C++ header include conflict - c++

I am working on a traffic simulation program for school. My Simulation class reads in a list of vehicles from an XML file, so I have included Vehicle.h in my Simulation class. I want my vehicle to be able to hold a pointer to the simulation object so that it can use the simulation's searchRoads function. So I included Simulation.h in my Vehicle class.
When I did this, I got over 100 errors when I tried to compile. I'm pretty iffy on my C++ so if I committed some sort of cardinal sin, please let me know how to rectify this.

Either, You are missing inclusion guards, leading to multiple inclusion of header files
Or
You are creating a Circular Dependency of your headers. You should be rather using Forward Declaration.
Post details of your code for more detailed answer.

You learn something about include guards: http://en.wikipedia.org/wiki/Include_guard
Hope this helps.

Since operating systems have the ability to handle long file names I've started naming my include files so they reflect the code's position in the namespace:
namespace network {
class connection { bool send( char* stuff ); }
}
Would end up in the file "network.connection.h".
It helps keep things organized and reduces the chance of name collision of files.

Related

Hiding the Contents of a Header File

I am a tutor and I'm trying to write something to help students learn C++. Suppose I have a .cpp file that includes two .h files, which we will call "solution.h" and "student_answer.h". The "solution.h" file contains a class called "Solution" which implements member functions and variables that solve a problem. Students are to implement their own solution to the same problem in a separate "student_answer.h" file, in a class which we will call "Student".
The .cpp file should then take the two class definitions, "Solution" (the class defined in solution.h) and "Student" (the class defined in student_answer.h), and run the two implementations to verify whether the student answer is correct, and it should provide detailed output in cases where the student answer has a bug. However, I want to be able to hide the contents of the solution.h file (or the "Solution" class) from the students while still providing them with the .cpp file that they can compile and run their own solution with.
Currently, I have something like this:
#include "solution.h"
#include "student_answer.h"
// ...
int main() {
Solution s;
Student a;
// run member functions of s and a, compare results to verify if student
// implementation is correct (and print helpful output if there is a bug)
...
}
Is there a way to do the same thing without having to reveal the solution.h file to the students? Is there a better approach to doing this?
Thanks!
Is there a way to do the same thing without having to reveal the solution.h file to the students?
No.
Best you could do is to not put any implementation details into solution.h and instead provide a pre-compiled library for comparison. That would prevent students from seeing the solution except for the API, which is presumably part of instructions for the student anyway.
This does have a challenge that the pre-compiled library must be compatible with the systems that the students use. This can be solved by instructing the students to use a provided VM or container image.
However, this approach does not prevent the students from implementing their API by delegating to the solution API.
There's really no need to provide the correct solution. Write to solution for yourself only; write tests that are required to pass with either your solution or the student's; Test the tests with your solution; Provide only the tests to the students, not your solution.
Create a static or dynamic library of Solution.h, compile it, and link it with the project. The students now get the header of the solution with declarations, but not definitions.
The library topic is a little bit too complex to explain in one answer. Watch the video from TheChernoProject ( https://www.youtube.com/watch?v=Wt4dxDNmDA8 ) for it.
Another way would be, making the code unreadable (defines) or put it in asm blocks.

Header and Code in C++ classes

I just started on a few C++ tutorials, and I have run into something that I just can't seem to make much sense of.
In C++ it seems people are using a code file and a header file, for me this just seem inconvinient. Why would I want to swap around between two files just to write a simple getter method.
Is it considered the "correct" way to use headers in C++? Or is it just the tutorial I have picked up that uses this?
I get the idea of splitting code to make it look more clean, but is it good for anything else other than that?
Thanks in advance.
There are some reasons for using hpp(header)- and cpp(code)-files. One of them is the following: A library (dll- or so-file) cannot be "used" like a jar-file in java. If you write a library, you have to provide declarations of the classes, methos,... in form of a hpp-file.
Think about using the class you wrote in other files. If you had the class definition in a separate file, you could help the compiler to figure out how to use the class by including the header file in places where you are planning to use this code.
The compiler only needs to know whether you are using the classes right(it does not care about how to run it, until linking), therefore all you need to give the compiler is the declaration of the class(header file), to do the error checking. When you say "include", the preprocessor just copies and pastes the header file contents into the new file, so that the new file now knows how to use the class you wrote.
A header file in c++ stores alot of information, if c++ have been made using every single "header" file in c++ in each program you make, when you then write a function from iostream for example, the program will go through every single header file just to find the right header file. so instead they made the #inlcude function in c++, so you could specify where your functions are from.
And when you create a program you could make own header files, so the code is more nicely set up. and then instead of having to make alot of lines of code in one main source file, you could import others. like if you are making a game, one header file for Animals and in that header file you have a Class for Cats, and one for dogs. having a more clean code.
In C/C++, headers are used to share the class structure (among other things) between classes.
so one can use
include "classFOO.h"
in classBAR.h (or classBAR.cpp) and use classFOO.

C++ #include, how does nested includes work?

So I'm learning C++ and learning to also use SQLite in my practices for data persistence across application runs, which is lots of fun.
But I bumped into this issue:
The program is a Grade Book, classic Ditel C++ book exercise. I'm structuring my classes as follows:
~/classes/Database.h/cpp // A small wrapper for sqlite3
~/classes/Student.h/cpp // The Student object with name and grades (Uses Database)
~/classes/GradeBook.h/cpp // Takes care of most of the application logic and UI (Uses Database and Student)
~/main.cpp // contains just the main function and base Instances of Database and GradeBook
This is so I can instantiate a Single Database Object from main() and pass it by reference to GradeBook and Student so they can use the Database functions. I tried all possible order of includes and as it turns out only this order has works for me.
Student includes Database.
GradeBook includes Student, gets access to Database.
main.cpp includes GradeBook, gets access to both Database and Student.
The question is, is this right? It seems utterly counter-intuitive that the includes seems to "cascade" backwards from deepest classes to the main.cpp file, in other words, Am I doing this right, or am I missing something?
If so, a little explanation or pointers on how this "cascading" works would be pretty awesome.
Thanks!
First, your header files should use include guards to prevent multiple inclusion:
#ifndef MY_HEADER_H
#define MY_HDEADER_H
// code...
#endif // this file will only ever be copied in once to another file
Secondly, you should explicitly include all of the header files that you need to do what you want to do. Relying on header A to include header B for you is just clunky and, since you're using include guards, you never have to worry about including the same file twice.
So, to answer your question, no, it's not "right" in the sense that it could be "better". main.cpp should include the all of the header files that it needs. All of them. #include is a simple text substitution mechanism. When you #include a file it is literally pasted in. That's it.

Is it a good practice to place C++ definitions in header files?

My personal style with C++ has always to put class declarations in an include file, and definitions in a .cpp file, very much like stipulated in Loki's answer to C++ Header Files, Code Separation. Admittedly, part of the reason I like this style probably has to do with all the years I spent coding Modula-2 and Ada, both of which have a similar scheme with specification files and body files.
I have a coworker, much more knowledgeable in C++ than I, who is insisting that all C++ declarations should, where possible, include the definitions right there in the header file. He's not saying this is a valid alternate style, or even a slightly better style, but rather this is the new universally-accepted style that everyone is now using for C++.
I'm not as limber as I used to be, so I'm not really anxious to scrabble up onto this bandwagon of his until I see a few more people up there with him. So how common is this idiom really?
Just to give some structure to the answers: Is it now The Way™, very common, somewhat common, uncommon, or bug-out crazy?
Your coworker is wrong, the common way is and always has been to put code in .cpp files (or whatever extension you like) and declarations in headers.
There is occasionally some merit to putting code in the header, this can allow more clever inlining by the compiler. But at the same time, it can destroy your compile times since all code has to be processed every time it is included by the compiler.
Finally, it is often annoying to have circular object relationships (sometimes desired) when all the code is the headers.
Bottom line, you were right, he is wrong.
EDIT: I have been thinking about your question. There is one case where what he says is true. templates. Many newer "modern" libraries such as boost make heavy use of templates and often are "header only." However, this should only be done when dealing with templates as it is the only way to do it when dealing with them.
EDIT: Some people would like a little more clarification, here's some thoughts on the downsides to writing "header only" code:
If you search around, you will see quite a lot of people trying to find a way to reduce compile times when dealing with boost. For example: How to reduce compilation times with Boost Asio, which is seeing a 14s compile of a single 1K file with boost included. 14s may not seem to be "exploding", but it is certainly a lot longer than typical and can add up quite quickly when dealing with a large project. Header only libraries do affect compile times in a quite measurable way. We just tolerate it because boost is so useful.
Additionally, there are many things which cannot be done in headers only (even boost has libraries you need to link to for certain parts such as threads, filesystem, etc). A Primary example is that you cannot have simple global objects in header only libs (unless you resort to the abomination that is a singleton) as you will run into multiple definition errors. NOTE: C++17's inline variables will make this particular example doable in the future.
As a final point, when using boost as an example of header only code, a huge detail often gets missed.
Boost is library, not user level code. so it doesn't change that often. In user code, if you put everything in headers, every little change will cause you to have to recompile the entire project. That's a monumental waste of time (and is not the case for libraries that don't change from compile to compile). When you split things between header/source and better yet, use forward declarations to reduce includes, you can save hours of recompiling when added up across a day.
The day C++ coders agree on The Way, lambs will lie down with lions, Palestinians will embrace Israelis, and cats and dogs will be allowed to marry.
The separation between .h and .cpp files is mostly arbitrary at this point, a vestige of compiler optimizations long past. To my eye, declarations belong in the header and definitions belong in the implementation file. But, that's just habit, not religion.
Code in headers is generally a bad idea since it forces recompilation of all files that includes the header when you change the actual code rather than the declarations. It will also slow down compilation since you'll need to parse the code in every file that includes the header.
A reason to have code in header files is that it's generally needed for the keyword inline to work properly and when using templates that's being instanced in other cpp files.
What might be informing you coworker is a notion that most C++ code should be templated to allow for maximum usability. And if it's templated, then everything will need to be in a header file, so that client code can see it and instantiate it. If it's good enough for Boost and the STL, it's good enough for us.
I don't agree with this point of view, but it may be where it's coming from.
I think your co-worker is smart and you are also correct.
The useful things I found that putting everything into the headers is that:
No need for writing & sync headers and sources.
The structure is plain and no circular dependencies force the coder to make a "better" structure.
Portable, easy to embedded to a new project.
I do agree with the compiling time problem, but I think we should notice that:
The change of source file are very likely to change the header files which leads to the whole project be recompiled again.
Compiling speed is much faster than before. And if you have a project to be built with a long time and high frequency, it may indicates that your project design has flaws. Seperate the tasks into different projects and module can avoid this problem.
Lastly I just wanna support your co-worker, just in my personal view.
Often I'll put trivial member functions into the header file, to allow them to be inlined. But to put the entire body of code there, just to be consistent with templates? That's plain nuts.
Remember: A foolish consistency is the hobgoblin of little minds.
As Tuomas said, your header should be minimal. To be complete I will expand a bit.
I personally use 4 types of files in my C++ projects:
Public:
Forwarding header: in case of templates etc, this file get the forwarding declarations that will appear in the header.
Header: this file includes the forwarding header, if any, and declare everything that I wish to be public (and defines the classes...)
Private:
Private header: this file is a header reserved for implementation, it includes the header and declares the helper functions / structures (for Pimpl for example or predicates). Skip if unnecessary.
Source file: it includes the private header (or header if no private header) and defines everything (non-template...)
Furthermore, I couple this with another rule: Do not define what you can forward declare. Though of course I am reasonable there (using Pimpl everywhere is quite a hassle).
It means that I prefer a forward declaration over an #include directive in my headers whenever I can get away with them.
Finally, I also use a visibility rule: I limit the scopes of my symbols as much as possible so that they do not pollute the outer scopes.
Putting it altogether:
// example_fwd.hpp
// Here necessary to forward declare the template class,
// you don't want people to declare them in case you wish to add
// another template symbol (with a default) later on
class MyClass;
template <class T> class MyClassT;
// example.hpp
#include "project/example_fwd.hpp"
// Those can't really be skipped
#include <string>
#include <vector>
#include "project/pimpl.hpp"
// Those can be forward declared easily
#include "project/foo_fwd.hpp"
namespace project { class Bar; }
namespace project
{
class MyClass
{
public:
struct Color // Limiting scope of enum
{
enum type { Red, Orange, Green };
};
typedef Color::type Color_t;
public:
MyClass(); // because of pimpl, I need to define the constructor
private:
struct Impl;
pimpl<Impl> mImpl; // I won't describe pimpl here :p
};
template <class T> class MyClassT: public MyClass {};
} // namespace project
// example_impl.hpp (not visible to clients)
#include "project/example.hpp"
#include "project/bar.hpp"
template <class T> void check(MyClass<T> const& c) { }
// example.cpp
#include "example_impl.hpp"
// MyClass definition
The lifesaver here is that most of the times the forward header is useless: only necessary in case of typedef or template and so is the implementation header ;)
To add more fun you can add .ipp files which contain the template implementation (that is being included in .hpp), while .hpp contains the interface.
As apart from templatized code (depending on the project this can be majority or minority of files) there is normal code and here it is better to separate the declarations and definitions. Provide also forward-declarations where needed - this may have effect on the compilation time.
Generally, when writing a new class, I will put all the code in the class, so I don't have to look in another file for it.. After everything is working, I break the body of the methods out into the cpp file, leaving the prototypes in the hpp file.
I personally do this in my header files:
// class-declaration
// inline-method-declarations
I don't like mixing the code for the methods in with the class as I find it a pain to look things up quickly.
I would not put ALL of the methods in the header file. The compiler will (normally) not be able to inline virtual methods and will (likely) only inline small methods without loops (totally depends on the compiler).
Doing the methods in the class is valid... but from a readablilty point of view I don't like it. Putting the methods in the header does mean that, when possible, they will get inlined.
I think that it's absolutely absurd to put ALL of your function definitions into the header file. Why? Because the header file is used as the PUBLIC interface to your class. It's the outside of the "black box".
When you need to look at a class to reference how to use it, you should look at the header file. The header file should give a list of what it can do (commented to describe the details of how to use each function), and it should include a list of the member variables. It SHOULD NOT include HOW each individual function is implemented, because that's a boat load of unnecessary information and only clutters the header file.
If this new way is really The Way, we might have been running into different direction in our projects.
Because we try to avoid all unnecessary things in headers. That includes avoiding header cascade. Code in headers will propably need some other header to be included, which will need another header and so on. If we are forced to use templates, we try avoid littering headers with template stuff too much.
Also we use "opaque pointer"-pattern when applicable.
With these practices we can do faster builds than most of our peers. And yes... changing code or class members will not cause huge rebuilds.
I put all the implementation out of the class definition. I want to have the doxygen comments out of the class definition.
IMHO, He has merit ONLY if he's doing templates and/or metaprogramming. There's plenty of reasons already mentioned that you limit header files to just declarations. They're just that... headers. If you want to include code, you compile it as a library and link it up.
Doesn't that really depends on the complexity of the system, and the in-house conventions?
At the moment I am working on a neural network simulator that is incredibly complex, and the accepted style that I am expected to use is:
Class definitions in classname.h
Class code in classnameCode.h
executable code in classname.cpp
This splits up the user-built simulations from the developer-built base classes, and works best in the situation.
However, I'd be surprised to see people do this in, say, a graphics application, or any other application that's purpose is not to provide users with a code base.
Template code should be in headers only. Apart from that all definitions except inlines should be in .cpp. The best argument for this would be the std library implementations which follow the same rule. You would not disagree the std lib developers would be right regarding this.
I think your co-worker is right as long as he does not enter in the process to write executable code in the header.
The right balance, I think, is to follow the path indicated by GNAT Ada where the .ads file gives a perfectly adequate interface definition of the package for its users and for its childs.
By the way Ted, have you had a look on this forum to the recent question on the Ada binding to the CLIPS library you wrote several years ago and which is no more available (relevant Web pages are now closed). Even if made to an old Clips version, this binding could be a good start example for somebody willing to use the CLIPS inference engine within an Ada 2012 program.

Your preferred C/C++ header policy for big projects? [closed]

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When working on a big C/C++ project, do you have some specific rules regarding the #include within source or header files?
For instance, we can imagine to follow one of these two excessive rules:
#include are forbidden in .h files; it is up to each .c file to include all the headers it needs
Each .h file should include all its dependancies, i.e. it should be able to compile alone without any error.
I suppose there is trade-off in between for any project, but what is yours? Do you have more specific rules? Or any link that argues for any of the solutions?
If you include H-files exclusively into C-files, then including a H-file into a C-file might cause compilation to fail. It might fail because you may have to include 20 other H-files upfront, and even worse, you have to include them in the right order. With a real lot of H-files, this system ends up to be an administrative nightmare in the long run. All you wanted to do was including one H-file and you ended up spending two hours to find out which other H-files in which order you will need to include as well.
If a H-file can only be successfully included into a C-file in case another H-file is included first, then the first H-file should include the second one and so on. That way you can simply include every H-file into every C-file you like without having to fear that this may break compilation. That way you only specify your direct dependencies, yet if these dependencies themselves also have dependencies, its up to them to specify those.
On the other hand, don't include H-files into H-files if that isn't necessary. hashtable.h should only include other header files that are required to use your hashtable implementation. If the implementation itself needs hashing.h, then include it in hashtable.c, not in hashtable.h, as only the implementation needs it, not the code that only would like to use the final hashtable.
I think both suggested rules are bad. In my part I always apply:
Include only the header files required to compile a file using only what is defined in this header. This means:
All objects present as reference or pointers only should be forward-declared
Include all headers defining functions or objects used in the header itself.
I would use the rule 2:
All Headers should be self-sufficient, be it by:
not using anything defined elsewhere
forward declaring symbols defined elsewhere
including the headers defining the symbols that can't be forward-declared.
Thus, if you have an empty C/C++ source file, including an header should compile correctly.
Then, in the C/C++ source file, include only what is necessary: If HeaderA forward-declared a symbol defined in HeaderB, and that you use this symbol you'll have to include both... The good news being that if you don't use the forward-declared symbol, then you'll be able to include only HeaderA, and avoid including HeaderB.
Note that playing with templates makes this verification "empty source including your header should compile" somewhat more complicated (and amusing...)
The first rule will fail as soon as there are circular dependencies. So it cannot be applied strictly.
(This can still be made to work but this shifts a whole lot of work from the programmer to the consumer of these libraries which is obviously wrong.)
I'm all in favour of rule 2 (although it might be good to include “forward declaration headers” instead of the real deal, as in <iosfwd> because this reduces compile time). Generally, I believe it's a kind of self-documentation if a header file “declares” what dependencies it has – and what better way to do this than to include the required files?
EDIT:
In the comments, I've been challenged that circular dependencies between headers are a sign of bad design and should be avoided.
That's not correct. In fact, circular dependencies between classes may be unavoidable and aren't a sign of bad design at all. Examples are abundant, let me just mention the Observer pattern which has a circular reference between the observer and the subject.
To resolve the circularity between classes, you have to employ forward declaration because the order of declaration matters in C++. Now, it is completely acceptable to handle this forward declaration in a circular manner to reduce the number of overall files and to centralize code. Admittedly, the following case doesn't merit from this scenario because there's only a single forward declaration. However, I've worked on a library where this has been much more.
// observer.hpp
class Observer; // Forward declaration.
#ifndef MYLIB_OBSERVER_HPP
#define MYLIB_OBSERVER_HPP
#include "subject.hpp"
struct Observer {
virtual ~Observer() = 0;
virtual void Update(Subject* subject) = 0;
};
#endif
// subject.hpp
#include <list>
struct Subject; // Forward declaration.
#ifndef MYLIB_SUBJECT_HPP
#define MYLIB_SUBJECT_HPP
#include "observer.hpp"
struct Subject {
virtual ~Subject() = 0;
void Attach(Observer* observer);
void Detach(Observer* observer);
void Notify();
private:
std::list<Observer*> m_Observers;
};
#endif
A minimal version of 2. .h files include only the header files it specifically requires to compile, using forward declaration and pimpl as much as is practical.
Always have some sort of header guard.
Do not pollute the user's global namespace by putting any using namespace statements in a header.
I'd recommend going with the second option. You often end up in the situation where you want to add somwhing to a header file that suddenly requires another header file. And with the first option, you would have to go through and update lots of C files, sometimes not even under your control. With the second option, you simply update the header file, and the users who don't even need the new functionality you just added needn't even know you did it.
The first alternative (no #includes in headers) is a major no-no for me. I want to freely #include whatever I might need without worrying about manually #includeing its dependencies as well. So, in general, I follow the second rule.
Regarding cyclic dependencies, my personal solution is to structure my projects in terms of modules rather than in terms of classes. Inside a module, all types and functions may have arbitrary dependencies on one another. Across module boundaries, there may not be circular dependencies between modules. For each module, there is a single *.hpp file and a single *.cpp file. This ensures that any forward declarations (necessary for circular dependencies, which can only happen inside a module) in a header are ultimately always resolved inside the same header. There is no need for forward-declaration-only headers whatsoever.
Pt. 1 fails when you would like to have precompiled headers through a certain header; eg. this is what StdAfx.h are for in VisualStudio: you put all common headers there...
This comes down to interface design:
Always pass by reference or pointer. If you aren't going to check the pointer, pass by
reference.
Forward declare as much as possible.
Never use new in a class - create factories to do that for you and pass them to the class.
Never use pre-compiled headers.
In Windows my stdafx only ever includes afx___.h headers - no string, vector or boost libraries.
Rule nr. 1 would require you to list your header files in a very specific order (include files of base classes must go before include files of derived classes, etc), which would easily lead to compilation errors if you get the order wrong.
The trick is, as several others have mentioned, use forward declarations as much as possible, i.e. if references or pointers are used. To minimize build dependencies in this way the pimpl idiom can be useful.
I agree with Mecki, to put it shorter,
for every foo.h in your project include only those headers that are required to make
// foo.c
#include "any header"
// end of foo.c
compile.
(When using precompiled headers, they are allowed, of course - e.g. the #include "stdafx.h" in MSVC)
Personally I do it this way:
1 Perfer forward declare to include other .h files in a .h file. If something could be used as pointer/reference in that .h files or class, forward declare is possible without compile error. This could make headers less include dependencies(save compile time? not sure:( ).
2 Make .h files simple or specific. e.g. it is bad to define all constances in a file called CONST.h, it is better to divid them into multiple ones like CONST_NETWORK.h, CONST_DB.h. So to use one constance of DB, it needn't to include other information about network.
3 Don't put implementation in headers. Headers are used to quick review public things for other people; when implementing them, don't pollute declaration with detail for others.