Disadvantages of passing around functions? - c++

I'm learning C++ (coming from java) and recently discovered that you can pass functions around. This is really cool and I think immensely useful. Now I was thinking on how I could use this and one of the idea's that popped into my head was a completely customizable class.
The best example of my train of though for completely customizable classes (code) would be say a person class. Person would have all functions pertaining to P. Later Person may pick up a sword (S), so now Person has access to all functions pertaining to both P and S.
Are there limits or performance issues with this? Is this sloppy and just plain frowned upon?
Any insight is educational, thanks.
~Aedon

When passing around functions - i.e. pointers to functions really - calls are always indirect and therefore possibly slower than a direct call (and definitely slower than an inlined call altogether).
The STL is modeled with functors. That is: light function objects that have a operator() member which gets called. This has the advantage of being a very likely candidate for inlining, especially if the functor and operator() are very simple (as e.g. std::less<T>).
See also: http://www.sgi.com/tech/stl/functors.html

There is a slight performance hit since a pointer or reference must be dereferenced before calling the function.
This is a very advantageous feature. Many design patterns and polymorphism depend on pointers to functions. Check out the "Visitor Design Pattern".
Another usage is for a table of functions. For example, you could write a generic menu engine that displays different menus by using different functions.
Also research "Factory design pattern."

There's absolutely nothing wrong with passing around a function, but it's kind of primitive and limiting. Often you have some data that you want to associate with the function, in addition to the parameters you're passing to it. Also you might want to group related functions together and pass them as one. Congratulations, you've just described a C++ class!
If you want to see how C++ can really blur the line, consider a functor. This is a class that has an operator() method, so that you can call it just as you would a function. It has two immediate advantages over a plain function: it can hold state between calls, and it can be inlined by the compiler for superior performance. It's not uncommon for std::sort to outperform the older C qsort for example, because qsort uses a function pointer while std::sort uses a functor.

Related

Should I use std::function or a function pointer in C++?

When implementing a callback function in C++, should I still use the C-style function pointer:
void (*callbackFunc)(int);
Or should I make use of std::function:
std::function< void(int) > callbackFunc;
In short, use std::function unless you have a reason not to.
Function pointers have the disadvantage of not being able to capture some context. You won't be able to for example pass a lambda function as a callback which captures some context variables (but it will work if it doesn't capture any). Calling a member variable of an object (i.e. non-static) is thus also not possible, since the object (this-pointer) needs to be captured.(1)
std::function (since C++11) is primarily to store a function (passing it around doesn't require it to be stored). Hence if you want to store the callback for example in a member variable, it's probably your best choice. But also if you don't store it, it's a good "first choice" although it has the disadvantage of introducing some (very small) overhead when being called (so in a very performance-critical situation it might be a problem but in most it should not). It is very "universal": if you care a lot about consistent and readable code as well as don't want to think about every choice you make (i.e. want to keep it simple), use std::function for every function you pass around.
Think about a third option: If you're about to implement a small function which then reports something via the provided callback function, consider a template parameter, which can then be any callable object, i.e. a function pointer, a functor, a lambda, a std::function, ... Drawback here is that your (outer) function becomes a template and hence needs to be implemented in the header. On the other hand you get the advantage that the call to the callback can be inlined, as the client code of your (outer) function "sees" the call to the callback will the exact type information being available.
Example for the version with the template parameter (write & instead of && for pre-C++11):
template <typename CallbackFunction>
void myFunction(..., CallbackFunction && callback) {
...
callback(...);
...
}
As you can see in the following table, all of them have their advantages and disadvantages:
function ptr
std::function
template param
can capture context variables
no1
yes
yes
no call overhead (see comments)
yes
no
yes
can be inlined (see comments)
no
no
yes
can be stored in a class member
yes
yes
no2
can be implemented outside of header
yes
yes
no
supported without C++11 standard
yes
no3
yes
nicely readable (my opinion)
no
yes
(yes)
(1) Workarounds exist to overcome this limitation, for example passing the additional data as further parameters to your (outer) function: myFunction(..., callback, data) will call callback(data). That's the C-style "callback with arguments", which is possible in C++ (and by the way heavily used in the WIN32 API) but should be avoided because we have better options in C++.
(2) Unless we're talking about a class template, i.e. the class in which you store the function is a template. But that would mean that on the client side the type of the function decides the type of the object which stores the callback, which is almost never an option for actual use cases.
(3) For pre-C++11, use boost::function
void (*callbackFunc)(int); may be a C style callback function, but it is a horribly unusable one of poor design.
A well designed C style callback looks like void (*callbackFunc)(void*, int); -- it has a void* to allow the code that does the callback to maintain state beyond the function. Not doing this forces the caller to store state globally, which is impolite.
std::function< int(int) > ends up being slightly more expensive than int(*)(void*, int) invocation in most implementations. It is however harder for some compilers to inline. There are std::function clone implementations that rival function pointer invocation overheads (see 'fastest possible delegates' etc) that may make their way into libraries.
Now, clients of a callback system often need to set up resources and dispose of them when the callback is created and removed, and to be aware of the lifetime of the callback. void(*callback)(void*, int) does not provide this.
Sometimes this is available via code structure (the callback has limited lifetime) or through other mechanisms (unregister callbacks and the like).
std::function provides a means for limited lifetime management (the last copy of the object goes away when it is forgotten).
In general, I'd use a std::function unless performance concerns manifest. If they did, I'd first look for structural changes (instead of a per-pixel callback, how about generating a scanline processor based off of the lambda you pass me? which should be enough to reduce function-call overhead to trivial levels.). Then, if it persists, I'd write a delegate based off fastest possible delegates, and see if the performance problem goes away.
I would mostly only use function pointers for legacy APIs, or for creating C interfaces for communicating between different compilers generated code. I have also used them as internal implementation details when I am implementing jump tables, type erasure, etc: when I am both producing and consuming it, and am not exposing it externally for any client code to use, and function pointers do all I need.
Note that you can write wrappers that turn a std::function<int(int)> into a int(void*,int) style callback, assuming there are proper callback lifetime management infrastructure. So as a smoke test for any C-style callback lifetime management system, I'd make sure that wrapping a std::function works reasonably well.
Use std::function to store arbitrary callable objects. It allows the user to provide whatever context is needed for the callback; a plain function pointer does not.
If you do need to use plain function pointers for some reason (perhaps because you want a C-compatible API), then you should add a void * user_context argument so it's at least possible (albeit inconvenient) for it to access state that's not directly passed to the function.
The only reason to avoid std::function is support of legacy compilers that lack support for this template, which has been introduced in C++11.
If supporting pre-C++11 language is not a requirement, using std::function gives your callers more choice in implementing the callback, making it a better option compared to "plain" function pointers. It offers the users of your API more choice, while abstracting out the specifics of their implementation for your code that performs the callback.
std::function may bring VMT to the code in some cases, which has some impact on performance.
The other answers answer based on technical merits. I'll give you an answer based on experience.
As a very heavy X-Windows developer who always worked with function pointer callbacks with void* pvUserData arguments, I started using std::function with some trepidation.
But I find out that combined with the power of lambdas and the like, it has freed up my work considerably to be able to, at a whim, throw multiple arguments in, re-order them, ignore parameters the caller wants to supply but I don't need, etc. It really makes development feel looser and more responsive, saves me time, and adds clarity.
On this basis I'd recommend anyone to try using std::function any time they'd normally have a callback. Try it everywhere, for like six months, and you may find you hate the idea of going back.
Yes there's some slight performance penalty, but I write high-performance code and I'm willing to pay the price. As an exercise, time it yourself and try to figure out whether the performance difference would ever matter, with your computers, compilers and application space.

function pointer returning another function pointer in C++ with locality

Considering the fact that a pointer to a function returning another pointer to another function is the mechanism used in C to introduce some runtime polymorphism/callbacks, What is the equivalent way to implement this in C++ while improving locality and lower the cost about pointers and indirections ?
For example this syntactic sugar can help but I'm not really interested in this, altough it's a nice way to do things in a C++ way instead of a more C-ish typedef, I'm more interested in improving locality while trying to reduce the use of explicit pointers at runtime.
The real reason as to why people use function pointers in C to emulate polymorphism is not performance but the fact that C neither supports real polymorphism nor templates. These are two alternatives you have in C++. All three approaches are compared in this thread.
Note that even though calling a function pointer does not require the additional vtable lookup that virtual function calls do, calling virtual functions and function pointers both suffer from the same major performance problem: Branch prediction in both cases is not as reliable and you tend to end up with more pipeline flushes.
I think you can use Virtual function for meet part of the requirement.

Passing argument or having it in class optimisation

I'm making a gomoku artificial intelligence and I was wondering myself wich was the best optimized thing to do to have my table available in all my functions. This table is under the form of a char map[MAPSIZE][MAPSIZE]. In my algorithm I a lot of read access to this table.
Is it faster to access this map if it's passed as:
An argument in all my functions.
A member of my algorithm class.
A global variable.
An argument to function but as a pointer.
In a near future I will have to make a lot of copies of this table to implement a search tree.
Thanks for your time,
If it makes sense for it to be a class member - make it a class member. This is a design decision that shouldn't be made out of optimization considerations (at least not yet, you can later, after measuring, trade-off design for performance if you think it's worth it).
The alternative is passing it by reference (or pointer, but reference is more C++-ish).
Is it faster to access this map if it's passed as: ...
Different methods do incur different runtime costs. However, the difference is almost certainly irrelevant unless you do something grossly inefficient (e.g. unnecessarily copy the entire table in each method).
I suggest you design this with correctness and clarity in mind, and worry about optimizations later.

STL Functional -- Why?

In C++ Standard Template Library, there's a 'functional' part, in which many classes have overloaded their () operator.
Does it bring any convenience to use functions as objects in C++?
Why can't we just use function pointer instead? Any examples?
Ofcourse, One can always use Function pointers instead of Function Objects, However there are certain advantages which function objects provide over function pointers, namely:
Better Performance:
One of the most distinct and important advantage is they are more likely to yield better performance. In case of function objects more details are available at compile time so that the compiler can accurately determine and hence inline the function to be called unlike in case of function pointers where the derefencing of the pointer makes it difficult for the compiler to determine the actual function that will be called.
Function objects are Smart functions:
Function objects may have other member functions and attributes.This means that function objects have a state. In fact, the same function, represented by a function object, may have different states at the same time. This is not possible for ordinary functions. Another advantage of function objects is that you can initialize them at runtime before you use/call them.
Power of Generic programming:
Ordinary functions can have different types only when their signatures differ. However, function objects can have different types even when their signatures are the same. In fact, each functional behavior defined by a function object has its own type. This is a significant improvement for generic programming using templates because one can pass functional behavior as a template parameter.
Why can't we just use function pointer instead? Any examples?
Using C style function pointer cannot leverage the advantage of inlining. Function pointer typically requires an additional indirection for lookup.
However, if operator () is overloaded then it's very easy for compiler to inline the code and save an extra call, so increase in performance.
The other advantage of overloaded operator () is that, one can design a function which implicitly considers the function object as argument; no need to pass it as a separate function. Lesser the hand coded program, lesser the bugs and better readability.
This question from Bjarne Stroustrup (C++ inventor) webpage explains that aspect nicely.
C++ Standard (Template) Library uses functional programming with overloaded operator (), if it's needed.
> Does it bring any convenience to use functions as objects in C++?
Yes: The C++ template mechanism allows all other C/C++ programming styles (C style and OOP style, see below).
> Why can't we just use function pointer instead? Any examples?
But we can: A simple C function pointer is an object with a well defined operator(), too.
If we design a library, we do not want to force anyone to use that C pointer style if not desired. It is usually as undesired as forcing everything/everyone to be in/use OOP style; see below.
From C-programmers and functional programmers views, OOP not only tends to be slower but more verbose and in most cases to be the wrong direction of abstraction ("information" is not and should not be an "object"). Because of that, people tend to be confused whenever the word "object" is used in other contexts.
In C++, anything with the desired properties can be seen as an object. In this case, a simple C function pointer is an object, too. This does not imply that OOP paradigms are used when not desired; it is just a proper way to use the template mechanism.
To understand the performance differences, compare the programming(-language) styles/paradigms and their possible optimisations:
C style:
Function pointer with its closure ("this" in OOP, pointer to some structure) as first parameter.
To call the function, the address of the function needs to be accessed first.
That is 1 indirection; no inlining possible.
C++ (and Java) OOP style:
Reference to an object derived from a class with virtual functions.
Reference is 1st pointer.
Pointer to virtual-table is 2nd pointer.
Function pointer in virtual-table is 3rd pointer.
That are 3 indirections; no inlining possible.
C++ template style:
Copy of an object with () function.
No virtual-table since the type of that object is known at compile time.
The address of the function is known at compile time.
That are 0 indirections; inlining possible.
The C++ templates are versatile enough to allow the other two styles above, and in the case of inlining they can even outperform…
compiled functional languages: (excluding JVM and Javascript as target platforms because of missing "proper tail calls")
Function pointer and reference to its closure in machine registers.
It is usually no function "call" but a GOTO like jump.
Functions do not need the stack, no address to jump back, no parameters nor local variables on the stack.
Functions have their garbage collectable closure(s) containing parameters and a pointer to the next function to be called.
For the CPU to predict the jump, the address of the function needs to be loaded to a register as early as possible.
That is 1 indirection with possible jump prediction; everything is nearly as fast as inlined.
The main difference is that function objects are more powerful than plain function pointers as they can hold state. Most algorithms take templates functions rather than plain function pointers, which enable the use of powerful constructs as binders that call functions with different signatures by filling extra arguments with values stored on the functor, or the newer lambdas in C++11. Once the algorithms are designed to take functors it just makes sense to provide a set of predefined generic function objects in the library.
Aside from that there are potential advantages in that in most cases those functors are simple classes for which the compiler has the full definition and can perform inlining of the function calls improving performance. This is the reason why std::sort can be much faster than qsort from the C library.

Should I stop using abstract base classes/interfaces and instead use boost::function/std::function?

I've just learned about what std::function really is about and what it is used for and I have a question: now that we essentially have delegates, where and when should we use Abstract Base Classes and when, instead, we should implement polymorphism via std::function objects fed to a generic class? Did ABC receive a fatal blow in C++11?
Personally my experience so far is that switching delegates is much simpler to code than creating multiple inherited classes each for particular behaviour... so I am a little confused abotu how useful Abstract Bases will be from now on.
Prefer well defined interfaces over callbacks
The problem with std::function (previously boost::function) is that most of the time you need to have a callback to a class method, and therefore need to bind this to the function object. However in the calling code, you have no way to know if this is still around. In fact, you have no idea that there even is a this because bind has molded the signature of the calling function into what the caller requires.
This can naturally cause weird crashes as the callback attempts to fire into methods for classes that no longer exist.
You can, of course use shared_from_this and bind a shared_ptr to a callback, but then your instance may never go away. The person that has a callback to you now participates in your ownership without them even knowing about it. You probably want more predictable ownership and destruction.
Another problem, even if you can get the callback to work fine, is with callbacks, the code can be too decoupled. The relationships between objects can be so difficult to ascertain that the code readability becomes decreased. Interfaces, however, provide a good compromise between an appropriate level of decoupling with a clearly specified relationship as defined be the interface's contract. You can also more clearly specify, in this relationship, issues like who owns whom, destrcution order, etc.
An additional problem with std::function is that many debuggers do not support them well. In VS2008 and boost functions, you have to step through about 7 layers to get to your function. Even if all other things being equal a callback was the best choice, the sheer annoyance and time wasted accidentally stepping over the target of std::function is reason enough to avoid it. Inheritance is a core feature of the language, and stepping into an overridden method of an interface is instantaneous.
Lastly I'll just add we don't have delegates in C++. Delegates in C# are a core part of the language, just like inheritance is in C++ and C#. We have a std library feature which IMO is one layer removed from a core language functionality. So its not going to be as tightly integrated with other core features of the language. It instead helps formalize the idea of function objects that have been a C++ idiom for a good while now.
I do not see how one can come to the conclusion that function pointers make abstract base classes obsolete.
A class, encapsulates methods and data that pertains to it.
A function pointer, is a function pointer. It has no notion of an encapsulating object, it merely knows about the parameters passed to it.
When we write classes, we are describing well-defined objects.
Function pointers are great for a good number of things, but changing the behaviour of an object isn't necessarily the target-audience (though I admit there may be times when you would want to do so, e.g. callbacks, as Doug.T mentions).
Please don't confuse the two.