const & C = ::C)
{ return C.g * m1 * m2 / (r*r); } // same code!
You could create an
struct AlternateUniverse
{
Constants C;
AlternateUniverse()
{
PostulateWildly(C); // initialize C to better values
double Grav(double m1, double m2, double r) { /* same code! */ }
}
}
The idea is to write code with least overhead in the default case, and preserving the implementation even if the universal constants should change.
Call Scope vs. Source Scope
Alternatively, if you/your devs are more into procedural rather thsn OO style, you could use call scope instead of source scope, with a global stack of values, roughly:
std::deque<Constants> g_constants;
void InAnAlternateUniverse()
{
PostulateWildly(C); //
g_constants.push_front(C);
CalculateCoreTemp();
g_constants.pop_front();
}
void CalculateCoreTemp()
{
Constants const & C= g_constants.front();
// ...
}
Everything in the call tree gets to use the "most current" constants. OYu can call the same tree of coutines - no matter how deeply nested - with an alternate set of constants. Of course it should be encapsulated better, made exception safe, and for multithreading you need thread local storage (so each thread gets it's own "stack")
Calculation vs. User Interface
We approach your original problem differently: All internal representation, all persistent data uses SI base units. Conversion takes place at input and output (e.g. even though the typical size is millimeter, it's always stored as meter).
I can't really compare, but worksd very well for us.
Dimensional Analysis
Other replies have at least hinted at Dimensional Analysis, such as the respective Boost Library. It can enforce dimensional correctness, and can automate the input / output conversions.