Organizing large C++ project - c++

Should all C++ code in a project be encapsulated into a single class with main simply calling that class? Or should the main function declare variables and classes.

If you are going to build a large project in C++, you should at the very least read Large Scale C++ Software Design by John Lakos about it. It's a little old but it sounds like you could benefit from the fundamentals in it.
Keep in mind that building a large scale system in any language is a challenge and requires skill and discipline to prevent it falling to pieces very quickly. Don't take it lightly.
That said, if your definition of "large" is different than mine then I may have alternative advice to give you. I'm assuming you're talking about a project where the word "million" will be mentioned in sentences that also contain the words "lines of code".

for large C++ projects, you should create many classes!
main should just kick things off (maybe doing a few housekeeping things) and then calling into a class that will fire up the rest of the system

If it's a class that really makes sense, sure -- but at least IME, that's a fairly rare exception, not the general rule.
Here, I'm presuming that you don't really mean all the code is in one class, but that there's a single top-level class, so essentially all main does is instantiate and use it. That class, in turn, will presumably instantiate and use other subordinate classes.
If you really mean "should all the code being contained in a single class?", then the answer is almost certainly a resounding "no", except for truly minuscule projects. Much of the design of classes in C++ (and most other OO languages) is completely pointless if all the code is in one class.

If you can put your entire project in one class without going insane, your definition of "large" may be different than most people's here. Which is fine -- just keep in mind when you ask people about a "large" c++ project, they will assume you're talking about something that takes multiple person-years to create.
That said, the same principles of encapsulation apply no matter what the size of the project. Break your logic and data into units that make sense and are not too tied together and then organize your class(es) around those divisions. Don't be afraid to try one organization and then refactor it into another organization if you find yourself copy-pasting code, or if you find one class depending too heavily on another. (Or if you find yourself with too many classes and you're creating many objects to accomplish one task where a single object would be cleaner and easier on you.)
Have fun and don't be afraid to experiment a little.

In C++ you should avoid putting entire project in one class, irrespective of big or small. At the max you can try putting it in 1 or 2 namespace (which can be split across the files).
The advantage of having multiple classes are,
Better maintainability of your code
Putting classes in multiple .h and .cpp files (i.e. small modules) help you fast debugging
If all code is in one class and changes are made somewhere then one has to compile whole project. Instead, if project is across modules, one can just compile the module where changes are made. It saves time a lot.

No! Each header/implementation file pair should represent a single class. Placing a large project in one file is a surefire way to disaster: the project become unmaintainable and compiling will take ages. Break up your code in to appropriately sized pieces.
The main function should not declare the classes, rather, the file it contains (often named something like main.cpp, driver.cpp, projectname.cpp) should use #include directives to make the compiler read the declarations in header files. Read up on C++'s separate compilation model for more info.
Some newcomers to C++ find the compilation model - as well as error codes generated when you screw it up - incomprehensible or intimidating and give up thinking it's not worth it. Don't let this be you. Learn how to properly organize your code.

Related

Multiple files and Object Oriented Programming

In my application, I use multiple files, each file contains a class, is it a good idea to gather all C++ files (implementation of all classes) in one file and gather all headers in another file, or this is not good for some reason but code organizing ?
Keeping declarations and definitions organized in to separate but related translation units can help to decrease compilation times.
And don't disregard the value of keeping things organized for humans too! Software can consist of many thousand different objects, functions, and other parts. Keep it as simple as possible (but no simpler)!
If you keep declaration and definitions of a class in the corresponding files, they need only to be recompiled when you made changes in these class. Also changes in one class only requires relinking of the changed class against the classes which depend on it. Therefore it decreases compile time.
It makes it also much more easier to debug, as the compilation errors can be traced back to one file.
There is no advantage to concatenate all files in one, as far as I know
In C++ it really doesn't matter so much. In some languages, such as Java, the compiler requires that every class be in a separate file, but as long as you make sure that the different files reference each other there is no reason either way.
Perfectly agree with other answers, and I would like to add my piece :
Breaking into several files also make it easier when using an editor. You can then use several tabs. (Imagine if your browser displayed all your pages one after another in one window only !)
It is even acceptable to break a class implementation in several files if the implementation is big.
On the other hand, there are sometimes reasons to put several classes in one file, for example when those classes are small and/or very highly related. For example a FooObject and its FooAllocator, or a FooObject and its small FooSubObject used only by him.

What to do about a 11000 lines C++ source file?

So we have this huge (is 11000 lines huge?) mainmodule.cpp source file in our project and every time I have to touch it I cringe.
As this file is so central and large, it keeps accumulating more and more code and I can't think of a good way to make it actually start to shrink.
The file is used and actively changed in several (> 10) maintenance versions of our product and so it is really hard to refactor it. If I were to "simply" split it up, say for a start, into 3 files, then merging back changes from maintenance versions will become a nightmare. And also if you split up a file with such a long and rich history, tracking and checking old changes in the SCC history suddenly becomes a lot harder.
The file basically contains the "main class" (main internal work dispatching and coordination) of our program, so every time a feature is added, it also affects this file and every time it grows. :-(
What would you do in this situation? Any ideas on how to move new features to a separate source file without messing up the SCC workflow?
(Note on the tools: We use C++ with Visual Studio; We use AccuRev as SCC but I think the type of SCC doesn't really matter here; We use Araxis Merge to do actual comparison and merging of files)
Merging will not be such a big nightmare as it will be when you'll get 30000 LOC file in the future. So:
Stop adding more code to that file.
Split it.
If you can't just stop coding during refactoring process, you could leave this big file as is for a while at least without adding more code to it: since it contains one "main class" you could inherit from it and keep inherited class(es) with overloaded functions in several new small and well designed files.
Find some code in the file which is relatively stable (not changing fast, and doesn't vary much between branches) and could stand as an independent unit. Move this into its own file, and for that matter into its own class, in all branches. Because it's stable, this won't cause (many) "awkward" merges that have to be applied to a different file from the one they were originally made on, when you merge the change from one branch to another. Repeat.
Find some code in the file which basically only applies to a small number of branches, and could stand alone. Doesn't matter whether it's changing fast or not, because of the small number of branches. Move this into its own classes and files. Repeat.
So, we've got rid of the code that's the same everywhere, and the code that's specific to certain branches.
This leaves you with a nucleus of badly-managed code - it's needed everywhere, but it's different in every branch (and/or it changes constantly so that some branches are running behind others), and yet it's in a single file that you're unsuccessfully trying to merge between branches. Stop doing that. Branch the file permanently, perhaps by renaming it in each branch. It's not "main" any more, it's "main for configuration X". OK, so you lose the ability to apply the same change to multiple branches by merging, but this is in any case the core of code where merging doesn't work very well. If you're having to manually manage the merges anyway to deal with conflicts, then it's no loss to manually apply them independently on each branch.
I think you're wrong to say that the kind of SCC doesn't matter, because for example git's merging abilities are probably better than the merge tool you're using. So the core problem, "merging is difficult" occurs at different times for different SCCs. However, you're unlikely to be able to change SCCs, so the issue is probably irrelevant.
It sounds to me like you're facing a number of code smells here. First of all the main class appears to violate the open/closed principle. It also sounds like it is handling too many responsibilities. Due to this I would assume the code to be more brittle than it needs to be.
While I can understand your concerns regarding traceability following a refactoring, I would expect that this class is rather hard to maintain and enhance and that any changes you do make are likely to cause side effects. I would assume that the cost of these outweighs the cost of refactoring the class.
In any case, since the code smells will only get worse with time, at least at some point the cost of these will outweigh the cost of refactoring. From your description I would assume that you're past the tipping point.
Refactoring this should be done in small steps. If possible add automated tests to verify current behavior before refactoring anything. Then pick out small areas of isolated functionality and extract these as types in order to delegate the responsibility.
In any case, it sounds like a major project, so good luck :)
The only solution I have ever imagined to such problems follows. The actual gain by the described method is progressiveness of the evolutions. No revolutions here, otherwise you'll be in trouble very fast.
Insert a new cpp class above the original main class. For now, it would basically redirect all calls to the current main class, but aim at making the API of this new class as clear and succinct as possible.
Once this has been done, you get the possibility to add new functionalities in new classes.
As for existing functionalities, you have to progressively move them in new classes as they become stable enough. You will lose SCC help for this piece of code, but there is not much that can be done about that. Just pick the right timing.
I know this is not perfect, though I hope it can help, and the process must be adapted to your needs!
Additional information
Note that Git is an SCC that can follow pieces of code from one file to another. I have heard good things about it, so it could help while you are progressively moving your work.
Git is constructed around the notion of blobs which, if I understand correctly, represent pieces of code files. Move these pieces around in different files and Git will find them, even if you modify them. Apart from the video from Linus Torvalds mentioned in comments below, I have not been able to find something clear about this.
Confucius say: "first step to getting out of hole is to stop digging hole."
Let me guess: Ten clients with divergent feature sets and a sales manager that promotes "customization"? I've worked on products like that before. We had essentially the same problem.
You recognize that having an enormous file is trouble, but even more trouble is ten versions that you have to keep "current". That's multiple maintenance. SCC can make that easier, but it can't make it right.
Before you try to break the file into parts, you need to bring the ten branches back in sync with each other so that you can see and shape all the code at once. You can do this one branch at a time, testing both branches against the same main code file. To enforce the custom behavior, you can use #ifdef and friends, but it's better as much as possible to use ordinary if/else against defined constants. This way, your compiler will verify all types and most probably eliminate "dead" object code anyway. (You may want to turn off the warning about dead code, though.)
Once there's only one version of that file shared implicitly by all branches, then it's rather easier to begin traditional refactoring methods.
The #ifdefs are primarily better for sections where the affected code only makes sense in the context of other per-branch customizations. One may argue that these also present an opportunity for the same branch-merging scheme, but don't go hog-wild. One colossal project at a time, please.
In the short run, the file will appear to grow. This is OK. What you're doing is bringing things together that need to be together. Afterwards, you'll begin to see areas that are clearly the same regardless of version; these can be left alone or refactored at will. Other areas will clearly differ depending on the version. You have a number of options in this case. One method is to delegate the differences to per-version strategy objects. Another is to derive client versions from a common abstract class. But none of these transformations are possible as long as you have ten "tips" of development in different branches.
I don't know if this solves your problem, but what I guess you want to do is migrate the content of the file to smaller files independent of each other (summed up).
What I also get is that you have about 10 different versions of the software floating around and you need to support them all without messing things up.
First of all there is just no way that this is easy and will solve itself in a few minutes of brainstorming. The functions linked in your file are all vital to your application, and simply cutting them of and migrating them to other files won't save your problem.
I think you only have these options:
Don't migrate and stay with what you have. Possibly quit your job and start working on serious software with good design in addition. Extreme programming is not always the best solution if you are working on a long time project with enough funds to survive a crash or two.
Work out a layout of how you would love your file to look once it's split up. Create the necessary files and integrate them in your application. Rename the functions or overload them to take an additional parameter (maybe just a simple boolean?).
Once you have to work on your code, migrate the functions you need to work on to the new file and map the function calls of the old functions to the new functions.
You should still have your main-file this way, and still be able to see the changes that were made to it, once it comes to a specific function you know exactly when it was outsourced and so on.
Try to convince your co-workers with some good cake that workflow is overrated and that you need to rewrite some parts of the application in order to do serious business.
Exactly this problem is handled in one of the chapters of the book "Working Effectively with Legacy Code" (http://www.amazon.com/Working-Effectively-Legacy-Michael-Feathers/dp/0131177052).
I think you would be best off creating a set of command classes that map to the API points of the mainmodule.cpp.
Once they are in place, you will need to refactor the existing code base to access these API points via the command classes, once that's done, you are free to refactor each command's implementation into a new class structure.
Of course, with a single class of 11 KLOC the code in there is probably highly coupled and brittle, but creating individual command classes will help much more than any other proxy/facade strategy.
I don't envy the task, but as time goes on this problem will only get worse if it's not tackled.
Update
I'd suggest that the Command pattern is preferable to a Facade.
Maintaining/organizing a lot of different Command classes over a (relatively) monolithic Facade is preferable. Mapping a single Facade onto a 11 KLOC file will probably need to be broken up into a few different groups itself.
Why bother trying to figure out these facade groups? With the Command pattern you will be able to group and organise these small classes organically, so you have a lot more flexibility.
Of course, both options are better than the single 11 KLOC and growing, file.
One important advice: Do not mix refactoring and bugfixes. What you want is a Version of your program that is identical to the previous version, except that the source code is differently.
One way could be to start splitting up the least big function/part into it's own file and then either include with a header (thus turning main.cpp into a list of #includes, which sounds a code smell in itself *I'm not a C++ Guru though), but at least it's now split into files).
You could then try to switch all maintenance releases over to the "new" main.cpp or whatever your structure is. Again: No other changes or Bugfixes because tracking those is confusing as hell.
Another thing: As much as you may desire making one big pass at refactoring the whole thing in one go, you might bite off more than you can chew. Maybe just pick one or two "parts", get them into all the releases, then add some more value for your customer (after all, Refactoring does not add direct value so it is a cost that has to be justified) and then pick another one or two parts.
Obviously that requires some discipline in the team to actually use the split files and not just add new stuff to the main.cpp all the time, but again, trying to do one massive refactor may not be the best course of action.
Rofl, this reminds me of my old job. It seems that, before I joined, everything was inside one huge file (also C++). Then they've split it up (at completely random points using includes) into about three (still huge files). The quality of this software was, as you might expect, horrible. The project totaled at about 40k LOC. (containing almost no comments but LOTS of duplicate code)
In the end I did a complete rewrite of the project. I started by redoing the worst part of the project from scratch. Of course I had in mind a possible (small) interface between this new part and the rest. Then I did insert this part into the old project. I didn't refactor the old code to create the interface necessary, but just replaced it. Then I took made small steps from there, rewriting the old code.
I have to say that this took about half a year and there was no development of the old code base beside bugfixes during that time.
edit:
The size stayed at about 40k LOC but the new application contained many more features and presumably less bugs in its initial version than the 8 year old software. One reason of the rewrite was also that we needed the new features and introducing them inside the old code was nearly impossible.
The software was for an embedded system, a label printer.
Another point that I should add is that in theory the project was C++. But it wasn't OO at all, it could have been C. The new version was object oriented.
OK so for the most part rewriting API of production code is a bad idea as a start. Two things need to happen.
One, you need to actually have your team decide to do a code freeze on current production version of this file.
Two, you need to take this production version and create a branch that manages the builds using preprocessing directives to split up the big file. Splitting the compilation using JUST preprocessor directives (#ifdefs, #includes, #endifs) is easier than recoding the API. It's definitely easier for your SLAs and ongoing support.
Here you could simply cut out functions that relate to a particular subsystem within the class and put them in a file say mainloop_foostuff.cpp and include it in mainloop.cpp at the right location.
OR
A more time consuming but robust way would be to devise an internal dependencies structure with double-indirection in how things get included. This will allow you to split things up and still take care of co-dependencies. Note that this approach requires positional coding and therefore should be coupled with appropriate comments.
This approach would include components that get used based on which variant you are compiling.
The basic structure is that your mainclass.cpp will include a new file called MainClassComponents.cpp after a block of statements like the following:
#if VARIANT == 1
# define Uses_Component_1
# define Uses_Component_2
#elif VARIANT == 2
# define Uses_Component_1
# define Uses_Component_3
# define Uses_Component_6
...
#endif
#include "MainClassComponents.cpp"
The primary structure of the MainClassComponents.cpp file would be there to work out dependencies within the sub components like this:
#ifndef _MainClassComponents_cpp
#define _MainClassComponents_cpp
/* dependencies declarations */
#if defined(Activate_Component_1)
#define _REQUIRES_COMPONENT_1
#define _REQUIRES_COMPONENT_3 /* you also need component 3 for component 1 */
#endif
#if defined(Activate_Component_2)
#define _REQUIRES_COMPONENT_2
#define _REQUIRES_COMPONENT_15 /* you also need component 15 for this component */
#endif
/* later on in the header */
#ifdef _REQUIRES_COMPONENT_1
#include "component_1.cpp"
#endif
#ifdef _REQUIRES_COMPONENT_2
#include "component_2.cpp"
#endif
#ifdef _REQUIRES_COMPONENT_3
#include "component_3.cpp"
#endif
#endif /* _MainClassComponents_h */
And now for each component you create a component_xx.cpp file.
Of course i am using numbers but you should use something more logical based on your code.
Using preprocessor allows you to split things up without having to worry about API changes which is a nightmare in production.
Once you have production settled you can then actually work on redesign.
Well I understand your pain :) I've been in a few such projects as well and it's not pretty. There is no easy answer for this.
One approach that may work for you is to start adding safe guards in all functions, that is, checking arguments, pre/post-conditions in methods, then eventually adding unit tests all in order to capture the current functionality of the sources. Once you have this you are better equipped to re-factor the code because you will have asserts and errors popping up alerting you if you have forgotten something.
Sometimes though there are times when refactoring just may bring more pain than benefit. Then it may be better to just leave the original project and in a pseudo maintenance state and start from scratch and then incrementally adding the functionality from the beast.
You should not be concerned with reducing the file-size, but rather with reducing the class-size. It comes down to almost the same, but makes you look at the problem from a different angle (as #Brian Rasmussen suggests, your class seems to have to many responsibilities).
What you have is a classic example a known design antipattern called the blob. Take some time to read the article I point here, and maybe you may find something useful. Besides, if this project is as big as it looks, you should consider some design to prevent growing into code that you can't control.
This isn't an answer to the big problem, but a theoretical solution to a specific piece of it:
Figure out where you want to split the big file into subfiles. Put comments in some special format at each of those points.
Write a fairly trivial script that will break the file apart into subfiles at those points. (Perhaps the special comments have embedded filenames that the script can use as instructions for how to split it.) It should preserve the comments as part of the splitting.
Run the script. Delete the original file.
When you need to merge from a branch, first recreate the big file by concatenating the pieces back together, do the merge, and then re-split it.
Also, if you want to preserve the SCC file history, I expect the best way to do that is to tell your source control system that the individual piece files are copies of the original. Then it will preserve the history of the sections that were kept in that file, although of course it will also record that large parts were "deleted".
One way to split it without too much danger would be to take a historic look at all the line changes. Are there certain functions that are more stable than others? Hot spots of change if you will.
If a line hasn't been changed in a few years you can probably move it to another file without too much worry. I'd take a look at the source annotated with the last revision that touched a given line and see if there are any functions you could pull out.
Wow, sounds great. I think explaining to your boss, that you need a lot of time to refactor the beast is worth a try. If he doesn't agree, quitting is an option.
Anyway, what I suggest is basically throwing out all the implementation and regrouping it into new modules, let's call those "global services". The "main module" would only forward to those services and ANY new code you write will use them instead of the "main module". This should be feasible in a reasonable amount of time (because it's mostly copy and paste), you don't break existing code and you can do it one maintenance version at a time. And if you still have any time left, you can spend it refactoring all old depending modules to also use the global services.
Do not ever touch this file and the code again!
Treat is like something you are stuck with. Start writing adapters for the functionality encoded there.
Write new code in different units and talk only to adapters which encapsulate the functionality of the monster.
... if only one of the above is not possible, quit the job and get you a new one.
My sympathies - in my previous job I encountered a similar situation with a file that was several times larger than the one you have to deal with. Solution was:
Write code to exhaustively test the function in the program in question. Sounds like you won't already have this in hand...
Identify some code that can be abstracted out into a helper/utilities class. Need not be big, just something that is not truly part of your 'main' class.
Refactor the code identified in 2. into a separate class.
Rerun your tests to ensure nothing got broken.
When you have time, goto 2. and repeat as required to make the code manageable.
The classes you build in step 3. iterations will likely grow to absorb more code that is appropriate to their newly-clear function.
I could also add:
0: buy Michael Feathers' book on working with legacy code
Unfortunately this type of work is all too common, but my experience is that there is great value in being able to make working but horrid code incrementally less horrid while keeping it working.
Consider ways to rewrite the entire application in a more sensible way. Maybe rewrite a small section of it as a prototype to see if your idea is feasible.
If you've identified a workable solution, refactor the application accordingly.
If all attempts to produce a more rational architecture fail, then at least you know the solution is probably in redefining the program's functionality.
My 0.05 eurocents:
Re-design the whole mess, split it into subsystems taking into account the technical and business requirements (=many parallel maintenance tracks with potentially different codebase for each, there is obviously a need for high modifiability, etc.).
When splitting into subsystems, analyze the places which have most changed and separate those from the unchanging parts. This should show you the trouble-spots. Separate the most changing parts to their own modules (e.g. dll) in such a way that the module API can be kept intact and you don't need to break BC all the time. This way you can deploy different versions of the module for different maintenance branches, if needed, while having the core unchanged.
The redesign will likely need to be a separate project, trying to do it to a moving target will not work.
As for the source code history, my opinion: forget it for the new code. But keep the history somewhere so you can check it, if needed. I bet you won't need it that much after the beginning.
You most likely need to get management buy-in for this project. You can argue perhaps with faster development time, less bugs, easier maintaining and less overall chaos. Something along the lines of "Proactively enable the future-proofness and maintenance viability of our critical software assets" :)
This is how I'd start to tackle the problem at least.
Start by adding comments to it. With reference to where functions are called and if you can move things around. This can get things moving. You really need to assess how brittle the code base it. Then move common bits of functionality together. Small changes at a time.
Another book you may find interesting/helpful is Refactoring.
Something I find useful to do (and I'm doing it now although not at the scale you face), is to extract methods as classes (method object refactoring). The methods that differ across your different versions will become different classes which can be injected into a common base to provide the different behaviour you need.
I found this sentence to be the most interesting part of your post:
> The file is used and actively changed in several (> 10) maintenance versions of our product and so it is really hard to refactor it
First, I would recommend that you use a source control system for developing these 10 + maintenance versions that supports branching.
Second, I would create ten branches (one for each of your maintenance versions).
I can feel you cringing already! But either your source control isn't working for your situation because of a lack of features, or it's not being used correctly.
Now to the branch you work on - refactor it as you see fit, safe in the knowledge that you'll not upset the other nine branches of your product.
I would be a bit concerned that you have so much in your main() function.
In any projects I write, I would use main() only perform initialization of core objects - like a simulation or application object - these classes is where the real work should go on.
I would also initialize an application logging object in main for use globally throughout the program.
Finally, in main I also add leak detection code in preprocessor blocks that ensure it's only enabled in DEBUG builds. This is all I would add to main(). Main() should be short!
You say that
> The file basically contains the "main class" (main internal work dispatching and coordination) of our program
It sounds like these two tasks could be split into two separate objects - a co-ordinator and a work dispatcher.
When you split these up, you may mess up your "SCC workflow", but it sounds like adhering stringently to your SCC workflow is causing software maintenance problems. Ditch it, now and don't look back, because as soon as you fix it, you'll begin to sleep easy.
If you're not able to make the decision, fight tooth and nail with your manager for it - your application needs to be refactored - and badly by the sounds of it! Don't take no for an answer!
As you've described it, the main issue is diffing pre-split vs post-split, merging in bug fixes etc.. Tool around it. It won't take that long to hardcode a script in Perl, Ruby, etc. to rip out most of the noise from diffing pre-split against a concatenation of post-split. Do whatever's easiest in terms of handling noise:
remove certain lines pre/during concatenation (e.g. include guards)
remove other stuff from the diff output if necessary
You could even make it so whenever there's a checkin, the concatenation runs and you've got something prepared to diff against the single-file versions.
"The file basically contains the "main class" (main internal work dispatching and coordination) of our program, so every time a feature is added, it also affects this file and every time it grows."
If that big SWITCH (which I think there is) becomes the main maintenance problem, you could refactor it to use dictionary and the Command pattern and remove all switch logic from the existing code to the loader, which populates that map, i.e.:
// declaration
std::map<ID, ICommand*> dispatchTable;
...
// populating using some loader
dispatchTable[id] = concreteCommand;
...
// using
dispatchTable[id]->Execute();
I think the easiest way to track the history of source when splitting a file would be something like this:
Make copies of the original source code, using whatever history-preserving copy commands your SCM system provides. You'll probably need to submit at this point, but there's no need yet to tell your build system about the new files, so that should be ok.
Delete code from these copies. That should not break the history for the lines you keep.
I think what I would do in this situation is bit the bullet and:
Figure out how I wanted to split the file up (based on the current development version)
Put an administrative lock on the file ("Nobody touch mainmodule.cpp after 5pm Friday!!!"
Spend your long weekend applying that change to the >10 maintenance versions (from oldest to newest), up to and including the current version.
Delete mainmodule.cpp from all supported versions of the software. It's a new Age - there is no more mainmodule.cpp.
Convince Management that you shouldn't be supporting more than one maintenance version of the software (at least without a big $$$ support contract). If each of your customers have their own unique version.... yeeeeeshhhh. I'd be adding compiler directives rather than trying to maintain 10+ forks.
Tracking old changes to the file is simply solved by your first check-in comment saying something like "split from mainmodule.cpp". If you need to go back to something recent, most people will remember the change, if it's 2 year from now, the comment will tell them where to look. Of course, how valuable will it be to go back more than 2 years to look at who changed the code and why?

How to update old C code? [closed]

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I have been working on some 10 year old C code at my job this week, and after implementing a few changes, I went to the boss and asked if he needed anything else done. That's when he dropped the bomb. My next task was to go through the 7000 or so lines and understand more of the code, and to modularize the code somewhat. I asked him how he would like the source code modularized, and he said to start putting the old C code into C++ classes.
Being a good worker, I nodded my head yes, and went back to my desk, where I sit now, wondering how in the world to take this code, and "modularize" it. It's already in 20 source files, each with its own purpose and function. In addition, there are three "main" structs. each of these structures has 30 plus fields, many of them being other, smaller structs. It's a complete mess to try to understand, but almost every single function in the program is passed a pointer to one of the structs and uses the struct heavily.
Is there any clean way for me to shoehorn this into classes? I am resolved to do it if it can be done, I just have no idea how to begin.
First, you are fortunate to have a boss who recognizes that code refactoring can be a long-term cost-saving strategy.
I've done this many times, that is, converting old C code to C++. The benefits may surprise you. The final code may be half the original size when you're done, and much simpler to read. Plus, you will likely uncover tricky C bugs along the way. Here are the steps I would take in your case. Small steps are important because you can't jump from A to Z when refactoring a large body of code. You have to go through small, intermediate steps which may never be deployed, but which can be validated and tagged in whatever RCS you are using.
Create a regression/test suite. You will run the test suite each time you complete a batch of changes to the code. You should have this already, and it will be useful for more than just this refactoring task. Take the time to make it comprehensive. The exercise of creating the test suite will get you familiar with the code.
Branch the project in your revision control system of choice. Armed with a test suite and playground branch, you will be empowered to make large modifications to the code. You won't be afraid to break some eggs.
Make those struct fields private. This step requires very few code changes, but can have a big payoff. Proceed one field at a time. Try to make each field private (yes, or protected), then isolate the code which access that field. The simplest, most non-intrusive conversion would be to make that code a friend function. Consider also making that code a method. Converting the code to be a method is simple, but you will have to convert all of the call sites as well. One is not necessarily better than the other.
Narrow the parameters to each function. It's unlikely that any function requires access to all 30 fields of the struct passed as its argument. Instead of passing the entire struct, pass only the components needed. If a function does in fact seem to require access to many different fields of the struct, then this may be a good candidate to be converted to an instance method.
Const-ify as many variables, parameters, and methods as possible. A lot of old C code fails to use const liberally. Sweeping through from the bottom up (bottom of the call graph, that is), you will add stronger guarantees to the code, and you will be able to identify the mutators from the non-mutators.
Replace pointers with references where sensible. The purpose of this step has nothing to do with being more C++-like just for the sake of being more C++-like. The purpose is to identify parameters that are never NULL and which can never be re-assigned. Think of a reference as a compile-time assertion which says, this is an alias to a valid object and represents the same object throughout the current scope.
Replace char* with std::string. This step should be obvious. You might dramatically reduce the lines of code. Plus, it's fun to replace 10 lines of code with a single line. Sometimes you can eliminate entire functions whose purpose was to perform C string operations that are standard in C++.
Convert C arrays to std::vector or std::array. Again, this step should be obvious. This conversion is much simpler than the conversion from char to std::string because the interfaces of std::vector and std::array are designed to match the C array syntax. One of the benefits is that you can eliminate that extra length variable passed to every function alongside the array.
Convert malloc/free to new/delete. The main purpose of this step is to prepare for future refactoring. Merely changing C code from malloc to new doesn't directly gain you much. This conversion allows you to add constructors and destructors to those structs, and to use built-in C++ automatic memory tools.
Replace localize new/delete operations with the std::auto_ptr family. The purpose of this step is to make your code exception-safe.
Throw exceptions wherever return codes are handled by bubbling them up. If the C code handles errors by checking for special error codes then returning the error code to its caller, and so on, bubbling the error code up the call chain, then that C code is probably a candidate for using exceptions instead. This conversion is actually trivial. Simply throw the return code (C++ allows you to throw any type you want) at the lowest level. Insert a try{} catch(){} statement at the place in the code which handles the error. If no suitable place exists to handle the error, consider wrapping the body of main() in a try{} catch(){} statement and logging it.
Now step back and look how much you've improved the code, without converting anything to classes. (Yes, yes, technically, your structs are classes already.) But you haven't scratched the surface of OO, yet managed to greatly simplify and solidify the original C code.
Should you convert the code to use classes, with polymorphism and an inheritence graph? I say no. The C code probably does not have an overall design which lends itself to an OO model. Notice that the goal of each step above has nothing to do with injecting OO principles into your C code. The goal was to improve the existing code by enforcing as many compile-time constraints as possible, and by eliminating or simplifying the code.
One final step.
Consider adding benchmarks so you can show them to your boss when you're done. Not just performance benchmarks. Compare lines of code, memory usage, number of functions, etc.
Really, 7000 lines of code is not very much. For such a small amount of code a complete rewrite may be in order. But how is this code going to be called? Presumably the callers expect a C API? Or is this not a library?
Anyway, rewrite or not, before you start, make sure you have a suite of tests which you can run easily, with no human intervention, on the existing code. Then with every change you make, run the tests on the new code.
This shoehorning into C++ seems to be arbitrary, ask your boss why he needs that done, figure out if you can meet the same goal less painfully, see if you can prototype a subset in the new less painful way, then go and demo to your boss and recommend that you follow the less painful way.
First, tell your boss you're not continuing until you have:
http://www.amazon.com/Refactoring-Improving-Design-Existing-Code/dp/0201485672
and to a lesser extent:
http://www.amazon.com/Working-Effectively-Legacy-Michael-Feathers/dp/0131177052
Secondly, there is no way of modularising code by shoe-horning it into C++ class. This is a huge task and you need to communicate the complexity of refactoring highly proceedural code to your boss.
It boils down to making a small change (extract method, move method to class etc...) and then testing - there is no short cuts with this.
I do feel your pain though...
I guess that the thinking here is that increasing modularity will isolate pieces of code, such that future changes are facilitated. We have confidence in changing one piece because we know it cannot affect other pieces.
I see two nightmare scenarios:
You have nicely structured C code, it will easily transform to C++ classes. In which case it probably already is pretty darn modular, and you've probably done nothing useful.
It's a rats-nest of interconnected stuff. In which case it's going to be really tough to disentangle it. Increasing modularity would be good, but it's going to be a long hard slog.
However, maybe there's a happy medium. Could there be pieces of logic that important and conceptually isolated but which are currently brittle because of a lack of data-hiding etc. (Yes good C doesn't suffer from this, but we don't have that, otherwise we would leave well alone).
Pulling out a class to own that logic and its data, encpaulating that piece could be useful. Whether it's better to do it wih C or C++ is open to question. (The cynic in me says "I'm a C programmer, great C++ a chance to learn something new!")
So: I'd treat this as an elephant to be eaten. First decide if it should be eaten at all, bad elephent is just no fun, well structured C should be left alone. Second find a suitable first bite. And I'd echo Neil's comments: if you don't have a good automated test suite, you are doomed.
I think a better approach could be totally rewrite the code, but you should ask your boss for what purpose he wants you "to start putting the old C code into c++ classes".
You should ask for more details
Surely it can be done - the question is at what cost? It is a huge task, even for 7K LOC. Your boss must understand that it's gonna take a lot of time, while you can't work on shiny new features etc. If he doesn't fully understand this, and/or is not willing to support you, there is no point starting.
As #David already suggested, the Refactoring book is a must.
From your description it sounds like a large part of the code is already "class methods", where the function gets a pointer to a struct instance and works on that instance. So it could be fairly easily converted into C++ code. Granted, this won't make the code much easier to understand or better modularized, but if this is your boss' prime desire, it can be done.
Note also, that this part of the refactoring is a fairly simple, mechanical process, so it could be done fairly safely without unit tests (with hyperaware editing of course). But for anything more you need unit tests to make sure your changes don't break anything.
It's very unlikely that anything will be gained by this exercise. Good C code is already more modular than C++ typically can be - the use of pointers to structs allows compilation units to be independent in the same was as pImpl does in C++ - in C you don't have to expose the data inside a struct to expose its interface. So if you turn each C function
// Foo.h
typedef struct Foo_s Foo;
int foo_wizz (const Foo* foo, ... );
into a C++ class with
// Foo.hxx
class Foo {
// struct Foo members copied from Foo.c
int wizz (... ) const;
};
you will have reduced the modularity of the system compared with the C code - every client of Foo now needs rebuilding if any private implementation functions or member variables are added to the Foo type.
There are many things classes in C++ do give you, but modularity is not one of them.
Ask your boss what the business goals are being achieved by this exercise.
Note on terminology:
A module in a system is a component with a well defined interface which can be replaced with another module with the same interface without effecting the rest of the system. A system composed of such modules is modular.
For both languages, the interface to a module is by convention a header file. Consider string.h and string as defining the interfaces to simple string processing modules in C and C++. If there is a bug in the implementation of string.h, a new libc.so is installed. This new module has the same interface, and anything dynamically linked to it immediately gets the benefit of the new implementation. Conversely, if there is a bug in string handling in std::string, then every project which uses it needs to be rebuilt. C++ introduces a very large amount of coupling into systems, which the language does nothing to mitigate - in fact, the better uses of C++ which fully exploit its features are often a lot more tightly coupled than the equivalent C code.
If you try and make C++ modular, you typically end up with something like COM, where every object has to have both an interface (a pure virtual base class) and an implementation, and you substitute an indirection for efficient template generated code.
If you don't care about whether your system is composed of replaceable modules, then you don't need to perform actions to to make it modular, and can use some of the features of C++ such as classes and templates which, suitable applied, can improve cohesion within a module. If your project is to produce a single, statically linked application then you don't have a modular system, and you can afford to not care at all about modularity. If you want to create something like anti-grain geometry which is beautiful example of using templates to couple together different algorithms and data structures, then you need to do that in C++ - pretty well nothing else widespread is as powerful.
So be very careful what your manager means by 'modularise'.
If every file already has "its own purpose and function" and "every single function in the program is passed a pointer to one of the structs" then the only difference made in changing it into classes would be to replace the pointer to the struct with the implicit this pointer. That would have no effect on how modularised the system is, in fact (if the struct is only defined in the C file rather than in the header) it will reduce modularity.
With “just” 7000 lines of C code, it will probably be easier to rewrite the code from scratch, without even trying to understand the current code.
And there is no automated way to do or even assist the modularization and refactoring that you envisage.
7000 LOC may sound like much but a lot of this will be boilerplate.
Try and see if you can simplify the code before changing it to c++. Basically though I think he just wants you to convert functions into class methods and convert structs into class data members (if they don't contain function pointers, if they do then convert these to actual methods). Can you get in touch with the original coder(s) of this program? They could help you get some understanding done but mainly I would be searching for that piece of code that is the "engine" of the whole thing and base the new software from there. Also, my boss told me that sometimes it is better to simply rewrite the whole thing, but the existing program is a very good reference to mimic the run time behavior of. Of course specialized algorithms are hard to recode. One thing I can assure you of is that if this code is not the best it could be then you are going to have alot of problems later on. I would go up to your boss and promote the fact that you need to redo from scratch parts of the program. I have just been there and I am really happy my supervisor gave me the ability to rewrite. Now the 2.0 version is light years ahead of the original version.
I read this article which is titled "Make bad code good" from http://www.javaworld.com/javaworld/jw-03-2001/jw-0323-badcode.html?page=7 . Its directed at Java users, but all of its ideas our pretty applicable to your case I think. Though the title makes it sound likes it is only for bad code, I think the article is for maintenance engineers in general.
To summarize Dr. Farrell's ideas, he says:
Start with the easy things.
Fix the comments
Fix the formatting
Follow project conventions
Write automated tests
Break up big files/functions
Rewrite code you don't understand
I think after following everyone else's advice this might be a good article to read when you have some free time.
Good luck!

Guidelines for writing flexible software?

I've been developing an interpreter in C++ for my (esoteric, if you want) programming language some time now. One of the main things that I have noticed: I start with a flexible concept, and the further I code (Tokenizer->Parser->Interpreter) the less flexible the whole system gets.
For example: I didn't implement an include function at first, yet the interpreter was already up and running - I had extreme difficulties implementing it and it was just like "patching something out" later on. My system had lost flexibility very quickly.
How can I learn to keep relatively small C++ projects as flexible and extensible as possible during development?
If you need to keep
C++ projects as flexible and extensible as possible during development
then you haven't got a product specification, you have no real goal and no way of defining a finished product.
For a commercial product this is the worst situation to be in. To paraphrase one well known blogger (can't remember who) "you haven't got a product until you define what you aren't going to do."
For personal projects this might not be a problem. Chalk it up to experience and remember for future reference. Refactor and move on.
Define the structure of the project before you start coding. Outline your main objectives and think about how can you achieve that.
Code the headers.
Look if it's possible to implement every feature using this set of interfaces
If no -> go back to (2)
If yes -> code .cpp files
Enjoy.
Of course, this doesn't apply to really large projects. But if your design is modular, there shouldn't be any problems to divide the project into separate parts.
Don't fear Evolution (Refactoring).
If there are many class that fit a theme, create a common base class.
Instead of hard coding data members, use pointers to an abstract base class.
For example, instead of using std::ifstream use std::istream.
In my project, I have abstract classes for Reading and Writing. Classes that support reading and writing use these interfaces. I can pass specialized readers to these classes without changing any code. A data base reader would inherit from the base Reader class, and thus can be used anywhere a reader is used.

Converting C source to C++

How would you go about converting a reasonably large (>300K), fairly mature C codebase to C++?
The kind of C I have in mind is split into files roughly corresponding to modules (i.e. less granular than a typical OO class-based decomposition), using internal linkage in lieu private functions and data, and external linkage for public functions and data. Global variables are used extensively for communication between the modules. There is a very extensive integration test suite available, but no unit (i.e. module) level tests.
I have in mind a general strategy:
Compile everything in C++'s C subset and get that working.
Convert modules into huge classes, so that all the cross-references are scoped by a class name, but leaving all functions and data as static members, and get that working.
Convert huge classes into instances with appropriate constructors and initialized cross-references; replace static member accesses with indirect accesses as appropriate; and get that working.
Now, approach the project as an ill-factored OO application, and write unit tests where dependencies are tractable, and decompose into separate classes where they are not; the goal here would be to move from one working program to another at each transformation.
Obviously, this would be quite a bit of work. Are there any case studies / war stories out there on this kind of translation? Alternative strategies? Other useful advice?
Note 1: the program is a compiler, and probably millions of other programs rely on its behaviour not changing, so wholesale rewriting is pretty much not an option.
Note 2: the source is nearly 20 years old, and has perhaps 30% code churn (lines modified + added / previous total lines) per year. It is heavily maintained and extended, in other words. Thus, one of the goals would be to increase mantainability.
[For the sake of the question, assume that translation into C++ is mandatory, and that leaving it in C is not an option. The point of adding this condition is to weed out the "leave it in C" answers.]
Having just started on pretty much the same thing a few months ago (on a ten-year-old commercial project, originally written with the "C++ is nothing but C with smart structs" philosophy), I would suggest using the same strategy you'd use to eat an elephant: take it one bite at a time. :-)
As much as possible, split it up into stages that can be done with minimal effects on other parts. Building a facade system, as Federico Ramponi suggested, is a good start -- once everything has a C++ facade and is communicating through it, you can change the internals of the modules with fair certainty that they can't affect anything outside them.
We already had a partial C++ interface system in place (due to previous smaller refactoring efforts), so this approach wasn't difficult in our case. Once we had everything communicating as C++ objects (which took a few weeks, working on a completely separate source-code branch and integrating all changes to the main branch as they were approved), it was very seldom that we couldn't compile a totally working version before we left for the day.
The change-over isn't complete yet -- we've paused twice for interim releases (we aim for a point-release every few weeks), but it's well on the way, and no customer has complained about any problems. Our QA people have only found one problem that I recall, too. :-)
What about:
Compiling everything in C++'s C subset and get that working, and
Implementing a set of facades leaving the C code unaltered?
Why is "translation into C++ mandatory"? You can wrap the C code without the pain of converting it into huge classes and so on.
Your application has lots of folks working on it, and a need to not-be-broken.
If you are serious about large scale conversion to an OO style, what
you need is massive transformation tools to automate the work.
The basic idea is to designate groups of data as classes, and then
get the tool to refactor the code to move that data into classes,
move functions on just that data into those classes,
and revise all accesses to that data to calls on the classes.
You can do an automated preanalysis to form statistic clusters to get some ideas,
but you'll still need an applicaiton aware engineer to decide what
data elements should be grouped.
A tool that is capable of doing this task is our DMS Software Reengineering
Toolkit.
DMS has strong C parsers for reading your code, captures the C code
as compiler abstract syntax trees, (and unlike a conventional compiler)
can compute flow analyses across your entire 300K SLOC.
DMS has a C++ front end that can be used as the "back" end;
one writes transformations that map C syntax to C++ syntax.
A major C++ reengineering task on a large avionics system gives
some idea of what using DMS for this kind of activity is like.
See technical papers at
www.semdesigns.com/Products/DMS/DMSToolkit.html,
specifically
Re-engineering C++ Component Models Via Automatic Program Transformation
This process is not for the faint of heart. But than anybody
that would consider manual refactoring of a large application
is already not afraid of hard work.
Yes, I'm associated with the company, being its chief architect.
I would write C++ classes over the C interface. Not touching the C code will decrease the chance of messing up and quicken the process significantly.
Once you have your C++ interface up; then it is a trivial task of copy+pasting the code into your classes. As you mentioned - during this step it is vital to do unit testing.
GCC is currently in midtransition to C++ from C. They started by moving everything into the common subset of C and C++, obviously. As they did so, they added warnings to GCC for everything they found, found under -Wc++-compat. That should get you on the first part of your journey.
For the latter parts, once you actually have everything compiling with a C++ compiler, I would focus on replacing things that have idiomatic C++ counterparts. For example, if you're using lists, maps, sets, bitvectors, hashtables, etc, which are defined using C macros, you will likely gain a lot by moving these to C++. Likewise with OO, you'll likely find benefits where you are already using a C OO idiom (like struct inheritence), and where C++ will afford greater clarity and better type checking on your code.
Your list looks okay except I would suggest reviewing the test suite first and trying to get that as tight as possible before doing any coding.
Let's throw another stupid idea:
Compile everything in C++'s C subset and get that working.
Start with a module, convert it in a huge class, then in an instance, and build a C interface (identical to the one you started from) out of that instance. Let the remaining C code work with that C interface.
Refactor as needed, growing the OO subsystem out of C code one module at a time, and drop parts of the C interface when they become useless.
Probably two things to consider besides how you want to start are on what you want to focus, and where you want to stop.
You state that there is a large code churn, this may be a key to focus your efforts. I suggest you pick the parts of your code where a lot of maintenance is needed, the mature/stable parts are apparently working well enough, so it is better to leave them as they are, except probably for some window dressing with facades etc.
Where you want to stop depends on what the reason is for wanting to convert to C++. This can hardly be a goal in itself. If it is due to some 3rd party dependency, focus your efforts on the interface to that component.
The software I work on is a huge, old code base which has been 'converted' from C to C++ years ago now. I think it was because the GUI was converted to Qt. Even now it still mostly looks like a C program with classes. Breaking the dependencies caused by public data members, and refactoring the huge classes with procedural monster methods into smaller methods and classes never has really taken off, I think for the following reasons:
There is no need to change code that is working and that does not need to be enhanced. Doing so introduces new bugs without adding functionality, and end users don't appreciate that;
It is very, very hard to do refactor reliably. Many pieces of code are so large and also so vital that people hardly dare touching it. We have a fairly extensive suite of functional tests, but sufficient code coverage information is hard to get. As a result, it is difficult to establish whether there are already sufficient tests in place to detect problems during refactoring;
The ROI is difficult to establish. The end user will not benefit from refactoring, so it must be in reduced maintenance cost, which will increase initially because by refactoring you introduce new bugs in mature, i.e. fairly bug-free code. And the refactoring itself will be costly as well ...
NB. I suppose you know the "Working effectively with Legacy code" book?
You mention that your tool is a compiler, and that: "Actually, pattern matching, not just type matching, in the multiple dispatch would be even better".
You might want to take a look at maketea. It provides pattern matching for ASTs, as well as the AST definition from an abstract grammar, and visitors, tranformers, etc.
If you have a small or academic project (say, less than 10,000 lines), a rewrite is probably your best option. You can factor it however you want, and it won't take too much time.
If you have a real-world application, I'd suggest getting it to compile as C++ (which usually means primarily fixing up function prototypes and the like), then work on refactoring and OO wrapping. Of course, I don't subscribe to the philosophy that code needs to be OO structured in order to be acceptable C++ code. I'd do a piece-by-piece conversion, rewriting and refactoring as you need to (for functionality or for incorporating unit testing).
Here's what I would do:
Since the code is 20 years old, scrap down the parser/syntax analyzer and replace it with one of the newer lex/yacc/bison(or anything similar) etc based C++ code, much more maintainable and easier to understand. Faster to develop too if you have a BNF handy.
Once this is retrofitted to the old code, start wrapping modules into classes. Replace global/shared variables with interfaces.
Now what you have will be a compiler in C++ (not quite though).
Draw a class diagram of all the classes in your system, and see how they are communicating.
Draw another one using the same classes and see how they ought to communicate.
Refactor the code to transform the first diagram to the second. (this might be messy and tricky)
Remember to use C++ code for all new code added.
If you have some time left, try replacing data structures one by one to use the more standardized STL or Boost.