Designing Interfaces in c++ - c++

I am developing an interface that can be used as dynamic loading.Also it should be compiler independent.So i wanted to export Interfaces.
I am facing now the following problems..
Problem 1: The interface functions are taking some custom data types (basically classes or structures) as In\Out parameters.I want to initialise members of these classes with default values using constructors.If i do this it is not possible to load my library dynamically and it becomes compiler dependent. How to solve this.
Problem 2: Some interfaces returns lists(or maps) of element to client.I am using std containers for this purpose.But this also once again compiler dependent(and compiler version also some times).
Thanks.

Code compiled differently can only work together if it adopts the same Application Binary Interface (ABI) for the set of types used for parameters and return value. ABI's are significant at a much deeper level - name mangling, virtual dispatch tables etc., but my point's that if there's one your compilers support allowing calling of functions with simple types, you can at least think about hacking together some support for more complex types like compiler-specific implementations of Standard containers and user-defined types.
You'll have to research what ABI support your compilers provide, and infer what you can about what they'll continue to provide.
If you want to support other types beyond what the relevant ABI standardises, options include:
use simpler types to expose internals of more complex types
pass [const] char* and size_t extracted by my_std_string.data() or &my_std_string[0] and my_std_string.size(), similarly for std::vector
serialise the data and deserialise it using the data structures of the receiver (can be slow)
provide a set of function pointers to simple accessor/mutator functions implemented by the object that created the data type
e.g. the way the classic C qsort function accepts a pointer to an element comparison function

As I usually have a multithreading focus, I'm mostly going to bark about your second problem.
You already realized that passing elements of a container over an API seems to be compiler dependent. It's actually worse: it's header file & C++-library dependent, so at least for Linux you're already stuck with two different sets: libstc++ (originating from gcc) and libcxx (originating from clang).
Because part of the containers is header files and part is library code, getting things ABI-independent is close to impossible.
My bigger worry is that you actually thought of passing container elements around. This is a huge threadsafety issue: the STL containers are not threadsafe - by design.
By passing references over the interface, you are passing "pointers to encapsulated knowledge" around - the users of your API could make assumptions of your internal structures and start modifying the data pointed to. That is usually already really bad in a singlethreaded environment, but gets worse in a multithreaded environment.
Secondly, pointers you provided could get stale, not good either.
Make sure to return copies of your inner knowledge to prevent user modification of your structures.
Passing things const is not enough: const can be cast away and you still expose your innards.
So my suggestion: hide the data types, only pass simple types and/or structs that you fully control (i.e. are not dependent on STL or boost).

Designing an API with the widest ABI compatibility is an extremely complex subject, even more so when C++ is involved instead of C.
Yet there are more theoretical-type issues that aren't really quite as bad as they sound in practice. For example, in theory, calling conventions and structure padding/alignment sound like they could be major headaches. In practice they aren't so much, and you can even resolve such issues in hindsight by specifying additional build instructions to third parties or decorating your SDK functions with macros indicating the appropriate calling convention. By "not so bad" here, I mean that they can trip you up but they won't have you going back to the drawing board and redesigning your entire SDK in response.
The "practical" issues I want to focus on are issues that can have you revisiting the drawing board and redoing the entire SDK. My list is also not exhaustive, but are some of the ones I think you should really keep in mind first.
You can also treat your SDK as consisting of two parts: a dynamically-linked part that actually exports functionality whose implementation is hidden from clients, and a statically (internally) linked convenience library part that adds C++ wrappers on top. If you treat your SDK as having these two distinct parts, you're allowed a lot more liberty in the statically-linked library to use a lot more C++ mechanisms.
So, let's get started with those practical headache inducers:
1. The binary layout of a vtable is not necessarily consistent across compilers.
This is, in my opinion, one of the biggest gotchas. We're usually looking at 2 main ways to access functionality from one module to another at runtime: function pointers (including those provided by dylib symbol lookup) and interfaces containing virtual functions. The latter can be so much more convenient in C++ (both for implementor and client using the interface), yet unfortunately using virtual functions in an API that aims to be binary compatible with the widest range of compilers is like playing minesweeper through a land of gotchas.
I would recommend avoiding virtual functions outright for this purpose unless your team consists of minesweeper experts who know all of these gotchas. It's useful to try to fall in love with C again for those public interface parts and start building a fondness for these kinds of interfaces consisting of function pointers:
struct Interface
{
void* opaque_private_data;
void (*func1)(struct Interface* self, ...);
void (*func2)(struct Interface* self, ...);
void (*func3)(struct Interface* self, ...);
};
These present far fewer gotchas and are nowhere near as fragile against changes (ex: you're perfectly allowed to do things like add more function pointers to the bottom of the structure without affecting ABI).
2. Stub libs for dylib symbol lookup are linker-specific (as are all static libs in general).
This might not seem like a big deal until combined with #1. When you toss out virtual functions for the purpose of exporting interfaces, then the next big temptation is to often export whole classes or select methods through a dylib.
Unfortunately doing this with manual symbol lookup can become very unwieldy very quickly, so the temptation is to often do this automatically by simply linking to the appropriate stub.
Yet this too can become unwieldy when your goal is to support as many compilers/linkers as possible. In such a case, you may have to possess many compilers and build and distribute different stubs for each possibility.
So this can kind of push you into a corner where it's no longer very practical export class definitions anymore. At this point you might simply export free-standing functions with C linkage (to avoid C++ name mangling which is another potential source of headaches).
One of the things that should be obvious already is that we're getting nudged more and more towards favoring a C or C-like API if our goal is universal binary compatibility without opening up too many cans of worms.
3. Different modules have 'different heaps'.
If you allocate memory in one module and try to deallocate it in another, then you're trying to free memory from a mismatching heap and will invoke undefined behavior.
Even in plain old C, it's easy to forget this rule and malloc in one exported function only to return a pointer to it with the expectation that the client accessing the memory from a different module will free it when done. This once again invokes undefined behavior, and we have to export a second function to indirectly free the memory from the same module that allocated it.
This can become a much bigger gotcha in C++ where we often have class templates that have internal linkage that implicitly do memory management. For example, even if we roll our own std::vector-like sequence like List<T>, we can run into a scenario where a client creates a list, passes it to our API by reference where we use functions that can allocate/deallocate memory (like push_back or insert) and butt heads with this mismatching heap/free store issue. So even this hand-rolled container should ensure that it allocates and deallocates memory from the same central location if it's going to be passed around across modules, and placement new will become your friend when implementing such containers.
4. Passing/returning C++ standard objects is not ABI-compatible.
This includes C++ standard containers as you have already guessed. There's no really practical way to ensure that one compiler will use a compatible representation of something like std::vector when including <vector> as another. So passing/returning such standard objects whose representation is outside of your control is generally out of the question if you're targeting wide binary compatibility.
These don't even necessarily have compatible representations within two projects built by the same compiler, as their representations can vary in incompatible ways based on build settings.
This might make you think that you should now roll all kinds of containers by hand, but I would suggest a KISS approach here. If you're returning a variable number of elements as a result from a function, then we don't need a wide range of container types. We only need one dynamic array kind of container, and it doesn't even have to be a growable sequence, just something with proper copy, move, and destruction semantics.
It might seem nicer and could save some cycles if you just returned a set or a map in a function that computes one, but I'd suggest forgetting about returning these more sophisticated structures and convert to/from this basic dynamic array kind of representation. It's rarely the bottleneck you might think it would be to transfer to/from contiguous representations, and if you actually do run into a hotspot as a result of this which you actually gained from a legit profiling session of a real world use case, then you can always add more to your SDK in a very discrete and selective fashion.
You can also always wrap those more sophisticated containers like map into a C-like function pointer interface that treats the handle to the map as opaque, hidden away from clients. For heftier data structures like a binary search tree, paying the cost of one level of indirection is generally very negligible (for simpler structures like a random-access contiguous sequence, it generally isn't quite as negligible, especially if your read operations like operator[] involve indirect calls).
Another thing worth noting is that everything I've discussed so far relates to the exported, dynamically-linked side of your SDK. The static convenience library that is internally linked is free to receive and return standard objects to make things convenient for the third party using your library, provided that you're not actually passing/returning them in your exported interfaces. You can even avoid rolling your own containers outright and just take a C-style mindset to your exported interfaces, returning raw pointers to T* that needs to be freed while your convenience library does that automatically and transfers the contents to std::vector<T>, e.g.
5. Throwing exceptions across module boundaries is undefined.
We should generally not be throwing exceptions from one module to be caught in another when we cannot ensure compatible build settings in the two modules, let alone the same compiler. So throwing exceptions from your API to indicate input errors is generally out of the question in this case.
Instead we should catch all possible exceptions at the entry points to our module to avoid leaking them into the outside world, and translate all such exceptions into error codes.
The statically-linked convenience library can still call one of your exported functions, check the error code, and in the case of failure, throw an exception. This is perfectly fine here since that convenience library is internally linked to the module of the third party using this library, so it's effectively throwing the exception from the third party module to be caught by the same third party module.
Conclusion
While this is, by no means, an exhaustive list, these are some caveats that can, when unheeded, cause some of the biggest issues at the broadest level of your API design. These kinds of design-level issues can be exponentially more expensive to fix in hindsight than implementation-type issues, so they should generally have the highest priority.
If you're new to these subjects, you can't go too far wrong favoring a C or very C-like API. You can still use a lot of C++ implementing it and can also build a C++ convenience library back on top (your clients don't even have to use anything but the C++ interfaces provided by that internally-linked convenience library).
With C, you're typically looking at more work at the baseline level, but potentially far fewer of those disastrous design-level gotchas. With C++, you're looking at less work at the baseline level, but far more potentially disastrous surprise scenarios. If you favor the latter route, you generally want to ensure that your team's expertise with ABI issues is higher with a larger coding standards document dedicating large sections to these potential ABI gotchas.
For your specific questions:
Problem 1: The interface functions are taking some custom data types
(basically classes or structures) as In\Out parameters.I want to
initialise members of these classes with default values using
constructors.If i do this it is not possible to load my library
dynamically and it becomes compiler dependent. How to solve this.
This is where that statically-linked convenience library can come in handy. You can statically link all that convenient code like a class with constructors and still pass in its data in a more raw, primitive kind of form to the exported interfaces. Another option is to selectively inline or statically link the constructor so that its code is not exported as with the rest of the class, but you probably don't want to be exporting classes as indicated above if your goal is max binary compatibility and don't want too many gotchas.
Problem 2: Some interfaces returns lists(or maps) of element to
client.I am using std containers for this purpose.But this also once
again compiler dependent(and compiler version also some times).
Here we have to forgo those standard container goodies at least at the exported API level. You can still utilize them at the convenience library level which has internal linkage.

Related

Compiler optimizations on map/set in c++

Does compiler make optimzation on data structures when input size is small ?
unordered_set<int>TmpSet;
TmpSet.insert(1);
TmpSet.insert(2);
TmpSet.insert(3);
...
...
Since since is small using hashing would be not required we can simply store this in 3variables. Do optimization like this happen ? If yes who is responsible for them ?
edit: Replaced set with unordered_set as former doesn't do hasing.
Possible in theory to totally replace whole data structures with a different implementation. (As long as escape analysis can show that a reference to it couldn't be passed to separately-compiled code).
But in practice what you've written is a call to a constructor, and then three calls to template functions which aren't simple. That's all the compiler sees, not the high-level semantics of a set.
Unless it's going to optimize stuff away, real compilers aren't going to use a different implementation which would have different object representations.
If you want to micro-optimize like this, in C++ you should do it yourself, e.g. with a std::bitset<32> and set bits to indicate set membership.
It's far too complex a problem for a compiler to reliably do a good job. And besides, there could be serious quality-of-implementation issues if the compiler starts inventing different data-structures that have different speed/space tradeoffs, and it guesses wrong and uses one that doesn't suit the use-case well.
Programmers have a reasonable expectation that their compiled code will work somewhat like what they wrote, at least on a large scale. Including calling those standard header template functions with their implementation of the functions.
Maybe there's some scope for a C++ implementation adapting to the use-case, but I that would need much debate and probably a special mechanism to allow it in practice. Perhaps name-recognition of std:: names could be enough, making those into builtins instead of header implementations, but currently the implementation strategy is to write those functions in C++ in .h headers. e.g. in libstdc++ or libc++.

Alternative to standard std::string datatype and print()

I am working with one new microcontroller developed by a local company here. I am currently porting the library to work with that microcontroller. The main problem now is that the C++ library for the microcontroller does not support std::string data type. I am new in C++, hence i do need help since i need to print a string when a ip address is requested from the browser.
here is the explanation from the wiki of the microcontroller
"
The SXC library and the XInC2 do not support dynamic memory allocation, and thus there is no heap. This means that data types that make use of dynamically allocated memory are currently not supported. They may be included in future versions of the SXC, but currently the poor performance that would result from the implementation such types would likely be prohibitive in many cases. As an example, the std::string data type is currently not supported.
This also means that dynamic memory related keywords are NOT included -- this includes new, delete as well as the similar C methods malloc and free.
RTTI, or Run-Time-Type-Information is also disabled. This does not prohibit polymorphism completely, however, as virtual functions and virtual inheritance are still supported. dynamic_cast between polymorphic types, for instance, is not supported due to its reliance on RTTI. static_cast and reinterpret_cast are still supported.
Exceptions are currently disabled, however they are being considered for implementation. This means keywords throw, try and catch are not supported."
Is there any alternative to the string manipulation library?
thanks
In such situations, I find it useful to read "there is no heap" as "we couldn't be bothered to create a heap, so you will have to do so". The fact that malloc and free aren't "supported" just means that you're free to provide your own implementation and they won't collide with existing definitions.
So, what's probably the best solution is to provide your own simple malloc/free and write your own string class on top of that.
Now there's a warning about the poor performance. That's pretty much unavoidable. It doesn't matter much how you do your string manipulation. The reason is really economics: if you want performance from a cheap microcontroller, you get a standard design. E.g. either an 8008 or a Cortex-M. You want one made by the billions, not by the thousands.

C++ : avoiding compiler dependencies vs. avoiding pointer overuse

I know it's considered old-fashioned / out-of-date style to overuse pointers where they aren't necessary. However, I'm finding this ideal conflicts with another consideration of avoiding compiler dependencies.
Specifically, I can use forward declarations in a header file and avoid #include statements if member variables are pointers. But then this leads me to member variables of my own classes to be pointers, even when there's not really a good reason to do so.
Incidentally, I find using the Qt framework (which I enjoy) leads me to program in this java-esque everything-on-the-heap programming style since that's the way the interface is setup.
How do I weigh these two competing considerations?
It depends. Reducing dependencies is definitely a good thing,
per se, but it must be weighed against all of the other issues.
Using the compilation firewall idiom, for example, can move the
dependencies out of the header file, at the cost of one
allocation.
As for what QT does: it's a GUI framework, which (usually---I've
not looked at QT) means lots of polymorphism, and that most
classes have identity, and cannot be copied. In such cases, you
usually do have to use dynamic allocation and work with
pointers. The rule to avoid pointers mainly concerns objects
with value semantics.
(And by the way, there's nothing "old-fashioned" or
"out-of-date" about using too many pointers. It's been the rule
since I started using C++, 25 years ago.)
Qt needs it because it is a library that can be dynamically loaded. Users can compile and link without having to worry about implementation details. You can at runtime use many versions of Qt without having to recompile. This is pretty powerful and flexible. This wouldn't be possible if private object instances were used inside classes.

How to use std::map in Windows kernel? STLPort?

In my recent project, a data structure like std::map is strongly demanded. However, the default implementations of std::map use C++ exceptions, which is not allowed in Windows kernel.
I think it is hard to reinvent std::map in a short time without any bug or performance penalty. So, I want to know whether there exists a substitution of std::map in Windows kernel.
STLPort may be a candidate. But I don't know how to extract its std::map only and disable C++ exceptions.
C++ code in kernel mode has several (severe) limitations that precede the issues of not having (full) standard libraries.
See http://msdn.microsoft.com/en-us/library/windows/hardware/gg487420.aspx
Although it is not currently possible to provide a strict and testable definition of the “completely safe” subset of C++ for use in kernel-mode code, some useful guidelines are available for constructs that are usually safe and those that are usually not.
And
C++ Issues for Kernel-Mode Drivers
Microsoft developers have discovered a number of areas where C++ presents particular problems for kernel-mode drivers.
Code in Memory
The most severe problem with using C++ for writing kernel-mode drivers is the
management of memory pages, particularly code in memory, rather than data. It
is important that large drivers be pageable, and paged code is not always in
memory. All of the code that will be needed must be resident before the
system enters a state in which paging cannot occur.
The way the C++ compiler generates code for non-POD classes and templates
makes it particularly difficult to know where all the code required to
execute a function might go and thus difficult to make the code safely
pageable. The compiler automatically generates code for at least the
following objects. These objects are put “out of line,” and the developer has
no direct control over the section in which they are inserted, which means
they could happen to be paged out when needed.
Compiler-generated code such as constructors, destructors, casts, and
assignment operators. (These can often be explicitly provided, but it
requires taking care to recognize that they need to be provided.)
Adjustor thunks, used to convert between various classes in a hierarchy.
Virtual function thunks, used to implement calls to virtual function.
Virtual function table thunks, used to manage base classes and polymorphism.
Template code bodies, which are emitted at first use unless explicitly instantiated.
The virtual function tables themselves.
The C++ compiler does not provide mechanisms for direct control of where
these entities are placed in memory. The pragmas necessary to control memory
placement were not designed with C++ in mind.
Libraries
There are a number of distinct concerns in creating and using libraries:
The name of exported C++ functions can vary from one release to another.
Not all of the functions available in user mode are available in the kernel-mode libraries.
The Standard Template Library is designed to work with data objects from a single DLL.
If you look around you should probably find an alternative to std::map.
Why do you need std::map, is it a hash-table you need? Then you could probably use uthash which is a c imlemented hashtable.

How to implement monkey patch in C++?

Is it possible to implement monkey patching in C++?
Or any other similar approach to that?
Thanks.
Not portably so, and due to the dangers for larger projects you better have good reason.
The Preprocessor is probably the best candidate, due to it's ignorance of the language itself. It can be used to rename attributes, methods and other symbol names - but the replacement is global at least for a single #include or sequence of code.
I've used that before to beat "library diamonds" into submission - Library A and B both importing an OS library S, but in different ways so that some symbols of S would be identically named but different. (namespaces were out of the question, for they'd have much more far-reaching consequences).
Similary, you can replace symbol names with compatible-but-superior classes.
e.g. in VC, #import generates an import library that uses _bstr_t as type adapter. In one project I've successfully replaced these _bstr_t uses with a compatible-enough class that interoperated better with other code, just be #define'ing _bstr_t as my replacement class for the #import.
Patching the Virtual Method Table - either replacing the entire VMT or individual methods - is somethign else I've come across. It requires good understanding of how your compiler implements VMTs. I wouldn't do that in a real life project, because it depends on compiler internals, and you don't get any warning when thigns have changed. It's a fun exercise to learn about the implementation details of C++, though. One application would be switching at runtime from an initializer/loader stub to a full - or even data-dependent - implementation.
Generating code on the fly is common in certain scenarios, such as forwarding/filtering COM Interface calls or mapping OS Window Handles to library objects. I'm not sure if this is still "monkey-patching", as it isn't really toying with the language itself.
To add to other answers, consider that any function exposed through a shared object or DLL (depending on platform) can be overridden at run-time. Linux provides the LD_PRELOAD environment variable, which can specify a shared object to load after all others, which can be used to override arbitrary function definitions. It's actually about the best way to provide a "mock object" for unit-testing purposes, since it is not really invasive. However, unlike other forms of monkey-patching, be aware that a change like this is global. You can't specify one particular call to be different, without impacting other calls.
Considering the "guerilla third-party library use" aspect of monkey-patching, C++ offers a number of facilities:
const_cast lets you work around zealous const declarations.
#define private public prior to header inclusion lets you access private members.
subclassing and use Parent::protected_field lets you access protected members.
you can redefine a number of things at link time.
If the third party content you're working around is provided already compiled, though, most of the things feasible in dynamic languages isn't as easy, and often isn't possible at all.
I suppose it depends what you want to do. If you've already linked your program, you're gonna have a hard time replacing anything (short of actually changing the instructions in memory, which might be a stretch as well). However, before this happens, there are options. If you have a dynamically linked program, you can alter the way the linker operates (e.g. LD_LIBRARY_PATH environment variable) and have it link something else than the intended library.
Have a look at valgrind for example, which replaces (among alot of other magic stuff it's dealing with) the standard memory allocation mechanisms.
As monkey patching refers to dynamically changing code, I can't imagine how this could be implemented in C++...