A neat way to apply many (300) methods to one data - c++

I need to apply a lot of functions to the same piece of data in arbitrary order. Different people add different functions. I have created a system, that, after simplification, looks like that:
abstract_filter.h
class AbstractFilter {
void filter(data) = 0;
}
blue_filter.h
class BlueFilter: public AbstractFilter ...
red_filter.h ...
green_filter.h ...
parser.cpp
#include "blue_filter.h"
#include "red_filter.h" //so on
void Parse(const Data data) {
RedFilter redFilter();
redFilter.filter(data);
BlueFilter blueFilter();
blueFilter.filter(data);
....
}
I have hundreds of filters and people always forget to add them to the list or configure. Is it possible to write something like "take all classes from that group/folder and instantiate and put in array...."? I can't make them static or register filters in their constructors because several filtering stacks can be active in the same time.
All I want is to not have to manually enumerate all filters. Would be great to put them in place by just adding them to the project.

Write a python script which parses the filter directory entries an adds them to a generic factory or processing class. If the script runs on every build process the filters will always be taken care of.

Related

load config file for game, singleton or passing down the tree or anything else?

I'm trying to create simple game in C++. At one point I want to have some setting, save and load from config file.
The config file should be read from the beginning, and should be accessible anywhere it needed.
So far I only see Singleton pattern as a solution.
Another way is to create an object an pass it down, but it can mess
up the current code.
I've also search and found something called Dependency Injection.
Is dependency injection useful in C++
Which design patterns can be applied to the configuration settings problem?
But I don't quite understand it, you still have to create an object in main and pass it down, right?
Singleton is quite simple, but some consider it antipattern, while pass it down the tree can mess up my current code. Is there any other Patterns?
P/S: I'm also curious how games load their setting.
I would suggest something simple as the following example, which circumvents any singleton-related or initialization order issue:
struct global_state
{
config _config;
};
struct game_state
{
global_state& _global_state;
};
int main()
{
global_state globals{load_config_from_file()};
game_state game{globals};
game.run();
}
Since _global_state is a member of game_state, it can be used in member functions without the need of explicitly passing it as a parameter:
void game_state::update_ui()
{
const float text_size = _global_state._config.get_float("text_size");
_some_text.set_size(text_size);
}

OOP for global system/task monitoring class

I'm trying to create a performance monitor of sorts to run on a Particle board (STM32 based). I'm used to programming in c so the OOP approach is a bit new but I think it would fit well here.
For the purpose of this question let's assume I have two types of monitors:
Frequency. The application can call a "tick" method of the monitor to calculate the time since it last ran and store it.
Period- call a "start" and "stop" method of the monitor to calculate how long a process takes to run and store it.
What I would like to do is to create instances of these monitors throughout my application and be able to report on the stats of all monitors of all types from the main module.
I've read about the singleton design pattern which seems like it might be what I need but I'm not sure and I'm also concerned about thread safety with that.
I'm thinking I will create a "StatMonitor" class and a derived class "FrequencyMonitor" and "PeriodMonitor". Monitor would be a singleton and everywhere I wanted to create a new monitor I would request an instance of "Monitor" and use that like so:
freqMonitor * task1FreqMonitor = StatMonitor::GetInstance()->Add_Freq_Monitor("Task1");
The StatMonitor would track all monitors I've added and when I wanted to print the stats I could just call the printAll method which would iterate it's array of monitors and request their results like so:
StatMonitor::GetInstance()->PrintAllStats();
Am I going down the right path?
Your path sounds good, except that FrequencyMonitor and PeriodMonitor should not derive from the class that "manages" all these monitors (let's call it MonitorPrinter).
MonitorPrinter should be a singleton and could look like this:
class MonitorPrinter
{
public:
static MonitorPrinter& getInstance()
{
static MonitorPrinter monitorPrinter;
return monitorPrinter;
}
void printAllStats()
{
for (const auto& [_, frequencyMonitor] : _frequencyMonitors)
frequencyMonitor.print();
for (const auto& [_, periodMonitor] : _periodMonitors)
periodMonitor.print();
}
FrequencyMonitor& getFrequencyMonitor(std::string name)
{ return _frequencyMonitors[name]; }
PeriodMonitor& getPeriodMonitor(std::string name)
{ return _periodMonitors[name]; }
private:
MonitorPrinter() = default;
std::map<std::string, FrequencyMonitor> _frequencyMonitors;
std::map<std::string, PeriodMonitor> _periodMonitors;
};
Demo
(The const auto& [_, frequencyMonitor] is a structured binding).
FrequencyMonitor and PeriodMonitor should not have anything to do with singletons, and from your description, they need not be part of a class hierarchy either (as they have different interfaces). If you want, you can prevent users (other than the MonitorPrinter) from instantiating these classes using other techniques, but I won't elaborate on that here.
In short, there is no need to use OOP here. Use a singleton to provide (and keep track of) the monitors, and implement the monitors to your liking. Be wary of thread safety if this is relevant (the above is not thread-safe!).

c++ best way to realise global switches/flags to control program behaviour without tying the classes to a common point

Let me elaborate on the title:
I want to implement a system that would allow me to enable/disable/modify the general behavior of my program. Here are some examples:
I could switch off and on logging
I could change if my graphing program should use floating or pixel coordinates
I could change if my calculations should be based upon some method or some other method
I could enable/disable certain aspects like maybe a extension api
I could enable/disable some basic integrated profiler (if I had one)
These are some made-up examples.
Now I want to know what the most common solution for this sort of thing is.
I could imagine this working with some sort of singelton class that gets instanced globally or in some other globally available object. Another thing that would be possible would be just constexpr or other variables floating around in a namespace, again globally.
However doing something like that, globally, feels like bad practise.
second part of the question
This might sound like I cant decide what I want, but I want a way to modify all these switches/flags or whatever they are actually called in a single location, without tying any of my classes to it. I don't know if this is possible however.
Why don't I want to do that? Well I like to make my classes somewhat reusable and I don't like tying classes together, unless its required by the DRY principle and or inheritance. I basically couldn't get rid of the flags without modifying the possible hundreds of classes that used them.
What I have tried in the past
Having it all as compiler defines. This worked reasonably well, however I didnt like that I couldnt make it so if the flag file was gone there were some sort of default settings that would make the classes themselves still operational and changeable (through these default values)
Having it as a class and instancing it globally (system class). Worked ok, however I didnt like instancing anything globally. Also same problem as above
Instancing the system class locally and passing it to the classes on construction. This was kinda cool, since I could make multiple instruction sets. However at the same time that kinda ruined the point since it would lead to things that needed to have one flag set the same to have them set differently and therefore failing to properly work together. Also passing it on every construction was a pain.
A static class. This one worked ok for the longest time, however there is still the problem when there are missing dependencies.
Summary
Basically I am looking for a way to have a single "place" where I can mess with some values (bools, floats etc.) and that will change the behaviour of all classes using them for whatever, where said values either overwrite default values or get replaced by default values if said "place" isnt defined.
If a Singleton class does not work for you , maybe using a DI container may fit in your third approach? It may help with the construction and make the code more testable.
There are some DI frameworks for c++, like https://github.com/google/fruit/wiki or https://github.com/boost-experimental/di which you can use.
If you decide to use switch/flags, pay attention for "cyclometric complexity".
If you do not change the skeleton of your algorithm but only his behaviour according to the objets in parameter, have a look at "template design pattern". This method allow you to define a generic algorithm and specify particular step for a particular situation.
Here's an approach I found useful; I don't know if it's what you're looking for, but maybe it will give you some ideas.
First, I created a BehaviorFlags.h file that declares the following function:
// Returns true iff the given feature/behavior flag was specified for us to use
bool IsBehaviorFlagEnabled(const char * flagName);
The idea being that any code in any of your classes could call this function to find out if a particular behavior should be enabled or not. For example, you might put this code at the top of your ExtensionsAPI.cpp file:
#include "BehaviorFlags.h"
static const enableExtensionAPI = IsBehaviorFlagEnabled("enable_extensions_api");
[...]
void DoTheExtensionsAPIStuff()
{
if (enableExtensionsAPI == false) return;
[... otherwise do the extensions API stuff ...]
}
Note that the IsBehaviorFlagEnabled() call is only executed once at program startup, for best run-time efficiency; but you also have the option of calling IsBehaviorFlagEnabled() on every call to DoTheExtensionsAPIStuff(), if run-time efficiency is less important that being able to change your program's behavior without having to restart your program.
As far as how the IsBehaviorFlagEnabled() function itself is implemented, it looks something like this (simplified version for demonstration purposes):
bool IsBehaviorFlagEnabled(const char * fileName)
{
// Note: a real implementation would find the user's home directory
// using the proper API and not just rely on ~ to expand to the home-dir path
std::string filePath = "~/MyProgram_Settings/";
filePath += fileName;
FILE * fpIn = fopen(filePath.c_str(), "r"); // i.e. does the file exist?
bool ret = (fpIn != NULL);
fclose(fpIn);
return ret;
}
The idea being that if you want to change your program's behavior, you can do so by creating a file (or folder) in the ~/MyProgram_Settings directory with the appropriate name. E.g. if you want to enable your Extensions API, you could just do a
touch ~/MyProgram_Settings/enable_extensions_api
... and then re-start your program, and now IsBehaviorFlagEnabled("enable_extensions_api") returns true and so your Extensions API is enabled.
The benefits I see of doing it this way (as opposed to parsing a .ini file at startup or something like that) are:
There's no need to modify any "central header file" or "registry file" every time you add a new behavior-flag.
You don't have to put a ParseINIFile() function at the top of main() in order for your flags-functionality to work correctly.
You don't have to use a text editor or memorize a .ini syntax to change the program's behavior
In a pinch (e.g. no shell access) you can create/remove settings simply using the "New Folder" and "Delete" functionality of the desktop's window manager.
The settings are persistent across runs of the program (i.e. no need to specify the same command line arguments every time)
The settings are persistent across reboots of the computer
The flags can be easily modified by a script (via e.g. touch ~/MyProgram_Settings/blah or rm -f ~/MyProgram_Settings/blah) -- much easier than getting a shell script to correctly modify a .ini file
If you have code in multiple different .cpp files that needs to be controlled by the same flag-file, you can just call IsBehaviorFlagEnabled("that_file") from each of them; no need to have every call site refer to the same global boolean variable if you don't want them to.
Extra credit: If you're using a bug-tracker and therefore have bug/feature ticket numbers assigned to various issues, you can creep the elegance a little bit further by also adding a class like this one:
/** This class encapsulates a feature that can be selectively disabled/enabled by putting an
* "enable_behavior_xxxx" or "disable_behavior_xxxx" file into the ~/MyProgram_Settings folder.
*/
class ConditionalBehavior
{
public:
/** Constructor.
* #param bugNumber Bug-Tracker ID number associated with this bug/feature.
* #param defaultState If true, this beheavior will be enabled by default (i.e. if no corresponding
* file exists in ~/MyProgram_Settings). If false, it will be disabled by default.
* #param switchAtVersion If specified, this feature's default-enabled state will be inverted if
* GetMyProgramVersion() returns any version number greater than this.
*/
ConditionalBehavior(int bugNumber, bool defaultState, int switchAtVersion = -1)
{
if ((switchAtVersion >= 0)&&(GetMyProgramVersion() >= switchAtVersion)) _enabled = !_enabled;
std::string fn = defaultState ? "disable" : "enable";
fn += "_behavior_";
fn += to_string(bugNumber);
if ((IsBehaviorFlagEnabled(fn))
||(IsBehaviorFlagEnabled("enable_everything")))
{
_enabled = !_enabled;
printf("Note: %s Behavior #%i\n", _enabled?"Enabling":"Disabling", bugNumber);
}
}
/** Returns true iff this feature should be enabled. */
bool IsEnabled() const {return _enabled;}
private:
bool _enabled;
};
Then, in your ExtensionsAPI.cpp file, you might have something like this:
// Extensions API feature is tracker #4321; disabled by default for now
// but you can try it out via "touch ~/MyProgram_Settings/enable_feature_4321"
static const ConditionalBehavior _feature4321(4321, false);
// Also tracker #4222 is now enabled-by-default, but you can disable
// it manually via "touch ~/MyProgram_Settings/disable_feature_4222"
static const ConditionalBehavior _feature4222(4222, true);
[...]
void DoTheExtensionsAPIStuff()
{
if (_feature4321.IsEnabled() == false) return;
[... otherwise do the extensions API stuff ...]
}
... or if you know that you are planning to make your Extensions API enabled-by-default starting with version 4500 of your program, you can set it so that Extensions API will be enabled-by-default only if GetMyProgramVersion() returns 4500 or greater:
static ConditionalBehavior _feature4321(4321, false, 4500);
[...]
... also, if you wanted to get more elaborate, the API could be extended so that IsBehaviorFlagEnabled() can optionally return a string to the caller containing the contents of the file it found (if any), so that you could do shell commands like:
echo "opengl" > ~/MyProgram_Settings/graphics_renderer
... to tell your program to use OpenGL for its 3D graphics, or etc:
// In Renderer.cpp
std::string rendererType;
if (IsDebugFlagEnabled("graphics_renderer", &rendererType))
{
printf("The user wants me to use [%s] for rendering 3D graphics!\n", rendererType.c_str());
}
else printf("The user didn't specify what renderer to use.\n");

Using results from my own pass(not predefined pass) into next pass

I have created a pass that pathprofiles and then stores results in different data structures such as blocks corresponding to the paths, edges in paths etc.
I have different variables and data structures for each of these.
Is there a way to use these variables directly in another pass that i write?
If yes, how? (Im not sure if getAnalysisUsage works for this?)
Urgent help required
This answer might be late, but I had the same question, ran across your post and thanks to Oak was pointed into the right direction. So I wanted to share some code here.
Suppose you have two passes, the first one is your PathProfilePass and the second one is your DoSomethingPass. The first pass contains the data that you collect and share with the second path; nothing special needs to be done here:
/// Path profiling to gather heaps of data.
class PathProfilePass: public llvm::ModulePass {
public:
virtual bool runOnModule(llvm::Module &M) {
// Create goodness for edges and paths.
...
}
std::set<Edges> edges; ///< All the edges this pass collects.
std::set<Paths> paths; ///< All the paths this pass collects.
};
The interesting stuff happens in the second pass. Two things you need to do here:
Specify the dependency of the second pass on the first pass: see the getAnalysisUsage method.
Access the data from the first pass: see the getAnalysis method.
Code-wise it would look something like this for the second pass:
/// Doing something with edge and path informations.
class DoSomethingPass: public llvm::ModulePass {
public:
/// Specify the dependency of this pass on PathProfilePass.
virtual void getAnalysisUsage(llvm::AnalysisUsage &AU) const {
AU.addRequired<PathProfilePass>();
}
/// Use the data of the PathProfilePass.
virtual bool runOnModule(llvm::Module &M) {
PathProfilePass &PPP = getAnalysis<PathProfilePass>();
// Get the edges and paths from the first pass.
std::set<Edges> &edges = PPP.edges;
std::set<Paths> &paths = PPP.paths;
// Now you can noodle over that data.
...
}
};
Disclaimer: I haven't compiled this code, but this is an adaptation to your example of what works for me. Hope this is useful :-)
Set a dependency from the 2nd pass to the 1st pass (via overriding getAnalysisUsage and invoking getAnalysis - see the programmer's guide to writing a pass on how to do that). Once you get an instance of the 1st pass, you can use it just like any other C++ object.

A few questions about CodeSmith

I have recently started studying CodeSmith and I have a few questions.
I would like to make a template with 4 blocks.
Each block will be selected by the user.
How can I set the text block
(function) to selecting user?
How can I move blocks in separate
files?
For example there is a template
using System;
public class Hello3
{
public static void Main(string[] args)
{
Blocl 1
Blocl 2
Blocl 3
Blocl 4
}
}
Each of these blocks should be selected by the user. Each block is stored in a separate file.
Each block is a function. The output of one block enters to the input of another block.
P.S. Sorry for my bad english.
You could use a string property to set the name of a template or generated value. Then you would just render this string content during generation time.
Another option would be to create an enum that names different Code Blocks. Then inside of your template you could render a sub template or return some static text.
You could also create a custom dropdown list that allows you to choose a CodeSmith template. All of this logic would need to happen in a UITypeEditor and you would need to return a CodeTemplate using the API. This is a lot tougher than the first or second option.
I don't know how to do it using CodeSmith, but you would be better off using a "building-blocks" approach. AtomWeaver offers a way to build a code generator by smaller parts, called "Atoms". These Atoms are Templates that you can combine together.
In you case, I would build an Atom Template called cs_class:
The Template's Exec Code would be:
code([[
using System;
public class Hello3
{
public static void Main(string[] args)
{
{{code_blocks}}
}
}
]])
Notice the {{code_blocks}} marker. Another Template will put some code there.
Then, create the cs_code_block Atom Template. Use this code:
For the Admin Section:
under("cs_class")
For the Exec Section:
cursor("code_blocks")
code([[
<put user code here>
]])
The under() command helps you build an interactive modeling environment in AtomWeaver. Now, your user can create a model with one cs_class Atom, and then he can add as many cs_code_block Atoms as he wish. Executing the model will generate the desired code.
AtomWeaver lets you evolve your models and code generators. It's easy to start with a few lines and then grow it to obtain complete generators.
I know this is a very, very simplistic example of what you can build with AtomWeaver, but it's just to give you a quick idea of what you can accomplish.