I have some small helper functions needed throughout the code.
To work, they need to be initialized with some data once.
Where should I store the init data?
I've come up with two methods:
I create static variables in the scope of the helper.cpp file which I set with a dedicated setter function and then use in my helper function.
static int _initData = 0;
void initHelpMe(int initData)
{
_initData = initData;
}
void helpMe()
{
doSomethingWith(_initData);
}
Or I use a static function variable inside the original helper function and a default parameter to it.
void helpMe(int initData = 0)
{
static int _initData = 0;
if (initData != 0)
_initData = initData;
doSomethingWith(_initData);
}
(Lets asume that 0 is outside of the valid data range of initData and that I've not shown additional code to ensure an error is raised when the function is called for the first time without initiating it first.)
What are the advantages / disadvantages of those two methods and is there an even better way of doing it?
I of course like the second method, because it keeps all the functionality in one place. But I already know it is not thread-safe (which is not an issue a.t.m.).
And, to make this more interesting, albeit being C++ this is not to be used in object-oriented but in procedural code. So please no answers proposing objects or classes. Just imagine it to be C with the syntax of C++.
I was going to suggest that you wrap your data into an object, until I realized that you are asking for a C solution with a C++ tag...
Both of your solutions have their benefits.
The second one is the one I'd prefer, assuming we just go by "what it looks like/maintainability". However, there is a drawback if helpMe is called MANY times with initData == 0, because of the extra if, which isn't present in the first case. This may or may not be an issue if doSomethingWith() is long enough a function and/or the compiler has the ability to inline helpMe (and initData is constant).
And of course, something in the code will have to call initHelpMe too, so it may turn out to be the same anyway.
In summary: Prefer the second one, based on isolation/encapsulation.
I clearly prefer the second! Global static data in different compilation units are initialized in unspecified order (In one unit in order, though). Local static data of a function is initialized at first call.
Example:
If you have two translation units A and B. The unit A calls during initialization the function helpMe of unit B. Assume the order of initialization is A, B.
The first solution will set the zero initialized _initData to some initData. After that the initialization of unit B resets _initData back to zero and may produce a memory leak or other harm.
There is a third solution:
void helpMe(int initData = 0)
{
static std::once_flag once;
static int _initData = 0;
std::call_once(once, [&] {
_initData = initData;
}
doSomethingWith(_initData);
}
I feel strongly both ways.
Prefer option 2 for the isolation, but option 1 lends itself to porting to a C++ class. I've coded both ways. It comes down to the SW architecture.
Let me offer another point.
Both options down side: You have not limited initialization to one occurrence. "need to be initialized with some data once". It appears OP's conditions insure a proper initialization of initHelpMe(123) or HelpMe(123) followed by helpMe(), but do not prevent/detect a secondary initialization.
Should a secondary need to be prevented/detected, some additional code could be used.
// Initialization
if (_initData != 0) {
; // Handle error
}
_initData = initData;
Another paradigm I've used follows. It may not be realizable in you code as it does not pass initData as a parameter but magically can get it.
void helpMe(void) {
static int Initialized = 0;
if (!Initialized) {
Initialized = 1;
_initData = initData();
}
doSomethingWith(_initData);
}
Related
I have a function which processes data that comes as a sequence. Because of this, I need to know the value of certain variables from the last function call during the current function call.
My current approach to doing this is to use static variables. My function goes something like this:
bool processData(Object message){
static int lastVar1 = -1;
int curVar1 = message.var1;
if (curVar1 > lastVar1){
// Do something
}
lastVar1 = curVar1;
}
This is just a small sample of the code; in reality I have 10+ static variables tracking different things. My gut tells me using so many static variables probably isn't a good idea, though I have nothing to back that feeling up.
My question: Is there a better way to do this?
An alternative I've been looking into is using an object whose fields are lastVar1, lastVar2, etc. However, I'm not sure if keeping an object in memory would be more efficient than using static variables.
Your question has a taste of being purely about style and opinions, though there are aspects that are not a matter of opinion: multithreading and testing.
Consider this:
bool foo(int x) {
static last_val = -1;
bool result = (x == last_val);
last_val = x;
return result;
}
You can call this function concurrently from multiple threads but it wont do the expected. Moreover you can only test the function by asserting that it does the right thing:
foo(1);
assert( foo(1) ); // silenty assumes that the last call did the right thing
To setup the preconditions for the test (first line) you already have to assume that foo(1) does the right thing, which somehow defeats the purpose of testing that call in the second line.
If the methods need the current object and the previous object, simply pass both:
bool processData(const Object& message,const Object& previous_message){
if (message.var1 > previous_message.var1){
// Do something
return true;
}
return false;
}
Of course this just shifts the issue of keeping track of the previous message to the caller, though thats straight-forward and requires not messing around with statics:
Object message, old_message;
while ( get_more( message )) {
processData(message, old_message);
old_message = message;
}
I have this method:
bool CDemoPickerDlg::IsStudentTalk(CString strAssignment)
{
bool bStudentTalk = false;
CString strTalkMain, strTalkClass;
if (theApp.UseTranslationINI())
{
strTalkMain = theApp.GetSMMethod(_T("IDS_STR_HISTORY_TALK_MAIN"));
strTalkClass = theApp.GetSMMethod(_T("IDS_STR_HISTORY_TALK_AUX"));
}
else
{
strTalkMain.LoadString(IDS_STR_HISTORY_TALK_MAIN);
strTalkClass.LoadString(IDS_STR_HISTORY_TALK_AUX);
}
int iTalkMainLen = strTalkMain.GetLength();
int iTalkClassLen = strTalkClass.GetLength();
if (strAssignment.Left(iTalkMainLen) == strTalkMain ||
strAssignment.Left(iTalkClassLen) == strTalkClass)
{
bStudentTalk = true;
}
return bStudentTalk;
}
It is called multiple times. Without added "member variables" to the class to cache values is there any other way to create the values for the two CString and int values just the once? As they will not change for the duration of the program.
The method above is static. I know about assigning a value to a static variable but I understand that can only be done once at the time of declaration. Have I miss-understood that?
You can use a static constant (or variable, but why make it variable if it isn't supposed to be changed?) at function scope:
static CString const someImmutableText = <some initializer>;
The placeholder <some initializer> above can be a literal, a function call or any other expression that you can initialize a CString from. The static makes sure the object is only created once and subsequently only initialized once, too.
#Ulrich's answer will of course work fine, but if <some initializer> is non-trivial there is a hidden downside - as of C++11, the compiler is required to generate a threadsafe initialiser.
This has minimal runtime overhead but it does generate quite a lot of code, see at Godbolt, and if you have a lot of these then this can add up.
If there are no multi-threading issues (which generally there aren't, especially in initialisation code), then there is a simple alternative which will eliminate this code. In fact, it's so simple that it's barely worth posting at all, but I'll do it here anyway for completeness. It's just this; please excuse the anglicisms:
static bool initialised;
static Foo *initialise_me;
static Bar *initialise_me_too;
...
if (!initialised)
{
initialise_me = new Foo (...);
initialise_me_too = new Bar (...);
...
initialised = true;
}
...
Note that the variables to be initialised are declared as raw pointers here and allocated with new. This is done for a reason - the one thing you most definitely don't want is to call constructors at the point where you declare these variables, else you'll be right back where you started. There are no object lifetime issues because the variables remain in existence for the entire duration of the program, so it's all good.
And, in fact, you don't actually need that bool at all - just test (say) initialise_me against nullptr.
Inside one of my class methods I declare several local variables like this:
int findClosestPoint(double rRadius)
{
int iXIndexMult, iYIndexMult, iZIndexMult, iVoxelX, iVoxelY, iVoxelZ, iPIndexVoxel, iV, iV_From, iV_To;
double rDist, rDX, rDY, rDZ;
double rRadius2 = rRadius*rRadius;
double rMinDist = rRadius2;
int iFoundVertex = -1;
// do stuff
retrun iFoundVertex;
}
I'm calling this method thousands of times so I thought it would be a good idea to move variables declaration from method body to the class, so I recieved something like this:
int findClosestPoint(double rRadius)
{
rRadius2 = rRadius*rRadius;
rMinDist = rRadius2;
iFoundVertex = -1;
// do stuff
retrun iFoundVertex;
}
I was suprised because the result of this operation was significant performance drop in my program.
Can anyone may explain to me why that happened?
You relocated that context from local stack/register to (perhaps) heap memory. Heap requires more time to access than stack.
Always keep the scope of your variables as small as possible. This not only gives the compiler more optimization options but also makes your code more readable and avoids side effects.
What exactly causes the performance drop in your case depends on your compiler and on what exactly your function is doing in the // do stuff section.
In the C language, in order to initialize a static local variable to a value unknown during compilation, I would normally do something like this (for example):
void func()
{
static int var = INVALID_VALUE;
if (var == INVALID_VALUE)
var = some_other_func();
...
}
In the C++ language, I can simply do:
void func()
{
static int i = some_other_func();
...
}
The only way (that I can think of) for a C++ compiler to resolve it properly, is by replacing this code with a mechanism similar to the C example above.
But how would the compiler determine a "proper" invalid value? Or is there another way which I haven't taken into consideration?
Thanks
Clarification:
INVALID_VALUE is a value which function some_other_func never returns.
It is used in order to ensure that this function is never invoked more than once.
The compiler will not generate code to do it based on its value but on a thread safe flag that ensure that the code is only executed once.
Something like that:
void func()
{
static int i;
static bool i_initialized;
if (!i_initialized) {
i = some_other_func();
i_initialized = true;
}
}
Except that generally it is not a bool but a thread safe way of testing it.
According to code seen by disassembling and debugging the g++ compiled code, there is a hidden variable that is initialized to 0 and when the initialization is run it is set to 1.
So the next time the initialization code isn't executed.
I'm having some weird issues with static initalization. I'm using a code generator to generate structs and serialization code for a message passing system I wrote. In order to have a way of easily allocating a message based on it's message id I have my code generator ouput something similar to the following for each message type:
MessageAllocator s_InputPushUserControllerMessageAlloc(INPUT_PUSH_USER_CONTROLLER_MESSAGE_ID, (AllocateMessageFunc)Create_InputPushUserControllerMessage);
The MessageAllocator class basically looks like this:
MessageAllocator::MessageAllocator( uint32_t messageTypeID, AllocateMessageFunc func )
{
if (!s_map) s_map = new std::map<uint32_t, AllocateMessageFunc>();
if (s_map->insert(std::make_pair(messageTypeID, func)).second == false)
{
//duplicate key!
ASSERT(false, L"Nooooo!");
}
s_count++;
}
MessageAllocator::~MessageAllocator()
{
s_count--;
if (s_count == 0) delete s_map;
}
where s_map and s_count are static members of MessageAllocator. This works most of the time but sometimes messages are not added to the map. For example, this particular message is not added unless i call Create_InputPushUserControllerMessage() somewhere in my startup code, however other messages work fine. I thought this might be something to do with the linker incorrectly thinking the type is unreferenced and removing it so I disabled that using the /OPT:NOREF switch (I'm using Visual Studio 2008 SP1) but that had no effect.
I'm aware of the problem of the "static initialization order fiasco" but as far as I know the order in which these objects are created shouldn't alter the result so this seems ok to me.
Any insight here would be appreciated.
Put the static into a class so it is a static member of a class
struct InputPushUserControllerMessageAlloc { static MessageAllocator s_obj; };
MessageAllocator InputPushUserControllerMessageAlloc::s_obj(
INPUT_PUSH_USER_CONTROLLER_MESSAGE_ID,
(AllocateMessageFunc)Create_InputPushUserControllerMessage);
The Standard allows it to delay initialization of objects having namespace scope until any function/object from its translation unit is used. If the initialization has side-effect, it can't be optimized out. But that doesn't forbid delaying it.
Not so of objects having class-scope. So that might forbid it optimizing something there.
I would change s_map from a static class member into a static method member:
std::map<uint32_t,AllocateMessageFunc>& MessageAllocator::getMap()
{
// Initialized on first use and destroyed correctly on program termination.
static std::map<uint32_t,AllocateMessageFunc> s_map;
return s_map;
}
MessageAllocator::MessageAllocator( uint32_t messageTypeID, AllocateMessageFunc func )
{
if (getMap().insert(std::make_pair(messageTypeID, func)).second == false)
{
//duplicate key!
ASSERT(false, L"Nooooo!");
}
}
No need for destructor or a count.
If your global objects are in separate DLL's(or shared libs) that are lazy loaded.
This may cause a problem similar to your description.
You are not setting the pointer back to null.
MessageAllocator::~MessageAllocator()
{
s_count--;
if (s_count == 0)
{
delete s_map;
s_map = 0;
}
}
Turns out that the object files containing the static initializers were not included by the linker because nothing referenced any functions in them. To work around this I extern "C"-ed one of the generated functions so that it would have a predictable non-mangled name and then forced a reference to it using a pragma like this for each message
#pragma comment(linker, "/include:Create_GraphicsDynamicMeshCreationMessage")
which I put in the generated header file that is later included in all the other non-generated files. It's MSVC only and kind of hack but I assume I can do something similar on GCC once I eventually port it.