class forward declaration - c++

Can I use forward declaration for a class in order to put it's definition and Implementation later in the program after it's been used (similar to what is done about functions)?
(I need to join multiple source files of a program into a file, and i want to put the classes' definitions and Implementations at the end of the file in order to main be at the top of the file.)

Yes you can, to a certain extent.
You have to realize that the C++ compiler is quite stupid, and doesn't read ahead. This is the reason why you have to use function prototypes (among some other reasons).
Now, a function isn't hard for compiler to resolve. It just looks at the return type of the function, and the types of the parameters of the function, and just assumes that the function is there, without any knowledge about what's actually inside the function, because it ultimately doesn't matter at that point.
However, the contents of the class do matter (the compiler needs to know the size of the class for example). But remember about the not reading ahead bit? When you forward define a class, the compiler doesn't know about what's in it, and therefore is missing a lot of information about it. How much space does is need to reserve for example?
Therefore, you can forward define classes, but you can't use them as value types. The only thing you can do with it (before it has been concretely declared), is use pointers to it (and use it as a function return type and template argument, as pointer out by
#Cheersandhth.-Alf).
If the thing you need to use isn't a pointer, you should probably use headers (read this if you want to learn more about that).

Without a class definition somewhere earlier, you can't use any class members, nor can you create any instances, but you can
use T* and T& types,
use T for formal return type and parameter declarations (yes even by value),
use T as a template parameter,
and possibly more, but the above is what occurred to me immediately.
So if that's all you need, then you're set to go with the forward-declarations.
However, all that the forward declaring buys you in the sketched situation is added work, maintaining the same code in two places, so it's difficult to see the point of it…
Oh, I just remembered, there is a particularly nasty Undefined Behavior associated with forward-declared incomplete types, namely using delete p where p is a pointer to incomplete type. This requires the destructor to be trivial. If the compiler is good then it warns, but don't count on it.
In summary, I would just place main at the very end of that code, where it belongs, avoiding all the problems.

Related

forcing a function to be pure

In C++ it is possible to declare that a function is const, which means, as far as I understand, that the compiler ensures the function does not modify the object. Is there something analogous in C++ where I can require that a function is pure? If not in C++, is there a language where one can make this requirement?
If this is not possible, why is it possible to require functions to be const but not require them to be pure? What makes these requirements different?
For clarity, by pure I want there to be no side effects and no use of variables other than those passed into the function. As a result there should be no file reading or system calls etc.
Here is a clearer definition of side effects:
No modification to files on the computer that the program is run on and no modification to variables with scope outside the function. No information is used to compute the function other than variables passed into it. Running the function should return the same thing every time it is run.
NOTE: I did some more research and encountered pure script
(Thanks for jarod42's comment)
Based on a quick read of the wikipedia article I am under the impression you can require functions be pure in pure script, however I am not completely sure.
Short answer: No. There is no equivalent keyword called pure that constrains a function like const does.
However, if you have a specific global variable you'd like to remain untouched, you do have the option of static type myVar. This will require that only functions in that file will be able to use it, and nothing outside of that file. That means any function outside that file will be constrained to leave it alone.
As to "side effects", I will break each of them down so you know what options you have:
No modification to files on the computer that the program is run on.
You can't constrain a function to do this that I'm aware. C++ just doesn't offer a way to constrain a function like this. You can, however, design a function to not modify any files, if you like.
No modification to variables with scope outside the function.
Globals are the only variables you can modify outside a function's scope that I'm aware of, besides anything passed by pointer or reference as a parameter. Globals have the option of being constant or static, which will keep you from modifying them, but, beyond that, there's really nothing you can do that I'm aware.
No information is used to compute the function other than variables passed into it.
Again, you can't constrain it to do so that I'm aware. However, you can design the function to work like this if you want.
Running the function should return the same thing every time it is run.
I'm not sure I understand why you want to constrain a function like this, but no. Not that I'm aware. Again, you can design it like this if you like, though.
As to why C++ doesn't offer an option like this? I'm guessing reusability. It appears that you have a specific list of things you don't want your function to do. However, the likelihood that a lot of other C++ users as a whole will need this particular set of constraints often is very small. Maybe they need one or two at a time, but not all at once. It doesn't seem like it would be worth the trouble to add it.
The same, however, cannot be said about const. const is used all the time, especially in parameter lists. This is to keep data from getting modified if it's passed by reference, or something. Thus, the compiler needs to know what functions modify the object. It uses const in the function declaration to keep track of this. Otherwise, it would have no way of knowing. However, with using const, it's quite simple. It can just constrain the object to only use functions that guarantee that it remains constant, or uses the const keyword in the declaration if the function.
Thus, const get's a lot of reuse.
Currently, C++ does not have a mechanism to ensure that a function has "no side effects and no use of variables other than those passed into the function." You can only force yourself to write pure functions, as mentioned by Jack Bashford. The compiler can't check this for you.
There is a proposal (N3744 Proposing [[pure]]). Here you can see that GCC and Clang already support __attribute__((pure)). Maybe it will be standardized in some form in the future revisions of C++.
In C++ it is possible to declare that a function is const, which means, as far as I understand, that the compiler ensures the function does not modify the object.
Not quite. The compiler will allow the object to be modified by (potentially ill-advised) use of const_cast. So the compiler only ensures that the function does not accidentally modify the object.
What makes these requirements [constant and pure] different?
They are different because one affects correct functionality while the other does not.
Suppose C is a container and you are iterating over its contents. At some point within the loop, perhaps you need to call a function that takes C as a parameter. If that function were to clear() the container, your loop will likely crash. Sure, you could build a loop that can handle that, but the point is that there are times when a caller needs assurance that the rug will not be pulled out from under it. Hence the ability to mark things const. If you pass C as a constant reference to a function, that function is promising to not modify C. This promise provides the needed assurance (even though, as I mentioned above, the promise can be broken).
I am not aware of a case where use of a non-pure function could similarly cause a program to crash. If there is no use for something, why complicate the language with it? If you can come up with a good use-case, maybe it is something to consider for a future revision of the language.
(Knowing that a function is pure could help a compiler optimize code. As far as I know, it's been left up to each compiler to define how to flag that, as it does not affect functionality.)

Why is it necessary to include the return type in a function definition even if it's specified in the declaration?

When you define a function in a separate cpp file, why is the return type necessary to indicate which specific function you would like to define if the compiler knows that a method cannot overload another method with the same signature who only differ by return type? Isn't foo::bar(params) enough to specify this?
Header file
class foo{
public:
void bar();
};
Source file
foo::bar() //equivalent to function declaration? throws error
{...}
Thank you
I don't think there's any inherent reason that this couldn't be done, but using it would lead to inconsistency. After all, you don't have to declare a function if its definition is visible, but in that case, you'd have to include the return type. So function definitions that have a preceding declaration wouldn't need a return type, but function definitions that didn't, would. And if you removed the declaration you'd have to rewrite the definition. Altogether too much fiddling around.
EDIT: not to mention the convenience of having the return type in front of you when you're looking at the definition of the function.
It doesn't seem to be a design goal of C++ to eliminate all possible redundancy from programs.
That is not even a good goal to have, at least if taken to extremes.
It is useful for the same information to be repeated in two places, and have an error be flagged if they conflict.
Some programming languages have redundancy built into basic control syntax, like while condition ; do .. if condition ; then .... end if; ... end while; The while must be terminated by end while, and if by end if. The compiler then knows exactly which one is missing. Proponents of such languages insist that this is better than a diagnostic about one of fifteen possible braces not being closed. :)
The return type being repeated in the definition is also helpful to the programmer in another way: the programmer doesn't have to jump to the declaration to see what the return type is.
It would actually take extra work to remove the return type in some cases. Declarations in headers can be produced by exact copy and paste. Or even with automated tools. You wouldn't want a header-generating tool to strip away the return type from your definitions.
We should question the necessity of declarations in the first place. The definition of a function is the primary artifact; the declaration is something that is just factored out for the sake of a particular compilation model. In other words, the question is "given that we have a function definition, why do we have to repeat any part of it anywhere".
It's as simple as this. If you don't define a return type you are not defining a function. By definition a function declaration must have a return type. Think of forward declared functions. You always define a return type in both the forward declaration and the definition. Why? Because if you didn't it wouldn't fit the syntax of a function.
I suppose it wouldn't be necessary, logically speaking.
But C++ inherited its declarator syntax from C, in which a definition is also a declaration. A declaration requires a return type.
And, despite the obvious incompatibilities (member functions, for one), there was no reason to deliberately deviate from this.
If one were to write a brand new language, you could probably make it so that return types on definitions were optional, as long as definitions were not also declarations. Pre-definition declarations would become obligatory — a little cumbersome, if you ask me!

Will C++ compiler generate code for each template type?

I have two questions about templates in C++. Let's imagine I have written a simple List and now I want to use it in my program to store pointers to different object types (A*, B* ... ALot*). My colleague says that for each type there will be generated a dedicated piece of code, even though all pointers in fact have the same size.
If this is true, can somebody explain me why? For example in Java generics have the same purpose as templates for pointers in C++. Generics are only used for pre-compile type checking and are stripped down before compilation. And of course the same byte code is used for everything.
Second question is, will dedicated code be also generated for char and short (considering that they both have the same size and there are no specialization).
If this makes any difference, we are talking about embedded applications.
I have found a similar question, but it did not completely answer my question: Do C++ template classes duplicate code for each pointer type used?
Thanks a lot!
I have two questions about templates in C++. Let's imagine I have written a simple List and now I want to use it in my program to store pointers to different object types (A*, B* ... ALot*). My colleague says that for each type there will be generated a dedicated piece of code, even though all pointers in fact have the same size.
Yes, this is equivalent to having both functions written.
Some linkers will detect the identical functions, and eliminate them. Some libraries are aware that their linker doesn't have this feature, and factor out common code into a single implementation, leaving only a casting wrapper around the common code. Ie, a std::vector<T*> specialization may forward all work to a std::vector<void*> then do casting on the way out.
Now, comdat folding is delicate: it is relatively easy to make functions you think are identical, but end up not being the same, so two functions are generated. As a toy example, you could go off and print the typename via typeid(x).name(). Now each version of the function is distinct, and they cannot be eliminated.
In some cases, you might do something like this thinking that it is a run time property that differs, and hence identical code will be created, and the identical functions eliminated -- but a smart C++ compiler might figure out what you did, use the as-if rule and turn it into a compile-time check, and block not-really-identical functions from being treated as identical.
If this is true, can somebody explain me why? For example in Java generics have the same purpose as templates for pointers in C++. Generics are only used for per-compile type checking and are stripped down before compilation. And of course the same byte code is used for everything.
No, they aren't. Generics are roughly equivalent to the C++ technique of type erasure, such as what std::function<void()> does to store any callable object. In C++, type erasure is often done via templates, but not all uses of templates are type erasure!
The things that C++ does with templates that are not in essence type erasure are generally impossible to do with Java generics.
In C++, you can create a type erased container of pointers using templates, but std::vector doesn't do that -- it creates an actual container of pointers. The advantage to this is that all type checking on the std::vector is done at compile time, so there doesn't have to be any run time checks: a safe type-erased std::vector may require run time type checking and the associated overhead involved.
Second question is, will dedicated code be also generated for char and short (considering that they both have the same size and there are no specialization).
They are distinct types. I can write code that will behave differently with a char or short value. As an example:
std::cout << x << "\n";
with x being a short, this print an integer whose value is x -- with x being a char, this prints the character corresponding to x.
Now, almost all template code exists in header files, and is implicitly inline. While inline doesn't mean what most folk think it means, it does mean that the compiler can hoist the code into the calling context easily.
If this makes any difference, we are talking about embedded applications.
What really makes a difference is what your particular compiler and linker is, and what settings and flags they have active.
The answer is maybe. In general, each instantiation of a
template is a unique type, with a unique implementation, and
will result in a totally independent instance of the code.
Merging the instances is possible, but would be considered
"optimization" (under the "as if" rule), and this optimization
isn't wide spread.
With regards to comparisons with Java, there are several points
to keep in mind:
C++ uses value semantics by default. An std::vector, for
example, will actually insert copies. And whether you're
copying a short or a double does make a difference in the
generated code. In Java, short and double will be boxed,
and the generated code will clone a boxed instance in some way;
cloning doesn't require different code, since it calls a virtual
function of Object, but physically copying does.
C++ is far more powerful than Java. In particular, it allows
comparing things like the address of functions, and it requires
that the functions in different instantiations of templates have
different addresses. Usually, this is not an important point,
and I can easily imagine a compiler with an option which tells
it to ignore this point, and to merge instances which are
identical at the binary level. (I think VC++ has something like
this.)
Another issue is that the implementation of a template in C++
must be present in the header file. In Java, of course,
everything must be present, always, so this issue affects all
classes, not just template. This is, of course, one of the
reasons why Java is not appropriate for large applications. But
it means that you don't want any complicated functionality in a
template; doing so loses one of the major advantages of C++,
compared to Java (and many other languages). In fact, it's not
rare, when implementing complicated functionality in templates,
to have the template inherit from a non-template class which
does most of the implementation in terms of void*. While
implementing large blocks of code in terms of void* is never
fun, it does have the advantage of offering the best of both
worlds to the client: the implementation is hidden in compiled
files, invisible in any way, shape or manner to the client.

Forward declaration of a class in a namespace

How can i forward declare a class in a namespace. For example below is a header file of a library and user dont need to know about private myPtr so dont need to include boost headers when include below header file. So how can I forward declare the boost::shared_ptr to enable user code compilation?
MyClass.h
class MyClass
{
private:
boost::shared_ptr<Mytype> myPtr;
}
TL;DR The inclusion of <boost/shared_ptr.hpp> is required here. No (intelligent) way around it. MyType itself can be forward-declared though.
Of course, you can just write #include <boost/shared_ptr.hpp> at the top of your header so your users don't have to do it themselves. It's actually good practice to provide autonomous headers (ie headers that can be included first without errors).
The rules about forward compilation are slightly complicated. It is easier to understand the reason about them than to try and memorize all the cases.
There are two factors:
semantics
memory attributes (size & alignment)
Semantics: in order to access the objects' methods, attributes or base classes, you need to know about them. Seems obvious, of course, except that the constructors, assignment operators and destructors, even when automatically generated, are methods. It is easy to forget about them.
Memory attributes: unlike most languages, C++ tries to be as efficient as possible, which means that it will allocate memory for the object right there rather than allocate it somewhere and just use a pointer at the point of use, unless you instruct it to do so of course (by using either pointer or reference). In order to know how much to allocate, the compiler needs to see the guts of the object, ie what's underneath the hood. This means that even though the exact details are not accessible (private/protected stuff) they need be visible so it can see that 24 bytes aligned on a 8-bytes boundary are required (not relevant to shared_ptr by the way).
In the Standard we say the object's definition is required for either of those two needs (methods and memory layout). If the definition is required, then it must be available obviously.
Okay, now that we know the reasons, we can check various things. Is a definition needed when:
using an object as argument to sizeof or alignof? yes (obviously, memory attributes required)
using an object as attribute? yes (memory attributes required)
using an object as static attribute? no (1)
using a pointer or reference to an object as attribute? no (2)
using an object as an argument in a function declaration? no (3)
using an object as a return type in a function declaration? no (3)
passing a pointer or reference to an object around? no (4)
casting to base class? yes (semantic check of presence & accessibility of base class)
converting to another type? depends (5)
(1) the declaration does not require anything, however the definition of the static attribute will require the object's definition.
(2) a pointer is either 32 bits or 64 bits large (depending on how you compile, ...) independently of the object. A reference has an implementation-defined representation.
(3) even if taken/returned by value! It may be required for the function definition (if used within) or the function call site though.
(4) of course, should you try to use it (p->foo() or p.foo()) then it's another story.
(5) if you need to use the object's conversion operators, then it's required obviously; otherwise if you use a constructor of the other type then the same rules as for functions apply (the other type definition is required though).
I hope things are clearer now.

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.