abstracting c++ enums to reduce compilation - c++

In my code I have a central data storage that is referenced into via enumerated symbols. This allows me to see all the places in my code where the enum'd symbol is referenced for setting/getting a value. The problem comes in whenever I want to add a new symbol it requires that all of the code that might access the data storage be recompiled because all of it touches the enum header file.
Is there some abstract that would reduce recompiles? Maybe a design pattern?

That's the problem you have with a "central data storage" as you called it. That sounds like an excuse for putting all of the enums you don't know what to do with in a single header file.
If an enum is related to a class and used only when that class is used, put it in the same header file as the class. If your enums are really all stand alone, you can still divide that header file into multiple header files that have more specific categories of enums in them.

Only thing you can do is to use strongly typed enums, if you have access to c++11 features. Then you can forward declare the enum, and you do not have to include that header in other headers needing the enum.
For pre-c++11, nothing can be done to prevent the recompilation.

Related

Can I use a slim version of my header to be included with the library?

What I mean is my real header file can look like this:
#include "some_internal_class.h"
class MyLibrary {
Type private_member;
void private_function();
public:
MyLibrary();
void function_to_be_called_by_library_users();
};
Now I want to produce a dynamic library containing all the necessary definitions. and I want to ship with it a single header instead of shipping every single header I have in my library.
So I was thinking I could create a slim version of my header like so:
class MyLibrary {
public:
MyLibrary();
void function_to_be_called_by_library_users();
};
Headers are just declarations anyway right? they're never passed to the compiler. And I've declared what the user will be using.
Is that possible? If not, why not?
This is a One Definition Rule violation. The moment you deviate by a single token.
[basic.def.odr]/6
There can be more than one definition of a class type, [...] in a
program provided that each definition appears in a different
translation unit, and provided the definitions satisfy the following
requirements. Given such an entity named D defined in more than one
translation unit, then
each definition of D shall consist of the same sequence of tokens; and
Your program may easily break if you violate the ODR like that. And your build system isn't at all obligated to even warn you about it.
You cannot define a class twice. It breaks the One Definition Rule (ODT). MyLibrary does that, unfortunately.
they're never passed to the compiler
They will. Members of a class must be known at compile time, so that the compiler can determine the class's size.
Header are just declarations anyway right? they're never passed to the
compiler. And I've declared what the user will be using.
No. Headers are part of source code and are compiled together with source files. They contain the information necessary for a compiler to understand how to work with code (in your case, with class MyLibrary).
As an example, you want library users to be able to create objects of class MyLibrary, so you export the constructor. However, this is not sufficient: the compiler needs to know the size of the object to be created, which is impossible unless you specify all the fields.
In practice, deciding what to expose to library users and what to hide as implementation details is a hard question, which requires detailed inspection of the library usage and semantics. If you really want to hide the class internals as implementation detail, here are some common options:
The pimpl idiom is a common solution. It enables you to work with the class as it is usually done, but the implementation details are nicely hidden.
Extract the interface into an abstract class with virtual functions, and use pointers (preferably smart pointers) to work with the objects.
Headers are just declarations anyway right? they're never passed to the compiler.
The moment you do a #include to a file, its content are copied and pasted into your source file exactly as they are.
So even though you don't pass them directly as compiler arguments, they're still part of your code and code in them will be compiled into your translation units.
Solutions by #lisyarus are pretty good.
But another option would be doing it the C way. Which is the most elegant in my opinion.
In C you give your users a handle, which will most likely be a pointer.
Your header would look something like this:
struct MyLibrary;
MyLibrary*
my_library_init();
void
my_library_destroy(MyLibrary*);
void
my_library_function_to_be_called_by_library_users(MyLibrary*);
A very small and simple interface that does not show your users anything you don't want them to see.
Another nice perk is that your build system will not have to recompile your whole program just because you added a field to the MyLibrary struct.
You have to watch out though, because now you have to call my_library_destroy which will carry the logic of your destructor.

Do I have to mention private methods in the header file of a class?

For now I do not use header files at all. Classes are each in a single .cpp file completely. But to save compile time I want to make use of header files now. My hope is that Visual Studio won't compile classes which weren't modified for debug builds then.
Is there a way to mention only public methods and members in the header file. In theory that would be enough information for the compiler. If another file, say main.cpp includes the class header there is no need for private methods and members, is it?
How can I use header files without retyping the names of private methods and members? The reasons for me to want so is coding productivity. When I want do add a small helper function to the class used by another method, I don't want to have to also add it's signature to the header file.
If another file, say main.cpp includes the class header there is no need for private methods and members, is it?
No, public methods and members aren't necessarily enough. For example, if another .cpp file were to try and create an instance of your class:
SomeClass instance;
the compiler will need to know, among other things, how much memory to allocate for SomeClass. For that it requires full knowledge of SomeClass's private data members.
The way you are framing the question makes it sound as if you were intent on fighting the language. I don't think that's a good way to go about it. I think the best way is to do things the way things are usually done in the language of your choice, and depart from that only when there is a specific, clearly understood need.
The way things are usually done in C++ is that the entire class declaration goes in the header file, and the definition is in some way split between the header file and the corresponding .cpp file. The exact split is determined by various technical considerations. For example, templates and inline functions normally have to appear in the header file. On the other hand, placing code in header files increases dependencies and potentially build times.
There are ways to address these issues. However, since this involves extra complexity, I'd argue that this should only be done if there is a clearly identifiable need.
I don't know of a way to do what you're asking, but there is another way to give some isolation. You might want to take a look at the pimpl idiom as it offers isolation about private information. It's a little bit of extra work, but it can be extremely useful, especially in large projects.
All function declarations should go in header files and all function definitions should go in cpp files. It's not good coding practice to put declarations inside the cpp files.
You could put definitions inside headers though, when you write templates or inline functions.
Once you declare the class in the header file, you have to declare all its methods and members inside the class' declaration in the header, given that your class is no longer declared in the cpp file.

C++ cyclical header dependency

I had a question: Supposed I have a header/source file set and a header set as follows"
BaseCharacter.h and BaseCharacter.cpp and EventTypes.h
BaseCharacter.h makes use of structs and typedefs defined in EventTypes.h, but EventTypes.h has to be aware of the BaseCharacter class defined in BaseCharacter.h. This creates a cyclical dependency and I'm pretty sure that's whats stopping my program from compiling. If I take out EventTypes.h and all the methods that rely on the stuff in EventTypes.h, my program compiles fine. But if I added EventTypes.h, it, and every file referencing BaseCharacter.h will complain that it can't find the BaseCharacter class.
Is there a way around this dependency or would this not be what's causing my problem?
I'm using MSVC 2010 as my compiler
Forward declaration.
In EventTypes.h, remove the include and add:
class BaseCharacter;
Note that you can only use references and pointers to BaseCharacter within EventTypes.h, you cannot e.g. have a struct with a BaseCharacter myChar; member variable.
You should probably have a good look at your design and make sure it makes sense; often cyclical dependencies indicate a sub-optimal design (though it's possible that it's the best solution for your needs).
In any case, you can predeclare the classes upfront in each header file, thus avoiding having circular includes. This is called using forward declarations.
Another good option would be to extract the stuff that both BaseCharacter.h and EventTypes.h depend on into a third header file that the first two include; then you'd only have a one-way dependency of EventTypes.h on BaseCharacter.h.
A third alternative is to simply merge everything into one header file; this may or may not make sense based on your design, but if the inter-dependencies are strong enough, then surely a unified model makes sense?
You want to learn how to forward declare classes and structs.
See here: cyclic dependency between header files
or here: C++ error: 'Line2' has not been declared
Just to add to the answers mentioning forward declaration, there is another alternative which is slightly different, and it is called PIMPL, which stands for Pointer to IMPlementation. It is often used in conjunction with forward declaration, but can be used without. Not only it helps to solve cyclic dependency problems, but can also dramatically speed up build time and reduce code dependency.
Once I had similar problem, solved it with templates. Can't you define the EventTypes and/or BaseCharacter as template?

Is there a good way to avoid duplication of method prototypes in C++?

Most C++ class method signatures are duplicated between the declaration normally in a header files and the definition in the source files in the code I have read. I find this repetition undesirable and code written this way suffers from poor locality of reference. For instance, the methods in source files often reference instance variables declared in the header file; you end up having to constantly switch between header files and source files when reading code.
Would anyone recommend a way to avoid doing so? Or, am I mainly going to confuse experienced C++ programmers by not doing things in the usual way?
See also Question 538255 C++ code in header files where someone is told that everything should go in the header.
There is an alternative, but the cure is worse than the illness — define all the function bodies in the header, or even inline in the class, like C#. The downsides are that this will bloat compile times significantly, and it'll annoy veteran C++ programmers. It can also get you into some annoying situations of circular dependency that, while solvable, are a nuisance to deal with.
Personally, I just set my IDE to have a vertical split, and put the header file on the right side and the source file on the left.
I assume you're talking about member function declarations in a header file and definitions in source files?
If you're used to the Java/Python/etc. model, it may well seem redundant. In fact, if you were so inclined, you could define all functions inline in the class definition (in the header file). But, you'd definitely be breaking with convention and paying the price of additional coupling and compilation time every time you changed anything minor in the implementation.
C++, Ada, and other languages originally designed for large scale systems kept definitions hidden for a reason--there's no good reason that the users of a class should have to be concerned with its implementation, nor any reason they should have to repeatedly pay to compile it. Less of an issue nowadays with faster systems, but still relevant for really large systems. Additionally, TDD, stubbing and other testing strategies are facilitated by the isolation and quicker compilation.
Don't break with convention. In the end, you will make a ball of worms that doesn't work very well. Plus, compilers will hate you. C/C++ are setup that way for a reason.
C++ language supports function overloading, which means that the entire function signature is basically a way to identify a specific function. For this reason, as long as you declare and define function separately, there's really no redundancy in having to list the parameters again. More precisely, having to list the parameter types is not redundant. Parameters names, on the other hand, play no role in this process and you are free to omit them in the declaration (i.e in the header file), although I belive this limits readability.
You "can" get around the problem. You define an abstract interface class that only contains the pure virtual functions that an outside application will call. Then in the CPP file you provide the actual class that derives from the interface and contains all the class variables. You implement as normal now. The only thing this requires is a way to instantiate the derived implementation class from the interface class. You could do that by providing a static "Create" function that has its implementation in the CPP file.
ie
InterfaceClass* InterfaceClass::Create()
{
return new ImplementationClass;
}
This way you effectively hide the implementation from any outside user. You can't, however, create the class on the stack only on the heap ... but it does solve your problem AND provides a better layer of abstraction. In the end though if you aren't prepared to do this you need to stick with what you are doing.

When to use Header files that do not declare a class but have function definitions

I am fairly new to C++ and I have seen a bunch of code that has method definitions in the header files and they do not declare the header file as a class. Can someone explain to me why and when you would do something like this. Is this a bad practice?
Thanks in advance!
Is this a bad practice?
Not in general. There are a lot of libraries that are header only, meaning they only ship header files. This can be seen as a lightweight alternative to compiled libraries.
More importantly, though, there is a case where you cannot use separate precompiled compilation units: templates must be specialized in the same compilation unit in which they get declared. This may sound arcane but it has a simple consequence:
Function (and class) templates cannot be defined inside cpp files and used elsewhere; instead, they have to be defined inside header files directly (with a few notable exceptions).
Additionally, classes in C++ are purely optional – while you can program object oriented in C++, a lot of good code doesn't. Classes supplement algorithms in C++, not the other way round.
It's not bad practice. The great thing about C++ is that it lets you program in many styles. This gives the language great flexibility and utility, but possibly makes it trickier to learn than other languages that force you to write code in a particular style.
If you had a small program, you could write it in one function - possibly using a couple of goto's for code flow.
When you get bigger, splitting the code into functions helps organize things.
Bigger still, and classes are generally a good way of grouping related functions that work on a certain set of data.
Bigger still, namespaces help out.
Sometimes though, it's just easiest to write a function to do something. This is often the case where you write a function that only works on primitive types (like int). int doesn't have a class, so if you wanted to write a printInt() function, you might make it standalone. Also, if a function works on objects from multiple classes, but doesn't really belong to one class and not the other, that might make sense as a standalone function. This happens a lot when you write operators such as define less than so that it can compare objects of two different classes. Or, if a function can be written in terms of a classes public methods, and doesn't need to access data of the class directly, some people prefer to write that as a standalone function.
But, really, the choice is yours. Whatever is the most simple thing to do to solve your problem is best.
You might start a program off as just a few functions, and then later decide some are related and refactor them into a class. But, if the other standalone functions don't naturally fit into a class, you don't have to force them into one.
An H file is simply a way of including a bunch of declarations. Many things in C++ are useful declarations, including classes, types, constants, global functions, etc.
C++ has a strong object oriented facet. Most OO languages tackle the question of where to deal with operations that don't rely on object state and don't actually need the object.
In some languages, like Java, language restrictions force everything to be in a class, so everything becomes a static member function (e.g., classes with math utilities or algorithms).
In C++, to maintain compatibility with C, you are allowed to declare standalone C-style functions or use the Java style of static members. My personal view is that it is better, when possible, to use the OO style and organize operations around a central concept.
However, C++ does provide the namespaces facilities and often it is used in the same way that a class would be used in those situations - to group a bunch of standalone items where each item is prefixed by the "namespace" name. As others point out, many C++ standard library functions are located this way. My view is that this is much like using a class in Java. However, others would argue that Java uses classes because it doesn't have namespaces.
As long as you use one or the other (rather than a floating standalone non-namespaced function) you're generally going to be ok.
I am fairly new to C++ and I have seen a bunch of code that has method definitions in the header files and they do not declare the header file as a class.
Lets clarify things.
method definitions in the header files
This means something like this:
file "A.h":
class A {
void method(){/*blah blah*/} //definition of a method
};
Is this what you meant?
Later you are saying "declare the header file". There is no mechanism for DECLARING a file in C++. A file can be INCLUDED by witing #include "filename.h". If you do this, the contents of the header file will be copied and pasted to wherever you have the above line before anything gets compiled.
So you mean that all the definitions are in the class definition (not anywhere in A.h FILE, but specifically in the class A, which is limited by 'class A{' and '};' ).
The implication of having method definition in the class definition is that the method will be 'inline' (this is C++ keyword), which means that the method body will be pasted whenever there is a call to it. This is:
good, because the function call mechanism no longer slows down the execution
bad if the function is longer than a short statement, because the size of executable code grows badly
Things are different for templates as someone above stated, but for them there is a way of defining methods such that they are not inline, but still in the header file (they must be in headers). This definitions have to be outside the class definition anyway.
In C++, functions do not have to be members of classes.