What c++ features should be avoided for embedded development - c++

I'm interested in compiling a list of c++ features that are not advisable for use in embedded systems (and which may cause people to recommend c over c++). Please try to add why if you know, or add your why to others' answers.
Here's one for a start (the only one I know)
Dynamic polymorphism, don't know why, but someone said it's "costly"

The Joint Strike Fighter Coding Standards here: http://www2.research.att.com/~bs/JSF-AV-rules.pdf are a pretty good overview of how to use C++ for embedded programming.
The ban on Dynamic Polymorphism is a holdover from the 90s, and has no rational basis. It takes no longer to call a virtual function than it does to do a switch and a call. If you are going to avoid virtual function calls, you might as well be using C.

Certain features require run-time support, so if you miss the required support, you should avoid those features. In particular, the following features usually need extra run-time support:
exceptions
RTTI
dynamic memory allocation
virtual inheritance (a bit unsure about this one)
People also usually mention templates, but they are only an advanced macro facility -- so you can freely use them in embedded systems. Still, you might want to avoid them since they can lead to code bloat after compilation.
Your embedded system should come with documentation saying what, if any, run-time support for C++ (and otherwise) is available.

You should choose features depending on your device. It could be sensible for some feature or maybe not. It depends on its architecture. For instance, Google has a reduced version of C++ compiler for Android platform. Simple common rule is to avoid constructions that will result in heavy runtime code.

Excessive template use. Multiple template instantiations with different parameters will result in multiple copies of the same functions in your object code, hence increasing its size, unless your compiler is smart enough to fold identical code (e.g. if template depends on a type T, instantiation with int will in most cases be identical to instantiation with long).
A way to avoid code size increase with templates, you can write an unsafe core version of your code, and have thin type-safe template wrappers.
dynamic_cast can be pretty costly CPU-wise because it needs to scan the class hierarchy and do string comparison of class names [citation needed].

Related

C++ how to tell developer to implement sth. when designing a template (like Java interface)

I'm new to C++, and I have this question because I try to compare C++ to Java.
In Java, interface tell the developer which function to implement in order to use the Class or function I provide. For example, by specify the param type as Runnable, I tell the developer that the param I accepted need to have a run method, Iterable tells that the object need to have an iterator.
In C++, so far as I learned, I have encounter many cases that in compiling time, the compiler ask for some operator. And sometimes I even don't know how to specify the requirement of the param that others pass in.
To summarize my question, what's the general idea of approach when designing an template that I hope can handle more generic usage?
I know C++ is not an 100% object-orient language, so I'm still trying to get used to it, when shifting from Java.
AFAIK Java interfaces are for runtime polymorphism; in C++ they are plain classes that contain only pure virtual methods. Java needs a separate language entity for them as it supports only single inheritance for classes (which simplifies many corner cases) but allows multiple inheritance of interfaces; as C++ allows full multiple inheritance for classes in general, there's no need for this distinction.
OTOH, in C++ you don't use interfaces nearly as often - especially in the standard library, especially in the container part. Often compile-time polymorphism is used, in the form of templates.
Unfortunately as of today there's no way to express what operations should a type parameter of a template provide; the template-equivalent of interfaces - "concepts" - is being worked on by the C++ standard committee - unfortunately since many years now - and it's not ready yet.
For now you may only spell out your requirements in the documentation. If a type passed to the template doesn't satisfy them, you'll just get a compilation error pointing to the template code that tries to do something the type doesn't support. This leads to quite some confusion and horrible error messages, so you can try to mitigate this by strategically placing static_assert about the provided type checking if it conforms to what you need, thus providing better diagnostics in case of error.

C++0x lambda vs blocks

I was exploring C++0x today, and I encountered the new lambda feature. My question is how are these different (in terms of use) from blocks and why might one prefer one over the other?
Thanks.
there is a a short syntax with C++0x lambdas to take every variable in
scope by reference. ([&]) The type of a lambda is also unspecified,
allowing potentially more optimal code.
Now, when you look at Apple blocks, it will require __block specifiers
added to variables you want to modify (the very fact that this is
required suggests the whole system is defective). Variables are taken
by reference but then by value when the block exits the scope (and the
copied context necessarily lives on the heap, it seems). A weird
semantic that will only lead to broken designs, but probably makes
people that love GC happy. Without saying this probably has quite the
efficiency cost, of course, since this requires special indirections.
It is claimed the C++0x lambdas syntax would break compatibility with
C programs, but I don't think that is true. There are probably other
problems to integrate it with C, though, mainly the fact that C can't
really deal with unspecified types and build type erasure.
Apple blocks is really just an ObjC feature they try to generalize to
other languages. For C++, the system designed for that language is
just so much better.
EDIT:
To properly give credit, I took this information from http://www.rhinocerus.net/forum/language-c-moderated/558214-blocks-vs-c-lambdas.html a long time ago. That link is dead now; however, the original discussion appears to be archived here, thanks to #stefan for finding it.
I think it basically comes down to a question of your starting point. If you're starting from Objective-C, and writing C++ (Objective-C++) primarily (or exclusively) as an adjunct to Objective-C, then using blocks throughout all the code may make sense, simply to retain as much commonality as possible across the code base. Even if (for example) a project used some pieces written in Objective-C and others in C++, it could make sense to use blocks in both retain as much similarity throughout the code base as possible.
Unless you're using them outside of C++, however, I see little reason to prefer blocks over C++ lambdas. In what I'd guess to be the most common use (a predicate or action in an algorithm) the only noticeable difference between the two would be that one starts with ^ and the other with [].
Older versions of Objective C++
Before the ARC, there were internal differences in the implementation of blocks and lambdas that were likely to affect some more advanced uses. For example, blocks worked vaguely like C strings, so you used Block_copy to copy one, Block_release to free the copy, and so on. On the other hand, in C++ this is all automated so the copy ctor automatically uses Block_copy and the dtor Block_release as needed. At the same time, it did involve a bit more "magic", so (for example) when you copy a block, the copy is always allocated dynamically, regardless of how the source was allocated.
If, for one reason or another, you're stuck with using an older (I'm tempted to say "ancient") compiler or maintaining older code (and don't want to update the codebase as a whole) the memory management difference may be worth taking into account.
Mike Ash provides a detailed comparison. Blocks and lambdas differ in their syntax, their data type, the way they capture variables, the way they behave when copied, and their performance.
How they relate to C/C++/Objective-C:
I will refer to Apple's blocks extension as "Objective-C blocks" even
though this is not entirely correct. They are actually an addition to
C (and can even be used in C++), with some extra behaviors to make
them more useful in Objective-C. However, they are deeply intertwined
with Objective-C in their implementation, and "C blocks" is vague, so
I think that "Objective-C blocks" is the best way to refer to them
here.
C++0x lambdas are part of C++ only and can't be used from C.
Presumably they can be used in Objective-C++ if the compiler supports
C++0x.
A very high-level summary of the differences:
Objective-C blocks are somewhat simpler to write and to use,
especially in the case of using them for asynchronous or background
tasks where the block has to be copied and kept alive beyond the
lifetime of the scope where it was created. C++0x lambdas ultimately
provide more flexibility and potential speed, but at the cost of
considerable added complexity.
As of recent clang versions (3.2, 3.3rc and 3.4svn) they are interchangable in Objective-C(++) code. In C++ you have to use lambda, but in Objective-C(++) if you have
C++ support in your libobjc.
Apple's libobjc.B.dylib have it for sure. If you are using GNUstep, you need to either compile libobjc2 (and only libobjc2) with cmake and linking against libsupc++ (or whatever C++ ABI library you use) or link your project against libobjcxx as well
Blocks runtime should exist.
It is part of libSystem.dylib on OS X which libc is linked against so it is not much an issue there. You can use LLVM compiler-rt for this or use libobjc2. I personally recommend you use libobjc2 as it provided a Blocks runtime that is compatible with the rest of GNUstep, which is also called for.
Foundation kit.
This is due to how clang handle the ABI of interchanging C++ lambda and Objective-C blocks. clang do so with NSAutoreleasePool which is part of Foundation.
then you can safely interchange parts.

Implement the C standard library in C++

Say an OS/kernel is written with C++ in mind and does not "do" any pure C style stuff, but instead exposes the C standard library built upon a full-fledged C++ standard library. Is this possible? If not, why?
PS: I know the C library is "part of C++", but let's say it's internally based on a C++-based implementation.
Small update: It seems I've stirred up a discussion as to what is "allowed" by my rules here. Generally speaking: the C Standard library implementation should use C++ everwhere that is possible/Right (tm). I mostly think about algorithms and acting on static class objects behind the scenes. I'm not really excluding any language features, but instead trying to put the emphasis on a sane C++ implementation. With regards to the setjmp example, I see no reason why valid C (which would use either other pre-implemented in C++ C library parts or not use any other library functions at all) here would be violation of my "rules". If there is no counterpart in the C++ library, why debate the use of it.
Yes, that is possible. It would be much like one exports a C API from a library written in C++, FORTRAN, assembler or most any other language for that matter.
Actually, c++ has the ability to be faster than c in many ways, due to it's ability to support many translationtime constructs like expression templates. For this reason, c++ matrix libraries tend to be much more optimised than c, involve less temporaries, unroll loops, etc. With new c++0x features like variant templates, the printf function, for instance, could be much faster and typesafe than a version implemented in c. It my even be able to honor the interfaces of many c constructs and evaluate some of their arguments (like string literals) translationtime.
Unfortunately, many people think c is faster than c++ because many people use OOP to mean that all relations and usage must occur through large inheritance hierarchies, virtual dispatch, etc. That caused some early comparisons to be completely different from what is considered good usage these days. If you were to use virtual dispatch where it is appropriate (e.g. like filesystems in the kernel, where they build vtables through function pointers and often basically build c++ in c), you would have no pessimisation from c, and with all of the new features, can be significantly faster.
Not only is speed a possible improvement, but there are places where the implementation would benefit from better type safety. There are common tricks in c (like storing data in void pointers when it must be generic) that break type safety and where c++ can provide strong error checking. This won't always translate through the interfaces to the c library, since those have fixed typing, but it will definitely be of use to the implementers of the library and could assist in some places where it may be possible to extract more information from calls by providing "as-if" interfaces (for instance, an interface that takes a void* might be implemented as a generic interface with a concept check that the argument is implicitly convertible to void*).
I think this would be a great test of the power of c++ over c.
Given that "pure C stuff" has such a large overlap with C++, I fail to see how you'd avoid it entirely in anything, much less an OS kernel. After all, is the + operation "pure C stuff"? :)
That said, you could certainly implement certain C library functions using classes and whatnot. Implement qsort using std::sort? Sure, no problem. Just don't forget your extern "C".
I see no reason why you couldn't do it, but I also see no reason why someone would use such an implementation. It's going to use a lot more memory, and be at least somewhat slower, than a normal implementation...although it might not be much worse than glibc, whose implementation of stdio is already essentially C++ anyway... (Lookup GNU libio... you'll be horrified.)
Kernels like Linux have very strict ABI, based on syscalls, ioctls, filesystems, and conforming to quite a few standards (POSIX being the major one). Since the ABI has to be stable its surface is also limited. It would be a lot of work (particularly since you need a minimally useful kernel as well), but these standards could be implemented in any language.
Edit: You mentioned the libc as well. That is not part of the kernel, and the language of the libc can be entirely unrelated to that of the kernel, thanks to the aforementioned ABI. Unlike the kernel, the libc needs to be C or have a very good ffi for C. C++ with parts in extern C would fit the bill.

How to design a C / C++ library to be usable in many client languages? [closed]

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I'm planning to code a library that should be usable by a large number of people in on a wide spectrum of platforms. What do I have to consider to design it right? To make this questions more specific, there are four "subquestions" at the end.
Choice of language
Considering all the known requirements and details, I concluded that a library written in C or C++ was the way to go. I think the primary usage of my library will be in programs written in C, C++ and Java SE, but I can also think of reasons to use it from Java ME, PHP, .NET, Objective C, Python, Ruby, bash scrips, etc... Maybe I cannot target all of them, but if it's possible, I'll do it.
Requirements
It would be to much to describe the full purpose of my library here, but there are some aspects that might be important to this question:
The library itself will start out small, but definitely will grow to enormous complexity, so it is not an option to maintain several versions in parallel.
Most of the complexity will be hidden inside the library, though
The library will construct an object graph that is used heavily inside. Some clients of the library will only be interested in specific attributes of specific objects, while other clients must traverse the object graph in some way
Clients may change the objects, and the library must be notified thereof
The library may change the objects, and the client must be notified thereof, if it already has a handle to that object
The library must be multi-threaded, because it will maintain network connections to several other hosts
While some requests to the library may be handled synchronously, many of them will take too long and must be processed in the background, and notify the client on success (or failure)
Of course, answers are welcome no matter if they address my specific requirements, or if they answer the question in a general way that matters to a wider audience!
My assumptions, so far
So here are some of my assumptions and conclusions, which I gathered in the past months:
Internally I can use whatever I want, e.g. C++ with operator overloading, multiple inheritance, template meta programming... as long as there is a portable compiler which handles it (think of gcc / g++)
But my interface has to be a clean C interface that does not involve name mangling
Also, I think my interface should only consist of functions, with basic/primitive data types (and maybe pointers) passed as parameters and return values
If I use pointers, I think I should only use them to pass them back to the library, not to operate directly on the referenced memory
For usage in a C++ application, I might also offer an object oriented interface (Which is also prone to name mangling, so the App must either use the same compiler, or include the library in source form)
Is this also true for usage in C# ?
For usage in Java SE / Java EE, the Java native interface (JNI) applies. I have some basic knowledge about it, but I should definitely double check it.
Not all client languages handle multithreading well, so there should be a single thread talking to the client
For usage on Java ME, there is no such thing as JNI, but I might go with Nested VM
For usage in Bash scripts, there must be an executable with a command line interface
For the other client languages, I have no idea
For most client languages, it would be nice to have kind of an adapter interface written in that language. I think there are tools to automatically generate this for Java and some others
For object oriented languages, it might be possible to create an object oriented adapter which hides the fact that the interface to the library is function based - but I don't know if its worth the effort
Possible subquestions
is this possible with manageable effort, or is it just too much portability?
are there any good books / websites about this kind of design criteria?
are any of my assumptions wrong?
which open source libraries are worth studying to learn from their design / interface / souce?
meta: This question is rather long, do you see any way to split it into several smaller ones? (If you reply to this, do it as a comment, not as an answer)
Mostly correct. Straight procedural interface is the best. (which is not entirely the same as C btw(**), but close enough)
I interface DLLs a lot(*), both open source and commercial, so here are some points that I remember from daily practice, note that these are more recommended areas to research, and not cardinal truths:
Watch out for decoration and similar "minor" mangling schemes, specially if you use a MS compiler. Most notably the stdcall convention sometimes leads to decoration generation for VB's sake (decoration is stuff like #6 after the function symbol name)
Not all compilers can actually layout all kinds of structures:
so avoid overusing unions.
avoid bitpacking
and preferably pack the records for 32-bit x86. While theoretically slower, at least all compilers can access packed records afaik, and the official alignment requirements have changed over time as the architecture evolved
On Windows use stdcall. This is the default for Windows DLLs. Avoid fastcall, it is not entirely standarized (specially how small records are passed)
Some tips to make automated header translation easier:
macros are hard to autoconvert due to their untypeness. Avoid them, use functions
Define separate types for each pointer types, and don't use composite types (xtype **) in function declarations.
follow the "define before use" mantra as much as possible, this will avoid users that translate headers to rearrange them if their language in general requires defining before use, and makes it easier for one-pass parsers to translate them. Or if they need context info to auto translate.
Don't expose more than necessary. Leave handle types opague if possible. It will only cause versioning troubles later.
Do not return structured types like records/structs or arrays as returntype of functions.
always have a version check function (easier to make a distinction).
be careful with enums and boolean. Other languages might have slightly different assumptions. You can use them, but document well how they behave and how large they are. Also think ahead, and make sure that enums don't become larger if you add a few fields, break the interface. (e.g. on Delphi/pascal by default booleans are 0 or 1, and other values are undefined. There are special types for C-like booleans (byte,16-bit or 32-bit word size, though they were originally introduced for COM, not C interfacing))
I prefer stringtypes that are pointer to char + length as separate field (COM also does this). Preferably not having to rely on zero terminated. This is not just because of security (overflow) reasons, but also because it is easier/cheaper to interface them to Delphi native types that way.
Memory always create the API in a way that encourages a total separation of memory management. IOW don't assume anything about memory management. This means that all structures in your lib are allocated via your own memory manager, and if a function passes a struct to you, copy it instead of storing a pointer made with the "clients" memory management. Because you will sooner or later accidentally call free or realloc on it :-)
(implementation language, not interface), be reluctant to change the coprocessor exception mask. Some languages change this as part of conforming to their standards floating point error(exception-)handling.
Always pair a callbacks with an user configurable context. This can be used by the user to give the the callback state without defining global variables. (like e.g. an object instance)
be careful with the coprocessor status word. It might be changed by others and break your code, and if you change it, other code might stop working. The status word is generally not saved/restored as part of calling conventions. At least not in practice.
don't use C style varargs parameters. Not all languages allow variable number of parameters in an unsafe way
(*) Delphi programmer by day, a job that involves interfacing a lot of hardware and thus translating vendor SDK headers. By night Free Pascal developer, in charge of, among others, the Windows headers.
(**)
This is because what "C" means binary is still dependant on the used C compiler, specially if there is no real universal system ABI. Think of stuff like:
C adding an underscore prefix on some binary formats (a.out, Coff?)
sometimes different C compilers have different opinions on what to do with small structures passed by value. Officially they shouldn't support it at all afaik, but most do.
structure packing sometimes varies, as do details of calling conventions (like skipping
integer registers or not if a parameter is registerable in a FPU register)
===== automated header conversions ====
While I don't know SWIG that well, I know and use some delphi specific header tools( h2pas, Darth/headconv etc).
However I never use them in fully automatic mode, since more often then not the output sucks. Comments change line or are stripped, and formatting is not retained.
I usually make a small script (in Pascal, but you can use anything with decent string support) that splits a header up, and then try a tool on relatively homogeneous parts (e.g. only structures, or only defines etc).
Then I check if I like the automated conversion output, and either use it, or try to make a specific converter myself. Since it is for a subset (like only structures) it is often way easier than making a complete header converter. Of course it depends a bit what my target is. (nice, readable headers or quick and dirty). At each step I might do a few substitutions (with sed or an editor).
The most complicated scheme I did for Winapi commctrl and ActiveX/comctl headers. There I combined IDL and the C header (IDL for the interfaces, which are a bunch of unparsable macros in C, the C header for the rest), and managed to get the macros typed for about 80% (by propogating the typecasts in sendmessage macros back to the macro declaration, with reasonable (wparam,lparam,lresult) defaults)
The semi automated way has the disadvantage that the order of declarations is different (e.g. first constants, then structures then function declarations), which sometimes makes maintenance a pain. I therefore always keep the original headers/sdk to compare with.
The Jedi winapi conversion project might have more info, they translated about half of the windows headers to Delphi, and thus have enormous experience.
I don't know but if it's for Windows then you might try either a straight C-like API (similar to the WINAPI), or packaging your code as a COM component: because I'd guess that programming languages might want to be able to invoke the Windows API, and/or use COM objects.
Regarding automatic wrapper generation, consider using SWIG. For Java, it will do all the JNI work. Also, it is able to translate complex OO-C++-interfaces properly (provided you follow some basic guidelines, i.e. no nested classes, no over-use of templates, plus the ones mentioned by Marco van de Voort).
Think C, nothing else. C is one of the most popular programming languages. It is widely used on many different software platforms, and there are few computer architectures for which a C compiler does not exist. All popular high-level languages provide an interface to C. That makes your library accessible from almost all platforms in existence. Don't worry too much about providing an Object Oriented interface. Once you have the library done in C, OOP, functional or any other style interface can be created in appropriate client languages. No other systems programming language will give you C's flexibility and potability.
NestedVM I think is going to be slower than pure Java because of the array bounds checking on the int[][] that represents the MIPS virtual machine memory. It is such a good concept but might not perform well enough right now (until phone manufacturers add NestedVM support (if they do!), most stuff is going to be SLOW for now, n'est-ce pas)? Whilst it may be able to unpack JPEGs without error, speed is of no small concern! :)
Nothing else in what you've written sticks out, which isn't to say that it's right or wrong! The principles sound (mainly just listening to choice of words and language to be honest) like roughly standard best practice but I haven't thought through the details of everything you've said. As you said yourself, this really ought to be several questions. But of course doing this kind of thing is not automatically easy just because you're fixed on perhaps a slightly different architecture to the last code base you've worked on...! ;)
My thoughts:
All your comments on C interface compatibility sound sensible to me, pretty much best practice except you don't seem to properly address memory management policy - some sentences a bit ambiguous/vague/wrong-sounding. The design of the memory management will be to a large extent determined by the access patterns made in your application, rather than the functionality per se. I suiggest you study others' attempts at making portable interfaces like the standard ANSI C API, Unix API, Win32 API, Cocoa, J2SE, etc carefully.
If it was me, I'd write the library in a carefully chosen subset of the common elements of regular Java and Davlik virtual machine Java and also write my own custom parser that translates the code to C for platforms that support C, which would of course be most of them. I would suggest that if you restrict yourself to data types of various size ints, bools, Strings, Dictionaries and Arrays and make careful use of them that will help in cross-platform issues without affecting performance much most of the time.
your assumptions seem ok, but i see trouble ahead, much of which you have already spotted in your assumptions.
As you said, you can't really export c++ classes and methods, you will need to provide a function based c interface. What ever facade you build around that, it will remain a function based interface at heart.
The basic problem i see with that is that people choose a specific language and its runtime because their way of thinking (functional or object oriented) or the problem they address (web programming, database,...) corresponds to that language in some way or other.
A library implemented in c will probably never feel like the libraries they are used to, unless they program in c themselves.
Personally, I would always prefer a library that "feels like python" when I use python, and one that feels like java when I do Java EE, even though I know c and c++.
So your effort might be of little actual use (other than your gain in experience), because people will probably want to stick with their mindset, and rather re-implement the functionality than use a library that does the job, but does not fit.
I also fear the desired portability will seriously hamper development. Just think of the infinite build settings needed, and tests for that. I have worked on a project that tried to maintain compatibility for 5 operating systems (all posix-like, but still) and about 10 compilers, the builds were a nightmare to test and maintain.
Give it an XML interface, whether passed as a parameter and return value or as files through a command-line invocation. This may not seem as direct as a normal function interface, but is the most practical way to access an executable from, e.g., Java.

To write a bootloader in C or C++?

I am writing a program, more specifically a bootloader, for an embedded system. I am going to use a C library to interact with some of the hardware components and I have the choice of writing it either in C or C++. Is there any reason I should choose one over the other? I do not need the object oriented features of C++ but it does have a stronger type system. Could it have other language features that would make the program more robust? I know some people avoid C++ because it can (but not always) generate large firmware images.
This isn't a particularly straightforward question to answer. It depends on a number of factors including:
How you prefer to layout your code.
Whether there's a C++ compiler available for your target (and any other targets you may wish to use the bootloader on).
How critical the code size is for your application (we're talking about 10% extra maybe, not MB as suggested by another answer).
Personally, I really like classes as a way of laying out my code. Even when writing C code, I'll tend to keep everything in modular files with file-scope static functions "simulating" member functions and (a few) file-scope static variables to "simulate" member variables. Having said that, most of my existing embedded projects (all of which are relatively small scale, up to a maximum of 128kB flash including bootloader, but usually less) have tended to be written in C. Now that I have a C++ compiler though, I'm certainly considering moving to C++.
There are considerable benefits to C++ from simply using references, overloading and templates, even if you don't go as far as classes. Certainly, I'd stop short of using a lot of more advanced features, including the use of dynamic memory allocation (new). Then again, I'd avoid dynamic memory allocation (malloc etc) in embedded C as well if possible.
If you have a C++ compiler (even if it's only g++), it is worth running your code through it just for the additional type checking so that you can reduce the number of problems in your code. The C++ compiler can pick up on a few things that even static analysis tools won't spot.
For a good discussion on many invalid reasons people reject C++, see Dan Saks' article on Embedded.com.
For a boot-loader the obvious choice is C, especially on an embedded system. The generated code will need to be close to the metal, and very easy to debug, likely by dropping into assembly, which quickly becomes difficult without care in C++. Also C tool-chains are far more ubiquitous than C++ tool-chains, allowing your boot-loader to be used on more platforms. Lastly, generated binaries are typically smaller, and use less memory when written C style.
If you don't need to use Object Orientation, use C. Simple choice there. Its simpler and easier, whilst accomplishing the same task.
Some die hards will disagree, but OO is what makes C++ > C, and vice versa in a lot of circumstances.
I would use C unless there is a specific reason to use C++. For a Bootloader you are not really going to need OO.
Use the simplest tool that will accomplish the job.
Write programs in C is not the same as writing it in C++. If you know how to do it only in C++, then your choice is C++. For writing bootloader it will be better to minimize code, so you probably will have to disable standard C++ library. If you know how to write in C then you should use C — it is more common choice for such kind of tasks.
Most of the previous answers assume that your bootloader is small and simple which is typically the case; however, if it becomes more complex (i.e. you need to be able to load from an Ethernet port, a USB port, or a serial port...you need to validate the code that is being loaded before you wipe out your existing code, etc.) you may want to consider C++.
I have also found that the bootloader and the application typically share some amount of common code so you may also want to consider using the same language as your application to facilitate the code sharing.
The C language is substantially easier to parse than C++. This means a program that is both valid C and valid C++ will compile faster as a C program. Probably not a major concern, but it is just another reason why C++ is probably overkill.
Go with C++ and objchoose what language features you need. You still have full control of the output object code as long as you understand the C++ abstractions that you're using.
Use of OO can still run well if you avoid the use of virtual functions. Avoid immutable object types that require a lot of copying in order to pass values, like std::string. But, you can still use features like templates without any real impact on runtime performance.
Use C with µClibc. It will make your code simpler and reduce its footprint. Can be found in: www.uclibc.org.