C++ design : functions with boolean options - c++

I have a question of "good design practices" in C++. I am writing a numerical library in C++11 and I use at lot of metaprogramming and template-based technique. But I have a very basic question :
Consider a function that can have a two very close behaviours excepted an option that can be activated by a boolean flag. I consider only a flag that can be set/unset by the developer and not a flag that can be set/unset at runtime. There are 3 possibilities of design :
1) Write two functions with the explicit option in their name :
myFunctionFlag1(...);
myFunctionFlag2(...);
2) Use a template parameter :
template<bool Flag> myFunction(...);
3) Use a variable parameter :
myFunction(..., const bool flag);
In terms of good design practices which solution is acceptable/unacceptable ? If there is a best solution, which one is it and why ? If there is a worst solution, which one is it and why ?
EDIT : for the considered functions the runtime overhead could be considered as negligible, so this is not the most critical point.
EDIT 2 : I know that all the three work. But as my library will have users, it needs to have a reliable/good design.
Is the option 2 common (because it seems to me to be a good compromise) ?

None of the above. Boolean flags are terrible for code readability. If the flag-controlled functionality is sufficiently small that it makes sense to use a single function, then use a single function, but don't use bool as the type of the flag. Instead, use an enumeration with enumerators that have useful names:
enum class MyFunctionMode { EnableFoo, DisableFoo };
void myFunction(..., MyFunctionMode mode);
This pattern makes it easy to understand at the call site what options are being provided to the function. Multiple options may be combined using flags.

My recommendation would be to use the option 1.
Comments:
The most simple and clear. It does not have run time overhead.
I do not see enough justification (that might be still present if more details are given) for using this approach. It is more complex than option 1.
This variant has run time overhead. It can be still used in a non time/CPU critical code. If your function is large (100+ lines), then this variant becomes more attractive,
My 2 cents.

Your first solution duplicates code, and that is something nobody wants to do.
In the third one is acceptable, but the if statement will be evaluate at run time, and implies a lose of time.
The template one seems to be appropriate.
The if statement will be eather if (true) or if (false) at compile time, and the compiler will optimize it, as if they were no if statement.

You can do all three you know.
void fun_that_does_stuff();
void fun_that_does_something_else();
template < bool F >
void fun_that_does_stuff_or_something();
template < >
void fun_that_does_stuff_or_something<true>() { fun_that_does_stuff(); }
... blah blah.

Duplicating non-trivial code is the worst option. If the two functions do little more than dispatching to the actual interesting function it may be the right option. Of course, the two functions could dispatch to the templated version but they could give a better indication of what the difference is than true or false could do.
Another concern is how the functions are actually used: If they are themselves called from functions having the same configurations or configurations from which the choice of flags can be derived, using different names becomes rather annoying or even not maintainable: you'd end up with having to call functions conditionally:
(flag? &myFunctionFlag1: &myFunctionFlag2)(...);
The choice between the other two versions cones down to the question: does the check matter? If it does, the template is the only choice. If it doesn't you can choose either version and I'd bet that an anonymous poll would vote for the run-time version: the eyes of the majority of my colleagues glace over when I show them a trivial template.

Related

Where should the user-defined parameters of a framework be ?

I am kind of a newbie and I am creating a framework to evolve objects in C++ with an evolutionary algorithm.
An evolutionary algorithm evolves objects and tests them to get the best solution (for example, evolve the weights neural network and test it on sample data, so that in the end you get a network which has a good accuracy, without having trained it).
My problem is that there are lots of parameters for the algorithm (type of selection/crossover/mutation, probabilities for each of them...) and since it is a framework, the user should be able to easily access and modify them.
CURRENT SOLUTION
For now, I created a header file parameters.h of this form:
// DON'T CHANGE THESE PARAMETERS
//mutation type
#define FLIP 1
#define ADD_CONNECTION 2
#define RM_CONNECTION 3
// USER DEFINED
static const int TYPE_OF_MUTATION = FLIP;
The user modifies the static variables TYPE_OF_MUTATION and then my mutation function tests what the value of TYPE_OF_MUTATION is and calls the right mutation function.
This works well, but it has a few drawbacks:
when I change a parameter in this header and then call "make", no change is taken into account, I have to call "make clean" then "make". From what I saw, it is not a problem in the makefile but it is how building works. Even if it did re-build when I change a parameter, it would mean re-compile the whole project as these parameters are used everywhere; it is definitely not efficient.
if you want to run the genetic algorithm several times with different parameters, you have to run it a first time then save the results, change the parameters then run it a second time etc.
OTHER POSSIBILITIES
I thought about taking these parameters as arguments of the top-level function. The problem is that the function would then take 20 arguments or so, it doesn't seem really readable...
What I mean about the top-level function is that for now, the evolutionary algorithm is run simply by doing this:
PopulationManager myPop;
myPop.evolveIt();
If I defined the parameters as arguments, we would have something like:
PopulationManager myPop;
myPop.evolveIt(20,10,5,FLIP,9,8,2,3,TOURNAMENT,0,23,4);
You can see how hellish it may be to always define parameters in the right order !
CONCLUSION
The frameworks I know make you build your algorithm yourself from pre-defined functions, but the user shouldn't have to go through all the code to change parameters one by one.
It may be useful to indicate that this framework will be used internally, for a definite set of projects.
Any input about the best way to define these parameters is welcome !
If the options do not change I usually use a struct for this:
enum class MutationType {
Flip,
AddConnection,
RemoveConnection
};
struct Options {
// Documentation for mutation_type.
MutationType mutation_type = MutationType::Flip;
// Documentation for integer option.
int integer_option = 10;
};
And then provide a constructor that takes these options.
Options options;
options.mutation_type = MutationType::AddConnection;
PopulationManager population(options);
C++11 makes this really easy, because it allows specifying defaults for the options, so a user only needs to set the options that need to be different from the default.
Also note that I used an enum for the options, this ensures that the user can only use correct values.
This is a classic example of polymorphism. In your proposed implementation you're doing a switch on constant to decide which polymorphic mutation algorithm you will choose to decide how to mutate the parameter. In C++, the corresponding mechanisms are templates (static polymorphism) or virtual functions (dynamic polymorphism) to select the appropriate mutating algorithm to apply to the parameter.
The templates way has the advantage that everything is resolvable at compile time and the resulting mutating algorithm could be inlined entirely, depending on the implementation. What you give up is the ability to dynamically select parameter mutation algorithms at runtime.
The virtual function way has the advantage that you can defer the choice of mutation algorithm until runtime, allowing this to vary based on input from the user or whatnot. The disadvantage is that the mutation algorithm can no longer be inlined and you pay the cost of a virtual function call (an extra level of indirection) when you mutate the parameter.
If you want to see a real example of how "algorithmic mutation" can work, look at evolve.cpp in my Iterated Dynamics repository on github. This is C code converted to C++ so it is neither using templates nor using virtual functions. Instead it uses function pointers and a switch-on-constant to select the appropriate code. However, the idea is the same.
My recommendation would be to see if you can use static polymorphism (templates) first. From your initial description you were fixing the mutation at compile-time anyway, so you're not giving anything up.
If that was just a prototyping phase and you intended to support switching of mutation algorithms at runtime, then look at virtual functions. As the other answer recommended, please shun C-style coding like #define constants and instead use proper enums.
To solve the "long parameter list smell", the idea of packing all the parameters into a structure is a good one. You can achieve more readability on top of that by using the builder pattern to build up the structure of parameters in a more readable way than just assigning a bunch of values into a struct. In this blog post, I applied the builder pattern to the resource description structures in Direct3D. That allowed me to more directly express these "bags of data" with reasonable defaults and directly reveal my intent to override or replace default values with special values when necessary.

Metaprogramming C/C++ using the preprocessor

So I have this huge tree that is basically a big switch/case with string keys and different function calls on one common object depending on the key and one piece of metadata.
Every entry basically looks like this
} else if ( strcmp(key, "key_string") == 0) {
((class_name*)object)->do_something();
} else if ( ...
where do_something can have different invocations, so I can't just use function pointers. Also, some keys require object to be cast to a subclass.
Now, if I were to code this in a higher level language, I would use a dictionary of lambdas to simplify this.
It occurred to me that I could use macros to simplify this to something like
case_call("key_string", class_name, do_something());
case_call( /* ... */ )
where case_call would be a macro that would expand this code to the first code snippet.
However, I am very much on the fence whether that would be considered good style. I mean, it would reduce typing work and improve the DRYness of the code, but then it really seems to abuse the macro system somewhat.
Would you go down that road, or rather type out the whole thing? And what would be your reasoning for doing so?
Edit
Some clarification:
This code is used as a glue layer between a simplified scripting API which accesses several different aspects of a C++ API as simple key-value properties. The properties are implemented in different ways in C++ though: Some have getter/setter methods, some are set in a special struct. Scripting actions reference C++ objects casted to a common base class. However, some actions are only available on certain subclasses and have to be cast down.
Further down the road, I may change the actual C++ API, but for the moment, it has to be regarded as unchangeable. Also, this has to work on an embedded compiler, so boost or C++11 are (sadly) not available.
I would suggest you slightly reverse the roles. You are saying that the object is already some class that knows how to handle a certain situation, so add a virtual void handle(const char * key) in your base class and let the object check in the implementation if it applies to it and do whatever is necessary.
This would not only eliminate the long if-else-if chain, but would also be more type safe and would give you more flexibility in handling those events.
That seems to me an appropriate use of macros. They are, after all, made for eliding syntactic repetition. However, when you have syntactic repetition, it’s not always the fault of the language—there are probably better design choices out there that would let you avoid this decision altogether.
The general wisdom is to use a table mapping keys to actions:
std::map<std::string, void(Class::*)()> table;
Then look up and invoke the action in one go:
object->*table[key]();
Or use find to check for failure:
const auto i = table.find(key);
if (i != table.end())
object->*(i->second)();
else
throw std::runtime_error(...);
But if as you say there is no common signature for the functions (i.e., you can’t use member function pointers) then what you actually should do depends on the particulars of your project, which I don’t know. It might be that a macro is the only way to elide the repetition you’re seeing, or it might be that there’s a better way of going about it.
Ask yourself: why do my functions take different arguments? Why am I using casts? If you’re dispatching on the type of an object, chances are you need to introduce a common interface.

Alternatives to passing a flag into a method?

Sometimes when fixing a defect in an existing code base I might (often out of laziness) decide to change a method from:
void
MyClass::foo(uint32_t aBar)
{
// Do something with aBar...
}
to:
void
MyClass::foo(uint32_t aBar, bool aSomeCondition)
{
if (aSomeCondition)
{
// Do something with aBar...
}
}
During a code review a colleague mentioned that a better approach would be to sub-class MyClass to provide this specialized functionality.
However, I would argue that as long as aSomeCondition doesn't violate the purpose or cohesion of MyClass it is an acceptable pattern to use. Only if the code became infiltrated with flags and if statements would inheritance be a better option, otherwise we would be potentially be entering architecture astronaut territory.
What's the tipping point here?
Note: I just saw this related answer which suggests that an enum may be a better
choice than a bool, but I think my question still applies in this case.
There is not only one solution for this kind of problem.
Boolean has a very low semantic. If you want to add in the future a new condition you will have to add a new parameter...
After four years of maintenance your method may have half a dozen of parameters, if these parameters are all boolean it is very nice trap for maintainers.
Enum is a good choice if cases are exclusive.
Enums can be easily migrated to a bit-mask or a context object.
Bit mask : C++ includes C language, you can use some plain old practices. Sometime a bit mask on an unsigned int is a good choice (but you loose type checking) and you can pass by mistake an incorrect mask. It is a convenient way to move smoothly from a boolean or an enum argument to this kind of pattern.
Bit mask can be migrated with some effort to a context-object. You may have to implement some kind of bitwise arithmetics such as operator | and operator & if you have to keep a buildtime compatibility.
Inheritence is sometime a good choice if the split of behavior is big and this behavior IS RELATED to the lifecycle of the instance. Note that you also have to use polymorphism and this is may slow down the method if this method is heavily used.
And finally inheritence induce change in all your factory code... And what will you do if you have several methods to change in an exclusive fashion ? You will clutter your code of specific classes...
In fact, I think that this generally not a very good idea.
Method split : Another solution is sometime to split the method in several private and provide two or more public methods.
Context object : C++ and C lack of named parameter can be bypassed by adding a context parameter. I use this pattern very often, especially when I have to pass many data across level of a complex framework.
class Context{
public:
// usually not a good idea to add public data member but to my opinion this is an exception
bool setup:1;
bool foo:1;
bool bar:1;
...
Context() : setup(0), foo(0), bar(0) ... {}
};
...
Context ctx;
ctx.setup = true; ...
MyObj.foo(ctx);
Note:
That this is also useful to minimize access (or use) of static data or query to singleton object, TLS ...
Context object can contain a lot more of caching data related to an algorithm.
...
I let your imagination run free...
Anti patterns
I add here several anti pattern (to prevent some change of signature):
*NEVER DO THIS *
*NEVER DO THIS * use a static int/bool for argument passing (some people that do that, and this is a nightmare to remove this kind of stuff). Break at least multithreading...
*NEVER DO THIS * add a data member to pass parameter to method.
Unfortunately, I don't think there is a clear answer to the problem (and it's one I encounter quite frequently in my own code). With the boolean:
foo( x, true );
the call is hard to understand .
With an enum:
foo( x, UseHigherAccuracy );
it is easy to understand but you tend to end up with code like this:
foo( x, something == someval ? UseHigherAccuracy : UseLowerAccuracy );
which is hardly an improvement. And with multiple functions:
if ( something == someval ) {
AccurateFoo( x );
}
else {
InaccurateFoo( x );
}
you end up with a lot more code. But I guess this is the easiest to read, and what I'd tend to use, but I still don't completely like it :-(
One thing I definitely would NOT do however, is subclass. Inheritance should be the last tool you ever reach for.
The primary question is if the flag affects the behaviour of the class, or of that one function. Function-local changes should be parameters, not subclasses. Run-time inheritance should be one of the last tools reached for.
The general guideline I use is: if aSomeCondition changes the nature of the function in a major way, then I consider subclassing.
Subclassing is a relatively large effort compared to adding a flag that has only a minor effect.
Some examples:
if it's a flag that changes the direction in which a sorted collection is returned to the caller, that's a minor change in nature (flag).
if it's a one-shot flag (something that affects the current call rather than a persistent change to the object), it should probably not be a subclass (since going down that track is likely to lead to a massive number of classes).
if it's a enumeration that changes the underlying data structure of your class from array to linked list or balanced tree, that's a complex change (subclass).
Of course, that last one may be better handled by totally hiding the underlying data structure but I'm assuming here that you want to be able to select one of many, for reasons such as performance.
IMHO, aSomeCondition flag changes or depends on the state of current instance, therefore, under certain conditions this class should change its state and handle mentioned operation differently. In this case, I can suggest the usage of State Pattern. Hope it helps.
I would just change code:
void MyClass::foo(uint32_t aBar, bool aSomeCondition)
{
if (aSomeCondition)
{
// Do something with aBar...
}
}
to:
void MyClass::foo(uint32_t aBar)
{
if (this->aSomeCondition)
{
// Do something with aBar...
}
}
I always omit bool as function parameter and prefer to put into struct, even if I would have to call
myClass->enableCondition();

How to avoiding writing switch-case too long?

In my current project, there are lots of code using
switch statements with too many cases.
Switch(c)
{
case CASENUMBERONE:
//50-100 lines of code in each code
...
case CASENUMBERTWENTY:
..
}
//thousands of lines of macro definition in another file
#define CASENUMBERONE 1
...
#define CASENUMBERTWENTY 20
...
It seems not reasonable programming style.
How to avoid this?
Depends.
You could write a function for each case. You can inline them if you're concerned about performance, but in real life, you may actually end up with a performance gain by having separate functions due to better instruction cache coherence.
You could create a jump table if all your possible integer values are close by and pretty dense. That's what many compilers internally do for switch/case if certain conditions are met. The jump table is an array of function pointers, and the integer is an index into it. Obviously, you need to do bounds checking and NULL checks.
You could redesign your code to use polymorphism and call a virtual function instead.
As #Zain says, factor out the code for each case as a function/method (this isn't general advice, but advice for overly long functions).
In addition, consider using e.g. an array of function pointers.
Then you can just say handler[c]() :-)
Even better, chances are that the cases are not really a good approach to the original problem.
Perhaps using a base type with virtual methods would help (not using that is a common cause of inordinately long and absurd switch statements).
Cheers & hth.,
I wouldn't say that style seems reasonable. Given that you haven't given us much to go on, all I can do is generalise. Put each "case" into a separate function rather than inline in the switch. You could go as far as to create an array of function pointers which reference each of those functions for the given cases, but that depends on the cases you're covering. You could also use object-orientation and polymorphism to call each function for you.
I find it hard to believe that you wouldn't find any commonality across those cases.
I agree with your assessment that code is not well written. You will either have to rewrite the legacy code using good techniques or provide an abstraction layer that effectively hides the bad code; this way you can rewrite the bad code at your leisure and the abstraction layer will tie your new, good code with the legacy code.
As always, you should write tests for every I/O pair to those functions to find out where to split them and how they tie together; tests will also allow you to refactor with near impunity.
It's too bad older C++ code is littered with style like this :/
1500 lines = (50-100 lines per case) * 20
you're absolutely right. it's not reasonable.
the method/function attempts to do way too much.
break it down into smaller objects/functions which are tailored to certain instance variables, features, or categories. (repeat as necessary)
(also, those defines are evil)
Besides creating an array or function pointers and jump tables, you can create a map of function pointers. For that, boost::assign::map_list_of is very useful.
Then you can use find method to get the required element. Throw an exception or assert if the element is missing from the map.
I think you should create separate methods for each case, and call them as per requirement.
Inheritance objects, or you you should try array also, depends on how you use switch
One way is to use Polymorphism:
Instead of putting a huge case statement inside of function foo and calling it with some parameter, use a virtual method instead. You would write a base class with a virtual method, and then write a derived class for every case statement you currently have. For every case statement you currently have you can override the base class virtual method.
So for instance, instead of calling ptr->foo(c), you would instead call ptr->foo(). That way the compiler and the virtual table will be doing your switching for you.

How best to switch from template mess to clean classes architecture (C++)?

Assuming a largish template library with around 100 files containing around 100 templates with overall more than 200,000 lines of code. Some of the templates use multiple inheritance to make the usage of the library itself rather simple (i.e. inherit from some base templates and only having to implement certain business rules).
All that exists (grown over several years), "works" and is used for projects.
However, compilation of projects using that library consumes a growing amount of time and it takes quite some time to locate the source for certain bugs. Fixing often causes unexpected side effects or is quite difficult, because some interdependent templates need changing. Testing is nearly impossible due to the sheer amount of functions.
Now, I would really like to simplify the architecture to use less templates and more specialized smaller classes.
Is there any proven way to go about that task? What would be a good place to start?
I'm not sure I see how/why templates are the problem, and why plain non-templated classes would be an improvement. Wouldn't that just mean even more classes, less type safety and so larger potential for bugs?
I can understand simplifying the architecture, refactoring and removing dependencies between the various classes and templates, but automatically assuming that "fewer templates will make the architecture better" is flawed imo.
I'd say that templates potentially allow you to build a much cleaner architecture than you'd get without them. Simply because you can make separate classes totally independent. Without templates, classes functions which call into another class must know about the class, or an interface it inherits, in advance. With templates, this coupling isn't necessary.
Removing templates would only lead to more dependencies, not fewer.
The added type-safety of templates can be used to detect a lot of bugs at compile-time (Sprinkle your code liberally with static_assert's for this purpose)
Of course, the added compile-time may be a valid reason to avoid templates in some cases, and if you only have a bunch of Java programmers, who are used to thinking in "traditional" OOP terms, templates might confuse them, which can be another valid reason to avoid templates.
But from an architecture point of view, I think avoiding templates is a step in the wrong direction.
Refactor the application, sure, it sounds like that's needed. But don't throw away one of the most useful tools for producing extensible and robust code just because the original version of the app misused it. Especially if you're already concerned with the amount of code, removing templates will most likely lead to more lines of code.
You need automated tests, that way in ten years time when your succesor has the same problem he can refactor the code (probably to add more templates because he thinks it will simplify usage of the library) and know it still meets all test cases. Similarly the side effects of any minor bug fixes will be immediately visible (assuming your test cases are good).
Other than that, "divide and conqueor"
Write unit tests.
Where the new code must do the same as the old code.
That's one tip at least.
Edit:
If you deprecate old code that you have replaced with the new functionality you
can phase over to the new code little by little.
Well, the problem is that template way of thinking is very different from object-oriented inheritance-based way. It's hard to answer anything else than "redesign the whole thing and start from scratch".
Of course, there may be a simple way for a particular case. We can't tell without knowing more about what you have.
The fact that the template solution is so difficult to maintain is an indication of a poor design anyway.
Some points (but note: these are not evil indeed. If you want to change to non-template code, though, this can help out):
Lookup your static interfaces. Where do templates depend on what functions exist? Where do they need typedefs?
Put the common parts in an abstract base class. A good example is when you happen to stumble over the CRTP idiom. You can just replace it with an abstract base class having virtual functions.
Lookup integer lists. If you find your code uses integral lists like list<1, 3, 3, 1, 3>, you can replace them with std::vector, if all the codes using them can live with working with runtime values instead of constant expressions.
Lookup type traits. There is much code involved checking whether some typedef exists, or whether some method exists in typical templated code. Abstract baseclasses solve these two issues by using pure virtual methods, and by inheriting typedefs to the base. Often, typedefs are only needed to trigger hideous features like SFINAE, which would then be superfluous too.
Lookup expression templates. If your code uses expression templates to avoid creating temporaries, you will have to eliminate them and use the traditional way of returning / passing temporaries to the operators involved.
Lookup function objects. If you find your code uses function objects, you can change them to use abstract base classes too, and have something like void run(); to call them (or if you want to keep using operator(), better so! It can be virtual too).
As I understand, you are most concerned with build times, and the maintainability of your library?
First, don't try to "fix" all at once.
Second, understand what you fix. Template complexity is there often for a reason, e.g. to enforce certain use, and make the compiler help you not make a mistake. That reason might sometimes be taken to far, but throwing out 100 lines because "noone really knows what they do" shouldn't be taken lightly. Everything I suggest here can introduce really nasty bugs, you have been warned.
Third, consider cheaper fixes first: e.g. faster machines or distributed build tools. At least, throw in all the RAM the boards will take, and throw out old disks. It does maike a difference. One drive for OS, one drive for build is a cheap mans RAID.
Is the library well documented? That's your best chance at making it Look into tools such as doxygen that help you create such a documentation.
All considered? OK, now some suggestions for the build times ;)
Understand the C++ build model: every .cpp is compiled individually. That means many .cpp files with many headers = huge build. This is NOT an advise to put everything into one .cpp file, though! However, one trick (!) that can speed up a build immensely is to create a single .cpp file that includes a bunch of .cpp files, and only feed that "master" file to the compiler. You can't do that blindly, though - you need to understand the types of errors this could introduce.
If you don't have one yet, get a separate build machine that you can remote into. You'll have to do a lot of almost-full builds to check if you broke some include. You will want to run this in another machine, that doesn't block you from working on something else. Long term, you'll need it for daily integration builds anyway ;)
Use precompiled headers. (scales better with fast machines, see above)
Check your header inclusion policy. While every file should be "independent" (i.e. include everything it needs to be included by someone else), don't include liberally. Unfortunately, I haven't yet found a tool to find unnecessary #incldue statements, but it might help to spend some time removing unused headers in "hotspot" files.
Create and use forward declarations for the templates you use. Often, you can incldue a header with forwad declarations in many places, and use the full header only in a few specific ones. This can greatly help compile time. Check the <iosfwd> header how the standard library does that for i/o streams.
overloads for templates for few types: If you have a complex function template that is useful only for a very few types like this:
// .h
template <typename FLOAT> // float or double only
FLOAT CalcIt(int len, FLOAT * values) { ... }
You can declare the overloads in the header, and move the template to the body:
// .h
float CalcIt(int len, float * values);
double CalcIt(int len, double * values);
// .cpp
template <typename FLOAT> // float or double only
FLOAT CalcItT(int len, FLOAT * values) { ... }
float CalcIt(int len, float * values) { return CalcItT(len, values); }
double CalcIt(int len, double * values) { return CalcItT(len, values); }
this moves the lengthy template to a single compilation unit.
Unfortunately, this is only of limited use for classes.
Check if the PIMPL idiom can move code from the headers into .cpp files.
The general rule that hides behind that is separate the interface of your library from the implementation. Use comments, detail namesapces and separate .impl.h headers to mentally and physically isolate what should be known to the outside from how it is accomplished. This exposes the real value of your library (does it actually encapsulate complexity?), and gives you a chance to replace "easy targets" first.
More specific advise - and how useful the one given is - depends largely on the actual library.
Good luck!
As mentioned, unit tests are a good idea. Indeed, rather than breaking your code by introducing "simple" changes that are likely to ripple out, just focus on creating a suite of tests, and fixing non-compliance with the tests. Have an activity to update the tests when bugs come to light.
Beyond that, I would suggest upgrading your tools, if possible, to help with debugging template-related problems.
I've often come across legacy templates that were huge and required a lot of time and memory to instantiate, but didn't need to be. In those cases, the easiest way to cut out the fat was to take all of the code that didn't rely on any of the template arguments and hide it in separate functions defined in a normal translation unit. This also had the positive side-effect of triggering fewer recompiles when this code had to be slightly modified or documentation changed. It sounds rather obvious, but it's really surprising how often people write a class template and think that EVERYTHING it does has to be defined in the header, rather than just the code that needs the templated information.
Another thing you might want to consider is how often you clean up the inheritance hierarchies by making the templates "mixin" style instead of aggregations of multiple inheritance. See how many places you can get away with making one of the template arguments the name of the base class that it should derive from (the way boost::enable_shared_from_this works). Of course this typically only works well if the constructors take no arguments, as you don't have to worry about initializing anything correctly.