I'd like to have the possibility to increase the verbosity for debug purposes of my program. Of course I can do that using a switch/flag during runtime. But that can be very inefficient, due to all the 'if' statements I should add to my code.
So, I'd like to add a flag to be used during compilation in order to include optional, usually slow debug operations in my code, without affecting the performance/size of my program when not needed. here's an example:
/* code */
#ifdef _DEBUG_
/* do debug operations here
#endif
so, compiling with -D_DEBUG_ should do the trick. without it, that part won't be included in my program.
Another option (at least for i/o operations) would be to define at least an i/o function, like
#ifdef _DEBUG_
#define LOG(x) std::clog << x << std::endl;
#else
#define LOG(x)
#endif
However, I strongly suspect this probably isn't the cleanest way to do that. So, what would you do instead?
I prefer to use #ifdef with real functions so that the function has an empty body if _DEBUG_ is not defined:
void log(std::string x)
{
#ifdef _DEBUG_
std::cout << x << std::endl;
#endif
}
There are three big reasons for this preference:
When _DEBUG_ is not defined, the function definition is empty and any modern compiler will completely optimize out any call to that function (the definition should be visible inside that translation unit, of course).
The #ifdef guard only has to be applied to a small localized area of code, rather than every time you call log.
You do not need to use lots of macros, avoiding pollution of your code.
You can use macros to change implementation of the function (Like in sftrabbit's solution). That way, no empty places will be left in your code, and the compiler will optimize the "empty" calls away.
You can also use two distinct files for the debug and release implementation, and let your IDE/build script choose the appropriate one; this involves no #defines at all. Just remember the DRY rule and make the clean code reusable in debug scenario.
I would say that his actually is very dependent on the actual problem you are facing. Some problems will benefit more of the second solution, whilst the simple code might be better with simple defines.
Both snippets that you describe are correct ways of using conditional compilation to enable or disable the debugging through a compile-time switch. However, your assertion that checking the debug flags at runtime "can be very inefficient, due to all the 'if' statements I should add to my code" is mostly incorrect: in most practical cases a runtime check does not influence the speed of your program in a detectable way, so if keeping the runtime flag offers you potential advantages (e.g. turning the debugging on to diagnose a problem in production without recompiling) you should go for a run-time flag instead.
For the additional checks, I would rely on the assert (see the assert.h) which does exactly what you need: check when you compile in debug, no check when compiled for the release.
For the verbosity, a more C++ version of what you propose would use a simple Logger class with a boolean as template parameter. But the macro is fine as well if kept within the Logger class.
For commercial software, having SOME debug output that is available at runtime on customer sites is usually a valuable thing to have. I'm not saying everything has to be compiled into the final binary, but it's not at all unusual that customers do things to your code that you don't expect [or that causes the code to behave in ways that you don't expect]. Being able to tell the customer "Well, if you run myprog -v 2 -l logfile.txt and do you usual thing, then email me logfile.txt" is a very, very useful thing to have.
As long as the "if-statement to decide if we log or not" is not in the deepest, darkest jungle in peru, eh, I mean in the deepest nesting levels of your tight, performance critical loop, then it's rarely a problem to leave it in.
So, I personally tend to go for the "always there, not always enabled" approach. THat's not to say that I don't find myself adding some extra logging in the middle of my tight loops sometimes - only to remove it later on when the bug is fixed.
You can avoid the function-like macro when doing conditional compilation. Just define a regular or template function to do the logging and call it inside the:
#ifdef _DEBUG_
/* ... */
#endif
part of the code.
At least in the *Nix universe, the default define for this kind of thing is NDEBUG (read no-debug). If it is defined, your code should skip the debug code. I.e. you would do something like this:
#ifdef NDEBUG
inline void log(...) {}
#else
inline void log(...) { .... }
#endif
An example piece of code I use in my projects. This way, you can use variable argument list and if DEBUG flag is not set, related code is cleared out:
#ifdef DEBUG
#define PR_DEBUG(fmt, ...) \
PR_DEBUG(fmt, ...) printf("[DBG] %s: " fmt, __func__, ## __VA_ARGS__)
#else
#define PR_DEBUG(fmt, ...)
#endif
Usage:
#define DEBUG
<..>
ret = do_smth();
PR_DEBUG("some kind of code returned %d", ret);
Output:
[DBG] some_func: some kind of code returned 0
of course, printf() may be replaced by any output function you use. Furthermore, it can be easily modified so additional information, as for example time stamp, is automatically appended.
For me it depends from application to application.
I've had applications where I wanted to always log (for example, we had an application where in case of errors, clients would take all the logs of the application and send them to us for diagnostics). In such a case, the logging API should probably be based on functions (i.e. not macros) and always defined.
In cases when logging is not always necessary or you need to be able to completely disable it for performance/other reasons, you can define logging macros.
In that case I prefer a single-line macro like this:
#ifdef NDEBUG
#define LOGSTREAM /##/
#else
#define LOGSTREAM std::clog
// or
// #define LOGSTREAM std::ofstream("output.log", std::ios::out|std::ios::app)
#endif
client code:
LOG << "Initializing chipmunk feeding module ...\n";
//...
LOG << "Shutting down chipmunk feeding module ...\n";
It's just like any other feature.
My assumptions:
No global variables
System designed to interfaces
For whatever you want verbose output, create two implementations, one quiet, one verbose.
At application initialisation, choose the implementation you want.
It could be a logger, or a widget, or a memory manager, for example.
Obviously you don't want to duplicate code, so extract the minimum variation you want. If you know what the strategy pattern is, or the decorator pattern, these are the right direction. Follow the open closed principle.
Related
I am writing a scientific computation code in C++. There are outputs that I want to write in a console and outputs that I write into a file. However, when debugging after implementing a new feature, it is useful to print out much more information than usual. So far I was just sending more information to std::cout/clog and commented these lines out when not needed.
What I want is like std::clog, which would go into a file when needed, or not do anything at all, when not needed. It is ok, if I need to recompile the code to switch between the two regimes. It is important that nothing happens when not needed, because for a real large calculation the log file would be enormous (or the the console full of rubbish) and all the writing would slow the calculation down.
I am looking for the smallest possible implementation, ideally using only standard libraries for portability.
The obvious solution is to have a global variable, redirect clog to a file and then use an if statement.
bool DEBUG = true;
std::ofstream out("logfile");
std::clog.rdbuf(out.rdbuf());
...
if (DEBUG) std::clog << "my message" << std::endl;
...
Is there a more elegant way of doing this?
Edit:
I would like to avoid using non-standard libraries and preprocessor macros (program is spread across many files and also a bad programming habit in general). One way I could imagine this working, but I don't know how to do it, is to create a globally accessible object that would be able to accept messages using << and would save them to a file. Then I could just comment out the line inside this object class that saves it to a file. However, I don't know how much performance impact may result from passing messages to such a disfunctional object.
You may use any external logging library for C/C++.
Or create your own small implementation with only utilities what you need.
A traditional logging mechanism is build on macros (or inline functions) and looks like:
#define LOG_MESSAGE(msg) \
{
#ifdef DEBUG
// your debug logging
#else
// your release logging, may be leaved empty
#endif // DEBUG
}
It's also useful to add different logging levels: Error, Warning, Info, etc.
We have a pretty large project here in C++/.NET/Visual Studio, for performance testing we incuded some code that makes it possible to evaluate the execution time between certain points.
PERFORMANCE_TEST BeginMeasureTime("execute someCode")
someCode
PERFORMANCE_TEST EndMeasureTime("execute someCode")
Usually while developing the PERFORMANCE_TEST macro would be set to // so the evaluation code is switched off. So if code / interfaces etc. change and the code after the PERFORMANCE_TEST macro becomes invalid, the developer will not notice that.
Is there any smarter way to have the performance evaluation code only built in a special version of the project but still make sure that it stays consistent? How would you normally do something like that?
One easy way would be to change
PERFORMANCE_TEST xxx
to
PERFORMANCE_TEST(xxx)
Then instead of
#if PERFORMANCE_TEST_ENABLED
#define PERFORMANCE_TEST
#else
#define PERFORMANCE_TEST //
#endif
you could have
#if PERFORMANCE_TEST_ENABLED
#define PERFORMANCE_TEST(x) {x;}
#else
#define PERFORMANCE_TEST(x) if(0) { x; }
#endif
An optimizing compiler should generate no code for the second version if performance tests are disabled (or at the very least it'll not branch on the if), but it'll still be part of the compilation.
Alternatively, if build times aren't a huge concern you could simply always build both versions into separate directories.
It's been a while since I did something like this the following should be what you want. If the MACRO is defined then the function is included, else it the function is a noop and compiled out the code.
#ifdef MACRO
#define MACRO_NAME(arg1, arg2, ...) [code to expand to]
#else
#define MACRO_NAME(arg1, arg2, ...) noop
#endif
Update:
Ok so I slightly got the question a bit incorrect.
Most static analysis tools can be configured to scan certain #defines
CPPCheck for example can be given the following arguments.
-D<ID> Define preprocessor symbol. Unless --max-configs or
--force is used, Cppcheck will only check the given
configuration when -D is used.
Example: '-DDEBUG=1 -D__cplusplus'.
So you can then scan the code twice, thus achieving your goal.
I would say this is the best of both before you can add more scans if you add more #define
Or you can use some of the following to scan more configurations.
-f, --force Force checking of all configurations in files. If used
together with '--max-configs=', the last option is the
one that is effective.
and
--max-configs=<limit>
Maximum number of configurations to check in a file
before skipping it. Default is '12'. If used together
with '--force', the last option is the one that is
effective.
We used this type of operation at a previous company, we build code for WIN32, Pocket PC and WM5 and WM6 all from the same code base but had static checking on all build configurations. But the end result was the removal of non redundant code in all builds.
I would have assumed this would be a widely asked question, but still I have yet to find an answer.
I was debugging some C++ code that was creating errors in a subtle way only with certain function handles as inputs. Long story short fixed the problem but I defined in the .cpp file:
#define DEBUG(x) do { std::cerr << x << std::endl; } while (0)
needless to say the code is littered with:
DEBUG("Foo's address")
DEBUG(&Foo)
Now I assumed that in "Release" that the compiler would ignore all these pre-compiler outputs. But it doesn't!
So how does one do this in practice (I want to leave the outputs for future additions, but obviously don't want it in release versions)? I'm trying out clion which uses cmake, is this something IDE/compiler specific?
Thanks
Depending on your compiler it may define something that tells you that compilation is in debug mode (or you can do that yourself on the command line), then:
#ifndef _DEBUG // works in VS
#define DEBUG(x)
#else
#define DEBUG(x) do { std::cerr << x << std::endl; } while (0)
#endif
For more discussion on which macro to use, see this question.
Portable way of doing this would be using NDEBUG
#ifdef NDEBUG
#define DEBUG(x)
#else
#define DEBUG(x) do { std::cerr << x << std::endl; } while (0)
#endif
See: C / C++ : Portable way to detect debug / release?
It is usually a mistake to eliminate logging messages in so-called "release versions". After all, "release versions" are where you will need the logged information most! How else will you even hope to analyse and fix the problem when the end user will tell you nothing but "it doesn't work" or "it crashed"?
So instead of eliminating the valuable information that your software creates to aid you in your bugfixing sessions, think about how to save and persist it such that it can be easily transmitted to you by the end user if problems arise. Like, redirecting the log messages to a log file when the application runs on the user's machine (perhaps with the application itself offering a "Send log file to support" feature, or something like that).
Code like
DEBUG("Foo's address")
DEBUG(&Foo)
should be replaced with something like:
Log("Foo's address");
Log(std::to_string(&Foo));
Then inside of your Log function, which may have a signature like void Log(std::string const& message), you can check your DEBUG macro and act accordingly:
void Log(std::string const& message)
{
#ifdef DEBUG
// write message to std::cerr
#else
// write message to log file
#endif
}
Now, of course, DEBUG is not a standard macro (unlike NDEBUG, which turns assert on and off). It's not implicitly defined. You have to define it yourself when you invoke your compiler. For example, /DDEBUG with MSVC or -DDEBUG with GCC. Chances are that your IDE adds such a flag, or something similar like -D_DEBUG when it runs the compiler, but still, that's not standard and not part of the compiler itself. (Actually, you might consider a different name for the macro anyway if you are going to use it like this, something like LOG_TO_CONSOLE.)
In any case, this is just to give you an inspiration of what do do. You may prefer a std::ostream-based approach instead of a function taking a std::string. There are a lot of questions and answers on Stackoverflow about this.
The important point is: Don't throw away valuable log information under the assumption that you won't need it once your software is released. There will be bugs and vague error descriptions.
I am currently coding in C and I have lots of printfs so that I can track, at some times, the flow of my application. The problem is that some times I want more detail than others, so I usually spend my time commenting/uncommenting my C code, so I can get the appropriate output.
When using Java or C#, I can generally separate both my implementation code from the logging logic by using Aspects.
Is there any similar technique you use in C to get around this problem?
I know I could put a flag called DEBUG that could be either on or off, so I wouldn't have to go all around and comment/uncomment my whole code every time I want to either show or hide the printfs. The question is I'd like to also get rid of the logging logic in my code.
If instead of C I was coding in C++, would it be any better?
Edit
It seems there is an AspectC++, so for C++ there seems to be a solution. What about C?
Thanks
IME you cannot really separate logging from the algorithms that you want to log about. Placing logging statements strategically takes time and experience. Usually, the code keeps assembling logging statements over its entire lifetime (though it's asymptotic). Usually, the logging evolves with the code. If the algorithm changes often, so will usually the logging code.
What you can do is make logging as unobtrusive as possible. That is, make sure logging statements always are one-liners that do not disrupt reading the algorithm, make it so others can insert additional logging statements into an existing algorithm without having to fully understand your logging lib, etc.
In short, treat logging like you treat string handling: Wrap it in a nice little lib that will be included and used just about everywhere, make that lib fast, and make it easy to use.
Not really.
If you have variadic macros available, you can easily play games like this:
#ifdef NDEBUG
#define log(...) (void)0
#else
#define log(...) do {printf("%s:%d: ", __FILE__, __LINE__); printf(__VA_ARGS__);} while(0)
#endif
You can also have logging that's turn-off-and-onable at a finer granularity:
#define LOG_FLAGS <something>;
#define maybe_log(FLAG, ...) do { if (FLAG&LOG_FLAGS) printf(__VA_ARGS__);} while(0)
int some_function(int x, int y) {
maybe_log(FUNCTION_ENTRY, "x=%d;y=%d\n", x, y);
... do something ...
maybe_log(FUNCTION_EXIT, "result=%d\n", result);
return result;
}
Obviously this can be a bit tedious with only allowing a single return from each function, since you can't directly get at the function return.
Any of those macros and calls to printf could be replaced with something (other macros, or variadic function calls) that allows the actual logging format and target to be separated from the business logic, but the fact of some kind of logging being done can't be, really.
aspectc.org does claim to offer a C and C++ compiler with language extensions supporting AOP. I have no idea what state it's in, and if you use it then of course you're not really writing C (or C++) any more.
Remember that C++ has multiple inheritance, which is sometimes helpful with cross-cutting concerns. With enough templates you can do remarkable things, perhaps even implementing your own method dispatch system that allows some sort of join points, but it's a big thing to take on.
On GCC you could use variadic macros: http://gcc.gnu.org/onlinedocs/cpp/Variadic-Macros.html . It makes possible to define dprintf() with any number of parameters.
Using additional hidden verbose_level parameter you can filter the messages.
In this case the logging loggic will only contain
dprintf_cond(flags_or_verbose_level, msg, param1, param2);
and there will be no need in separating it from the rest of code.
A flag and proper logic is probably the safer way to do it, but you could do the same at compile type. Ie. Use #define and #ifdef to include/exclude the printfs.
Hmm, this sounds similar to a problem I encountered when working on a C++ project last summer. It was a distributed app which had to be absolutely bulletproof and this resulted in a load of annoying exception handling bloat. A 10 line function would double in size by the time you added an exception or two, because each one involved building a stringstream from a looong exception string plus any relevant parameters, and then actually throwing the exception maybe five lines later.
So I ended up building a mini exception handling framework which meant I could centralise all my exception messages inside one class. I would initialise that class with my (possibly parameterised) messages on startup, and this allowed me to write things like throw CommunicationException(28, param1, param2) (variadic arguments). I think I'll catch a bit of flak for that, but it made the code infinitely more readable. The only danger, for example, was that you could inadvertently throw that exception with message #27 rather than #28.
#ifndef DEBUG_OUT
# define DBG_MGS(level, format, ...)
# define DBG_SET_LEVEL(x) do{}while(0)
#else
extern int dbg_level;
# define DBG_MSG(level, format, ...) \
do { \
if ((level) >= dbg_level) { \
fprintf(stderr, (format), ## __VA_ARGS__); \
} \
} while (0)
# define DBG_SET_LEVEL(X) do { dbg_level = (X); } while (0)
#endif
The ## before __VA_ARGS__ is a GCC specific thing that makes , __VA_ARGS__ actually turn into the right code when there are no actual extra arguments.
The do { ... } while (0) stuff is just to make you put ; after the statements when you use them, like you do when you call regular functions.
If you don't want to get as fancy you can do away with the debug level part. That just makes it so that if you want you can alter the level of debugging/tracing date you want.
You could turn the entire print statement into a separate function (either inline or a regular one) that would be called regardless of the debug level, and would make the decision as to printing or not internally.
#include <stdarg.h>
#include <stdio.h>
int dbg_level = 0;
void DBG_MGS(int level, const char *format, ...) {
va_list ap;
va_start(ap, format);
if (level >= dbg_level) {
vfprintf(stderr, format, ap);
}
va_end(ap);
}
If you are using a *nix system then you should have a look at syslog.
You might also want to search for some tracing libraries. There are a few that do similar things to what I have outlined.
I have the following code snippet:
#ifdef DO_LOG
#define log(p) record(p)
#else
#define log(p)
#endif
void record(char *data){
.....
.....
}
Now if I call log("hello world") in my code and DO_LOG isn't defined, will the line be compiled, in other words will it eat up the memory for the string "hello world"?
P.S. There are a lot of record calls in the program and it is memory sensitive, so is there any other way to conditionally compile so that it only depends on the #define DO_LOG?
This should be trivial to verify for yourself by inspecting the resulting binary.
I would say "no", since the expression totally goes away, the compiler will never see the string (it's removed by the preprocessor's macro expansion).
Since the preprocessor runs before the compiler, the line will not even exist when the compiler runs. So the answer is no, it does not use any memory at all.
No, it will not be in the binary. It will not even be compiled - the preprocessor will expand it into an empty string prior to the compilation, so the compiler will not even see it.
No. The preprocessor is executed prior to compilation, and so the code will never even be seen. I would like to add, though, that if you are interested in adding logging to your C++ application, you might want to use the Log4Cxx library. It uses similar macros which you can completely elide from your application, but when logging is enabled, it supports several different levels of logging (based on importance/severity) as well as multiple different "appenders" to which to send logging output (e.g. syslog, console, files, network I/O, etc.).
The full API documentation may be found at Log4Cxx API docs. Also, if you have any Java developers on board who have used Log4J, they should feel right at home with Log4Cxx (and convince you to use it).