C++ code generation for repeated task - c++

I have something like below which will get repeated many times based on the function
that get called
for e.g
acceptfunction()
{
inserter["quantity"] = sdd.getfloat(quantity);
inserter["prodtype"] = sdd.getstring(prodtype);
:
:
so on
}
Like accept above there are 20 more functions(reject,cancel etc) which will do the
similar thing.But the parameteres they insert can differ based on function called.
How can I automate this kind of code.So that I dont need to write new function from
scratch.Basically what I need is if i provide parametres like ("quantity",prodtype)
through some text file or xml, it should generate the required function with the
input parametres.
Is this task can be handled through C++ tempalte Meta programming or someother code
generation tool will help me to do this?

It's ugly, but you can use a preprocessor macro:
#define FUNCTION_MACRO(NAME, ATTRIB1, ATTRIB2)\
void NAME()\
{\
inserter[#ATTRIB1] = sdd.getfloat(ATTRIB1);\
inserter[#ATTRIB2] = sdd.getstring(ATTRIB2);\
}
And then to create a function you just need to do:
FUNCTION_MACRO(accept_function, quantity, prodtype)

Well, when it comes down do it, you almost certainly could but it would require implementing an XML or text parser in TMP. Would be quite a feat.
That's not how things would normally be done, but you've not specified enough details to go into it further.

Macros are generally to be avoided, but this is a case where they are still useful. Something like
#define GET_FUNCTION(type, name) \
do \
{ \
inserter[#name] = sdd.get ## type(name); \
} \
while (0)
will let you say
void acceptfunction()
{
GET_FUNCTION(float, quantity);
GET_FUNCTION(string, prodtype);
// etc...
}
(The reason for the odd do-while construct is to guarantee that the result is a single statement.)
Define different macros for rejectfunction(), etc.

Related

Generating message type with preprocessor

I want to create a communication protocol between two microcontrollers, I use class logic that incorporates message types between systems. I want to develop a more simple process of creating new messages by doing something very simple like following
BEGIN_MSG(LinearDriveMsg)
ADD_2BIT(DriveSpeed, speed)
ADD_16BIT(GMath::Position, position.x)
END_MSG
Ideally it would expand to:
BEGIN_MSG(LinearDriveMsg)
BEGIN_SERIALIZER
ADD_SERIALIZER_2BIT(DriveSpeed, speed)
ADD_SERIALIZER_16BIT(GMath::Position, position.x)
END_SERIALIZER
BEGIN_DESERIALIZER
ADD_DESERIALIZER_2BIT(DriveSpeed, speed)
ADD_DESERIALIZER_16BIT(GMath::Position, position.x)
END_DESERIALIZER
END_MSG
And then expand to cpp code
...
bool LinearDriveMsg::deserialize(const uint8_t *incoming_buffer, const uint8_t *incoming_size) override{
if (*incoming_size != getMessageSize())
return false;
_speed = (DriveSpeed)((incoming_buffer[0] & SPEED_MASK) >> SPEED_OFFSET);
weldTwoBytesToInt(&incoming_buffer[1], _position.x);
return true;
}
int LinearDriveMsg::serialize(uint8_t *outgoing_buffer, uint8_t *outgoing_size) const override{
if (*outgoing_size < getMessageSize())
return -1;
outgoing_buffer[0] |= ((uint8_t)_speed << SPEED_OFFSET) & SPEED_MASK;
cutIntToTwoBytes(_position.x, outgoing_buffer + 1, 2);
return getMessageSize();
}
...
I know that doing some advanced preprocessor stuff is pretty tricky but maybe there some way to do this task? It is also possible to adjust the actual cpp code to make it possible (in that way that the efficiency is still ok)
I will answer it myself. There is actually "simple" way to solve above task in preprocessor. The boost library offers tools to work approximately in preprocessor like in normal languages. They have a package called preprocessor as part of the boost suite read the docs, you can download it here it is part of the main package.
Main feature that helped to solve the task above was the idea to forward a tuple of arrays to constructs that we know from functional programming. Actually it is BOOST_PP_SEQ_FOR_EACH(macro, data, seq). Another feature that helped to solve the task was this guys implementation to create double parentheses around each element.
As idea it will work like following. I have the above list of tuples:
#define frame_composition (begin_byte(0), begin_bit(0), int8_t, speed)\
(begin_byte(1), begin_bit(4), int16_t, direction)\
I have somekind of sequence of actions, because I want to have serial first and deserial second:
#define COMPOSE_FRAME(seq) \
ADD_SERIAL(seq) \
ADD_DESERIAL(seq)
Now the content of each add category:
#define ADD_SERIAL(seq) \
BOOST_PP_SEQ_FOR_EACH(ADD_SERIAL_ELEM, ~, GLK_PP_SEQ_DOUBLE_PARENS(seq))
#define ADD_DESERIAL(seq) \
BOOST_PP_SEQ_FOR_EACH(ADD_DESERIAL_ELEM, ~, GLK_PP_SEQ_DOUBLE_PARENS(seq)) \
The cool thing is, we have forwarded the same list of tuples to different constructs, to execute some different algorithms. Now the contents of X_ELEM defines:
#define ADD_SERIAL_ELEM(seq) \
outgoing_buffer[BOOST_PP_TUPLE_ELEM( 0, elem)] = (uint8_t) BOOST_PP_TUPLE_ELEM( 3, elem);
#define ADD_DESERIAL_ELEM(seq) \
BOOST_PP_TUPLE_ELEM(3,elem) = (BOOST_PP_TUPLE_ELEM(2,elem)) incoming_buffer[BOOST_PP_TUPLE_ELEM(0,elem)];
And if you need you can distinguish between different use cases in element "functions" with
BOOST_PP_IF(cond, t, f)
To do different things for example on object and simple variables
This is noway complete solution, but to see the idea and that it is possible to create highly portable simple message generator framework out of cpp.

c++ best way to realise global switches/flags to control program behaviour without tying the classes to a common point

Let me elaborate on the title:
I want to implement a system that would allow me to enable/disable/modify the general behavior of my program. Here are some examples:
I could switch off and on logging
I could change if my graphing program should use floating or pixel coordinates
I could change if my calculations should be based upon some method or some other method
I could enable/disable certain aspects like maybe a extension api
I could enable/disable some basic integrated profiler (if I had one)
These are some made-up examples.
Now I want to know what the most common solution for this sort of thing is.
I could imagine this working with some sort of singelton class that gets instanced globally or in some other globally available object. Another thing that would be possible would be just constexpr or other variables floating around in a namespace, again globally.
However doing something like that, globally, feels like bad practise.
second part of the question
This might sound like I cant decide what I want, but I want a way to modify all these switches/flags or whatever they are actually called in a single location, without tying any of my classes to it. I don't know if this is possible however.
Why don't I want to do that? Well I like to make my classes somewhat reusable and I don't like tying classes together, unless its required by the DRY principle and or inheritance. I basically couldn't get rid of the flags without modifying the possible hundreds of classes that used them.
What I have tried in the past
Having it all as compiler defines. This worked reasonably well, however I didnt like that I couldnt make it so if the flag file was gone there were some sort of default settings that would make the classes themselves still operational and changeable (through these default values)
Having it as a class and instancing it globally (system class). Worked ok, however I didnt like instancing anything globally. Also same problem as above
Instancing the system class locally and passing it to the classes on construction. This was kinda cool, since I could make multiple instruction sets. However at the same time that kinda ruined the point since it would lead to things that needed to have one flag set the same to have them set differently and therefore failing to properly work together. Also passing it on every construction was a pain.
A static class. This one worked ok for the longest time, however there is still the problem when there are missing dependencies.
Summary
Basically I am looking for a way to have a single "place" where I can mess with some values (bools, floats etc.) and that will change the behaviour of all classes using them for whatever, where said values either overwrite default values or get replaced by default values if said "place" isnt defined.
If a Singleton class does not work for you , maybe using a DI container may fit in your third approach? It may help with the construction and make the code more testable.
There are some DI frameworks for c++, like https://github.com/google/fruit/wiki or https://github.com/boost-experimental/di which you can use.
If you decide to use switch/flags, pay attention for "cyclometric complexity".
If you do not change the skeleton of your algorithm but only his behaviour according to the objets in parameter, have a look at "template design pattern". This method allow you to define a generic algorithm and specify particular step for a particular situation.
Here's an approach I found useful; I don't know if it's what you're looking for, but maybe it will give you some ideas.
First, I created a BehaviorFlags.h file that declares the following function:
// Returns true iff the given feature/behavior flag was specified for us to use
bool IsBehaviorFlagEnabled(const char * flagName);
The idea being that any code in any of your classes could call this function to find out if a particular behavior should be enabled or not. For example, you might put this code at the top of your ExtensionsAPI.cpp file:
#include "BehaviorFlags.h"
static const enableExtensionAPI = IsBehaviorFlagEnabled("enable_extensions_api");
[...]
void DoTheExtensionsAPIStuff()
{
if (enableExtensionsAPI == false) return;
[... otherwise do the extensions API stuff ...]
}
Note that the IsBehaviorFlagEnabled() call is only executed once at program startup, for best run-time efficiency; but you also have the option of calling IsBehaviorFlagEnabled() on every call to DoTheExtensionsAPIStuff(), if run-time efficiency is less important that being able to change your program's behavior without having to restart your program.
As far as how the IsBehaviorFlagEnabled() function itself is implemented, it looks something like this (simplified version for demonstration purposes):
bool IsBehaviorFlagEnabled(const char * fileName)
{
// Note: a real implementation would find the user's home directory
// using the proper API and not just rely on ~ to expand to the home-dir path
std::string filePath = "~/MyProgram_Settings/";
filePath += fileName;
FILE * fpIn = fopen(filePath.c_str(), "r"); // i.e. does the file exist?
bool ret = (fpIn != NULL);
fclose(fpIn);
return ret;
}
The idea being that if you want to change your program's behavior, you can do so by creating a file (or folder) in the ~/MyProgram_Settings directory with the appropriate name. E.g. if you want to enable your Extensions API, you could just do a
touch ~/MyProgram_Settings/enable_extensions_api
... and then re-start your program, and now IsBehaviorFlagEnabled("enable_extensions_api") returns true and so your Extensions API is enabled.
The benefits I see of doing it this way (as opposed to parsing a .ini file at startup or something like that) are:
There's no need to modify any "central header file" or "registry file" every time you add a new behavior-flag.
You don't have to put a ParseINIFile() function at the top of main() in order for your flags-functionality to work correctly.
You don't have to use a text editor or memorize a .ini syntax to change the program's behavior
In a pinch (e.g. no shell access) you can create/remove settings simply using the "New Folder" and "Delete" functionality of the desktop's window manager.
The settings are persistent across runs of the program (i.e. no need to specify the same command line arguments every time)
The settings are persistent across reboots of the computer
The flags can be easily modified by a script (via e.g. touch ~/MyProgram_Settings/blah or rm -f ~/MyProgram_Settings/blah) -- much easier than getting a shell script to correctly modify a .ini file
If you have code in multiple different .cpp files that needs to be controlled by the same flag-file, you can just call IsBehaviorFlagEnabled("that_file") from each of them; no need to have every call site refer to the same global boolean variable if you don't want them to.
Extra credit: If you're using a bug-tracker and therefore have bug/feature ticket numbers assigned to various issues, you can creep the elegance a little bit further by also adding a class like this one:
/** This class encapsulates a feature that can be selectively disabled/enabled by putting an
* "enable_behavior_xxxx" or "disable_behavior_xxxx" file into the ~/MyProgram_Settings folder.
*/
class ConditionalBehavior
{
public:
/** Constructor.
* #param bugNumber Bug-Tracker ID number associated with this bug/feature.
* #param defaultState If true, this beheavior will be enabled by default (i.e. if no corresponding
* file exists in ~/MyProgram_Settings). If false, it will be disabled by default.
* #param switchAtVersion If specified, this feature's default-enabled state will be inverted if
* GetMyProgramVersion() returns any version number greater than this.
*/
ConditionalBehavior(int bugNumber, bool defaultState, int switchAtVersion = -1)
{
if ((switchAtVersion >= 0)&&(GetMyProgramVersion() >= switchAtVersion)) _enabled = !_enabled;
std::string fn = defaultState ? "disable" : "enable";
fn += "_behavior_";
fn += to_string(bugNumber);
if ((IsBehaviorFlagEnabled(fn))
||(IsBehaviorFlagEnabled("enable_everything")))
{
_enabled = !_enabled;
printf("Note: %s Behavior #%i\n", _enabled?"Enabling":"Disabling", bugNumber);
}
}
/** Returns true iff this feature should be enabled. */
bool IsEnabled() const {return _enabled;}
private:
bool _enabled;
};
Then, in your ExtensionsAPI.cpp file, you might have something like this:
// Extensions API feature is tracker #4321; disabled by default for now
// but you can try it out via "touch ~/MyProgram_Settings/enable_feature_4321"
static const ConditionalBehavior _feature4321(4321, false);
// Also tracker #4222 is now enabled-by-default, but you can disable
// it manually via "touch ~/MyProgram_Settings/disable_feature_4222"
static const ConditionalBehavior _feature4222(4222, true);
[...]
void DoTheExtensionsAPIStuff()
{
if (_feature4321.IsEnabled() == false) return;
[... otherwise do the extensions API stuff ...]
}
... or if you know that you are planning to make your Extensions API enabled-by-default starting with version 4500 of your program, you can set it so that Extensions API will be enabled-by-default only if GetMyProgramVersion() returns 4500 or greater:
static ConditionalBehavior _feature4321(4321, false, 4500);
[...]
... also, if you wanted to get more elaborate, the API could be extended so that IsBehaviorFlagEnabled() can optionally return a string to the caller containing the contents of the file it found (if any), so that you could do shell commands like:
echo "opengl" > ~/MyProgram_Settings/graphics_renderer
... to tell your program to use OpenGL for its 3D graphics, or etc:
// In Renderer.cpp
std::string rendererType;
if (IsDebugFlagEnabled("graphics_renderer", &rendererType))
{
printf("The user wants me to use [%s] for rendering 3D graphics!\n", rendererType.c_str());
}
else printf("The user didn't specify what renderer to use.\n");

Implementing your own property system (Qt-like)

I want to implement my own simple property system (C++) similiar to one provided by Qt's Q_PROPERTY. The problem is that Qt's properties doesn't work from inside macros which I'm trying to use to add some additional functionality above properties. The aim is to be able to declare a property and automatically get access both through properties string name representation and regular methods:
MY_PROPERTY(QString, Name)
...
getObject()->setProperty("Name", "John");
...
myObject->setName("John");
QString name = myObject->getName();
I want to add all the needed functionality with a single line but the following code will not work, since MOC doesn't expand macros:
#define MY_PROPERTY(type, name)\
Q_PROPERTY(type name READ name WRITE change##name)\
\
void set##name(type param)\
{\
m_##name = param;\
DO SOMETHING
}\
Please advice any good books/articles on this topic.
most (>95%) condition, Qt Propery System is enough, if you really want to add something on yourself property when its setting or getting, you can use Qt signal/slot System to do this.
if you finally still want to do you own Property System, I think the best reference is Qt source code, isn't it?

NetBeans code-template expansion; string manipulation

I'm trying to use the Code Templates feature with PHP in NetBeans (7.3), however I'm finding it rather limited. Given the following desired output:
public function addFoo(Foo $foo) {
$this->fooCollection[] = $foo;
}
I'm trying to have every instance of "foo"/"Foo" be variable; so I used a variable:
public function add${name}(${name} $$${name}) {
$this->${name}Collection[] = $$${name};
}
Of course, when expanded there isn't any regard given to the desired capitalization rules, because I can't find a way to implement that; the result being (given I populate ${name} with "Foo"):
public function addFoo(Foo $Foo) { // note the uppercase "Foo" in the argument
$this->FooCollection[] = $Foo; // and collection property names...
} // not what I had in mind
Now, I've read that NetBeans supports FreeMarker in it's templates, but that seems to be only for file-templates and not snippet-templates like these.
As far as I can tell, the FreeMarker version would look something like the following; however, it doesn't work, and ${name?capitalize} is simply seen as another variable name.
public function add${name?capitalize}(${name?capitalize} $$${name}) {
$this->${name}Collection[] = $$${name};
}
Passing "foo", allowing capitalize to fix it for type-names, second-words, etc.
Is there any way to get FreeMarker support here, or an alternative?
I'm open to any suggestions really; third-party plugins included. I just don't want to have to abandon NetBeans.
Addendum
The example given is trivial; an obvious solution for it specifically would be:
public function add${upperName}(${upperName} $$${lowerName}) {
$this->${lowerName}Collection[] = $$${lowerName};
}
Where upper/lower would be "Foo"/"foo" respectively. However, it's just an example, and I'm looking for something more robust in general (such as FreeMarker support)

How to test asynchronuous code

I've written my own access layer to a game engine. There is a GameLoop which gets called every frame which lets me process my own code. I'm able to do specific things and to check if these things happened. In a very basic way it could look like this:
void cycle()
{
//set a specific value
Engine::setText("Hello World");
//read the value
std::string text = Engine::getText();
}
I want to test if my Engine-layer is working by writing automated tests. I have some experience in using the Boost Unittest Framework for simple comparison tests like this.
The problem is, that some things I want the engine to do are just processed after the call to cycle(). So calling Engine::getText() directly after Engine::setText(...) would return an empty string. If I would wait until the next call of cycle() the right value would be returned.
I now am wondering how I should write my tests if it is not possible to process them in the same cycle. Are there any best practices? Is it possible to use the "traditional testing" approach given by Boost Unittest Framework in such an environment? Are there perhaps other frameworks aimed at such a specialised case?
I'm using C++ for everything here, but I could imagine that there are answers unrelated to the programming language.
UPDATE:
It is not possible to access the Engine outside of cycle()
In your example above, std::string text = Engine::getText(); is the code you want to remember from one cycle but execute in the next. You can save it for later execution. For example - using C++11 you could use a lambda to wrap the test into a simple function specified inline.
There are two options with you:
If the library that you have can be used synchronously or using c++11 futures like facility (which can indicate the readyness of the result) then in your test case you can do something as below
void testcycle()
{
//set a specific value
Engine::setText("Hello World");
while (!Engine::isResultReady());
//read the value
assert(Engine::getText() == "WHATEVERVALUEYOUEXPECT");
}
If you dont have the above the best you can do have a timeout (this is not a good option though because you may have spurious failures):
void testcycle()
{
//set a specific value
Engine::setText("Hello World");
while (Engine::getText() != "WHATEVERVALUEYOUEXPECT") {
wait(1 millisec);
if (total_wait_time > 1 sec) // you can put whatever max time
assert(0);
}
}