Elegant way to move templated method definitions out of header file - c++

In one of my C++ projects, I make use of a many templates. Since I cannot put them in *.cpp files, they whole functions live in the headers at the moment.
But that messes up header files on the one hand, and leads to long compile times on the other hand. How can I handle implementations of templated functions in a clean way?

There isn't really a requirement that templates have to be in the header. They can very well be in a translation unit. The only requirement is that compiler is either able to instantiate them implicitly when they are used or that they get explicitly instantiated.
Whether separating the templatized code into headers and non-headers based on that is feasible depends pretty much on what is being done. It works rather well, e.g., for the IOStreams library because it is, in practice, only instantiated for the character types char and wchar_t. Writing the explicit instantiations is fairly straight forward and even if there are couple of more character types, e.g., char16_t and char32_t, it stays feasible. On the other hand, separating templates like std::vector<T> in a similar way is rather infeasible.
Using general templates like std::vector<T> in interfaces between subsystems quickly starts to become a major problem: while concrete instantiations or selected instantiations are OK, as the subsystem can be implemented without being a template, using arbitrary instantiations would force an entire system to be all templates. Doing so is infeasible in any real-world application which are often a couple of million lines of code on the small end.
What this amounts to is to use compilation-firewalls which are fully typed and don't use arbitrary templates between subsystems. To ease the use of the subsystem interfaces there may be thin template wrappers which, e.g., convert one container type into another container or which type-erase the template parameter where feasible. It needs to be recognized, however, that the compilation separation generally comes at a run-time performance cost: calling a virtual function is a lot more expensive than calling an inline function. Thus, the abstractions between subsystems may be very different from those within subsystems. For example, iterators are great internal abstractions. Between subsystems, a specific container, e.g., a std::vector<X> for some type X, tends to be more effective.
Note that the build-time interactions of templates are inherent in their dependency on specific instantiations. That is, even if there is a rather different system for declarations and template definitions, e.g., in the form of a module system rather than using header files, it won't become feasible to make everything a template. Using templates for local flexibility works great but they don't work without fixing the instantiations globally in large projects.
Finally a plug: here is a write-up on how to organize sources implementing templates.

You can just create a new header file library_detail.hpp and include it in your original header.
I've seen some people naming this implementation-header file using .t or .template extensions as well.

One thing that can help is to factor out functionality that doesn't depend on the template arguments into non templated helper functions that can be defined in an implementation file.
As an example, if you were implementing your own vector class you could factor out most of the memory management into a non template class that just works with an untyped array of bytes and have the definitions of its member functions in a .cpp file. The functions that actually need to know the type of the elements are implemented in the templated class in a header and delegate much of the work to the non-templated helpers.

Related

Compiling template header in C++

I have a main.cpp and node.h(template) file. It seems to work when I compile only main.cpp that includes node.h. I am wondering if it is okay not to compile node.h?
C++ compilers generally require that the definitions of all templates be visible in every translation unit in which they are used (the one real exception is if you only allow particular specializations to be used and those specializations are instantiated somewhere, in that particular instance you can get away with hiding the implementation).
Whether you split template declarations from their definitions as you describe is really just a matter of style. Personally I don't care for that as it makes it that much harder to find the actual code for any given template.
However if the code you are dealing with is large enough (as many boost libraries are, for example), then it may well make sense to implement the public template in terms of many private parts and it can well make sense to have those parts be split into their own headers. But again, so long as all the needed code is available in every translation unit it is simply style and one choice is really not any "better" than another so long as it is consistent.

C++ should I use templates, I'm about to create a lexer, why should it be limited chars? [closed]

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I'm about to create a lexer for a project, proof of concepts of it exists, the idea works and whatnot, I was about to start writing it and I realised:
Why chars?
(I'm moving away from C, I'm still fairly suspicious of the standard libraries, I felt it easier to deal in char* for offsets and such than learn about strings)
why not w_char or something, ints, or indeed any type (given it has some defined operations).
So should I use a template? So far it seems like yes I should but there are 2 counter-arguments I can consider:
Firstly, modular complication, the moment I write "template" it must go in a header file / be available with implementation to whatever uses it (it's not a matter of hiding source code I don't mind the having to show code part, it will be free (as in freedom) software) this means extra parsing and things like that.
My C background screams not to do this, I seem to want separate .o files, I understand why I can't by the way, I'm not asking for a way.
Separate object files speed up complication, because the make file (you tell it or have it use -MM with the compiler to figure out for itself) wont run the complication command for things that haven't changed and so forth.
Secondly, with templates, I know of no way to specify what a type must do, other than have the user realise when something fails (you know how Java has an extends keyword) I suspect that C++11 builds on this, as meta-programming is a large chapter in "The C++ programming language" 4th edition.
Are these reasons important these days? I learned with the following burned into my mind:
"You are not creating one huge code file that gets compiled, you create little ones that are linked" and templates seem to go against this.
I'm sure G++ parses very quickly, but it also optimises, if it spends a lot of time optimising one file, it'll re-do that optimisation every time it sees that in a translation unit, where as with separate object files, it does a bit (general optimisations) only once, and perhaps a bit more if you use LTO (link time optimisation)
Or I could create a class that every input to the lexer derives from and use that (generic programming I believe it's called) but my C-roots say "eww virtuals" and urge me towards the char*
I understand this is quite open, I just don't know where to draw the line between using a template, and not using a template.
Templates don't have to be in the header! If you have only a few instantiations, you can explicitly instantiate the class and function templates in suitable translation units. That is, a template would be split into three parts:
A header declaring the templates.
A header including the first and implementing the template but otherwise only included in the third set of files.
Source files including the headers in 2. and explicitly instantiating the templates with the corresponding types.
Users of these template would only include the header and never the implementation header. An example where this can be done are IOStreams: There are basically just two instantiations: one for char and one for wchar_t. Yes, you can instantiate the streams for other types but I doubt that anybody would do so (I'm sometimes questioning if anybody uses stream with a different character type than char but probably people are).
That said, the concepts used by templates are, indeed, not explicitly represented in the source and C++11 doesn't add any facilities to do so either. There were discussions on adding concepts to C++ but so far they are not part of any standard. There is a concepts light proposal which, I think, will be included in C++14.
However, in practice I haven't found that much of a problem: it is quite possible to document the concepts and use things like static_assert() to potentially produce nicer error messages. The problem is more that many concepts are actually more restrictive than the underlying algorithms and that the extra slack is sometimes quite useful.
Here is a brief and somewhat made-up example of how to implement and instantiate the template. The idea is to implement something like std::basic_ostream but merely provide out scaled-down version of a string output operator:
// simple-ostream.hpp
#include "simple-streambuf.hpp"
template <typename CT>
class simple_ostream {
simple_streambuf<CT>* d_sbuf;
public:
simple_ostream(simple_streambuf<CT>* sbuf);
simple_streambuf<CT>* rdbuf() { return this->d_sbuf; } // should be inline
};
template <typename CT>
simple_ostream<CT>& operator<< (simple_ostream<CT>&, CT const*);
Except for the rdbuf() member the above is merely a class definition with a few member declarations and a function declaration. The rdbuf() function is implemented directly to show that you can mix&match the visible implementation where performance is necessary with external implementation where decoupling is more important. The used class template simple_streambuf is thought to be similar to std::basic_streambuf and, at least, declared in the header "simple-streambuf.hpp".
// simple-ostream.tpp
// the implementation, only included to create explicit instantiations
#include "simple-ostream.hpp"
template <typename CT>
simple_ostream<CT>::simple_ostream(simple_streambuf<CT>* sbuf): d_sbuf(sbuf) {}
template <typename CT>
simple_ostream<CT>& operator<< (simple_ostream<CT>& out, CT const* str) {
for (; *str; ++str) {
out.rdbuf()->sputc(*str);
}
return out;
}
This implementation header is only included when explicitly instantiating the class and function templates. For example, to instantiations for char would look like this:
// simple-ostream-char.cpp
#include "simple-ostream.tpp"
// instantiate all class members for simple_ostream<char>:
template class simple_ostream<char>;
// instantiate the free-standing operator
template simple_ostream<char>& operator<< <char>(simple_ostream<char>&, char const*);
Any use of the simple_ostream<CT> would just include simple-ostream.hpp. For example:
// use-simple-ostream.cpp
#include "simple-ostream.hpp"
int main()
{
simple_streambuf<char> sbuf;
simple_ostream<char> out(&sbuf);
out << "hello, world\n";
}
Of course, to build an executable you will need both use-simple-ostream.o and simple-ostream-char.o but assuming the template instantiations are part of a library this isn't really adding any complexity. The only real headache is when a user wants to use the class template with unexpected instantiations, say, char16_t, but only char and wchar_t are provided: In this case the user would need to explicitly create the instantiations or, if necessary, include the implementation header.
In case you want to try the example out, below is a somewhat simple-minded and sloppy (because being header-only) implementation of simple-streambuf<CT>:
#ifndef INCLUDED_SIMPLE_STREAMBUF
#define INCLUDED_SIMPLE_STREAMBUF
#include <iostream>
template <typename CT> struct stream;
template <>
struct stream<char> {
static std::ostream& get() { return std::cout; }
};
template <>
struct stream<wchar_t> {
static std::wostream& get() { return std::wcout; }
};
template <typename CT>
struct simple_streambuf
{
void sputc(CT c) {
stream<CT>::get().rdbuf()->sputc(c);
}
};
#endif
Yes, it should be limited to chars. Why ? Because you're asking...
I have little experience with templates, but when I used templates the necessity arose naturally, I didn't need to try to use templates.
My 2 cents, FWIW.
1: Firstly, modular complication, the moment I write "template" it must go in a header file…
That's not a real argument. You have the ability to use C, C++, structs, classes, templates, classes with virtual functions, and all the other benefits of a multi paradigm language. You're not coerced to take an all-or-nothing approach with your designs, and you can mix and match these functionalities based on your design's needs. So you can use templates where they are an appropriate tool, and other constructs where templates are not ideal. It's hard to know when that will be, until after you have had experience using them all. Template/header-only libraries are popular, but one of the reasons the approach is used is that they simplify linking and the build process, and can reduce dependencies if designed well. If they are designed poorly, then yes, they can result in an explosion in compile times. That's not the language's fault -- it's the implementor's design.
Heck, you could even put your implementations behind C opaque types and use templates for everything, keeping the core template code visible to exactly one translation.
2: Secondly, with templates, I know of no way to specify what a type must do…
That is generally regarded as a feature. Instantiation can result in further instantiations which is capable of instantiating different implementations and specializations -- this is template meta programming domain. Often, all you really need to do is instantiate the implementation, which results in evaluation of the type and parameters. This -- simulation of "concepts" and interface verification -- can increase your build times, however. But furthermore, that may not be the best design because deferring instantiation is in many cases preferable.
If you just need to brute-force instantiate all your variants, one approach would be to create a separate translation which does just that -- you don't even need to link it to your library; add it to a unit test or some separate target. That way, you could validate instantiation and functionalities are correct without significant impact to your clients including/linking to the library.
Are these reasons important these days?
No. Build times are of course very important, but I think you just need to learn the right tool to use, and when and why some implementations must be abstracted (or put behind compilation firewalls) when/if you need fast builds and scalability for large projects. So yes, they are important, but a good design can strike a good balance between versatility and build times. Also remember that template metaprogramming is capable of moving a significant amount of program validation from runtime to compile time. So a hit on compile times does not have to be bad, because it can save you from a lot of runtime validations/issues.
I'm sure G++ parses very quickly, but it also optimises, if it spends a lot of time optimising one file, it'll re-do that optimisation every time it sees that in a translation unit…
Right; That redundancy can kill fast build times.
where as with separate object files, it does a bit (general optimisations) only once, and perhaps a bit more if you use LTO (link time optimisation) … Separate object files speed up complication, because the make file (you tell it or have it use -MM with the compiler to figure out for itself) wont run the complication command for things that haven't changed and so forth.
Not necessarily so. First, many object files produce a lot of demand on the linker. Second, it multiplies the work because you have more translations, so reducing object files is a good thing. This really depends on the structure of your libraries and dependencies. Some teams take the approach the opposite direction (I do quite regularly), and use an approach which produces few object files. This can make your builds many times faster with complex projects because you eliminate redundant work for the compiler and linker. For best results, you need a good understanding of the process and your dependencies. In large projects, translation/object reductions can result in builds which are many times faster. This is often referred to as a "Unity Build". Large Scale C++ Design by John Lakos is a great read on dependencies and C++ project structures, although it's rather dated at this point so you should not take every bit of advice at face value.
So the short answer is: Use the best tool for the problem at hand -- a good designer will use many available tools. You're far from exhausting the capabilities of the tools and build systems. A good understanding of these subjects will take years.

template and executable file

Is it true that template code compiled and linked into a PE will increase in size compared to code without templates. I think each instances of templates used is packed orderly so it will output a match if required faster.
Sorry for the question I just don't know much about template.
C++ works on the principle:
You pay for what you use.
Template code creates binaries only for the code that you use/Instantiate.
Just because you compile against Standard Library which has hundreds of STL containers it does not mean your object code includes all of them, It only includes the ones you use.
Templates implement compile time polymorphism. An copy of templated function is created for every instantiation you do with different data type, same is the case for templated classes. This code is further compiled to create binaries. So the size of the binary will not be any bigger than what your code without templates would produce.
The template itself doesn't take any space at all. It the instantiations of that template that do. A template is instantiated once you use it with a type parameter - MyClass<int> mc. An instantiation is created once for every type you use, so MyClass<int> mc2 won't cause another instantiation, but rather use the existing one.
So it really depends on how many types you use with the templates. But that's no different that using different non-templated classes, which will also increase your code size. Bottom line - I wouldn't worry about it.
In addition to answers given by #Als and #eran:
Compiler and Linker would work collectively to find out code that is same for two or different data types for given class/functions, and if they find out similar code, that is not-dependent on datatype, they may create one copy of that code. The code might be a method of class, certain function or some part of method/function.

Separating template interface and implementation in C++

This is a follow up question to:
Using export keyword with templates
As mentioned in the answers of the original questions 'export' is deprecated in C++0x and rarely supported by compilers even for C++03. Given this situation, in what way can one hide actual implementations in lib files and just expose declarations through header files, So that end user can know what are the signatures of the exposed API but not have access to the source code implementing the same?
In practice you cannot.
Only if you have a certain set of specializations, you can put these in a library. The base template cannot be put there.
On the other hand, using export did not hide the source. The compiler still needed it to instantiate new classes from the template.
In short, you can't. The export keyword was a failed attempt to achieve something akin to non-source template libraries (though not even approaching the level of obfuscation that binary code achieves), and there is no replacement in the offing.
One thing I have often noticed is that a good chunk of template code, is not so template in fact, and can be moved to non-template functions.
It also happens that function template specialization are considered as regular functions: you can either define them inline (and mark them so) or declare them in a header and implement them in a source file.
Of course, specialization means that you know with which type it will be executed...
Note that what you are asking for is somewhat antithetic.
The very goal of template is to create a "pattern" so that the compiler can generate classes and functions for a multitude of unrelated types. If you hide this pattern, how do you expect the compiler to be able to generate those classes and functions ?
You can use extern template in most recent compilers : http://en.wikipedia.org/wiki/C%2B%2B0x#Extern_template
However, it's unperfect as it only limit template instantiation. The idea is that you separate the template declaration and implementation in two seperate files.
Then when you need the template, you use extern template first, to make sure it's not instantiated yet. Then for each instantiation you need ( one for std::vector, one for std::vector, etc) , put the instantiation in a typedef that will be in a unique cpp.
As it makes the code clearly harder to understand, it's not the best solution yet. But it does works : it helps minimize template instantiations.

C++ Template Specialization Compilation

I'm going to outline my problem in detail to explain what I'm trying to achieve, the question is in the last paragraph if you wish to ignore the details of my problem.
I have a problem with a class design in which I wish to pass a value of any type into push() and pop() functions which will convert the value passed into a string representation that will be appended to a string inside the class, effectively creating a stream of data. The reverse will occur for pop(), taking the stream and converting several bytes at the front of the stream back into a specified type.
Making push() and pop() templates tied with stringstream is an obvious solution. However, I wish to use this functionality inside a DLL in which I can change the way the string is stored (encryption or compression, for example) without recompilation of clients. A template of type T would need to be recompiled if the algorithm changes.
My next idea was to just use functions such as pushByte(), pushInt(), popByte(), popInt() etc. This would allow me to change the implementation without recompilation of clients, since they rely only on a static interface. This would be fine. However, it isn't so flexible. If a value was changed from a byte to a short, for example, all instances of pushByte() corresponding to that value would need to be changed to pushShort(), similarly for popByte() to popShort(). Overloading pop() and push() to combat this would cause conflictions in types (causing explicit casting, which would end up causing the same problem anyway).
With the above ideas, I could create a working class. However, I wondered how specialized templates are compiled. If I created push<byte>() and push<short>(), it would be a type specific overload, and the change from byte to short would automatically switch the template used, which would be ideal.
Now, my question is, if I used specialized templates only to simulate this kind of overloading (without a template of type T), would all specializations compile into my DLL allowing me to dispatch a new implementation without client recompilation? Or are specialized templates selected or dropped in the same way as a template of type T at client compilation time?
First of all, you can't just have specialized templates without a base template to specialize. It's just not allowed. You have to start with a template, then you can provide specializations of it.
You can explicitly instantiate a template over an arbitrary set of types, and have all those instantiations compiled into your DLL, but I'm not sure this will really accomplish much for you. Ultimately, templates are basically a compile-time form of polymorphism, and you seem to need (at least a limited form of) run-time polymorphism.
I'd probably just use overloading. The problem that I'd guess you're talking about arises with something on the order of:
int a;
byte b;
a = pop();
b = pop();
Where you'd basically just be overloading pop on the return type (which, as we all know, isn't allowed). I'd avoid that pretty simply -- instead of returning the value, pass a reference to the value to be modified:
int a;
byte b;
pop(a);
pop(b);
This not only lets overload resolution work, but at least to me looks cleaner as well (though maybe I've just written too much assembly language, so I'm accustomed to things like "pop ax").
It sounds like you have 2 opposing factors:
You want your clients to be able to push/pop/etc. every numeric type. Templates seem like a natural solution, but this is at odds with a consistent (only needs to be compiled once) implementation.
You don't want your clients to have to recompile when you change implementation aspects. The pimpl idiom seems like a natural solution, but this is at odds with a generic (works with any type) implementation.
From your description, it sounds like you only care about numeric types, not arbitrary T's. You can declare specializations of your template for each of them explicitly in a header file, and define them in a source file, and clients will use the specializations you've defined rather than compiling their own. The specializations are a form of compile time polymorphism. Now you can combine it with runtime polymorphism -- implement the specializations in terms of an implementation class that is type agnostic. Your implementation class could use boost::variant to do this since you know the range of possible T's ahead of time (boost::variant<int, short, long, ...>). If boost isn't an option for you, you can come up with a similar scheme yourself so long as you have a finite number of Ts you care about.