unique synthesised name - c++

I would like to generate various data types in C++ with unique deterministic names. For example:
struct struct_int_double { int mem0; double mem1; };
At present my compiler synthesises names using a counter, which means the names don't agree when compiling the same data type in distinct translation units.
Here's what won't work:
Using the ABI mangled_name function. Because it depends already on structs having unique names. Might work in C++11 compliant ABI by pretending struct is anonymous?
Templates eg struct2 because templates don't work with recursive types.
A complete mangling. Because it gives names which are way too long (hundreds of characters!)
Apart from a global registry (YUK!) the only thing I can think of is to first create a unique long mangled name, and then use a digest or hash function to shorten it (and hope there are no clashes).
Actual problem: to generate libraries which can be called where the types are anonymous, eg tuples, sum types, function types.
Any other ideas?
EDIT: Addition description of recursive type problem. Consider defining a linked list like this:
template<class T>
typedef pair<list<T>*, T> list;
This is actually what is required. It doesn't work for two reasons: first, you can't template a typedef. [NO, you can NOT use a template class with a typedef in it, it doesn't work] Second, you can't pass in list* as an argument because it isn't defined yet. In C without polymorphism you can do it:
struct list_int { struct list_int *next; int value; };
There are several work arounds. For this particular problem you can use a variant of the Barton-Nackman trick, but it doesn't generalise.
There is a general workaround, first shown me by Gabrielle des Rois, using a template with open recursion, and then a partial specialisation to close it. But this is extremely difficult to generate and would probably be unreadable even if I could figure out how to do it.
There's another problem doing variants properly too, but that's not directly related (it's just worse because of the stupid restriction against declaring unions with constructable types).
Therefore, my compiler simply uses ordinary C types. It has to handle polymorphism anyhow: one of the reasons for writing it was to bypass the problems of C++ type system including templates. This then leads to the naming problem.

Do you actually need the names to agree? Just define the structs separately, with different names, in the different translation units and reinterpret_cast<> where necessary to keep the C++ compiler happy. Of course that would be horrific in hand-written code, but this is code generated by your compiler, so you can (and I assume do) perform the necessary static type checks before the C++ code is generated.
If I've missed something and you really do need the type names to agree, then I think you already answered your own question: Unless the compiler can share information between the translation of multiple translation units (through some global registry), I can't see any way of generating unique, deterministic names from the type's structural form except the obvious one of name-mangling.
As for the length of names, I'm not sure why it matters? If you're considering using a hash function to shorten the names then clearly you don't need them to be human-readable, so why do they need to be short?
Personally I'd probably generate semi-human-readable names, in a similar style to existing name-mangling schemes, and not bother with the hash function. So, instead of generating struct_int_double you might generate sid (struct, int, double) or si32f64 (struct, 32-bit integer, 64-bit float) or whatever. Names like that have the advantage that they can still be parsed directly (which seems like it would be pretty much essential for debugging).
Edit
Some more thoughts:
Templates: I don't see any real advantage in generating template code to get around this problem, even if it were possible. If you're worried about hitting symbol name length limits in the linker, templates can't help you, because the linker has no concept of templates: any symbols it see will be mangled forms of the template structure generated by the C++ compiler and will have exactly the same problem as long mangled names generated directly by the felix compiler.
Any types that have been named in felix code should be retained and used directly (or nearly directly) in the generated C++ code. I would think there are practical (soft) readability/maintainability constraints on the complexity of anonymous types used in felix code, which are the only ones you need to generate names for. I assume your "variants" are discriminated unions, so each component part must have a name (the tag) defined in the felix code, and again these names can be retained. (I mentioned this in a comment, but since I'm editing my answer I might as well include it)
Reducing mangled-name length: Running a long mangled name through a hash function sounds like the easiest way to do it, and the chance of collisions should be acceptable as long as you use a good hash function and retain enough bits in your hashed name (and your alphabet for encoding the hashed name has 37 characters, so a full 160-bit sha1 hash could be written in about 31 characters). The hash function idea means that you won't be able to get directly back from a hashed name to the original name, but you might never need to do that. And you could dump out an auxiliary name-mapping table as part of the compilation process I guess (or re-generate the name from the C struct definition maybe, where it's available). Alternatively, if you still really don't like hash functions, you could probably define a reasonably compact bit-level encoding (then write that in the 37-character identifier alphabet), or even run some general purpose compression algorithm on that bit-level encoding. If you have enough felix code to analyse you could even pre-generate a fixed compression dictionary. That's stark raving bonkers of course: just use a hash.
Edit 2: Sorry, brain failure -- sha-1 digests are 160 bits, not 128.
PS. Not sure why this question was down-voted -- it seems reasonable to me, although some more context about this compiler you're working on might help.

I don't really understand your problem.
template<typename T>
struct SListItem
{
SListItem* m_prev;
SListItem* m_next;
T m_value;
};
int main()
{
SListItem<int> sListItem;
}

Related

Name custom LinkedList type

This is a question of Best practices.
I have implemented a LinkeList (https://github.com/ivanseidel/LinkedList) and it works fine.
The thing is, I'm writing a code that is repeatedly having things like: LinkedList<Beat>, which in my case, is a Rithm, but Rithm is not a type, class or anything, it's just how I see it.
I want a way of simplifying that name, without creating an extended class of LinkedList or anything. Just some way of replacing it.
I have tried with typedef:
typedef LinkedList<Beat> Rithm;
And also with a define (NAHH... I don't like it either)
#define Rithm LinkedList<Beat>
Is there a "correct" way of doing this?
typedef wiki also says the same:
The purpose of typedef is to form complex types from more-basic machine types1 and assign simpler names to such combinations. They are most often used when a standard declaration is cumbersome, potentially confusing, or likely to vary from one implementation to another.
One should give some thought to naming the typedef as well.
I use the naming conventions used in Dave Hanson's C Interfaces and Implementations: a type is named with the module name and a capital T. So for example, the type of sequences is Seq_T, and the type of hash tables is Table_T.

Will C++ compiler generate code for each template type?

I have two questions about templates in C++. Let's imagine I have written a simple List and now I want to use it in my program to store pointers to different object types (A*, B* ... ALot*). My colleague says that for each type there will be generated a dedicated piece of code, even though all pointers in fact have the same size.
If this is true, can somebody explain me why? For example in Java generics have the same purpose as templates for pointers in C++. Generics are only used for pre-compile type checking and are stripped down before compilation. And of course the same byte code is used for everything.
Second question is, will dedicated code be also generated for char and short (considering that they both have the same size and there are no specialization).
If this makes any difference, we are talking about embedded applications.
I have found a similar question, but it did not completely answer my question: Do C++ template classes duplicate code for each pointer type used?
Thanks a lot!
I have two questions about templates in C++. Let's imagine I have written a simple List and now I want to use it in my program to store pointers to different object types (A*, B* ... ALot*). My colleague says that for each type there will be generated a dedicated piece of code, even though all pointers in fact have the same size.
Yes, this is equivalent to having both functions written.
Some linkers will detect the identical functions, and eliminate them. Some libraries are aware that their linker doesn't have this feature, and factor out common code into a single implementation, leaving only a casting wrapper around the common code. Ie, a std::vector<T*> specialization may forward all work to a std::vector<void*> then do casting on the way out.
Now, comdat folding is delicate: it is relatively easy to make functions you think are identical, but end up not being the same, so two functions are generated. As a toy example, you could go off and print the typename via typeid(x).name(). Now each version of the function is distinct, and they cannot be eliminated.
In some cases, you might do something like this thinking that it is a run time property that differs, and hence identical code will be created, and the identical functions eliminated -- but a smart C++ compiler might figure out what you did, use the as-if rule and turn it into a compile-time check, and block not-really-identical functions from being treated as identical.
If this is true, can somebody explain me why? For example in Java generics have the same purpose as templates for pointers in C++. Generics are only used for per-compile type checking and are stripped down before compilation. And of course the same byte code is used for everything.
No, they aren't. Generics are roughly equivalent to the C++ technique of type erasure, such as what std::function<void()> does to store any callable object. In C++, type erasure is often done via templates, but not all uses of templates are type erasure!
The things that C++ does with templates that are not in essence type erasure are generally impossible to do with Java generics.
In C++, you can create a type erased container of pointers using templates, but std::vector doesn't do that -- it creates an actual container of pointers. The advantage to this is that all type checking on the std::vector is done at compile time, so there doesn't have to be any run time checks: a safe type-erased std::vector may require run time type checking and the associated overhead involved.
Second question is, will dedicated code be also generated for char and short (considering that they both have the same size and there are no specialization).
They are distinct types. I can write code that will behave differently with a char or short value. As an example:
std::cout << x << "\n";
with x being a short, this print an integer whose value is x -- with x being a char, this prints the character corresponding to x.
Now, almost all template code exists in header files, and is implicitly inline. While inline doesn't mean what most folk think it means, it does mean that the compiler can hoist the code into the calling context easily.
If this makes any difference, we are talking about embedded applications.
What really makes a difference is what your particular compiler and linker is, and what settings and flags they have active.
The answer is maybe. In general, each instantiation of a
template is a unique type, with a unique implementation, and
will result in a totally independent instance of the code.
Merging the instances is possible, but would be considered
"optimization" (under the "as if" rule), and this optimization
isn't wide spread.
With regards to comparisons with Java, there are several points
to keep in mind:
C++ uses value semantics by default. An std::vector, for
example, will actually insert copies. And whether you're
copying a short or a double does make a difference in the
generated code. In Java, short and double will be boxed,
and the generated code will clone a boxed instance in some way;
cloning doesn't require different code, since it calls a virtual
function of Object, but physically copying does.
C++ is far more powerful than Java. In particular, it allows
comparing things like the address of functions, and it requires
that the functions in different instantiations of templates have
different addresses. Usually, this is not an important point,
and I can easily imagine a compiler with an option which tells
it to ignore this point, and to merge instances which are
identical at the binary level. (I think VC++ has something like
this.)
Another issue is that the implementation of a template in C++
must be present in the header file. In Java, of course,
everything must be present, always, so this issue affects all
classes, not just template. This is, of course, one of the
reasons why Java is not appropriate for large applications. But
it means that you don't want any complicated functionality in a
template; doing so loses one of the major advantages of C++,
compared to Java (and many other languages). In fact, it's not
rare, when implementing complicated functionality in templates,
to have the template inherit from a non-template class which
does most of the implementation in terms of void*. While
implementing large blocks of code in terms of void* is never
fun, it does have the advantage of offering the best of both
worlds to the client: the implementation is hidden in compiled
files, invisible in any way, shape or manner to the client.

A compile time ordering on types

I've been looking for a way to get an ordering on types at compile time. This would be useful, for example, for implementing (efficient) compile-time type-sets.
One obvious way to do it would be if there were a way to map every type to a unique integer. An answer to a previous question on that topic succinctly captures why that's difficult, and it seems like it would apply equally to any other way of trying to get an ordering:
the compiler has no way of knowing all compilation units and the linker has no concept of a type
Indeed, the challenge to the compiler would be considerable: it has to make sure that, in any invocation, for any source file, it returns the same integer for a given type / it returns the same ordering between any two given types, but at the same time, the universe of types is open and it has no knowledge of any types outside of the current file. A hard problem.
The idea I had is that types have names. And by the laws of C++, as far as I know the fully qualified name of a type must be unique across the entire program, otherwise you will get errors or undefined behaviour of some sort or another.
If two types have the same name, then they are the same type.
If two types are the same type, then either they have the same name, or they are typedefs for one another. The compiler has full knowledge of typedefs.
Names are strings, and strings have an ordering. So if I have it right, you could define a globally consistent ordering on types based on their names. More specifically, the ordering between any two types would be the ordering between the names of the types with the typedefs fully resolved. (Having a type behave differently from its typedefs would be problematic.)
Of course, standard C++ doesn't have any facilities for retrieving the names of types.
My questions are:
Do I have anything wrong? Are there any reasons this wouldn't, in theory, work?
Are there any compilers which give you access to the names of types (and ideally their typedef-resolved forms) at compile time as a language extension?
Is there any other way it could be done? Are there any compilers which do?
(I recognize that it's not polite to ask more than one question in the same question, but it seemed strange to post three separate questions with the same basic throat-clearing preceding them.)
the fully qualified name of a type must be unique across the entire program
But of course, that's only true if you consider seperate anonymous namespaces in different translation units to have different names in some sense, and have some way to figure out what they are.
The only sense in which I'm aware they really do have different names is in mangled linker symbols; you may (depending on the compiler) be able to get that from type_info::name(), but it isn't guaranteed, is limited to types with RTTI, and anyway doesn't seem to be declared as a constexpr so you can't use the value at compile time.
The ordering produced by type_info::before() naturally has the same limitations.
Out of interest, what are you trying to achieve with your compile-time type ordering?

Creating serializeable unique compile-time identifiers for arbitrary UDT's

I would like a generic way to create unique compile-time identifiers for any C++ user defined types.
for example:
unique_id<my_type>::value == 0 // true
unique_id<other_type>::value == 1 // true
I've managed to implement something like this using preprocessor meta programming, the problem is, serialization is not consistent. For instance if the class template unique_id is instantiated with other_type first, then any serialization in previous revisions of my program will be invalidated.
I've searched for solutions to this problem, and found several ways to implement this with non-consistent serialization if the unique values are compile-time constants. If RTTI or similar methods, like boost::sp_typeinfo are used, then the unique values are obviously not compile-time constants and extra overhead is present. An ad-hoc solution to this problem would be, instantiating all of the unique_id's in a separate header in the correct order, but this causes additional maintenance and boilerplate code, which is not different than using an enum unique_id{my_type, other_type};.
A good solution to this problem would be using user-defined literals, unfortunately, as far as I know, no compiler supports them at this moment. The syntax would be 'my_type'_id; 'other_type'_id; with udl's.
I'm hoping somebody knows a trick that allows implementing serialize-able unique identifiers in C++ with the current standard (C++03/C++0x), I would be happy if it works with the latest stable MSVC and GNU-G++ compilers, although I expect if there is a solution, it's not portable.
I would like to make clear, that using mpl::set or similar constructs like mpl::vector and filtering, does not solve this problem, because the scope of the meta-set/vector is limited and actually causes more problems than just preprocessor meta programming.
A while back I added a build step to one project of mine, which allowed me to write #script_name(args) in a C++ source file and have it automatically replaced with the output of the associated script, for instance ./script_name.pl args or ./script_name.py args.
You may balk at the idea of polluting the language into nonstandard C++, but all you'd have to do is write #sha1(my_type) to get the unique integer hash of the class name, regardless of build order and without the need for explicit instantiation.
This is just one of many possible nonstandard solutions, and I think a fairly clean one at that. There's currently no great way to impose an arbitrary, consistent ordering on your classes without just specifying it explicitly, so I recommend you simply give in and go the explicit instantiation route; there's nothing really wrong with centralising the information, but as you said it's not all that different from an enumeration, which is what I'd actually use in this situation.
Persistence of data is a very interesting problem.
My first question would be: do you really want serialization ? If you are willing to investigate an alternative, then jump to the next section.
If you're still there, I think you have not given the typeid solution all its due.
// static detection
template <typename T>
size_t unique_id()
{
static size_t const id = some_hash(typeid(T)); // or boost::sp_typeinfo
return id;
}
// dynamic detection
template <typename T>
size_t unique_id(T const& t)
{
return some_hash(typeid(t)); // no memoization possible
}
Note: I am using a local static to avoid the order of initialization issue, in case this value is required before main is entered
It's pretty similar to your unique_id<some_type>::value, and even though it's computed at runtime, it's only computed once, and the result (for the static detection) is then memoized for future calls.
Also note that it's fully generic: no need to explicitly write the function for each type.
It may seem silly, but the issue of serialization is that you have a one-to-one mapping between the type and its representation:
you need to version the representation, so as to be able to decode "older" versions
dealing with forward compatibility is pretty hard
dealing with cyclic reference is pretty hard (some framework handle it)
and then there is the issue of moving information from one to another --> deserializing older versions becomes messy and frustrating
For persistent saves, I usually recommend using a dedicated BOM. Think of the saved data as a message to your future self. And I usually go the extra mile and proposes the awesome Google Proto Buffer library:
Backward and Forward compatibility baked-in
Several format outputs -> human readable (for debug) or binary
Several languages can read/write the same messages (C++, Java, Python)
Pretty sure that you will have to implement your own extension to make this happen, I've not seen nor heard of any such construct for compile-time. MSVC offers __COUNTER__ for the preprocessor but I know of no template equivalent.

C++ Template Specialization Compilation

I'm going to outline my problem in detail to explain what I'm trying to achieve, the question is in the last paragraph if you wish to ignore the details of my problem.
I have a problem with a class design in which I wish to pass a value of any type into push() and pop() functions which will convert the value passed into a string representation that will be appended to a string inside the class, effectively creating a stream of data. The reverse will occur for pop(), taking the stream and converting several bytes at the front of the stream back into a specified type.
Making push() and pop() templates tied with stringstream is an obvious solution. However, I wish to use this functionality inside a DLL in which I can change the way the string is stored (encryption or compression, for example) without recompilation of clients. A template of type T would need to be recompiled if the algorithm changes.
My next idea was to just use functions such as pushByte(), pushInt(), popByte(), popInt() etc. This would allow me to change the implementation without recompilation of clients, since they rely only on a static interface. This would be fine. However, it isn't so flexible. If a value was changed from a byte to a short, for example, all instances of pushByte() corresponding to that value would need to be changed to pushShort(), similarly for popByte() to popShort(). Overloading pop() and push() to combat this would cause conflictions in types (causing explicit casting, which would end up causing the same problem anyway).
With the above ideas, I could create a working class. However, I wondered how specialized templates are compiled. If I created push<byte>() and push<short>(), it would be a type specific overload, and the change from byte to short would automatically switch the template used, which would be ideal.
Now, my question is, if I used specialized templates only to simulate this kind of overloading (without a template of type T), would all specializations compile into my DLL allowing me to dispatch a new implementation without client recompilation? Or are specialized templates selected or dropped in the same way as a template of type T at client compilation time?
First of all, you can't just have specialized templates without a base template to specialize. It's just not allowed. You have to start with a template, then you can provide specializations of it.
You can explicitly instantiate a template over an arbitrary set of types, and have all those instantiations compiled into your DLL, but I'm not sure this will really accomplish much for you. Ultimately, templates are basically a compile-time form of polymorphism, and you seem to need (at least a limited form of) run-time polymorphism.
I'd probably just use overloading. The problem that I'd guess you're talking about arises with something on the order of:
int a;
byte b;
a = pop();
b = pop();
Where you'd basically just be overloading pop on the return type (which, as we all know, isn't allowed). I'd avoid that pretty simply -- instead of returning the value, pass a reference to the value to be modified:
int a;
byte b;
pop(a);
pop(b);
This not only lets overload resolution work, but at least to me looks cleaner as well (though maybe I've just written too much assembly language, so I'm accustomed to things like "pop ax").
It sounds like you have 2 opposing factors:
You want your clients to be able to push/pop/etc. every numeric type. Templates seem like a natural solution, but this is at odds with a consistent (only needs to be compiled once) implementation.
You don't want your clients to have to recompile when you change implementation aspects. The pimpl idiom seems like a natural solution, but this is at odds with a generic (works with any type) implementation.
From your description, it sounds like you only care about numeric types, not arbitrary T's. You can declare specializations of your template for each of them explicitly in a header file, and define them in a source file, and clients will use the specializations you've defined rather than compiling their own. The specializations are a form of compile time polymorphism. Now you can combine it with runtime polymorphism -- implement the specializations in terms of an implementation class that is type agnostic. Your implementation class could use boost::variant to do this since you know the range of possible T's ahead of time (boost::variant<int, short, long, ...>). If boost isn't an option for you, you can come up with a similar scheme yourself so long as you have a finite number of Ts you care about.