Structuring C++ Application (directory and folders) - c++

I'm coming from web development and I need to ask C++ programmers how do they manage their directory for a model-based project?
I have structured my project in Visual Studio C++ Solution Manager like this:
-> Header Files
--> Models
DatabaseEngine.interface.h
-> Resources
-> Source Files
--> Models
DatabaseEngine.cpp
--> Application
Core.cpp
Bootstrap.cpp
--> FrontController
---
I have made an exact duplicate of Model's directory under the Headers directory, and appended them with ".interface" name, since they are interfaces and the real implementation of them lies in the mirror path under the Sources.
And I have custom types such as DBConnection which I don't know where to put them? should i put them in a file named CustomTypes.cpp or I should relate them to their associated parent model/class/object?
My concern is the convention and standards.

There is not any standard, C++ is a very open-minded world you will see ; )
It is all about making what works best for you, but usually taking advices from people that have already experimented cannot hurt.
Personally, I try to follow this convention
/ProjectName
/src
/libs <- Libraries go here
/Models <- Assuming you want to make a library out of your models
User.h
User.cpp
... <- Putting header and implementations together is not a problem,
they should be edited in parallel oftentimes
/Utilities <- Should your library grow, you can make it more modular
by creating subdirectories
(that could contain subdirectories, etc.)
DBConnection.h
DBConnection.cpp
/apps <- define your applications here.
They probably rely on classes and functions defined in one or several of your libaries define above.
/ApplicationA
Core.h
Core.cpp
Bootstrap.h
Bootstrap.cpp
/resources
/doc
# Below are 'environment specific' folders.
/vs <- Visual studio project files
/xcode <- Xcode project files
Remarks
Headers and implementations
Header files (.h, or .hpp, or no extension) are indeed defining the interface that will be implemented in the implementation file (.cpp). Nonetheless, it is very common to give the same basename to both, and only distinguish them by extension(or absence of). Adding an additional .interface part probably does not buy you much, and could confuse your IDE (or other tools), that is otherwise able to relate a header file to its implementation file.
For the same reason (not confusing some tools), it can be easier to put both files in the same folder: they are very closely related anyway.
Additionally, if later on you need to change your folders structures (eg. to modularize), having only one place to make subfolders (instead of two in your approach) will also make life a bit easier.
 Custom types
C++ offers classes for the programmer to define custom types. It is very common to define custom types in their own pair of header/implementation file. In your case, DBConnection.h would define a DBConnection class, whose (non-inline) methods would be implemented in DBConnection.cpp.
Personnaly, I would not be afraid to create one pair of files per type, which makes it easier for future-you and other programmers to find the file defining a type. You can manage the growing number of files by making subfolders, that will force you to modularize your design.
Of course, sometimes you will need to define a very short class, tightly coupled to another class. It is up to you to include both classes in a common pair of files if you feel the link between them is strong enough.
Extensibility
It may not be a concern to all projects, but this directory structure is extensible in terms of environments and build management.
Keeping project files in separate folders at the top level, and defining out-of-source builds, allows to create project files for other IDEs further down the line.
This hierarchy is also easily amenable to CMake build management, if you should go this way. A CMakeLists.txt file will be placed at the top level (under ProjectName/), this file invoking add_subdirectory(src), in turn caling a CMakeLists.txt in ProjectName/src/, etc.

Related

Why create an include/ directory in C and C++ projects?

When I work on my personal C and C++ projects I usually put file.h and file.cpp in the same directory and then file.cpp can reference file.h with a #include "file.h" directive.
However, it is common to find out libraries and other kinds of projects (like the linux kernel and freeRTOS) where all .h files are placed inside an include/ directory, while .cpp files remain in another directory. In those projects, .h files are also included with #include "file.h" instead of #include "include/file.h" as I was hoping.
I have some questions about all of this:
What are the advantages of this file structure organization?
Why are .h files inside include/ included with #include "file.h" instead of #include "include/file.h"? I know the real trick is inside some Makefile, but is it really better to do that way instead of making clear (in code) that the file we want to include is actually in the include/ directory?
The main reason to do this is that compiled libraries need headers in order to be consumed by the eventual user. By convention, the contents of the include directory are the headers exposed for public consumption. The source directory may have headers for internal use, but those are not meant to be distributed with the compiled library.
So when using the library, you link to the binary and add the library's include directory to your build system's header paths. Similarly, if you install your compiled library to a centralized location, you can tell which files need to be copied to the central location (the compiled binaries and the include directory) and which files don't (the source directory and so forth).
It used to be that <header> style includes were of the implicit path type, that is, to be found on the includes environment variable path or a build macro, and the "header" style includes were of the explicit form, as-in, exactly relative to where-ever the source file is that included it. While some build tool chains still allow for this distinction, they often default to a configuration that effectively nullifies it.
Your question is interesting because it brings up the question of which really is better, implicit or explicit? The implicit form is certainly easier because:
Convenient groupings of related headers in hierarchies of directories.
You only need include a few directories in the includes path and need not be aware of every detail with regard to exact locations of files. You can change versions of libraries and their related headers without changing code.
DRY.
Flexible! Your build environment doesn't have to match mine, but we can often get nearly exact same results.
Explicit on the other hand has:
Repeatable builds. A reordering of paths in an includes macro/environment variable, doesn't change resulting header files found during the build.
Portable builds. Just package everything from the root of the build and ship it off to another dev.
Proximity of information. You know exactly where the header is with #include "\X\Y\Z". In the implicit form, you may have to go searching along multiple paths and might even find multiple versions of the same file, how do you know which one is used in the build?
Builders have been arguing over these two approaches for many decades, but a hybrid form of the two, mostly wins out because of the effort required to maintain builds based purely of the explicit form, and the obvious difficulty one might have familiarizing one's self with code of a purely implicit nature. We all generally understand that our various tool chains put certain common libraries and headers in particular locations, such that they can be shared across users and projects, so we expect to find standard C/C++ headers in one place, but we don't initially know anything about the specific structure of any arbitrary project, lacking a locally well documented convention, so we expect the code in those projects to be explicit with regard to the non-standard bits that are unique to them and implicit regarding the standard bits.
It is a good practice to always use the <header> form of include for all the standard headers and other libraries that are not project specific and to use the "header" form for everything else. Should you have an include directory in your project for your local includes? That depends to some extent on whether those headers will be shipped as interfaces to your libraries or merely consumed by your code, and also on your preferences. How large and complex is your project? If you have a mix of internal and external interfaces or lots of different components, you might want to group things into separate directories.
Keep in mind that the directory structure your finished product unpacks to, need not look anything like the directory structure under which you develop and build that product in. If you have only a few .c/.cpp files and headers, it's ok to put them all in one directory, but eventually, you're going to work on something non-trivial and will have to think through the consequences of your build environment choices, and hopefully document it for others to understand it.
1 . .hpp and .cpp doesn't necessary have 1 to 1 relationship, there may have multiple .cpp using same .hpp according to different conditions (eg:different environments), for example: a multi-platform library, imagine there is a class to get the version of the app, and the header is like that:
Utilities.h
#include <string.h>
class Utilities{
static std::string getAppVersion();
}
main.cpp
#include Utilities.h
int main(){
std::cout << Utilities::getAppVersion() << std::ends;
return 0;
}
there may have one .cpp for each platform, and the .cpp may be placed at different locations so that they are easily be selected by the corresponding platform, eg:
.cpp for iOS (path:DemoProject/ios/Utilities.cpp):
#include "Utilities.h"
std::string Utilities::getAppVersion(){
//some objective C code
}
.cpp for Android (path:DemoProject/android/Utilities.cpp):
#include "Utilities.h"
std::string Utilities::getAppVersion(){
//some jni code
}
and of course 2 .cpp would not be used at the same time normally.
2.
#include "file.h"
instead of
#include "include/file.h"
allows you to keep the source code unchanged when your headers are not placed in the "include" folder anymore.

Proper structure for C++ project & libs

I'm starting to write a data processing library of mine and quite confused about building the proper structure of project and libraries.
Say, I'd like to have a set of functions stored in myfunclib library. My current set up (taken from multiple recommendations online) looks like this:
myproj/include/myfunclib.h - class declaration
myproj/include/myfunclib.cpp - class functionality
myproj/src/functest.cpp - test file to check functions
Firstly, it feels like this is a proper set up in case I use myfunc only for myproj project, but say I want to reuse it - then I'd need to specify it's path in each of cpp files using it or store multiple copies of it.
Secondly, compilation is a bit bulky in such case:
g++ -I include include/myfunclib.cpp src/functest.cpp
Is it a normal practice to type all that stuff every time? What if I have many custom libraries I need? Is there a way to store them all separately, simply include as 'myfunclib.h' and not worry about recompiling etc?
Use a makefile to handle all of your dependencies and building your code. Google the syntax it's pretty simple. then you can just say "make" on the command line and it will build everything for you.
here's a good tutorial
http://mrbook.org/tutorials/make/
some things that bit me originally,
remember that templated classes should only be included, what is generally the source implementation should not be built like normal class implementations into object files, so generally i put my whole template implementation within the include directory
i keep include and source files separate, by source files i mean code (definitions) that needs to be compiled into object files for linking, and includes are all the declarations, inline functions, etc it just seems to make more sense to me
sometimes i'll have a header file that includes all relevant headers for a specific module, and in turn perhaps a header file higher up that includes all main headers for modules i am using
also as said in the comments, you need to introduce yourself to some build tools, and get comfortable with them, these will help you track dependencies within your project, and in most cases avoid rebuilding an entire project when only a subset of dependencies have changed (this can be a pain to get right in the beginning but is worthwhile learning, if you use make and g++ there is a way to get this working with g++ -MM ... not sure how well it works for all cases ), i know that the way i organized my projects changed drastically the more i learnt about the build process, and the more complex my projects became (and the more flaws i had to fix )
this is how i generally keep my a project directory structure when starting
build - where all the built files will be stored
app - these are the main apps (can also be split into include/src)
include - includes files
src - src files (compiled into objects and then linked with main compiled app)
lib - any libs (usually 3rdparty libs , if any my src is compiled into a library it usually ends up in build/lib/target/... )
hope some of this helps

Why place headers in a separate directory? [duplicate]

This question already has answers here:
Separate "include" and "src" folders for application-level code? [closed]
(10 answers)
Closed 6 years ago.
I know that it is common in C/C++ projects to place header files in a directory such as include and implementation in a separate directory such as src. I have been toying with different project structures and am wondering whether there any objective reasons for this or is it simply convention?
Convention is one of the reasons - most of the time, with effective abstraction, you only care about the interface and want to have it easy just looking at the headers.
It's not the only reason though. If your project is organised in modules, you most likely have to include some headers in different modules, and you want your include directory to be cleaned of other "noise" files in there.
Also, if you plan on redistributing your module, you probably want to hide implementation details. So you only supply headers and binaries - and distributing headers from a single folder with nothing else in it is simpler.
There's also an alternative which I actually prefer - public headers go in a separate folder (these contain the minimum interface - no implementation details are visible whatsoever), and private headers and implementation files are separate (possibly, but not necessarily, in separate folders).
I prefer putting them into the same directory. Reason:
The interface specification file(s), and the source file(s) implementing that interface belongs to the same part of the project. Say you have subsystemx. Then, if you put subsystemx files in the subsystemx directory, subsustemx is self-contained.
If there are many include files, sure you could do subsystemx/include and subsystemx/source, but then I argue that if you put the definition of class Foo in foo.hpp, and foo.cpp you certainly want to see both of them (or at least have the possibility to do so easily) together in a directory listing. Finding all files related to foo
ls foo*
Finding all implementation files:
ls *.cpp
Finding all declaration files:
ls *.hpp
Simple and clean.
It keeps your folder structure cleaner. Headers and source files are distinctly different, and are used for different things, so it makes sense to separate them. From this point-of-view the question is basically the same as "why do source files and documentation go in different folders"? The computer is highly agnostic about what you put in folders and what you don't, folders are -- for the most part -- just a handy abstraction because of the way that we humans parse, store, and recall information.
There's also the fact that header files remain useful even after you've built, i.e. if you're building a library and someone wants to use that library, they'll need the header files -- not the source files -- so it makes bundling those header files up -- grabbing the stuff in bin and the stuff in include and not having to sift through src -- much easier.
Besides (arguable?) usefulness for keeping things orderly, useful in other projects etc, there is one very neutral and objective advantage: compile time.
In particular, in a big project with a whole bunch of files, depending on search paths for the headers (.c/.cpp files using #include "headername.h" rather than #include "../../gfx/misc/something/headername.h" and the compiler passed the right parameters to be able to swallow that) you drastically reduce the number of entries that need to be scanned by the compiler in search of the right header. Since most compilers start separately for each file compiled, they need to read in the list of files on the include path and seek the right headers for each compiled file. If there is a bunch of .c, .o and other irrelevant files on the include path, finding the includes among them takes proportionally longer.
In short, a few reasons:
Maintainable code.
Code is well-designed and neat.
Faster compile time (at times, for minor changes done).
Easier segregation of the Interfaces for documentation etc.
Cyclic dependency at compile time can be avoided.
Easy to review.
Have a look at the article Organizing Code Files in C and C++ which explains it well.

Is there a convention for organizing the include/exports in a large C++ project?

In a large C++ solution, is there a best/standard way to separate the include files necessary to build an intermediary DLL and the include files which will be used by the DLL clients ?
We have grouped all the include files in a folder called Interface (for DLL interface), but there the customers have to either include the Interface folder as a default include folder or type the full name as:
#include "ProjectName/Interface/myinterface.h"
Wouldn't it be better to create a separate folder called exports where I would create a folder called ProjectName and put the include files there ? So that the customers would be typing:
#include "ProjectName/myinterface.h"
If I do the thing right above, then should I keep the files within the solution and produce a post build event (I use Visual Studio 2k5) to copy the files into the "export" folder (/ProjectName/) ? Or is it better to just include directly the files from this folder within my project (this is more direct and has less chances to cause maintenance issues ?
I am more looking for advice than for a definite solution.
Thank you for reading this !
Anthony
If an interface could consist of more than one header,
#include "ProjectName/Interface/header1.h"
seems better to me.

Header files dependencies between C++ modules

In my place we have a big C++ code base and I think there's a problem how header files are used.
There're many Visual Studio project, but the problem is in concept and is not related to VS. Each project is a module, performing particular functionality. Each project/module is compiled to library or binary. Each project has a directory containing all source files - *.cpp and *.h. Some header files are API of the module (I mean the to the subset of header files declaring API of the created library), some are internal to it.
Now to the problem - when module A needs to work with module B, than A adds B's source directory to include search path. Therefore all B's module internal headers are seen by A at compilation time.
As a side effect, developer is not forced to concentrate what is the exact API of each module, which I consider a bad habit anyway.
I consider an options how it should be on the first place. I thought about creating in
each project a dedicated directory containing interface header files only. A client module wishing to use the module is permitted to include the interface directory only.
Is this approach ok? How the problem is solved in your place?
UPD On my previous place, the development was done on Linux with g++/gmake and we indeed used to install API header files to a common directory is some of answers propose. Now we have Windows (Visual Studio)/Linux (g++) project using cmake to generate project files. How I force the prebuild install of API header files in Visual Studio?
Thanks
Dmitry
It sounds like your on the right track. Many third party libraries do this same sort of thing. For example:
3rdParty/myLib/src/ -contains the headers and source files needed to compile the library
3rdParty/myLib/include/myLib/ - contains the headers needed for external applications to include
Some people/projects just put the headers to be included by external apps in /3rdParty/myLib/include, but adding the additional myLib directory can help to avoid name collisions.
Assuming your using the structure: 3rdParty/myLib/include/myLib/
In Makefile of external app:
---------------
INCLUDE =-I$(3RD_PARTY_PATH)/myLib/include
INCLUDE+=-I$(3RD_PARTY_PATH)/myLib2/include
...
...
In Source/Headers of the external app
#include "myLib/base.h"
#include "myLib/object.h"
#include "myLib2/base.h"
Wouldn't it be more intuitive to put the interface headers in the root of the project, and make a subfolder (call it 'internal' or 'helper' or something like that) for the non-API headers?
Where I work we have a delivery folder structure created at build time. Header files that define libraries are copied out to a include folder. We use custom build scripts that let the developer denote which header files should be exported.
Our build is then rooted at a substed drive this allows us to use absolute paths for include directories.
We also have a network based reference build that allows us to use a mapped drive for include and lib references.
UPDATE: Our reference build is a network share on our build server. We use a reference build script that sets up the build environment and maps(using net use) the named share on the build server(i.e. \BLD_SRV\REFERENCE_BUILD_SHARE). Then during a weekly build(or manually) we set the share(using net share) to point to the new build.
Our projects then a list of absolute paths for include and lib references.
For example:
subst'ed local build drive j:\
mapped drive to reference build: p:\
path to headers: root:\build\headers
path to libs: root:\build\release\lib
include path in project settings j:\build\headers; p:\build\headers
lib path in project settings j:\build\release\lib;p:\build\release\lib
This will take you local changes first, then if you have not made any local changes(or at least you haven't built them) it will use the headers and libs from you last build on the build server.
I've seen problems like this addressed by having a set of headers in module B that get copied over to the release directory along with the lib as part of the build process. Module A then only sees those headers and never has access to the internals of B. Usually I've only seen this in a large project that was released publicly.
For internal projects it just doesn't happen. What usually happens is that when they are small it doesn't matter. And when they grow up it's so messy to separate it out no one wants to do it.
Typically I just see an include directory that all the interface headers get piled into. It certainly makes it easy to include headers. People still have to think about which modules they're taking dependencies on when they specify the modules for the linker.
That said, I kinda like your approach better. You could even avoid adding these directories to the include path, so that people can tell what modules a source file depends on just by the relative paths in the #includes at the top.
Depending on how your project is laid out, this can be problematic when including them from headers, though, since the relative path to a header is from the .cpp file, not from the .h file, so the .h file doesn't necessarily know where its .cpp files are.
If your projects have a flat hierarchy, however, this will work. Say you have
base\foo\foo.cpp
base\bar\bar.cpp
base\baz\baz.cpp
base\baz\inc\baz.h
Now any header file can include
#include "..\baz\inc\baz.h
and it will work since all the cpp files are one level deeper than base.
In a group I had been working, everything public was kept in a module-specific folder, while private stuff (private header, cpp file etc.) were kept in an _imp folder within this:
base\foo\foo.h
base\foo\_imp\foo_private.h
base\foo\_imp\foo.cpp
This way you could just grab around within your projects folder structure and get the header you want. You could grep for #include directives containing _imp and have a good look at them. You could also grab the whole folder, copy it somewhere, and delete all _imp sub folders, knowing you'd have everything ready to release an API.
Within projects headers where usually included as
#include "foo/foo.h"
However, if the project had to use some API, then API headers would be copied/installed by the API's build wherever they were supposed to go on that platform by the build system and then be installed as system headers:
#include <foo/foo.h>