Where do you find templates useful? - c++

At my workplace, we tend to use iostream, string, vector, map, and the odd algorithm or two. We haven't actually found many situations where template techniques were a best solution to a problem.
What I am looking for here are ideas, and optionally sample code that shows how you used a template technique to create a new solution to a problem that you encountered in real life.
As a bribe, expect an up vote for your answer.

General info on templates:
Templates are useful anytime you need to use the same code but operating on different data types, where the types are known at compile time. And also when you have any kind of container object.
A very common usage is for just about every type of data structure. For example: Singly linked lists, doubly linked lists, trees, tries, hashtables, ...
Another very common usage is for sorting algorithms.
One of the main advantages of using templates is that you can remove code duplication. Code duplication is one of the biggest things you should avoid when programming.
You could implement a function Max as both a macro or a template, but the template implementation would be type safe and therefore better.
And now onto the cool stuff:
Also see template metaprogramming, which is a way of pre-evaluating code at compile-time rather than at run-time. Template metaprogramming has only immutable variables, and therefore its variables cannot change. Because of this template metaprogramming can be seen as a type of functional programming.
Check out this example of template metaprogramming from Wikipedia. It shows how templates can be used to execute code at compile time. Therefore at runtime you have a pre-calculated constant.
template <int N>
struct Factorial
{
enum { value = N * Factorial<N - 1>::value };
};
template <>
struct Factorial<0>
{
enum { value = 1 };
};
// Factorial<4>::value == 24
// Factorial<0>::value == 1
void foo()
{
int x = Factorial<4>::value; // == 24
int y = Factorial<0>::value; // == 1
}

I've used a lot of template code, mostly in Boost and the STL, but I've seldom had a need to write any.
One of the exceptions, a few years ago, was in a program that manipulated Windows PE-format EXE files. The company wanted to add 64-bit support, but the ExeFile class that I'd written to handle the files only worked with 32-bit ones. The code required to manipulate the 64-bit version was essentially identical, but it needed to use a different address type (64-bit instead of 32-bit), which caused two other data structures to be different as well.
Based on the STL's use of a single template to support both std::string and std::wstring, I decided to try making ExeFile a template, with the differing data structures and the address type as parameters. There were two places where I still had to use #ifdef WIN64 lines (slightly different processing requirements), but it wasn't really difficult to do. We've got full 32- and 64-bit support in that program now, and using the template means that every modification we've done since automatically applies to both versions.

One place that I do use templates to create my own code is to implement policy classes as described by Andrei Alexandrescu in Modern C++ Design. At present I'm working on a project that includes a set of classes that interact with BEA\h\h\h Oracle's Tuxedo TP monitor.
One facility that Tuxedo provides is transactional persistant queues, so I have a class TpQueue that interacts with the queue:
class TpQueue {
public:
void enqueue(...)
void dequeue(...)
...
}
However as the queue is transactional I need to decide what transaction behaviour I want; this could be done seperately outside of the TpQueue class but I think it's more explicit and less error prone if each TpQueue instance has its own policy on transactions. So I have a set of TransactionPolicy classes such as:
class OwnTransaction {
public:
begin(...) // Suspend any open transaction and start a new one
commit(..) // Commit my transaction and resume any suspended one
abort(...)
}
class SharedTransaction {
public:
begin(...) // Join the currently active transaction or start a new one if there isn't one
...
}
And the TpQueue class gets re-written as
template <typename TXNPOLICY = SharedTransaction>
class TpQueue : public TXNPOLICY {
...
}
So inside TpQueue I can call begin(), abort(), commit() as needed but can change the behaviour based on the way I declare the instance:
TpQueue<SharedTransaction> queue1 ;
TpQueue<OwnTransaction> queue2 ;

I used templates (with the help of Boost.Fusion) to achieve type-safe integers for a hypergraph library that I was developing. I have a (hyper)edge ID and a vertex ID both of which are integers. With templates, vertex and hyperedge IDs became different types and using one when the other was expected generated a compile-time error. Saved me a lot of headache that I'd otherwise have with run-time debugging.

Here's one example from a real project. I have getter functions like this:
bool getValue(wxString key, wxString& value);
bool getValue(wxString key, int& value);
bool getValue(wxString key, double& value);
bool getValue(wxString key, bool& value);
bool getValue(wxString key, StorageGranularity& value);
bool getValue(wxString key, std::vector<wxString>& value);
And then a variant with the 'default' value. It returns the value for key if it exists, or default value if it doesn't. Template saved me from having to create 6 new functions myself.
template <typename T>
T get(wxString key, const T& defaultValue)
{
T temp;
if (getValue(key, temp))
return temp;
else
return defaultValue;
}

Templates I regulary consume are a multitude of container classes, boost smart pointers, scopeguards, a few STL algorithms.
Scenarios in which I have written templates:
custom containers
memory management, implementing type safety and CTor/DTor invocation on top of void * allocators
common implementation for overloads wiht different types, e.g.
bool ContainsNan(float * , int)
bool ContainsNan(double *, int)
which both just call a (local, hidden) helper function
template <typename T>
bool ContainsNanT<T>(T * values, int len) { ... actual code goes here } ;
Specific algorithms that are independent of the type, as long as the type has certain properties, e.g. binary serialization.
template <typename T>
void BinStream::Serialize(T & value) { ... }
// to make a type serializable, you need to implement
void SerializeElement(BinStream & strean, Foo & element);
void DeserializeElement(BinStream & stream, Foo & element)
Unlike virtual functions, templates allow more optimizations to take place.
Generally, templates allow to implement one concept or algorithm for a multitude of types, and have the differences resolved already at compile time.

We use COM and accept a pointer to an object that can either implement another interface directly or via [IServiceProvider](http://msdn.microsoft.com/en-us/library/cc678965(VS.85).aspx) this prompted me to create this helper cast-like function.
// Get interface either via QueryInterface of via QueryService
template <class IFace>
CComPtr<IFace> GetIFace(IUnknown* unk)
{
CComQIPtr<IFace> ret = unk; // Try QueryInterface
if (ret == NULL) { // Fallback to QueryService
if(CComQIPtr<IServiceProvider> ser = unk)
ser->QueryService(__uuidof(IFace), __uuidof(IFace), (void**)&ret);
}
return ret;
}

I use templates to specify function object types. I often write code that takes a function object as an argument -- a function to integrate, a function to optimize, etc. -- and I find templates more convenient than inheritance. So my code receiving a function object -- such as an integrator or optimizer -- has a template parameter to specify the kind of function object it operates on.

The obvious reasons (like preventing code-duplication by operating on different data types) aside, there is this really cool pattern that's called policy based design. I have asked a question about policies vs strategies.
Now, what's so nifty about this feature. Consider you are writing an interface for others to use. You know that your interface will be used, because it is a module in its own domain. But you don't know yet how people are going to use it. Policy-based design strengthens your code for future reuse; it makes you independent of data types a particular implementation relies on. The code is just "slurped in". :-)
Traits are per se a wonderful idea. They can attach particular behaviour, data and typedata to a model. Traits allow complete parameterization of all of these three fields. And the best of it, it's a very good way to make code reusable.

I once saw the following code:
void doSomethingGeneric1(SomeClass * c, SomeClass & d)
{
// three lines of code
callFunctionGeneric1(c) ;
// three lines of code
}
repeated ten times:
void doSomethingGeneric2(SomeClass * c, SomeClass & d)
void doSomethingGeneric3(SomeClass * c, SomeClass & d)
void doSomethingGeneric4(SomeClass * c, SomeClass & d)
// Etc
Each function having the same 6 lines of code copy/pasted, and each time calling another function callFunctionGenericX with the same number suffix.
There were no way to refactor the whole thing altogether. So I kept the refactoring local.
I changed the code this way (from memory):
template<typename T>
void doSomethingGenericAnything(SomeClass * c, SomeClass & d, T t)
{
// three lines of code
t(c) ;
// three lines of code
}
And modified the existing code with:
void doSomethingGeneric1(SomeClass * c, SomeClass & d)
{
doSomethingGenericAnything(c, d, callFunctionGeneric1) ;
}
void doSomethingGeneric2(SomeClass * c, SomeClass & d)
{
doSomethingGenericAnything(c, d, callFunctionGeneric2) ;
}
Etc.
This is somewhat highjacking the template thing, but in the end, I guess it's better than play with typedefed function pointers or using macros.

I personally have used the Curiously Recurring Template Pattern as a means of enforcing some form of top-down design and bottom-up implementation. An example would be a specification for a generic handler where certain requirements on both form and interface are enforced on derived types at compile time. It looks something like this:
template <class Derived>
struct handler_base : Derived {
void pre_call() {
// do any universal pre_call handling here
static_cast<Derived *>(this)->pre_call();
};
void post_call(typename Derived::result_type & result) {
static_cast<Derived *>(this)->post_call(result);
// do any universal post_call handling here
};
typename Derived::result_type
operator() (typename Derived::arg_pack const & args) {
pre_call();
typename Derived::result_type temp = static_cast<Derived *>(this)->eval(args);
post_call(temp);
return temp;
};
};
Something like this can be used then to make sure your handlers derive from this template and enforce top-down design and then allow for bottom-up customization:
struct my_handler : handler_base<my_handler> {
typedef int result_type; // required to compile
typedef tuple<int, int> arg_pack; // required to compile
void pre_call(); // required to compile
void post_call(int &); // required to compile
int eval(arg_pack const &); // required to compile
};
This then allows you to have generic polymorphic functions that deal with only handler_base<> derived types:
template <class T, class Arg0, class Arg1>
typename T::result_type
invoke(handler_base<T> & handler, Arg0 const & arg0, Arg1 const & arg1) {
return handler(make_tuple(arg0, arg1));
};

It's already been mentioned that you can use templates as policy classes to do something. I use this a lot.
I also use them, with the help of property maps (see boost site for more information on this), in order to access data in a generic way. This gives the opportunity to change the way you store data, without ever having to change the way you retrieve it.

Related

Attempting to improve a C++ template API

I am doodling with a binary packet parser leveraging template in attempt to create a "brick-by-brick" workflow. It is more about prototyping than performance. The basic idea is to configure a PacketParser with a bunch a Fields so it can parse a binary payload directly to a struct.
It is currently a satisfying MVP but I don't like the API:
...
struct MyStruct {
int value;
void setValue(int v) { value = v;}
}
ValueField<int, decltype(&MyStruct::setValue)> myField(&MyStruct::setValue);
PacketParser<decltype(myField)> myParser(myField);
MyStruct out{0};
auto error = myParser.parse(data, len, out);
...
That might not look so bad, but it quickly gets worst when more fields are involved:
ValueField<int, decltype(&MyStruct::setValue1)> myField1(&MyStruct::setValue1);
ValueField<int, decltype(&MyStruct::setValue2)> myField2(&MyStruct::setValue2);
ValueField<int, decltype(&MyStruct::setValue3)> myField3(&MyStruct::setValue3);
PacketParser<decltype(myField1), decltype(myField2), decltype(myField3)> myParser(myField1, myField2, myField3);
Yep... decltype everywhere. The reason it is this way is that ValueField must hold an instance of the method pointer (provided in the constructor) but the templated struct still needs to know the type of the setter before the constructor is called, because it could not be deduced so late, in my understanding.
template <class T, class SetterType>
struct ValueField {
const SetterType setter;
ValueField(SetterType s) : setter(s){}
};
The macro workaround is an obvious solution to compress the API, but I would like to find a solution making it less verbose without that, either by using a different pattern, obscure syntax, pointer gymnastics, etc.
I wasn't able to come up with something less complicated than writing decltype everywhere so far.

Not being able to store a variant in a pointer in c++

My groupmate and I are doing a school assignment and we are having some trouble trying to save a value.
I am 100% aware that some of the things done in the code is not the normal way of doing, and that there are better ways, but part of the assignment is to use the concepts taught in class.
Problem:
I have a Train class which I would like to assign to a platform, such that I know if there is a train on the platform.
template<typename T>
class Train
{
public:
//Some constructors, getters and other stuff
private:
std::string reg_nr_;
}
Because the Train is a template there are different template argument classes so it is possible to give it a type
struct IC3{};
struct IC4{};
To instantiate a Train it is done in main in the following way, as is the way it is intended to be used.
Train<IC3> tester_train("testing_train");
Train<IC4> some_other_tester_train("some_other_tester_train");
Platform pl;
pl.train_arriving(tester_train);
pl.train_leaving(tester_train);
pl.train_arriving(some_other_tester_train);
class Platform
{
public:
using Trains = std::variant<TrainWrapper<Train<Arriva>>, TrainWrapper<Train<IC3>>, TrainWrapper<Train<IC4>>>;
template<typename U>
void train_arriving(U& t)
{
train_ = TrainWrapper<U>{ u };
}
void train_leaving()
{
train_ = ???????; //Should be set to nothing
}
private:
Trains train_;
}
template<typename T>
struct TrainWrapper
{
T& t;
};
Now for the real part of the problem.
I have a Train template class which takes an argument and transform the Train in different types which are not compatible. This presents a problem of being able to pass these different train types into the platform and saving them.
To solve the problem of different passing in different types a std::variant has been used. This presented a new problem of not being able to retrieve the data easily, which is why the TrainWrapper is used, such that the Train is stored in a common type.
Tinkering around with the variant (and finally asking our teacher) my groupmate and I arrived Trains expression seen in Platform. We know for a fact (using a local variable) that we are able to save a TrainWrapper in a Trains object. Our problem however is that we would like to be able to change the Train on the Platform. We therefore thought a pointer would be the way forward, but doing this we run into conversion errors like: Error C2440 '=': cannot convert from 'TrainWrapper<Train<Arriva>>' to 'Platform::Trains *'. We have tried a bunch of different pointer variations, but it is always the same conversion error.
So our question more or less is: How are we able to save Train on the platform so we are able to remove it again?
You might use std::monostate to signal empty:
class Platform
{
public:
using Trains = std::variant<std::monostate,
TrainWrapper<Train<Arriva>>,
TrainWrapper<Train<IC3>>,
TrainWrapper<Train<IC4>>>;
template<typename U>
void train_arriving(U& t)
{
train_ = TrainWrapper<U>{ u };
}
template<typename U>
void train_leaving(U& )
{
train_ = std::monostate{};
}
private:
Trains train_;
};
Demo

What is the "correct OOP" way to deal with a storage pool of items of mixed types?

This was inspired by a comment to my other question here:
How do you "not repeat yourself" when giving a class an accessible "name" in C++?
nvoight: "RTTI is bad because it's a hint you are not doing good OOP. Doing your own homebrew RTTI does not make it better OOP, it just means you are reinventing the wheel on top of bad OOP."
So what is the "good OOP" solution here? The problem is this. The program is in C++, so there are also C++ specific details mentioned below. I have a "component" class (actually, a struct), which is subclassed into a number of different derived classes containing different kinds of component data. It's part of an "entity component system" design for a game. I'm wondering about the storage of the components. In particular, the current storage system has:
a "component manager" which stores an array, actually a hash map, of a single type of component. The hash map allows for lookup of a component by the entity ID of the entity it belongs to. This component manager is a template which inherits from a base, and the template parameter is the type of component to manage.
a full storage pack which is a collection of these component managers, implemented as an array of pointers to the component manager base class. This has methods to insert and extract an entity (on insertion, the components are taken out and put into the managers, on removal, they are extracted and collected into a new entity object), as well as ones to add new component managers, so if we want to add a new component type to the game, all we have to do is put another command to insert a component manager for it.
It's the full storage pack that prompted this. In particular, it offers no way of accessing a particular type of component. All the components are stored as base class pointers with no type information. What I thought of was using some kind of RTTI and storing the component managers in a map which maps type names and thus allows for lookup and then the proper downcasting of the base class pointer to the appropriate derived class (the user would call a template member on the entity storage pool to do this).
But if this RTTI means bad OOP, what would be the correct way to design this system so no RTTI is required?
Disclaimer/resources: my BCS thesis was about the design and implementation of a C++14 library for compile-time Entity-Component-System pattern generation. You can find the library here on GitHub.
This answer is meant to give you a broad overview of some techniques/ideas you can apply to implement the Entity-Component-System pattern depending on whether or not component/system types are known at compile-time.
If you want to see implementation details, I suggest you to check out my library (linked above) for an entirely compile-time based approach. diana is a very nice C library that can give you an idea of a run-time based approach.
You have several approaches, depending on the scope/scale of your project and on the nature of your entities/components/systems.
All component types and system types are known at compile-time.
This is the case analyzed in my BCS thesis - what you can do is use advanced metaprogramming techniques (e.g. using Boost.Hana) to put all component types and system types in compile-time lists and create data structures that link everything together at compile time. Pseudocode example:
namespace c
{
struct position { vec2f _v };
struct velocity { vec2f _v };
struct acceleration { vec2f _v };
struct render { sprite _s; };
}
constexpr auto component_types = type_list
{
component_type<c::position>,
component_type<c::velocity>,
component_type<c::acceleration>,
component_type<c::render>
};
After defining your components, you can define your systems and tell them "what components to use":
namespace s
{
struct movement
{
template <typename TData>
void process(TData& data, float ft)
{
data.for_entities([&](auto eid)
{
auto& p = data.get(eid, component_type<c::position>)._v;
auto& v = data.get(eid, component_type<c::velocity>)._v;
auto& a = data.get(eid, component_type<c::acceleration>)._v;
v += a * ft;
p += v * ft;
});
}
};
struct render
{
template <typename TData>
void process(TData& data)
{
data.for_entities([&](auto eid)
{
auto& p = data.get(eid, component_type<c::position>)._v;
auto& s = data.get(eid, component_type<c::render>)._s;
s.set_position(p);
some_context::draw(s);
});
}
};
}
constexpr auto system_types = type_list
{
system_type<s::movement,
uses
(
component_type<c::position>,
component_type<c::velocity>,
component_type<c::acceleration>
)>,
system_type<s::render,
uses
(
component_type<c::render>
)>
};
All that's left is using some sort of context object and lambda overloading to visit the systems and call their processing methods:
ctx.visit_systems(
[ft](auto& data, s::movement& s)
{
s.process(data, ft);
},
[](auto& data, s::render& s)
{
s.process(data);
});
You can use all the compile-time knowledge to generate appropriate data structures for components and systems inside the context object.
This is the approach I used in my thesis and library - I talked about it at C++Now 2016: "Implementation of a multithreaded compile-time ECS in C++14".
All component types and systems types are known at run-time.
This is a completely different situation - you need to use some sort of type-erasure technique to dynamically deal with components and systems. A suitable solution is using a scripting language such as LUA to deal with system logic and/or component structure (a more efficient simple component definition language can also be handwritten, so that it maps one-to-one to C++ types or to your engine's types).
You need some sort of context object where you can register component types and system types at run-time. I suggest either using unique incrementing IDs or some sort of UUIDs to identify component/system types. After mapping system logic and component structures to IDs, you can pass those around in your ECS implementation to retrieve data and process entities. You can store component data in generic resizable buffers (or associative maps, for big containers) that can be modified at run-time thanks to component structure knowledge - here's an example of what I mean:
auto c_position_id = ctx.register_component_type("./c_position.txt");
// ...
auto context::register_component_type(const std::string& path)
{
auto& storage = this->component_storage.create_buffer();
auto file_contents = get_contents_from_path(path);
for_parsed_lines_in(file_contents, [&](auto line)
{
if(line.type == "int")
{
storage.append_data_definition(sizeof(int));
}
else if(line.type == "float")
{
storage.append_data_definition(sizeof(float));
}
});
return next_unique_component_type_id++;
}
Some component types and system types are known at compile-time, others are known at run-time.
Use approach (1), and create some sort of "bridge" component and system types that implements any type-erasure technique in order to access component structure or system logic at run-time. An std::map<runtime_system_id, std::function<...>> can work for run-time system logic processing. An std::unique_ptr<runtime_component_data> or an std::aligned_storage_t<some_reasonable_size> can work for run-time component structure.
To answer your question:
But if this RTTI means bad OOP, what would be the correct way to design this system so no RTTI is required?
You need a way of mapping types to values that you can use at run-time: RTTI is an appropriate way of doing that.
If you do not want to use RTTI and you still want to use polymorphic inheritance to define your component types, you need to implement a way to retrieve some sort of run-time type ID from a derived component type. Here's a primitive way of doing that:
namespace impl
{
auto get_next_type_id()
{
static std::size_t next_type_id{0};
return next_type_id++;
}
template <typename T>
struct type_id_storage
{
static const std::size_t id;
};
template <typename T>
const std::size_t type_id_storage<T>::id{get_next_type_id()};
}
template <typename T>
auto get_type_id()
{
return impl::type_id_storage<T>::id;
}
Explanation: get_next_type_id is a non-static function (shared between translation units) that stores a static incremental counter of type IDs. To retrieve the unique type ID that matches a specific component type you can call:
auto position_id = get_type_id<position_component>();
The get_type_id "public" function will retrieve the unique ID from the corresponding instantiation of impl::type_id_storage, that calls get_next_type_id() on construction, which in turn returns its current next_type_id counter value and increments it for the next type.
Particular care for this kind of approach needs to be taken to make sure it behaves correctly over multiple translation units and to avoid race conditions (in case your ECS is multithreaded). (More info here.)
Now, to solve your issue:
It's the full storage pack that prompted this. In particular, it offers no way of accessing a particular type of component.
// Executes `f` on every component of type `T`.
template <typename T, typename TF>
void storage_pack::for_components(TF&& f)
{
auto& data = this->_component_map[get_type_id<T>()];
for(component_base* cb : data)
{
f(static_cast<T&>(*cb));
}
}
You can see this pattern in use in my old and abandoned SSVEntitySystem library. You can see an RTTI-based approach in my old and outdated “Implementation of a component-based entity system in modern C++” CppCon 2015 talk.
Despite the good and long answer by #VittorioRomeo, I'd like to show another possible approach to the problem.
Basic concepts involved here are type erasure and double dispatching.
The one below is a minimal, working example:
#include <map>
#include <vector>
#include <cstddef>
#include <iostream>
#include <memory>
struct base_component {
static std::size_t next() noexcept {
static std::size_t v = 0;
return v++;
}
};
template<typename D>
struct component: base_component {
static std::size_t type() noexcept {
static const std::size_t t = base_component::next();
return t;
}
};
struct component_x: component<component_x> { };
struct component_y: component<component_y> { };
struct systems {
void elaborate(std::size_t id, component_x &) { std::cout << id << ": x" << std::endl; }
void elaborate(std::size_t id, component_y &) { std::cout << id << ": y" << std::endl; }
};
template<typename C>
struct component_manager {
std::map<std::size_t, C> id_component;
};
struct pack {
struct base_handler {
virtual void accept(systems *) = 0;
};
template<typename C>
struct handler: base_handler {
void accept(systems *s) {
for(auto &&el: manager.id_component) s->elaborate(el.first, el.second);
}
component_manager<C> manager;
};
template<typename C>
void add(std::size_t id) {
if(handlers.find(C::type()) == handlers.cend()) {
handlers[C::type()] = std::make_unique<handler<C>>();
}
handler<C> &h = static_cast<handler<C>&>(*handlers[C::type()].get());
h.manager.id_component[id] = C{};
}
template<typename C>
void walk(systems *s) {
if(handlers.find(C::type()) != handlers.cend()) {
handlers[C::type()]->accept(s);
}
}
private:
std::map<std::size_t, std::unique_ptr<base_handler>> handlers;
};
int main() {
pack coll;
coll.add<component_x>(1);
coll.add<component_y>(1);
coll.add<component_x>(2);
systems sys;
coll.walk<component_x>(&sys);
coll.walk<component_y>(&sys);
}
I tried to be true to the few points mentioned by the OP, so as to provide a solution that fits the real problem.
Let me know with a comment if the example is clear enough for itself or if a few more details are required to fully explain how and why it works actually.
If I understand correctly, you want a collection, such as a map, where the values are of different type, and you want to know what type is each value (so you can downcast it).
Now, a "good OOP" is a design which you don't need to downcast. You just call the mothods (which are common to the base class and the deriveratives) and the derived class performs a different operation than its parent for the same method.
If this is not the case, for example, where you need to use some other data from the child and thus you want to downcast, it means, in most cases, you didn't work hard enough on the design. I don't say it's always possible, but you need to design it in such a way the polymorphism is your only tool. That's a "good OOP".
Anyway, if you really need to downcast, you don't have to use RTTI. You can use a common field (string) in the base class, that marks the class type.

Efficient configuration of class hierarchy at compile-time

This question is specifically about C++ architecture on embedded, hard real-time systems. This implies that large parts of the data-structures as well as the exact program-flow are given at compile-time, performance is important and a lot of code can be inlined. Solutions preferably use C++03 only, but C++11 inputs are also welcome.
I am looking for established design-patterns and solutions to the architectural problem where the same code-base should be re-used for several, closely related products, while some parts (e.g. the hardware-abstraction) will necessarily be different.
I will likely end up with a hierarchical structure of modules encapsulated in classes that might then look somehow like this, assuming 4 layers:
Product A Product B
Toplevel_A Toplevel_B (different for A and B, but with common parts)
Middle_generic Middle_generic (same for A and B)
Sub_generic Sub_generic (same for A and B)
Hardware_A Hardware_B (different for A and B)
Here, some classes inherit from a common base class (e.g. Toplevel_A from Toplevel_base) while others do not need to be specialized at all (e.g. Middle_generic).
Currently I can think of the following approaches:
(A): If this was a regular desktop-application, I would use virtual inheritance and create the instances at run-time, using e.g. an Abstract Factory.
Drawback: However the *_B classes will never be used in product A and hence the dereferencing of all the virtual function calls and members not linked to an address at run-time will lead to quite some overhead.
(B) Using template specialization as inheritance mechanism (e.g. CRTP)
template<class Derived>
class Toplevel { /* generic stuff ... */ };
class Toplevel_A : public Toplevel<Toplevel_A> { /* specific stuff ... */ };
Drawback: Hard to understand.
(C): Use different sets of matching files and let the build-scripts include the right one
// common/toplevel_base.h
class Toplevel_base { /* ... */ };
// product_A/toplevel.h
class Toplevel : Toplevel_base { /* ... */ };
// product_B/toplevel.h
class Toplevel : Toplevel_base { /* ... */ };
// build_script.A
compiler -Icommon -Iproduct_A
Drawback: Confusing, tricky to maintain and test.
(D): One big typedef (or #define) file
//typedef_A.h
typedef Toplevel_A Toplevel_to_be_used;
typedef Hardware_A Hardware_to_be_used;
// etc.
// sub_generic.h
class sub_generic {
Hardware_to_be_used the_hardware;
// etc.
};
Drawback: One file to be included everywhere and still the need of another mechnism to actually switch between different configurations.
(E): A similar, "Policy based" configuration, e.g.
template <class Policy>
class Toplevel {
Middle_generic<Policy> the_middle;
// ...
};
// ...
template <class Policy>
class Sub_generic {
class Policy::Hardware_to_be_used the_hardware;
// ...
};
// used as
class Policy_A {
typedef Hardware_A Hardware_to_be_used;
};
Toplevel<Policy_A> the_toplevel;
Drawback: Everything is a template now; a lot of code needs to be re-compiled every time.
(F): Compiler switch and preprocessor
// sub_generic.h
class Sub_generic {
#if PRODUCT_IS_A
Hardware_A _hardware;
#endif
#if PRODUCT_IS_B
Hardware_B _hardware;
#endif
};
Drawback: Brrr..., only if all else fails.
Is there any (other) established design-pattern or a better solution to this problem, such that the compiler can statically allocate as many objects as possible and inline large parts of the code, knowing which product is being built and which classes are going to be used?
I'd go for A. Until it's PROVEN that this is not good enough, go for the same decisions as for desktop (well, of course, allocating several kilobytes on the stack, or using global variables that are many megabytes large may be "obvious" that it's not going to work). Yes, there is SOME overhead in calling virtual functions, but I would go for the most obvious and natural C++ solution FIRST, then redesign if it's not "good enough" (obviously, try to determine performance and such early on, and use tools like a sampling profiler to determine where you are spending time, rather than "guessing" - humans are proven pretty poor guessers).
I'd then move to option B if A is proven to not work. This is indeed not entirely obvious, but it is, roughly, how LLVM/Clang solves this problem for combinations of hardware and OS, see:
https://github.com/llvm-mirror/clang/blob/master/lib/Basic/Targets.cpp
First I would like to point out that you basically answered your own question in the question :-)
Next I would like to point out that in C++
the exact program-flow are given at compile-time, performance is
important and a lot of code can be inlined
is called templates. The other approaches that leverage language features as opposed to build system features will serve only as a logical way of structuring the code in your project to the benefit of developers.
Further, as noted in other answers C is more common for hard real-time systems than are C++, and in C it is customary to rely on MACROS to make this kind of optimization at compile time.
Finally, you have noted under your B solution above that template specialization is hard to understand. I would argue that this depends on how you do it and also on how much experience your team has on C++/templates. I find many "template ridden" projects to be extremely hard to read and the error messages they produce to be unholy at best, but I still manage to make effective use of templates in my own projects because I respect the KISS principle while doing it.
So my answer to you is, go with B or ditch C++ for C
I understand that you have two important requirements :
Data types are known at compile time
Program-flow is known at compile time
The CRTP wouldn't really address the problem you are trying to solve as it would allow the HardwareLayer to call methods on the Sub_generic, Middle_generic or TopLevel and I don't believe it is what you are looking for.
Both of your requirements can be met using the Trait pattern (another reference). Here is an example proving both requirements are met. First, we define empty shells representing two Hardwares you might want to support.
class Hardware_A {};
class Hardware_B {};
Then let's consider a class that describes a general case which corresponds to Hardware_A.
template <typename Hardware>
class HardwareLayer
{
public:
typedef long int64_t;
static int64_t getCPUSerialNumber() {return 0;}
};
Now let's see a specialization for Hardware_B :
template <>
class HardwareLayer<Hardware_B>
{
public:
typedef int int64_t;
static int64_t getCPUSerialNumber() {return 1;}
};
Now, here is a usage example within the Sub_generic layer :
template <typename Hardware>
class Sub_generic
{
public:
typedef HardwareLayer<Hardware> HwLayer;
typedef typename HwLayer::int64_t int64_t;
int64_t doSomething() {return HwLayer::getCPUSerialNumber();}
};
And finally, a short main that executes both code paths and use both data types :
int main(int argc, const char * argv[]) {
std::cout << "Hardware_A : " << Sub_generic<Hardware_A>().doSomething() << std::endl;
std::cout << "Hardware_B : " << Sub_generic<Hardware_B>().doSomething() << std::endl;
}
Now if your HardwareLayer needs to maintain state, here is another way to implement the HardLayer and Sub_generic layer classes.
template <typename Hardware>
class HardwareLayer
{
public:
typedef long hwint64_t;
hwint64_t getCPUSerialNumber() {return mySerial;}
private:
hwint64_t mySerial = 0;
};
template <>
class HardwareLayer<Hardware_B>
{
public:
typedef int hwint64_t;
hwint64_t getCPUSerialNumber() {return mySerial;}
private:
hwint64_t mySerial = 1;
};
template <typename Hardware>
class Sub_generic : public HardwareLayer<Hardware>
{
public:
typedef HardwareLayer<Hardware> HwLayer;
typedef typename HwLayer::hwint64_t hwint64_t;
hwint64_t doSomething() {return HwLayer::getCPUSerialNumber();}
};
And here is a last variant where only the Sub_generic implementation changes :
template <typename Hardware>
class Sub_generic
{
public:
typedef HardwareLayer<Hardware> HwLayer;
typedef typename HwLayer::hwint64_t hwint64_t;
hwint64_t doSomething() {return hw.getCPUSerialNumber();}
private:
HwLayer hw;
};
On a similar train of thought to F, you could just have a directory layout like this:
Hardware/
common/inc/hardware.h
hardware1/src/hardware.cpp
hardware2/src/hardware.cpp
Simplify the interface to only assume a single hardware exists:
// sub_generic.h
class Sub_generic {
Hardware _hardware;
};
And then only compile the folder that contains the .cpp files for the hardware for that platform.
The benefits to this approach are:
It's simple to understand whats happening and to add a hardware3
hardware.h still serves as your API
It takes away the abstraction from the compiler (for your speed concerns)
Compiler 1 doesn't need to compile hardware2.cpp or hardware3.cpp which may contain things Compiler 1 can't do (like inline assembly, or some other specific Compiler 2 thing)
hardware3 might be much more complicated for some reason you haven't considered yet.. so giving it a whole directory structure encapsulates it.
Since this is for a hard real time embedded system, usually you would go for a C type of solution not c++.
With modern compilers I'd say that the overhead of c++ is not that great, so it's not entirely a matter of performance, but embedded systems tend to prefer c instead of c++.
What you are trying to build would resemble a classic device drivers library (like the one for ftdi chips).
The approach there would be (since it's written in C) something similar to your F, but with no compile time options - you would specialize the code, at runtime, based on somethig like PID, VID, SN, etc...
Now if you what to use c++ for this, templates should probably be your last option (code readability usually ranks higher than any advantage templates bring to the table). So you would probably go for something similar to A: a basic class inheritance scheme, but no particularly fancy design pattern is required.
Hope this helps...
I am going to assume that these classes only need to be created a single time, and that their instances persist throughout the entire program run time.
In this case I would recommend using the Object Factory pattern since the factory will only get run one time to create the class. From that point on the specialized classes are all a known type.

Automatically Instantiating over a bunch of types in C++

In our library we have a number of "plugins", which are implemented in their own cpp files. Each plugin defines a template function, and should instantiate this function over a whole bunch of types. The number of types can be quite large, 30-100 of them, and can change depending on some compile time options. Each instance really have to be compiled and optimized individually, the performance improves by 10-100 times. The question is what is the best way to instantiate all of these functions.
Each plugin is written by a scientist who does not really know C++, so the code inside each plugin must be hidden inside macros or some simple construct. I have a half-baked solution based on a "database" of instances:
template<int plugin_id, class T>
struct S
{
typedef T (*ftype)(T);
ftype fp;
};
// By default we don't have any instances
template<int plugin_id, class T> S::ftype S::fp = 0;
Now a user that wants to use a plugin can check the value of
S<SOME_PLUGIN,double>::fp
to see if there is a version of this plugin for the double type. The template instantiation of fp will generate a weak reference, so the linker will use the "real" instance if we define it in a plugin implementation file. Inside the implementation of SOME_PLUGIN we will have an instantiation
template<> S<SOME_PLUGIN,double>::ftype S<SOME_PLUGIN,double>::fp =
some_plugin_implementation;
This seems to work. The question is if there is some way to automatically repeat this last statement for all types of interest. The types can be stored in a template class or generated by a template loop. I would prefer something that can be hidden by a macro. Of course this can be solved by an external code generator, but it's hard to do this portably and it interfers with the build systems of the people that use the library. Putting all the plugins in header files solves the problem, but makes the compiler explode (needing many gigabytes of memory and a very long compilation time).
I've used http://www.boost.org/doc/libs/1_44_0/libs/preprocessor/doc/index.html for such magic, in particular SEQ_FOR_EACH.
You could use a type list from Boost.MPL and then create a class template that recursively eats that list and instantiates every type. This would however make them all nested structs of that class template.
Hmm, I don't think I understand your problem correctly, so apologies if this answer is way off the mark, but could you not have a static member of S, which has a static instance of ftype, and return a reference to that, this way, you don't need to explicitly have an instance defined in your implementation files... i.e.
template<int plugin_id, class T>
struct S
{
typedef T (*ftype)(T);
static ftype& instance()
{
static ftype _fp = T::create();
return _fp;
}
};
and instead of accessing S<SOME_PLUGIN,double>::fp, you'd do S<SOME_PLUGIN,double>::instance(). To instantiate, at some point you have to call S<>::instance(). Do you need this to happen automagically as well?
EDIT: just noticed that you have a copy constructor, for ftype, changed the above code.. now you have to define a factory method in T called create() to really create the instance.
EDIT: Okay, I can't think of a clean way of doing this automatically, i.e. I don't believe there is a way to (at compile time) build a list of types, and then instantiate. However you could do it using a mix... Hopefully the example below will give you some ideas...
#include <iostream>
#include <typeinfo>
#include <boost/fusion/include/vector.hpp>
#include <boost/fusion/algorithm.hpp>
using namespace std;
// This simply calls the static instantiate function
struct instantiate
{
template <typename T>
void operator()(T const& x) const
{
T::instance();
}
};
// Shared header, presumably all plugin developers will use this header?
template<int plugin_id, class T>
struct S
{
typedef T (*ftype)(T);
static ftype& instance()
{
cout << "S: " << typeid(S<plugin_id, T>).name() << endl;
static ftype _fp; // = T::create();
return _fp;
}
};
// This is an additional struct, each plugin developer will have to implement
// one of these...
template <int plugin_id>
struct S_Types
{
// All they have to do is add the types that they will support to this vector
static void instance()
{
boost::fusion::vector<
S<plugin_id, double>,
S<plugin_id, int>,
S<plugin_id, char>
> supported_types;
boost::fusion::for_each(supported_types, instantiate());
}
};
// This is a global register, so once a plugin has been developed,
// add it to this list.
struct S_Register
{
S_Register()
{
// Add each plugin here, you'll only have to do this when a new plugin
// is created, unfortunately you have to do it manually, can't
// think of a way of adding a type at compile time...
boost::fusion::vector<
S_Types<0>,
S_Types<1>,
S_Types<2>
> plugins;
boost::fusion::for_each(plugins, instantiate());
}
};
int main(void)
{
// single instance of the register, defining this here, effectively
// triggers calls to instanc() of all the plugins and supported types...
S_Register reg;
return 0;
}
Basically uses a fusion vector to define all the possible instances that could exist. It will take a little bit of work from you and the developers, as I've outlined in the code... hopefully it'll give you an idea...