C++ Windows Compiler for smallest executables - c++

guys I want to start programing with C++. I have written some programs in vb6, vb.net and now I want to gain knowledge in C++, what I want is a compiler that can compile my code to the smallest windows application. For example there is a Basic language compiler called PureBasic that can make Hello world standalone app's size 5 kb, and simple socket program which i compiled was only 12kb (without any DLL-s and Runtime files). I know it is amazing, so I want something like this for C++.
If I am wrong and there is not such kind of windows compiler can someone give me a website or book that can teach me how to reduce C++ executable size, or how to use Windows API calls?

Taking Microsoft Visual C++ compiler as example, if you turn off linking to the C runtime (/NODEFAULTLIB) your executable will be as small as 5KB.
There's a little problem though: you won't be able to use almost anything from the standard C or C++ libraries, nor standard features of C++ like exception handling, new and delete operators, floating point arithmetics, and more. You'll need to use only the features directly provided by WinAPI (e.g. create files with CreateFile, allocate memory with HeapAlloc, etc...).
It's also worth noting that while it's possible to create small executables with C++ using these methods, you may not be using most of C++ features at this point. In fact typical C++ code have some significant bloat due to heavy use of templates, polymorphism that prevents dead code elimination, or stack unwinding tables used for exception handling. You may be better off using something like C for this purpose.

I had to do this many years ago with VC6. It was necessary because the executable was going to be transmitted over the wire to a target computer, where it would run. Since it was likely to be sent over a modem connection, it needed to be as small as possible. To shrink the executable, I relied on two techniques:
Do not use the C or C++ runtime. Tell the compiler not to link them in. Implement all necessary functionality using a subset of the Windows API that was guaranteed to be available on all versions of Windows at the time (98, Me, NT, 2000).
Tell the linker to combine all code and data segments into one. I don't remember the switches for this and I don't know if it's still possible, especially with 64-bit executables.
The final executable size: ~2K

Reduction of the executable size for the code below from 24k to 1.6k bytes in Visual C++
int main (char argv[]) {
return 0;
}
Linker Switches (although the safe alignment is recommended to be 512):
/FILEALIGN:16
/ALIGN:16
Link with (in the VC++ project properties):
LIBCTINY.LIB
Additional pragmas (this will address Feruccio's suggestion)
However, I still see a section of ASCII(0) making a third of the executable, and the "Rich" Windows signature. (I'm reading the latter is not really needed for program execution).
#ifdef NDEBUG
#pragma optimize("gsy",on)
#pragma comment(linker,"/merge:.rdata=.data")
#pragma comment(linker,"/merge:.text=.data")
#pragma comment(linker,"/merge:.reloc=.data")
#pragma comment(linker,"/OPT:NOWIN98")
#endif // NDEBUG
int main (char argv[]) {
return 0;
}

I don't know why you are interested in this kind of optimization before learning the language, but anyways...
It doesn't make much difference of what compiler you use, but on how you use it. Chose a compiler like the Visual Studio C++'s or MinGW for example, and read its documentation. You will find information of how to optimize the compilation for size or performance (usually when you optimize for size, you lose performance, and vice-versa).
In Visual Studio, for example, you can minimize the size of the executable by passing the /O1 parameter to the compiler (or Project Properties/ C-C++ /Optimization).
Also don't forget to compile in "release" mode, or your executable may be full of debugging symbols, which will increase the size of your executable.

A modern desktop PC running Windows has at least 1Gb RAM and a huge hard drive, worrying about the size of a trivial program that is not representative of any real application is pointless.
Much of the size of a "Hello world" program in any language is fixed overhead to do with establishing an execution environment and loading and starting the code. For any non-trivial application you should be more concerned with the rate the code size increases as more functionality is added. And in that sense it is likley that C++ code in any compiler is pretty efficient. That is to say your PureBasic program that does little or nothing may be smaller than an equivalent C++ program, but that is not necessarily the case by the time you have built useful functionality into the code.
#user: C++ does produce small object code, however if the code for printf() (or cout<<) is statically linked, the resulting executable may be rather larger because printf() has a lot of functionality that is not used in a "hello world" program so is redundant. Try using puts() for example and you may find the code is smaller.
Moreover are you sure that you are comparing apples with apples? Some execution environments rely on a dynamically linked runtime library or virtual machine that is providing functionality that might be statically linked in a C++ program.

I don't like to reply to a dead post, but since none of the responses mentions this (except Mat response)...
Repeat after me: C++ != ( vb6 || vb.net || basic ). And I'm not only mentioning syntax, C++ coding style is typically different than the one in VB, as C++ programmers try to make things usually better designed than vb programmers...
P.S.: No, there is no place for copy-paste in C++ world. Sorry, had to say this...

Related

Pascal DLL in C++ aplication on ARM platform

I have a huge amount of code written in Pascal and I need to use it in a C++ application running on an embedded PC with ARM9 processor. My idea was cross compiling Pascal code to dll libraries which I wanted to include in my C++ app. I tried to install Lazarus but I can't get work its cross compiler and I tried to install compiler directly to the embedded PC with similar result. C++ cross compiler works perfectly. Is there any way how to get Pascal code working in C++ application on different platform? I will provide any additional info if needed.
Additional info:
the embedded pc is for use in extremely low temperatures so it has low ram (32MB) running a trimmed Linux and there is only a little free space left on its flash memory (i have to use the SD card for all files)
I don't think anyone can conclusively answer your question, but some hints:
You will need to find a way to communicate between the C++ and Pascal code. This may simply be a case of defining any interface function as a C or C++ style function. But for example strings in Pascal are often NOT standard C or C++ style strings, so will need some extra handling to work out right. Structs (RECORD in pascal) and classes will require even more careful handling as to how they interface between the C++ and Pascal code - in most cases, it will become a full marshalling solution (that is, convert to a byte-stream, and then convert back to correct type at the other end).
Cross compilation of the Pascal code relies on having a Pascal compiler that matches your Pascal code AND your target. If you can't compile your code to the correct target, all other parts of the project will fail... There is a "standard" for Pascal, but most compilers have a range of extensions.
Have you considered making the Pascal code a standalone application that produces results as a file, rather than directly interfacing to the C++ code? Reading a file that you can control the format of can be a much easier solution than trying to interface one language to another.

C++ add new code during runtime

I am using C++ (in xcode and code::blocks), I don't know much.
I want to make something compilable during runtime.
for eg:
char prog []={"cout<<"helloworld " ;}
It should compile the contents of prog.
I read a bit about quines , but it didn't help me .
It's sort of possible, but not portably, and not simply.
Basically, you have to write the code out to a file, then
compile it to a dll (invoking the compiler with system), and
then load the dll. The first is simple, the last isn't too
difficult (but will require implementation specific code), but
the middle step can be challenging: obviously, it only works if
the compiler is installed on the system, but you have to find
where it is installed, verify that it is the same version (or
at least a version which generates binary compatible code),
invoke it with the same options that were used when your code
was compiled, and process any errors.
C++ wasn't designed for this. (Compiled languages generally
aren't.)
The short answer is "no, you can't do that". C and C++ were never designed to do this.
That's pretty much also the long answer to the actual question, but I'll expand a bit on a few ideas.
The code, as compiled by the compiler is pretty certainly not trivial to add things to. There are a few techniques that can be used to "add more code" to a program:
Add a dynamic shared library (DLL), which contains code that has been compiled separately to the existing code. You could of course also have code in your program to output some code, compile this code with the compiler, link it into a dynamic library, and load it in your code.
You could build your own little code-generator that generates machine code in a chunk of memory. Note that you probably need to call a "special" memory allocation function, as "normal" memory allocations are typically not allowed to be executed - you need to allocate "with execute permission" - VirtualAlloc in Windows does have such a flag, and mmap in Linux/Unix flavours does too. And of course, you pretty much have to "be a compiler" to achieve this.
You could naturally also invent your own interpreted language, which would allow your program to load in for example a text-file with commands/instructions to be executed, or contain text inside the program for execution with this language.
But like I said to start with, this is not what C and C++ (and most other compiled languages) were meant for, so it's not going to be as simple as "stick some C++ code in a string, and make it run".
It depends why you want to do this.
If it's for efficiency reasons - you know what a function does only at run time, but it has to be very efficient - then what was already suggested (writing to a file, compiling to a dll / so and dynamically loading it) is your best option.
BUT if the reason you want this is to allow for user-input behaviour, say a general function your read from a database (behaviour or a unit ingame? value of a field in a plot?) - or more generally you just want to change / augment behaviour at runtime with little concern for efficiency, I recommend using an outside scripting language like lua, which easily interacts with your compiled C++ code.
The C and C++ languages compile to binary machine code, unlike Java and C# which generate instructions for a 'virtual machine' or interpreted scripting languages such as JavaScript. The compilation of C++ is performed by a separate executable, the compiler, which is not incorporated into the resulting executable.
So the language does not have any built in "eval" capability to translate further code once compilation is finished.
It's not uncommon for new C/C++ programmers to think they need to do this, but they typically don't. Perhaps you could expand further on what you're actually looking to do.
But if you do actually need to be able to do this, your options are:
Write code to compile a new executable with the new code and then run the resulting program.
Write a simple parser and "virtual machine" of your own,
Look at incorporating an embedded scripting/interpreted language such as Lua,
Try and wrap your head around integrating CINT,
See also: Scripting language for C++

What problems can appear when using G++ compiled DLL (plugin) in VC++ compiled application?

I use and Application compiled with the Visual C++ Compiler. It can load plugins in form of a .dll. It is rather unimportant what exactly it does, fact is:
This includes calling functions from the .dll that return a pointer to an object of the Applications API, etc.
My question is, what problems may appear when the Application calls a function from the .dll, retrieves a pointer from it and works with it. For example, something that comes into my mind, is the size of a pointer. Is it different in VC++ and G++? If yes, this would probably crash the Application?
I don't want to use the Visual Studio IDE (which is unfortunately the "preferred" way to use the Applications SDK). Can I configure G++ to compile like VC++?
PS: I use MINGW GNU G++
As long as both application and DLL are compiled on the same machine, and as long as they both only use the C ABI, you should be fine.
What you can certainly not do is share any sort of C++ construct. For example, you mustn't new[] an array in the main application and let the DLL delete[] it. That's because there is no fixed C++ ABI, and thus no way in which any given compiler knows how a different compiler implements C++ data structures. This is even true for different versions of MSVC++, which are not ABI-compatible.
All C++ language features are going to be entirely incompatible, I'm afraid. Everything from the name-mangling to memory allocation to the virtual-call mechanism are going to be completely different and not interoperable. The best you can hope for is a quick, merciful crash.
If your components only use extern "C" interfaces to talk to one another, you can probably make this work, although even there, you'll need to be careful. Both C++ runtimes will have startup and shutdown code, and there's no guarantee that whichever linker you use to assemble the application will know how to include this code for the other compiler. You pretty much must link g++-compiled code with g++, for example.
If you use C++ features with only one compiler, and use that compiler's linker, then it gets that much more likely to work.
This should be OK if you know what you are doing. But there's some things to watch out for:
I'm assuming the interface between EXE and DLL is a "C" interface or something COM like where the only C++ classes exposed are through pure-virutal interfaces. It gets messier if you are exporting a concrete class through a DLL.
32-bit vs. 64bit. The 32-bit app won't load a 64-bit DLL and vice-versa. Make sure they match.
Calling convention. __cdecl vs __stdcall. Often times Visual Studio apps are compiled with flags that assuming __stdcall as the default calling convention (or the function prototype explicitly says so). So make sure that the g++ compilers generates code that matches the calling type expected by the EXE. Otherwise, the exported function might run, but the stack can get trashed on return. If you debug through a crash like this, there's a good chance the cdecl vs stdcall convention was incorrectly specified. Easy to fix.
C-Runtimes will not likely be shared between the EXE and DLL, so don't mix and match. A pointer allocated with new or malloc in the EXE should not be released with delete or free in the DLL (and vice versa). Likewise, FILE handles returned by fopen() can not be shared between EXE and DLL. You'll likely crash if any of this happens.... which leads me to my next point....
C++ header files with inline code cause enough headaches and are the source of issues I called out in #3. You'll be OK if the interface between DLL And EXE is a pure "C" interface.
Name mangling issues. If you run into issues where the function name exported doesn't match because of name mangling or because of a leading underscore, you can fix that up in a .DEF file. At least that's what I've done in the past with Visual Studio. Not sure if the equivalent exists in g++/MinGW. Example below. Learn to use "dumpbin.exe /exports" to you can validate your DLL is exporting function with the right name. Using extern "C" will also help fix this as well.
EXPORTS
FooBar=_Foobar#12
BlahBlah=??BlahBlah##QAE#XZ #236 NONAME
Those are the issues that I know of. I can't tell you much more since you didn't explain the interface between the DLL and EXE.
The size of a pointer won't vary; that is dependent on the platform and module bitness and not the compiler (32-bit vs 64-bit and so on).
What can vary is the size of basically everything else, and what will vary are templates.
Padding and alignment of structs tends to be compiler-dependent, and often settings-within-compiler dependent. There are so loose rules, like pointers typically being on a platform-bitness-boundary and bools having 3 bytes after them, but it's up to the compiler how to handle that.
Templates, particularly from the STL (which is different for each compiler) may have different members, sizes, padding, and mostly anything. The only standard part is the API, the backend is left to the STL implementation (there are some rules, but compilers can still compile templates differently). Passing templates between modules from one build is bad enough, but between different compilers it can often be fatal.
Things which aren't standardized (name mangling) or are highly specific by necessity (memory allocation) will also be incompatible. You can get around both of those issues by only destroying from the library that creates (good practice anyway) and using STL objects that take a deleter, for allocation, and exporting using undecorated names and/or the C style (extern "C") for exported methods.
I also seem to remember a catch with how the compilers handle virtual destructors in the vtable, with some small difference.
If you can manage to only pass references of your own objects, avoid externally visible templates entirely, work primarily with pointers and exported or virtual methods, you can avoid a vast majority of the issues (COM does precisely this, for compatibility with most compilers and languages). It can be a pain to write, but if you need that compatibility, it is possible.
To alleviate some, but not all, of the issues, using an alternate to the STL (like Qt's core library) will remove that particular problem. While throwing Qt into any old project is a hideous waste and will cause more bloat than the "boost ALL THE THINGS!!!" philosophy, it can be useful for decoupling the library and the compiler to a greater extent than using a stock STL can.
You can't pass C runtime objects between them. For example you can not open a FILE buffer in one and pass it to be used in the other. You can't free memory allocated on the other side.
The main problems are the function signatures and way parameters are passed to library code. I've had great difficulty getting VC++ dll's to work in gnu based compilers in the past. This was way back when VC++ always cost money and mingw was the free solution.
My experience was with DirectX API's. Slowly a subset got it's binaries modified by enthusiasts but it was never as up-to-date or reliable so after evaluating it I switched to a proper cross platform API, that was SDL.
This wikipedia article describes the different ways libraries can be compiled and linked. It is rather more in depth than I am able to summarise here.

A boot loader in C++

I have messed around a few times by making a small assembly boot loader on a floppy disk and was wondering if it's possible to make a boot loader in c++ and if so where might I begin? For all I know im not sure it would even use int main().
Thanks for any help.
If you're writing a boot loader, you're essentially starting from nothing: a small chunk of code is loaded into memory, and executed. You can write the majority of your boot loader in C++, but you will need to bootstrap your own C++ runtime environment first.
Assembly is really the only option for the first stage, as you need to set up a sensible environment for running anything higher-level. Doing enough to run C code is fairly straightforward -- you need:
code and data loaded in the right place;
there may be an additional part of the data area which must be zero-initialised;
you need to point the stack pointer at a suitable area of memory for the stack.
Then you can jump into the code at an appropriate point (e.g. main()) and expect that the basic language features will work. (It's possible that any features of the standard library that may have been implemented or linked in might require additional initialisation at this stage.)
Getting a suitable environment going for C++ requires more effort, as it needs more initialisation here, and also has core language features which require runtime support (again, this is before considering library features). These include:
running static constructors;
memory allocation to support new and delete;
support for run-time type information (RTTI);
support for exceptions;
probably some other things I've forgotten to mention.
None of these are required until the C environment is up and running, so the code that handles these can be written in C rather than assembler (or even in a subset of C++ that does not make use of the above features).
(The same principles apply in embedded systems, and it's not uncommon for such systems to make use of C++, but only in a limited way -- e.g. no exceptions and/or RTTI because the runtime support isn't implemented.)
It's been a while since I played with writing bootloaders, so I'm going off memory.
For an x86 bootloader, you need to have a C++ compiler that can emit x86 assembly, or, at the very least, you need to write your own preamble in 16-bit assembly that will put the CPU into 32-bit protected (or 64-bit long) mode, before you can call your C++ functions.
Once you've done that, though, you should be able to make use of most, if not all, of C++'s language features, so long as you stay away from things that require an underlying libc. But statically link everything without the CRT and you're golden.
Bootloaders don't have "int main()"s, unless you write assembly code to call it.
If you are writing a stage 1 bootloader, then it is seriously discouraged.
Otherwise, the osdev.org has great documentation on the topic.
While it is probably possible to make a bootloader in C++, remember not to link your code to any dynamic libraries, and remember that just because it is C++, that doesn't mean you can/should use the STL, etc.
Yes it is possible. You have elements of answer and usefull links in this question
You also can have a look here, there is a C++ bootloader example.
The main thing to understand is that you need to create a flat binary instead of the usual fancy executable file formats (PE on windows, or ELF on Unixes), because these file format need an OS to load them, and in a boot loader you don't have an OS yet.
Using library is not a problem if you link statically (no dynamic link because again of the above executable problem). But obviously all OS API related entry points are not available...

GCC: Empty program == 23202 bytes?

test.c:
int main()
{
return 0;
}
I haven't used any flags (I am a newb to gcc) , just the command:
gcc test.c
I have used the latest TDM build of GCC on win32.
The resulting executable is almost 23KB, way too big for an empty program.
How can I reduce the size of the executable?
Don't follow its suggestions, but for amusement sake, read this 'story' about making the smallest possible ELF binary.
How can I reduce its size?
Don't do it. You just wasting your time.
Use -s flag to strip symbols (gcc -s)
By default some standard libraries (e.g. C runtime) linked with your executable. Check out keys --nostdlib --nostartfiles --nodefaultlib for details. Link options described here.
For real program second option is to try optimization options, e.g. -Os (optimize for size).
Give up. On x86 Linux, gcc 4.3.2 produces a 5K binary. But wait! That's with dynamic linking! The statically linked binary is over half a meg: 516K. Relax and learn to live with the bloat.
And they said Modula-3 would never go anywhere because of a 200K hello world binary!
In case you wonder what's going on, the Gnu C library is structured such as to include certain features whether your program depends on them or not. These features include such trivia as malloc and free, dlopen, some string processing, and a whole bucketload of stuff that appears to have to do with locales and internationalization, although I can't find any relevant man pages.
Creating small executables for programs that require minimum services is not a design goal for glibc. To be fair, it has also been not a design goal for every run-time system I've ever worked with (about half a dozen).
Actually, if your code does nothing, is it even fair that the compiler still creates an executable? ;-)
Well, on Windows any executable would still have a size, although it can be reasonable small. With the old MS-DOS system, a complete do-nothing application would just be a couple of bytes. (I think four bytes to use the 21h interrupt to close the program.) Then again, those application were loaded straight into memory.
When the EXE format became more popular, things changed a bit. Now executables had additional information about the process itself, like the relocation of code and data segments plus some checksums and version information.
The introduction of Windows added another header to the format, to tell MS-DOS that it couldn't execute the executable since it needed to run under Windows. And Windows would recognize it without problems.
Of course, the executable format was also extended with resource information, like bitmaps, icons and dialog forms and much, much more.
A do-nothing executable would nowadays be between 4 and 8 kilobytes in size, depending on your compiler and every method you've used to reduce it's size. It would be at a size where UPX would actually result in bigger executables! Additional bytes in your executable might be added because you added certain libraries to your code. Especially libraries with initialized data or resources will add a considerable amount of bytes. Adding debug information also increases the size of the executable.
But while this all makes a nice exercise at reducing size, you could wonder if it's practical to just continue to worry about bloatedness of applications. Modern hard disks will divide files up in segments and for really large disks, the difference would be very small. However, the amount of trouble it would take to keep the size as small as possible will slow down development speed, unless you're an expert developer whom is used to these optimizations. These kinds of optimizations don't tend to improve performance and considering the average disk space of most systems, I don't see why it would be practical. (Still, I do optimize my own code in similar ways but then again, I am experienced with these optimizations.)
Interested in the EXE header? It's starts with the letters MZ, for "Mark Zbikowski". The first part is the old-style MS-DOS header for executables and is used as a stub to MS-DOS saying the program is not an MS-DOS executable. (In the binary, you can find the text 'This program cannot be run in DOS mode.' which is basically all it does: displaying that message. Next is the PE header, which Windows will recognise and use instead of the MS-DOS header. It starts with the letters PE for Portable Executable. After this second header there will be the executable itself, divided in several blocks of code and data. The header contains special reallocation tables which tells the OS where to load a specific block. And if you can keep this to a limit, the final executable can be smaller than 4 KB, but 90% would then be header information and no functionality.
I like the way the DJGPP FAQ addressed this many many years ago:
In general, judging code sizes by looking at the size of "Hello" programs is meaningless, because such programs consist mostly of the startup code. ... Most of the power of all these features goes wasted in "Hello" programs. There is no point in running all that code just to print a 15-byte string and exit.
What is the purpose of this exercise?
Even with as low a level language as C, there's still a lot of setup that has to happen before main can be called. Some of that setup is handled by the loader (which needs certain information), some is handled by the code that calls main. And then there's probably a little bit of library code that any normal program would have to have. At the least, there's probably references to the standard libraries, if they are in dlls.
Examining the binary size of the empty program is a worthless exercise in and of itself. It tells you nothing. If you want to learn something about code size, try writing non-empty (and preferably non-trivial) programs. Compare programs that use standard libraries with programs that do everything themselves.
If you really want to know what's going on in that binary (and why it's so big), then find out the executable format get a binary dump tool and take the thing apart.
What does 'size a.out' tell you about the size of the code, data, and bss segments? The majority of the code is likely to be the start up code (classically crt0.o on Unix machines) which is invoked by the o/s and does set up work (like sorting out command line arguments into argc, argv) before invoking main().
Run strip on the binary to get rid of the symbols. With gcc version 3.4.4 (cygming special) I drop from 10k to 4K.
You can try linking a custom run time (The part that calls main) to setup your runtime environment. All programs use the same one to setup the runtime environment that comes with gcc but for your executable you don't need data or zero'ed memory. The means you could get rid of unused library functions like memset/memcpy and reduce CRT0 size. When looking for info on this look at GCC in embedded environment. Embedded developers are general the only people that use custom runtime environments.
The rest is overheads for the OS that loads the executable. You are not going to same much there unless you tune that by hand?
Using GCC, compile your program using -Os rather than one of the other optimization flags (-O2 or -O3). This tells it to optimize for size rather than speed. Incidentally, it can sometimes make programs run faster than the speed optimizations would have, if some critical segment happens to fit more nicely. On the other hand, -O3 can actually induce code-size increases.
There might also be some linker flags telling it to leave out unused code from the final binary.