Proper way to inline function in OOP C++ - c++

I have a simple equation that needs to be called about 100 times throughout my code. I am trying keep function overhead to a minimum, but still use OOP concepts (which is new to me). The equation is just a simple one that calculates the max of two differences. It is like 3 lines. Should I use an inline function? If so, what is usually the accepted way to use it (i.e should I create a seperate .h file, put it in a base class(all the objects using this function are indirectly derived).

Unless your compiler has good Link Time Optimization features (and they are enabled), the entire function you want to inline must be declared and defined in a header file. As for dedicating a .h file solely for your inlined function, or where to put it in your class hierarchy, we couldn't tell you even if you gave us the rest of your code and/or design. It's really more a stylistic choice than predefined rules about the one and only correct way to do it.
EDIT: To clarify: if your inline function will only be used in a single source (.cpp) file, you can just declare it right in that same file as static inline. If you want it accessible to multiple source files, then put it in a header file.

Yes, you can use inline function members if they are not virtual. But in every file that uses this inline function should be present it's definition, so it's a good idea to put implementation of this function in *.h file. If it is virtual you can not use inline (although gcc allows it) according to the standard.
But in any case standard does not guarantee inlining your function - even if you mark it as inline.

I would not put such a function in a class unless it needs to use some of the state of the class, or if there is some good reason to limit its use to that class hierarchy.
An inline function inside a namespace in a .h sounds like it would be a good way to go. By putting it in a namespace you get to use the common name max without worrying about it being in the global namespace and you can then collect any functions fitting that domain there.
Though if it's just a max function maybe just using the std::max function would be a good option?
In general it's better to reuse if possible. It saves time and reduces maintenance costs. Everyone pretty much knows what std::max is but some other max takes some figuring out.

Related

Definition of function which is the class member

I have two functions, which are private members of class "Data":
class Date
{
private:
bool leapYear(int y);
void fillDate(int d, Month m, int y);
};
So, where is the best to define this functions:
in class definition;
in header file outside the class;
or in ".cpp" file?
You have the choice here. Here are some ideas to make your mind:
Inlining for speed is no longer a concern, since compilers are now good at link time optimization. So performance should not be a decision factor here (compilation speed matters too, but this is another bag of worms).
Small inline member functions, defined inside the class, may be an easy way to "document" what the class does. Also, this tends to keep the implementation localized, which is comfortable when reading the code. Don't overdo it however.
Large functions should in principle go into their own file, or at least outside the class definition, since they clutter the class definition code for no good reason. Template code is no exception.
Pimpl have advantages/disadvantages too, but here I don't see any good reason to introduce such beasts in your simple case. They are used typically to reduce dependencies between header files.
Here, if the implementation is small, you can write the code inline, inside the class. But you should put them in their own implementation (".cpp") file, if the logic is complex.
You can also start inline, and when the code has settled to something more complex, move the implementation to its own file.
I strongly discourage you to consider option 2. This gets you "Multiple definition" error by the linker if you include this file in more than one implementation file, because the definition will be copied (by the preprocessor) to each .cpp file.
My personal philosophy about this is to put all function definitions into the implementation (.cpp) file, because, first of all, it separates declarations (+ documentation) from definitions which adds to code clarity IMO, and, secondly, having all definitions in one place (the implementation file) makes it easier for me to find functions. In my experience it was always quite a nuisance to have to switch between header and implementation files to see whether this particular function I'm looking for was inlined / defined in the header or if it was in the implementation file. Having all function definitions in the implementation file means I know I will find the definition of any function in that file, and won't have to waste time switching and looking around.

Should accessors be Inlined?

This is the declaration in the header file:
class PrimeSieve
{
populate(int lim);
vector<int> sieve;
long long limit;
public:
unsigned int limit();
};
Should I define the accessor method in the .cpp file or in the .h, inline?
I'm new to C++, but I'd like to follow best practices. I've seen this around in some of the books—is this considered standard?
unsigned int limit() { return limit; };
Definitely write the accessor inline in the header file. It makes better optimizations possible, and doesn't reduce encapsulation (since changes to the format of private data require recompiling all units that include the header anyway).
In the case of a complicated algorithm, you might want to hide the definition in an implementation file. Or when the implementation requires some types/header files not otherwise required by the class definition. Neither of those cases applies to simple accessors.
For one-liners, put it inside the class definition. Slightly longer member functions should still be in the header file, but might be declared explicitly inline, following the class definition.
Most newer compilers are smart enough to inline what is necessary and leave everything else alone. So let the compiler do what its good at and don't try to second guess it.
Put all your code in the .cpp and the code declarations in the .h.
A good rule of thumb is to put all your code in the .cpp file, so this would argue against an inline function in the .h file.
For simple data types in classes fully visible to clients of the class, there is no real difference as you need to recompile the client whenever the class definition changes.
The main reason to make an accessor rather than use the member directly is to allow the implementation to remove the data member later on and still keep the interface compatible; if the interface containing the accessor is unchanged, the result is typically binary compatible, otherwise, it's source compatible. Having the accessor inline means defining it as part of the interface that you are changing, so you can ever only be source compatible.
The other reason to have an accessor is a DLL boundary: If your accessor needs to call into another function, and you allow it to be inlined, then this function's symbol needs to be exported to the client as well.
Depending on the complexity of the project, it can be beneficial to define an interface for your code as an abstract class, which allows you to change the implementation to your heart's content without the client ever seeing the change; in this case, accessors are defined as abstract in the interface class and clients cannot inline them, ever.
The argument for declaring the accessor inline is that this eliminates the call over-head, and can enable some further optimisations.
My experienced of measured performance is that the gain from doing this is usually rather modest. I consequently no longer do it by default.
More than being kind of global programming standards, these vary from organizations to organizaions. Of course, getLimit() would still be better than mere limit().

Declaration and Implementation of Functions

According to my teacher, it's bad practice to write user-defined functions like this:
int DoubleNumber(int Number)
{
return Number * 2;
}
int main()
{
cout << DoubleNumber(8);
}
Instead, he says to always use forward declarations, even if the functions don't need any knowledge of each other:
int DoubleNumber(int Number); // Forward declaration.
int main()
{
cout << DoubleNumber(8);
}
int DoubleNumber(int Number) // Implementation.
{
return Number * 2;
}
I find this especially strange since he made a point of telling us how important it is that the forward declaration and implementation are exactly the same or you'll get errors. If it's such a big deal, why not just put it all above main()?
So, is it really bad practice to declare and implement at the same time? Does it even matter?
If you don't declare the forward declarations ("prototypes"), then you need to make sure that all your functions occur before any functions that depend on them, i.e. in the reverse order of the call graph. That's fine for a simple example as above, but is a complete pain for anything more realistic (and in some cases impossible, if there are any loops in the call graph).
I think your teacher is an old C programmer.
If you wrote a C program without forward declarations and one function called another function declared later in the file (or in a different compilation unit), the compiler would not complain but silently pretend to know what the prototype should be.
Debugging is horrible, if you don't know if your compiler is passing the arguments correctly. Therefore it was a good defensive policy to always declare all functions; at least the compiler could raise an error if the declaration did not match the implementation.
C compilers and tool have gotten better (I hope). It is still not an error to call an unknown function, but GCC for example is kind enough to warn by default.
But in C++ you can't call a function that hasn't been declared or defined. Consequently, C++ programmers don't worry much about forward declarations.
Your teacher's policy is horrible IMHO. Use forward declarations only when they're really needed. That way, their presence demonstrates their necessity, which gives the reader useful documentation (i.e., there may be mutual recursion between the functions). Of course you do need forward declarations in header files; that's what they're for.
In my first programming class, the teacher also emphasized this point. I'm not exactly sure there is a benefit to such a simple case in actual software.
However, it does prepare you for using header files if you haven't covered that yet. In a typical case, you will have a header file custom-math.h and source file custom-math.cpp where custom-math.h contains the forward declaration and custom-math.cpp the implementation. Doing so may increase compilation time significantly when doing modifications to function implementations only in large projects. It is also a convenient way to split your program into "logical" groups of functions and/or classes.
If you are going to put other functions in the same file as main(), then what you do probably depends on your personal preference. Some people prefer to have main() close to the top to get to the program logic right away. In this case, forward declare your functions.
Karl Knecthel writes "Use forward declarations only when they're really needed. That way, their presence demonstrates their necessity, which gives the reader useful documentation (i.e., there may be mutual recursion between the functions)." and IMHO that's sound advice.
Oli Charlesworth talks about "complete pain" for ordering functions so that they can be called without forward declarations. That's not my experience, and I cannot imagine how that pain/problem is accomplished. I suspect a PEBCAK problem there.
A practice of using forward declarations for all functions will not save you from PEBCAK problems, but they do introduce needless maintainance work and needless more code to relate to, and they do make it more unclear which functions really need forward declarations.
If you get to the point where forward declarations could help to see function signatures at a glance, when forced to some very simple editor, then there are two actions that should be taken: (1) refactoring of the code, and (2) switching to a better editor.
Cheers & hth.,
Ask your teacher about why he recommends this ;) Anyway, it's not bad practice in my opinion, and in most cases it doesn't even matter. The biggest advantage of declaring all functions upfront is that you have a high-level overview of what the code does.
Traditionally you'll be sticking all your prototypes in a header file, so they can be used by other source files - or at least, you'll put the ones you want to expose in the .h file.
As far as code where it's not necessary, there's something to be said for putting all your file-level declarations at the top (variables and functions) because it means you can move functions around at-will and not have to worry about it. Not to mention, I can see every function in a file right away. But something like:
void Func1() { ... }
...
void Func2() { ... }
...
void Func3() { ... }
...
int main() { Func1(); Func2(); Func3(); return 0; }
That - that is to say, a number of disjointed functions all called by main() - is a very common file, and it's perfectly reasonable to forgo the declaration.
Blanket rules are rarely correct. The public api you would normally expose through the prototypes in the header file. The rest of the functions will likely to be in an anonymous namespace in the cpp file. If those are called multiple times in the implementation it make sense to provide prototypes at the top, otherwise every function using them would have to provide prototypes before calling functions. At the same time if some function is used multiple times in the cpp file it might be an indication that it's universal enough to be moved to a common api. If the functions are not used all over the place, it's better to provide as limited exposure to them as possible, i.e. declaring and defining them close to the place they are called from.
Personally, I like to only forward declare anything that client code needs to know about (i.e. in a class header). Anything that's local to a class implementation (such as helper functions), should be defined prior to usage.
Of course at the end of the day, for the most part, it boils down to either personal preference or coding standard that your project is following.

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.