C: Where is union practically used? - c++

I have a example with me where in which the alignment of a type is guaranteed, union max_align . I am looking for a even simpler example in which union is used practically, to explain my friend.

I usually use unions when parsing text. I use something like this:
typedef enum DataType { INTEGER, FLOAT_POINT, STRING } DataType ;
typedef union DataValue
{
int v_int;
float v_float;
char* v_string;
}DataValue;
typedef struct DataNode
{
DataType type;
DataValue value;
}DataNode;
void myfunct()
{
long long temp;
DataNode inputData;
inputData.type= read_some_input(&temp);
switch(inputData.type)
{
case INTEGER: inputData.value.v_int = (int)temp; break;
case FLOAT_POINT: inputData.value.v_float = (float)temp; break;
case STRING: inputData.value.v_string = (char*)temp; break;
}
}
void printDataNode(DataNode* ptr)
{
printf("I am a ");
switch(ptr->type){
case INTEGER: printf("Integer with value %d", ptr->value.v_int); break;
case FLOAT_POINT: printf("Float with value %f", ptr->value.v_float); break;
case STRING: printf("String with value %s", ptr->value.v_string); break;
}
}
If you want to see how unions are used HEAVILY, check any code using flex/bison. For example see splint, it contains TONS of unions.

I've typically used unions where you want to have different views of the data
e.g. a 32-bit colour value where you want both the 32-bit val and the red,green,blue and alpha components
struct rgba
{
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
};
union
{
unsigned int val;
struct rgba components;
}colorval32;
NB You could also achieve the same thing with bit-masking and shifting i.e
#define GETR(val) ((val&0xFF000000) >> 24)
but I find the union approach more elegant

For accessing registers or I/O ports bytewise as well as bitwise by mapping that particular port to memory, see the example below:
typedef Union
{
unsigned int a;
struct {
unsigned bit0 : 1,
bit1 : 1,
bit2 : 1,
bit3 : 1,
bit4 : 1,
bit5 : 1,
bit6 : 1,
bit7 : 1,
bit8 : 1,
bit9 : 1,
bit10 : 1,
bit11 : 1,
bit12 : 1,
bit13 : 1,
bit14 : 1,
bit15 : 1
} bits;
} IOREG;
# define PORTA (*(IOREG *) 0x3B)
...
unsigned int i = PORTA.a;//read bytewise
int j = PORTA.bits.bit0;//read bitwise
...
PORTA.bits.bit0 = 1;//write operation

In the Windows world, unions are commonly used to implement tagged variants, which are (or were, before .NET?) one standard way of passing data between COM objects.
The idea is that a union type can provide a single natural interface for passing arbitrary data between two objects. Some COM object could pass you a variant (e.g. type VARIANT or _variant_t) which could contain either a double, float, int, or whatever.
If you have to deal with COM objects in Windows C++ code, you'll see variant types all over the place.
VARIANTs, SAFEARRAYs, and BSTRs, Oh My!
Boost variant

struct cat_info
{
int legs;
int tailLen;
};
struct fish_info
{
bool hasSpikes;
};
union
{
fish_info fish;
cat_info cat;
} animal_data;
struct animal
{
char* name;
int animal_type;
animal_data data;
};

Unions are useful if you have different kinds of messages, in which case you don't have to know in any intermediate levels the exact type. Only the sender and receiver need to parse the message actual message. Any other levels only really need to know the size and possibly sender and/or receiver info.

SDL uses an union for representing events: http://www.libsdl.org/cgi/docwiki.cgi/SDL_Event.

do you mean something like this ?
union {
long long a;
unsigned char b[sizeof(long long)];
} long_long_to_single_bytes;
ADDED:
I have recently used this on our AIX machine to transform the 64bit machine-indentifier into a byte-array.
std::string getHardwareUUID(void) {
#ifdef AIX
struct xutsname m; // aix specific struct to hold the 64bit machine id
unamex(&b); // aix specific call to get the 64bit machine id
long_long_to_single_bytes.a = m.longnid;
return convertToHexString(long_long_to_single_bytes.b, sizeof(long long));
#else // Windows or Linux or Solaris or ...
... get a 6byte ethernet MAC address somehow and put it into mac_buf
return convertToHexString(mac_buf, 6);
#endif

Here is another example where a union could be useful.
(not my own idea, I have found this on a document discussing
c++ optimizations)
begin-quote
.... Unions can also be used to save space, e.g.
first the non-union approach:
void F3(bool useInt) {
if (y) {
int a[1000];
F1(a); // call a function which expects an array of int as parameter
}
else {
float b[1000];
F2(b); // call a function which expects an array of float as parameter
}
}
Here it is possible to use the same memory area for a and b because their live ranges do
not overlap. You can save a lot of cpu-cache space by joining a and b in a union:
void F3(bool useInt) {
union {
int a[1000];
float b[1000];
};
if (y) {
F1(a); // call a function which expects an array of int as parameter
}
else {
F2(b); // call a function which expects an array of float as parameter
}
}
Using a union is not a safe programming practice, of course, because you will get no
warning from the compiler if the uses of a and b overlap. You should use this method only
for big objects that take a lot of cache space. ...
end-qoute

I've used sometimes unions this way
//Define type of structure
typedef enum { ANALOG, BOOLEAN, UNKNOWN } typeValue_t;
//Define the union
typedef struct {
typeValue_t typeValue;
/*On this structure you will access the correct type of
data according to its type*/
union {
float ParamAnalog;
char ParamBool;
};
} Value_t;
Then you could declare arrays of different kind of values, storing more or less efficiently the data, and make some "polimorph" operations like:
void printValue ( Value_t value ) {
switch (value.typeValue) {
case BOOL:
printf("Bolean: %c\n", value.ParamBool?'T':'F');
break;
case ANALOG:
printf("Analog: %f\n", value.ParamAnalog);
break;
case UNKNOWN:
printf("Error, value UNKNOWN\n");
break;
}
}

When reading serialized data that needs to be coerced into specific types.
When returning semantic values from lex to yacc. (yylval)
When implementing a polymorphic type, especially one that reads a DSL or general language
When implementing a dispatcher that specifically calls functions intended to take different types.

Recently I think I saw some union used in vector programming. vector programming is used in intel MMX technology, GPU hardware, IBM's Cell Broadband Engine, and others.
a vector may correspond to a 128 bit register. It is very commonly used for SIMD architecture. since the hardware has 128-bit registers, you can store 4 single-precision-floating points in a register/variable. an easy way to construct, convert, extract individual elements of a vector is to use the union.
typedef union {
vector4f vec; // processor-specific built-in type
struct { // human-friendly access for transformations, etc
float x;
float y;
float z;
float w;
};
struct { // human-friendly access for color processing, lighting, etc
float r;
float g;
float b;
float a;
};
float arr[4]; // yet another convenience access
} Vector4f;
int main()
{
Vector4f position, normal, color;
// human-friendly access
position.x = 12.3f;
position.y = 2.f;
position.z = 3.f;
position.w = 1.f;
// computer friendly access
//some_processor_specific_operation(position.vec,normal.vec,color.vec);
return 0;
}
if you take a path in PlayStation 3 Multi-core Programming, or graphics programming, a good chance you'll face more of these stuffs.

I know I'm a bit late to the party, but as a practical example the Variant datatype in VBScript is, I believe, implemented as a Union. The following code is a simplified example taken from an article otherwise found here
struct tagVARIANT
{
union
{
VARTYPE vt;
WORD wReserved1;
WORD wReserved2;
WORD wReserved3;
union
{
LONG lVal;
BYTE bVal;
SHORT iVal;
FLOAT fltVal;
DOUBLE dblVal;
VARIANT_BOOL boolVal;
DATE date;
BSTR bstrVal;
SAFEARRAY *parray;
VARIANT *pvarVal;
};
};
};
The actual implementation (as the article states) is found in the oaidl.h C header file.

Example:
When using different socket types, but you want a comon type to refer.

Another example more: to save doing castings.
typedef union {
long int_v;
float float_v;
} int_float;
void foo(float v) {
int_float i;
i.float_v = v;
printf("sign=%d exp=%d fraction=%d", (i.int_v>>31)&1, ((i.int_v>>22)&0xff)-128, i.int_v&((1<<22)-1));
}
instead of:
void foo(float v) {
long i = *((long*)&v);
printf("sign=%d exp=%d fraction=%d", (i>>31)&1, ((i>>22)&0xff)-128, i&((1<<22)-1));
}

For convenience, I use unions to let me use the same class to store xyzw and rgba values
#ifndef VERTEX4DH
#define VERTEX4DH
struct Vertex4d{
union {
double x;
double r;
};
union {
double y;
double g;
};
union {
double z;
double b;
};
union {
double w;
double a;
};
Vertex4d(double x=0, double y=0,double z=0,double w=0) : x(x), y(y),z(z),w(w){}
};
#endif

Many examples of unions can be found in <X11/Xlib.h>. Few others are in some IP stacks (in BSD <netinet/ip.h> for instance).
As a general rule, protocol implementations use union construct.

Unions can also be useful when type punning, which is desirable in a select few places (such as some techniques for floating-point comparison algorithms).

Related

How to initialize struct with an array?

Is there a better way of initializing a struct with an array than doing the following?
struct Parameters
{
double distance;
double radius;
double strength;
long distanceX;
long distanceY;
long clickX;
long clickY;
};
void calculate(double dParameters[], long lParameters[])
{
Parameters param =
{
dParameters[0],
dParameters[1],
dParameters[2],
lParameters[0],
lParameters[1],
lParameters[2],
lParameters[3]
};
}
I thought of assigning pointers:
void calculate(double dParameters[], long lParameters[])
{
Parameters param;
(double*)(&param.distance) = &dParameters[0];
(long*)(&param.distanceX) = &lParameters[0];
}
But I am not sure if it is valid in c++.
If you know the layout of the struct, and have carefully chosen to put all members of like type in order without anything between them, then you could use memcpy().
memcpy(&param.distance, dParameters, sizeof(*dParameters) * 3);
memcpy(&param.distanceX, lParameters, sizeof(*lParameters) * 4);
This is rather fragile code, as distance must be the first double parameter of exactly four double parameters in a row, or you'll get corrupted data, and nothing will verify this at compile time.
It could be improved with offsetof to get and/or verify the length. Such as:
void calculate(double dParameters[], size_t n_dParameters, long lParameters[], size_t n_lParameters)
{
Parameters param;
assert(offsetof(Parameters, strength) - offsetof(Parameters, distance) == sizeof(*dParameters) * n_dParameters);
memcpy(&param.distance, dParameters, offsetof(Parameters, strength) - offsetof(Parameters, distance));
assert(offsetof(Parameters, clickY) - offsetof(Parameters, distanceX) == sizeof(*lParameters) * n_lParameters);
memcpy(&param.distanceX, dParameters, offsetof(Parameters, clickY) - offsetof(Parameters, distanceX));
}
Historically, gcc has not been great at optimizing struct initialization, such as using the equivalent of memcpy() or memset() when it would be possible and beneficial. If your struct had a hundred fields, this might actually be useful.
Another technique would be use to a union to define both an array version and an individual field version of your struct.
struct ParametersArrays {
double doubles[3];
long longs[4];
};
union ParametersUnion {
struct Parameters params;
struct ParametersArrays arrays;
};
ParametersUnion u;
memcpy(u.arrays.doubles, dParameters, sizeof(u.arrays.doubles));
memcpy(u.arrays.longs, lParameters, sizeof(u.arrays.longs));
Parameters& p = u.params; // Now you can use p
Note that using more than one member of a union like this is not strictly legal in C++, but it is in C, and most/all C++ compilers will compile it as expected.
Your second example is illegal, but chances are that the optimizer (knowing the actual layout) does implement it like that.

Practical use of Anonymous union in real world C++ programing

I know that we can access anonymous unions without creating it's object(without dot),
but could anybody please explain,what is the use of anonymous unions in real world c++ programing?
I have mostly used unions to store multiple different types of elements in the same contiguous storage without resorting to dynamic polymorphism. Thus, every element of my union is a struct describing the data for the corresponding node type. Using an anonymous union mostly gives a more convenient notation, i.e. instead of object.union_member.struct_member, I can just write object.struct_member, since there is no other member of that name anyways.
A recent example where I used them would be a rooted (mostly binary) tree which has different kinds of nodes:
struct multitree_node {
multitree_node_type type;
...
union {
node_type_1 n1;
node_type_2 n2;
...
};
};
Using this type tag type I am able to determine which element of the union to use. All of the structs node_type_x have roughly the same size, which is why I used the union in the first place (no unused storage).
With C++17, you would be able to do this using std::variant, but for now, using anonymous unions are a convenient way of implementing such 'polymorphic' types without virtual functions.
Here's a real-world example:
struct Point3D {
union {
struct {
float x, y, z;
};
struct {
float c[3];
};
};
};
Point3D p;
You can access p's x/y/z coordinates with p.x, p.y, p.z. This is convenient.
But sometimes you want to access point as a float[3] array. You can use p.c for that.
Note: Using this construct is Undefined Behavior by the standard. But, it works on all compilers I've met so far. So, if you want to use such a construct, be aware, that this may broke some day.
I actually remembered a use case I came across a while back. You know bit-fields? The standard makes very little guarantees about their layout in memory. If you want to pack binary data into an integer of a specific size, you are usually better off doing bit-wise arithmetic yourself.
However, with unions and the common initial sequence guarantee, you can put all the boilerplate behind member access syntax. So your code will look like it's using a bit-field, but will in fact just be packing bits into a predictable memory location.
Here's a Live Example
#include <cstdint>
#include <type_traits>
#include <climits>
#include <iostream>
template<typename UInt, std::size_t Pos, std::size_t Width>
struct BitField {
static_assert(std::is_integral<UInt>::value && std::is_unsigned<UInt>::value,
"To avoid UB, only unsigned integral type are supported");
static_assert(Width > 0 && Pos < sizeof(UInt) * CHAR_BIT && Width < sizeof(UInt) * CHAR_BIT - Pos,
"Position and/or width cannot be supported");
UInt mem;
BitField& operator=(UInt val) {
if((val & ((UInt(1) << Width) - 1)) == val) {
mem &= ~(((UInt(1) << Width) - 1) << Pos);
mem |= val << Pos;
}
// Should probably handle the error somehow
return *this;
}
operator UInt() {
return (mem >> Pos) & Width;
}
};
struct MyColor {
union {
std::uint32_t raw;
BitField<std::uint32_t, 0, 8> r;
BitField<std::uint32_t, 8, 8> g;
BitField<std::uint32_t, 16, 8> b;
};
MyColor() : raw(0) {}
};
int main() {
MyColor c;
c.r = 0xF;
c.g = 0xA;
c.b = 0xD;
std::cout << std::hex << c.raw;
}

Union correct usage

My understanding of a union is all its values are allocated in the same memory address and the memory space is as large as the largest member of the union. But I don't understand how we would actually use them.
This is a code where using a union is preferable according to The C++ Programming Language.
enum Type { str, num };
struct Entry {
char* name;
Type t;
char* s; // use s if t==str
int i; // use i if t==num
};
void f(Entry* p)
{
if (p->t == str)
cout << p->s;
// ...
}
After this Bjarne says:
The members s and i can never be used at the same time, so space is wasted. It can be easily recovered by specifying that both should be members of a union, like this:
union Value {
char* s;
int i;
};
The language doesn’t keep track of which kind of value is held by a union, so the programmer must do that:
struct Entry {
char* name;
Type t;
Value v; // use v.s if t==str; use v.i if t==num
};
void f(Entry* p)
{
if (p->t == str)
cout v.s;
// ...
}
Can anyone explain the resulting union code further? what will actually happen if we transform this into a union?
Let's say you have a 32-bit machine, with 32-bit integers and pointers. Your struct might then look like this:
[0-3] name
[4-7] type
[8-11] string
[12-15] integer
That's 16 bytes, but since type (t in your code) determines which field is valid, we never need to actually store the string and integer fields at the same time. So we can change the code:
struct Entry {
char* name;
Type t;
union {
char* s; // use s if t==str
int i; // use i if t==num
} u;
};
Now the layout is:
[0-3] name
[4-7] type
[8-11] string
[8-11] integer
In C++, whatever you assigned to most recently is the "valid" member of the union, but there is no way to know which one that is intrinsically, so you must store it yourself. This technique is often called a "discriminated union", the "discriminator" being the type field.
So the second struct takes 12 bytes instead of 16. If you're storing lots of them, or if they come from a network or disk, you might care about this. Otherwise, it's not really important.
For below union,
union mix_types {
int l;
struct {
short hi;
short lo;
} s;
char c[4];
} mix;
memory structure would be like :-
Another way you can use unions is to access the same data using different types. An example is the DirectX matrix structure,
typedef struct _D3DMATRIX {
union {
struct {
float _11, _12, _13, _14;
float _21, _22, _23, _24;
float _31, _32, _33, _34;
float _41, _42, _43, _44;
};
float m[4][4];
};
} D3DMATRIX;
Now you can do,
D3DMATRIX d;
d._11 = 20;
// Now the value of m[0][0] is 20
assert(d._11 == m[0][0]);

C++ understanding Unions and Structs

I've come to work on an ongoing project where some unions are defined as follows:
/* header.h */
typedef union my_union_t {
float data[4];
struct {
float varA;
float varB;
float varC;
float varD;
};
} my_union;
If I understand well, unions are for saving space, so sizeof(my_union_t) = MAX of the variables in it. What are the advantages of using the statement above instead of this one:
typedef struct my_struct {
float varA;
float varB;
float varC;
float varD;
};
Won't be the space allocated for both of them the same?
And how can I initialize varA,varB... from my_union?
Unions are often used when implementing a variant like object (a type field and a union of data types), or in implementing serialisation.
The way you are using a union is a recipe for disaster.
You are assuming the the struct in the union is packing the floats with no gaps between then!
The standard guarantees that float data[4]; is contiguous, but not the structure elements. The only other thing you know is that the address of varA; is the same as the address of data[0].
Never use a union in this way.
As for your question: "And how can I initialize varA,varB... from my_union?". The answer is, access the structure members in the normal long-winded way not via the data[] array.
Union are not mostly for saving space, but to implement sum types (for that, you'll put the union in some struct or class having also a discriminating field which would keep the run-time tag). Also, I suggest you to use a recent standard of C++, at least C++11 since it has better support of unions (e.g. permits more easily union of objects and their construction or initialization).
The advantage of using your union is to be able to index the n-th floating point (with 0 <= n <= 3) as u.data[n]
To assign a union field in some variable declared my_union u; just code e.g. u.varB = 3.14; which in your case has the same effect as u.data[1] = 3.14;
A good example of well deserved union is a mutable object which can hold either an int or a string (you could not use derived classes in that case):
class IntOrString {
bool isint;
union {
int num; // when isint is true
str::string str; // when isint is false
};
public:
IntOrString(int n=0) : isint(true), num(n) {};
IntOrString(std::string s) : isint(false), str(s) {};
IntOrString(const IntOrString& o): isint(o.isint)
{ if (isint) num = o.num; else str = o.str); };
IntOrString(IntOrString&&p) : isint(p.isint)
{ if (isint) num = std::move (p.num);
else str = std::move (p.str); };
~IntOrString() { if (isint) num=0; else str->~std::string(); };
void set (int n)
{ if (!isint) str->~std::string(); isint=true; num=n; };
void set (std::string s) { str = s; isint=false; };
bool is_int() const { return isint; };
int as_int() const { return (isint?num:0; };
const std::string as_string() const { return (isint?"":str;};
};
Notice the explicit calls of destructor of str field. Notice also that you can safely use IntOrString in a standard container (std::vector<IntOrString>)
See also std::optional in future versions of C++ (which conceptually is a tagged union with void)
BTW, in Ocaml, you simply code:
type intorstring = Integer of int | String of string;;
and you'll use pattern matching. If you wanted to make that mutable, you'll need to make a record or a reference of it.
You'll better use union-s in a C++ idiomatic way (see this for general advices).
I think the best way to understand unions is to just to give 2 common practical examples.
The first example is working with images. Imagine you have and RGB image that is arranged in a long buffer.
What most people would do, is represent the buffer as a char* and then loop it by 3's to get the R,G,B.
What you could do instead, is make a little union, and use that to loop over the image buffer:
union RGB
{
char raw[3];
struct
{
char R;
char G;
char B;
} colors;
}
RGB* pixel = buffer[0];
///pixel.colors.R == The red color in the first pixel.
Another very useful use for unions is using registers and bitfields.
Lets say you have a 32 bit value, that represents some HW register, or something.
Sometimes, to save space, you can split the 32 bits into bit fields, but you also want the whole representation of that register as a 32 bit type.
This obviously saves bit shift calculation that a lot of programmers use for no reason at all.
union MySpecialRegister
{
uint32_t register;
struct
{
unsigned int firstField : 5;
unsigned int somethingInTheMiddle : 25;
unsigned int lastField : 6;
} data;
}
// Now you can read the raw register into the register field
// then you can read the fields using the inner data struct
The advantage is that with a union you can access the same memory in two different ways.
In your example the union contains four floats. You can access those floats as varA, varB... which might be more descriptive names or you can access the same variables as an array data[0], data[1]... which might be more useful in loops.
With a union you can also use the same memory for different kinds of data, you might find that useful for things like writing a function to tell you if you are on a big endian or little endian CPU.
No, it is not for saving space. It is for ability to represent some binary data as various data types.
for example
#include <iostream>
#include <stdint.h>
union Foo{
int x;
struct y
{
unsigned char b0, b1, b2, b3;
};
char z[sizeof(int)];
};
int main()
{
Foo bar;
bar.x = 100;
std::cout << std::hex; // to show number in hexadec repr;
for(size_t i = 0; i < sizeof(int); i++)
{
std::cout << "0x" << (int)bar.z[i] << " "; // int is just to show values as numbers, not a characters
}
return 0;
}
output: 0x64 0x0 0x0 0x0 The same values are stored in struct bar.y, but not in array but in sturcture members. Its because my machine have a little endiannes. If it were big, than the output would be reversed: 0x0 0x0 0x0 0x64
You can achieve the same using reinterpret_cast:
#include <iostream>
#include <stdint.h>
int main()
{
int x = 100;
char * xBytes = reinterpret_cast<char*>(&x);
std::cout << std::hex; // to show number in hexadec repr;
for (size_t i = 0; i < sizeof(int); i++)
{
std::cout << "0x" << (int)xBytes[i] << " "; // (int) is just to show values as numbers, not a characters
}
return 0;
}
its usefull, for example, when you need to read some binary file, that was written on a machine with different endianess than yours. You can just access values as bytearray and swap those bytes as you wish.
Also, it is usefull when you have to deal with bit fields, but its a whole different story :)
First of all: Avoid unions where the access goes to the same memory but to different types!
Unions did not save space at all. The only define multiple names on the same memory area! And you can only store one of the elements in one time in a union.
if you have
union X
{
int x;
char y[4];
};
you can store an int OR 4 chars but not both! The general problem is, that nobody knows which data is actually stored in a union. If you store a int and read the chars, the compiler will not check that and also there is no runtime check. A solution is often to provide an additional data element in a struct to a union which contains the actual stored data type as an enum.
struct Y
{
enum { IS_CHAR, IS_INT } tinfo;
union
{
int x;
char y[4];
};
}
But in c++ you always should use classes or structs which can derive from a maybe empty parent class like this:
class Base
{
};
class Int_Type: public Base
{
...
int x;
};
class Char_Type: public Base
{
...
char y[4];
};
So you can device pointers to base which actually can hold a Int or a Char Type for you. With virtual functions you can access the members in a object oriented way of programming.
As mentioned already from Basile's answer, a useful case can be the access via different names to the same type.
union X
{
struct data
{
float a;
float b;
};
float arr[2];
};
which allows different access ways to the same data with the same type. Using different types which are stored in the same memory should be avoided at all!

what is the purpose and return type of the __builtin_offsetof operator?

What is the purpose of __builtin_offsetof operator (or _FOFF operator in Symbian) in C++?
In addition what does it return? Pointer? Number of bytes?
It's a builtin provided by the GCC compiler to implement the offsetof macro that is specified by the C and C++ Standard:
GCC - offsetof
It returns the offset in bytes that a member of a POD struct/union is at.
Sample:
struct abc1 { int a, b, c; };
union abc2 { int a, b, c; };
struct abc3 { abc3() { } int a, b, c; }; // non-POD
union abc4 { abc4() { } int a, b, c; }; // non-POD
assert(offsetof(abc1, a) == 0); // always, because there's no padding before a.
assert(offsetof(abc1, b) == 4); // here, on my system
assert(offsetof(abc2, a) == offsetof(abc2, b)); // (members overlap)
assert(offsetof(abc3, c) == 8); // undefined behavior. GCC outputs warnings
assert(offsetof(abc4, a) == 0); // undefined behavior. GCC outputs warnings
#Jonathan provides a nice example of where you can use it. I remember having seen it used to implement intrusive lists (lists whose data items include next and prev pointers itself), but i can't remember where it was helpful in implementing it, sadly.
As #litb points out and #JesperE shows, offsetof() provides an integer offset in bytes (as a size_t value).
When might you use it?
One case where it might be relevant is a table-driven operation for reading an enormous number of diverse configuration parameters from a file and stuffing the values into an equally enormous data structure. Reducing enormous down to SO trivial (and ignoring a wide variety of necessary real-world practices, such as defining structure types in headers), I mean that some parameters could be integers and others strings, and the code might look faintly like:
#include <stddef.h>
typedef stuct config_info config_info;
struct config_info
{
int parameter1;
int parameter2;
int parameter3;
char *string1;
char *string2;
char *string3;
int parameter4;
} main_configuration;
typedef struct config_desc config_desc;
static const struct config_desc
{
char *name;
enum paramtype { PT_INT, PT_STR } type;
size_t offset;
int min_val;
int max_val;
int max_len;
} desc_configuration[] =
{
{ "GIZMOTRON_RATING", PT_INT, offsetof(config_info, parameter1), 0, 100, 0 },
{ "NECROSIS_FACTOR", PT_INT, offsetof(config_info, parameter2), -20, +20, 0 },
{ "GILLYWEED_LEAVES", PT_INT, offsetof(config_info, parameter3), 1, 3, 0 },
{ "INFLATION_FACTOR", PT_INT, offsetof(config_info, parameter4), 1000, 10000, 0 },
{ "EXTRA_CONFIG", PT_STR, offsetof(config_info, string1), 0, 0, 64 },
{ "USER_NAME", PT_STR, offsetof(config_info, string2), 0, 0, 16 },
{ "GIZMOTRON_LABEL", PT_STR, offsetof(config_info, string3), 0, 0, 32 },
};
You can now write a general function that reads lines from the config file, discarding comments and blank lines. It then isolates the parameter name, and looks that up in the desc_configuration table (which you might sort so that you can do a binary search - multiple SO questions address that). When it finds the correct config_desc record, it can pass the value it found and the config_desc entry to one of two routines - one for processing strings, the other for processing integers.
The key part of those functions is:
static int validate_set_int_config(const config_desc *desc, char *value)
{
int *data = (int *)((char *)&main_configuration + desc->offset);
...
*data = atoi(value);
...
}
static int validate_set_str_config(const config_desc *desc, char *value)
{
char **data = (char **)((char *)&main_configuration + desc->offset);
...
*data = strdup(value);
...
}
This avoids having to write a separate function for each separate member of the structure.
The purpose of a built-in __offsetof operator is that the compiler vendor can continue to #define an offsetof() macro, yet have it work with classes that define unary operator&. The typical C macro definition of offsetof() only worked when (&lvalue) returned the address of that rvalue. I.e.
#define offsetof(type, member) (int)(&((type *)0)->member) // C definition, not C++
struct CFoo {
struct Evil {
int operator&() { return 42; }
};
Evil foo;
};
ptrdiff_t t = offsetof(CFoo, foo); // Would call Evil::operator& and return 42
As #litb, said: the offset in bytes of a struct/class member. In C++ there are cases where it is undefined, in case the compiler will complain. IIRC, one way to implement it (in C, at least) is to do
#define offsetof(type, member) (int)(&((type *)0)->member)
But I'm sure there are problems this, but I'll leave that to the interested reader to point out...