Where is this symbol defined/generated in the kernel source? - linux-kernel

In drivers/base/firmware_class.c, there's a reference to dev_attr_loading in this struct:
static struct attribute *fw_dev_attrs[] = {
&dev_attr_loading.attr,
NULL
};
Where could that symbol be defined or generated? It doesn't seem to be anywhere in the source tree or generated files. I can't seem to find a macro that builds it either. I'm trying to think of more places or ways to look.

It's actually in the same file. It's created by a macro:
static DEVICE_ATTR(loading, 0644, firmware_loading_show, firmware_loading_store);
The macro is defined in include/linux/device.h:
#define DEVICE_ATTR(_name, _mode, _show, _store) \
struct device_attribute dev_attr_##_name = __ATTR(_name, _mode, _show, _store)
The "_name" is what threw me in my search; I didn't realize that the underscore could be used in a macro that way.

Related

How to use a static map of function pointer field in a template with using or typedef [duplicate]

Quote from The C++ standard library: a tutorial and handbook:
The only portable way of using templates at the moment is to implement them in header files by using inline functions.
Why is this?
(Clarification: header files are not the only portable solution. But they are the most convenient portable solution.)
Caveat: It is not necessary to put the implementation in the header file, see the alternative solution at the end of this answer.
Anyway, the reason your code is failing is that, when instantiating a template, the compiler creates a new class with the given template argument. For example:
template<typename T>
struct Foo
{
T bar;
void doSomething(T param) {/* do stuff using T */}
};
// somewhere in a .cpp
Foo<int> f;
When reading this line, the compiler will create a new class (let's call it FooInt), which is equivalent to the following:
struct FooInt
{
int bar;
void doSomething(int param) {/* do stuff using int */}
}
Consequently, the compiler needs to have access to the implementation of the methods, to instantiate them with the template argument (in this case int). If these implementations were not in the header, they wouldn't be accessible, and therefore the compiler wouldn't be able to instantiate the template.
A common solution to this is to write the template declaration in a header file, then implement the class in an implementation file (for example .tpp), and include this implementation file at the end of the header.
Foo.h
template <typename T>
struct Foo
{
void doSomething(T param);
};
#include "Foo.tpp"
Foo.tpp
template <typename T>
void Foo<T>::doSomething(T param)
{
//implementation
}
This way, implementation is still separated from declaration, but is accessible to the compiler.
Alternative solution
Another solution is to keep the implementation separated, and explicitly instantiate all the template instances you'll need:
Foo.h
// no implementation
template <typename T> struct Foo { ... };
Foo.cpp
// implementation of Foo's methods
// explicit instantiations
template class Foo<int>;
template class Foo<float>;
// You will only be able to use Foo with int or float
If my explanation isn't clear enough, you can have a look at the C++ Super-FAQ on this subject.
It's because of the requirement for separate compilation and because templates are instantiation-style polymorphism.
Lets get a little closer to concrete for an explanation. Say I've got the following files:
foo.h
declares the interface of class MyClass<T>
foo.cpp
defines the implementation of class MyClass<T>
bar.cpp
uses MyClass<int>
Separate compilation means I should be able to compile foo.cpp independently from bar.cpp. The compiler does all the hard work of analysis, optimization, and code generation on each compilation unit completely independently; we don't need to do whole-program analysis. It's only the linker that needs to handle the entire program at once, and the linker's job is substantially easier.
bar.cpp doesn't even need to exist when I compile foo.cpp, but I should still be able to link the foo.o I already had together with the bar.o I've only just produced, without needing to recompile foo.cpp. foo.cpp could even be compiled into a dynamic library, distributed somewhere else without foo.cpp, and linked with code they write years after I wrote foo.cpp.
"Instantiation-style polymorphism" means that the template MyClass<T> isn't really a generic class that can be compiled to code that can work for any value of T. That would add overhead such as boxing, needing to pass function pointers to allocators and constructors, etc. The intention of C++ templates is to avoid having to write nearly identical class MyClass_int, class MyClass_float, etc, but to still be able to end up with compiled code that is mostly as if we had written each version separately. So a template is literally a template; a class template is not a class, it's a recipe for creating a new class for each T we encounter. A template cannot be compiled into code, only the result of instantiating the template can be compiled.
So when foo.cpp is compiled, the compiler can't see bar.cpp to know that MyClass<int> is needed. It can see the template MyClass<T>, but it can't emit code for that (it's a template, not a class). And when bar.cpp is compiled, the compiler can see that it needs to create a MyClass<int>, but it can't see the template MyClass<T> (only its interface in foo.h) so it can't create it.
If foo.cpp itself uses MyClass<int>, then code for that will be generated while compiling foo.cpp, so when bar.o is linked to foo.o they can be hooked up and will work. We can use that fact to allow a finite set of template instantiations to be implemented in a .cpp file by writing a single template. But there's no way for bar.cpp to use the template as a template and instantiate it on whatever types it likes; it can only use pre-existing versions of the templated class that the author of foo.cpp thought to provide.
You might think that when compiling a template the compiler should "generate all versions", with the ones that are never used being filtered out during linking. Aside from the huge overhead and the extreme difficulties such an approach would face because "type modifier" features like pointers and arrays allow even just the built-in types to give rise to an infinite number of types, what happens when I now extend my program by adding:
baz.cpp
declares and implements class BazPrivate, and uses MyClass<BazPrivate>
There is no possible way that this could work unless we either
Have to recompile foo.cpp every time we change any other file in the program, in case it added a new novel instantiation of MyClass<T>
Require that baz.cpp contains (possibly via header includes) the full template of MyClass<T>, so that the compiler can generate MyClass<BazPrivate> during compilation of baz.cpp.
Nobody likes (1), because whole-program-analysis compilation systems take forever to compile , and because it makes it impossible to distribute compiled libraries without the source code. So we have (2) instead.
Plenty correct answers here, but I wanted to add this (for completeness):
If you, at the bottom of the implementation cpp file, do explicit instantiation of all the types the template will be used with, the linker will be able to find them as usual.
Edit: Adding example of explicit template instantiation. Used after the template has been defined, and all member functions has been defined.
template class vector<int>;
This will instantiate (and thus make available to the linker) the class and all its member functions (only). Similar syntax works for function templates, so if you have non-member operator overloads you may need to do the same for those.
The above example is fairly useless since vector is fully defined in headers, except when a common include file (precompiled header?) uses extern template class vector<int> so as to keep it from instantiating it in all the other (1000?) files that use vector.
Templates need to be instantiated by the compiler before actually compiling them into object code. This instantiation can only be achieved if the template arguments are known. Now imagine a scenario where a template function is declared in a.h, defined in a.cpp and used in b.cpp. When a.cpp is compiled, it is not necessarily known that the upcoming compilation b.cpp will require an instance of the template, let alone which specific instance would that be. For more header and source files, the situation can quickly get more complicated.
One can argue that compilers can be made smarter to "look ahead" for all uses of the template, but I'm sure that it wouldn't be difficult to create recursive or otherwise complicated scenarios. AFAIK, compilers don't do such look aheads. As Anton pointed out, some compilers support explicit export declarations of template instantiations, but not all compilers support it (yet?).
Actually, prior to C++11 the standard defined the export keyword that would make it possible to declare templates in a header file and implement them elsewhere. In a manner of speaking. Not really, as the only ones who ever implemented that feature pointed out:
Phantom advantage #1: Hiding source code. Many users, have said that they expect that by using export they will
no longer have to ship definitions for member/nonmember function templates and member functions of class
templates. This is not true. With export, library writers still have to ship full template source code or its direct
equivalent (e.g., a system-specific parse tree) because the full information is required for instantiation. [...]
Phantom advantage #2: Fast builds, reduced dependencies. Many users expect that export will allow true separate
compilation of templates to object code which they expect would allow faster builds. It doesn’t because the
compilation of exported templates is indeed separate but not to object code. Instead, export almost always makes
builds slower, because at least the same amount of compilation work must still be done at prelink time. Export
does not even reduce dependencies between template definitions because the dependencies are intrinsic,
independent of file organization.
None of the popular compilers implemented this keyword. The only implementation of the feature was in the frontend written by the Edison Design Group, which is used by the Comeau C++ compiler. All others required you to write templates in header files, because the compiler needs the template definition for proper instantiation (as others pointed out already).
As a result, the ISO C++ standard committee decided to remove the export feature of templates with C++11.
Although standard C++ has no such requirement, some compilers require that all function and class templates need to be made available in every translation unit they are used. In effect, for those compilers, the bodies of template functions must be made available in a header file. To repeat: that means those compilers won't allow them to be defined in non-header files such as .cpp files
There is an export keyword which is supposed to mitigate this problem, but it's nowhere close to being portable.
Templates are often used in headers because the compiler needs to instantiate different versions of the code, depending on the parameters given/deduced for template parameters, and it's easier (as a programmer) to let the compiler recompile the same code multiple times and deduplicate later.
Remember that a template doesn't represent code directly, but a template for several versions of that code.
When you compile a non-template function in a .cpp file, you are compiling a concrete function/class.
This is not the case for templates, which can be instantiated with different types, namely, concrete code must be emitted when replacing template parameters with concrete types.
There was a feature with the export keyword that was meant to be used for separate compilation.
The export feature is deprecated in C++11 and, AFAIK, only one compiler implemented it.
You shouldn't make use of export.
Separate compilation is not possible in C++ or C++11 but maybe in C++17, if concepts make it in, we could have some way of separate compilation.
For separate compilation to be achieved, separate template body checking must be possible.
It seems that a solution is possible with concepts.
Take a look at this paper recently presented at the
standards committee meeting.
I think this is not the only requirement, since you still need to instantiate code for the template code in user code.
The separate compilation problem for templates I guess it's also a problem that is arising with the migration to modules, which is currently being worked.
EDIT: As of August 2020 Modules are already a reality for C++: https://en.cppreference.com/w/cpp/language/modules
Even though there are plenty of good explanations above, I'm missing a practical way to separate templates into header and body.
My main concern is avoiding recompilation of all template users, when I change its definition.
Having all template instantiations in the template body is not a viable solution for me, since the template author may not know all if its usage and the template user may not have the right to modify it.
I took the following approach, which works also for older compilers (gcc 4.3.4, aCC A.03.13).
For each template usage there's a typedef in its own header file (generated from the UML model). Its body contains the instantiation (which ends up in a library which is linked in at the end).
Each user of the template includes that header file and uses the typedef.
A schematic example:
MyTemplate.h:
#ifndef MyTemplate_h
#define MyTemplate_h 1
template <class T>
class MyTemplate
{
public:
MyTemplate(const T& rt);
void dump();
T t;
};
#endif
MyTemplate.cpp:
#include "MyTemplate.h"
#include <iostream>
template <class T>
MyTemplate<T>::MyTemplate(const T& rt)
: t(rt)
{
}
template <class T>
void MyTemplate<T>::dump()
{
cerr << t << endl;
}
MyInstantiatedTemplate.h:
#ifndef MyInstantiatedTemplate_h
#define MyInstantiatedTemplate_h 1
#include "MyTemplate.h"
typedef MyTemplate< int > MyInstantiatedTemplate;
#endif
MyInstantiatedTemplate.cpp:
#include "MyTemplate.cpp"
template class MyTemplate< int >;
main.cpp:
#include "MyInstantiatedTemplate.h"
int main()
{
MyInstantiatedTemplate m(100);
m.dump();
return 0;
}
This way only the template instantiations will need to be recompiled, not all template users (and dependencies).
It means that the most portable way to define method implementations of template classes is to define them inside the template class definition.
template < typename ... >
class MyClass
{
int myMethod()
{
// Not just declaration. Add method implementation here
}
};
Just to add something noteworthy here. One can define methods of a templated class just fine in the implementation file when they are not function templates.
myQueue.hpp:
template <class T>
class QueueA {
int size;
...
public:
template <class T> T dequeue() {
// implementation here
}
bool isEmpty();
...
}
myQueue.cpp:
// implementation of regular methods goes like this:
template <class T> bool QueueA<T>::isEmpty() {
return this->size == 0;
}
main()
{
QueueA<char> Q;
...
}
The compiler will generate code for each template instantiation when you use a template during the compilation step.
In the compilation and linking process .cpp files are converted to pure object or machine code which in them contains references or undefined symbols because the .h files that are included in your main.cpp have no implementation YET. These are ready to be linked with another object file that defines an implementation for your template and thus you have a full a.out executable.
However since templates need to be processed in the compilation step in order to generate code for each template instantiation that you define, so simply compiling a template separate from it's header file won't work because they always go hand and hand, for the very reason that each template instantiation is a whole new class literally. In a regular class you can separate .h and .cpp because .h is a blueprint of that class and the .cpp is the raw implementation so any implementation files can be compiled and linked regularly, however using templates .h is a blueprint of how the class should look not how the object should look meaning a template .cpp file isn't a raw regular implementation of a class, it's simply a blueprint for a class, so any implementation of a .h template file can't be compiled because you need something concrete to compile, templates are abstract in that sense.
Therefore templates are never separately compiled and are only compiled wherever you have a concrete instantiation in some other source file. However, the concrete instantiation needs to know the implementation of the template file, because simply modifying the typename T using a concrete type in the .h file is not going to do the job because what .cpp is there to link, I can't find it later on because remember templates are abstract and can't be compiled, so I'm forced to give the implementation right now so I know what to compile and link, and now that I have the implementation it gets linked into the enclosing source file. Basically, the moment I instantiate a template I need to create a whole new class, and I can't do that if I don't know how that class should look like when using the type I provide unless I make notice to the compiler of the template implementation, so now the compiler can replace T with my type and create a concrete class that's ready to be compiled and linked.
To sum up, templates are blueprints for how classes should look, classes are blueprints for how an object should look.
I can't compile templates separate from their concrete instantiation because the compiler only compiles concrete types, in other words, templates at least in C++, is pure language abstraction. We have to de-abstract templates so to speak, and we do so by giving them a concrete type to deal with so that our template abstraction can transform into a regular class file and in turn, it can be compiled normally. Separating the template .h file and the template .cpp file is meaningless. It is nonsensical because the separation of .cpp and .h only is only where the .cpp can be compiled individually and linked individually, with templates since we can't compile them separately, because templates are an abstraction, therefore we are always forced to put the abstraction always together with the concrete instantiation where the concrete instantiation always has to know about the type being used.
Meaning typename T get's replaced during the compilation step not the linking step so if I try to compile a template without T being replaced as a concrete value type that is completely meaningless to the compiler and as a result object code can't be created because it doesn't know what T is.
It is technically possible to create some sort of functionality that will save the template.cpp file and switch out the types when it finds them in other sources, I think that the standard does have a keyword export that will allow you to put templates in a separate cpp file but not that many compilers actually implement this.
Just a side note, when making specializations for a template class, you can separate the header from the implementation because a specialization by definition means that I am specializing for a concrete type that can be compiled and linked individually.
If the concern is the extra compilation time and binary size bloat produced by compiling the .h as part of all the .cpp modules using it, in many cases what you can do is make the template class descend from a non-templatized base class for non type-dependent parts of the interface, and that base class can have its implementation in the .cpp file.
A way to have separate implementation is as follows.
inner_foo.h
template <typename T>
struct Foo
{
void doSomething(T param);
};
foo.tpp
#include "inner_foo.h"
template <typename T>
void Foo<T>::doSomething(T param)
{
//implementation
}
foo.h
#include <foo.tpp>
main.cpp
#include <foo.h>
inner_foo.h has the forward declarations. foo.tpp has the implementation and includes inner_foo.h; and foo.h will have just one line, to include foo.tpp.
On compile time, contents of foo.h are copied to foo.tpp and then the whole file is copied to foo.h after which it compiles. This way, there is no limitations, and the naming is consistent, in exchange for one extra file.
I do this because static analyzers for the code break when it does not see the forward declarations of class in *.tpp. This is annoying when writing code in any IDE or using YouCompleteMe or others.
That is exactly correct because the compiler has to know what type it is for allocation. So template classes, functions, enums,etc.. must be implemented as well in the header file if it is to be made public or part of a library (static or dynamic) because header files are NOT compiled unlike the c/cpp files which are. If the compiler doesn't know the type is can't compile it. In .Net it can because all objects derive from the Object class. This is not .Net.
I suggest looking at this gcc page which discusses the tradeoffs between the "cfront" and "borland" model for template instantiations.
https://gcc.gnu.org/onlinedocs/gcc-4.6.4/gcc/Template-Instantiation.html
The "borland" model corresponds to what the author suggests, providing the full template definition, and having things compiled multiple times.
It contains explicit recommendations concerning using manual and automatic template instantiation. For example, the "-repo" option can be used to collect templates which need to be instantiated. Or another option is to disable automatic template instantiations using "-fno-implicit-templates" to force manual template instantiation.
In my experience, I rely on the C++ Standard Library and Boost templates being instantiated for each compilation unit (using a template library). For my large template classes, I do manual template instantiation, once, for the types I need.
This is my approach because I am providing a working program, not a template library for use in other programs. The author of the book, Josuttis, works a lot on template libraries.
If I was really worried about speed, I suppose I would explore using Precompiled Headers
https://gcc.gnu.org/onlinedocs/gcc/Precompiled-Headers.html
which is gaining support in many compilers. However, I think precompiled headers would be difficult with template header files.
Another reason that it's a good idea to write both declarations and definitions in header files is for readability. Suppose there's such a template function in Utility.h:
template <class T>
T min(T const& one, T const& theOther);
And in the Utility.cpp:
#include "Utility.h"
template <class T>
T min(T const& one, T const& other)
{
return one < other ? one : other;
}
This requires every T class here to implement the less than operator (<). It will throw a compiler error when you compare two class instances that haven't implemented the "<".
Therefore if you separate the template declaration and definition, you won't be able to only read the header file to see the ins and outs of this template in order to use this API on your own classes, though the compiler will tell you in this case about which operator needs to be overridden.
I had to write a template class an d this example worked for me
Here is an example of this for a dynamic array class.
#ifndef dynarray_h
#define dynarray_h
#include <iostream>
template <class T>
class DynArray{
int capacity_;
int size_;
T* data;
public:
explicit DynArray(int size = 0, int capacity=2);
DynArray(const DynArray& d1);
~DynArray();
T& operator[]( const int index);
void operator=(const DynArray<T>& d1);
int size();
int capacity();
void clear();
void push_back(int n);
void pop_back();
T& at(const int n);
T& back();
T& front();
};
#include "dynarray.template" // this is how you get the header file
#endif
Now inside you .template file you define your functions just how you normally would.
template <class T>
DynArray<T>::DynArray(int size, int capacity){
if (capacity >= size){
this->size_ = size;
this->capacity_ = capacity;
data = new T[capacity];
}
// for (int i = 0; i < size; ++i) {
// data[i] = 0;
// }
}
template <class T>
DynArray<T>::DynArray(const DynArray& d1){
//clear();
//delete [] data;
std::cout << "copy" << std::endl;
this->size_ = d1.size_;
this->capacity_ = d1.capacity_;
data = new T[capacity()];
for(int i = 0; i < size(); ++i){
data[i] = d1.data[i];
}
}
template <class T>
DynArray<T>::~DynArray(){
delete [] data;
}
template <class T>
T& DynArray<T>::operator[]( const int index){
return at(index);
}
template <class T>
void DynArray<T>::operator=(const DynArray<T>& d1){
if (this->size() > 0) {
clear();
}
std::cout << "assign" << std::endl;
this->size_ = d1.size_;
this->capacity_ = d1.capacity_;
data = new T[capacity()];
for(int i = 0; i < size(); ++i){
data[i] = d1.data[i];
}
//delete [] d1.data;
}
template <class T>
int DynArray<T>::size(){
return size_;
}
template <class T>
int DynArray<T>::capacity(){
return capacity_;
}
template <class T>
void DynArray<T>::clear(){
for( int i = 0; i < size(); ++i){
data[i] = 0;
}
size_ = 0;
capacity_ = 2;
}
template <class T>
void DynArray<T>::push_back(int n){
if (size() >= capacity()) {
std::cout << "grow" << std::endl;
//redo the array
T* copy = new T[capacity_ + 40];
for (int i = 0; i < size(); ++i) {
copy[i] = data[i];
}
delete [] data;
data = new T[ capacity_ * 2];
for (int i = 0; i < capacity() * 2; ++i) {
data[i] = copy[i];
}
delete [] copy;
capacity_ *= 2;
}
data[size()] = n;
++size_;
}
template <class T>
void DynArray<T>::pop_back(){
data[size()-1] = 0;
--size_;
}
template <class T>
T& DynArray<T>::at(const int n){
if (n >= size()) {
throw std::runtime_error("invalid index");
}
return data[n];
}
template <class T>
T& DynArray<T>::back(){
if (size() == 0) {
throw std::runtime_error("vector is empty");
}
return data[size()-1];
}
template <class T>
T& DynArray<T>::front(){
if (size() == 0) {
throw std::runtime_error("vector is empty");
}
return data[0];
}

Undefined reference to xxx only in one portion of the code [duplicate]

Quote from The C++ standard library: a tutorial and handbook:
The only portable way of using templates at the moment is to implement them in header files by using inline functions.
Why is this?
(Clarification: header files are not the only portable solution. But they are the most convenient portable solution.)
Caveat: It is not necessary to put the implementation in the header file, see the alternative solution at the end of this answer.
Anyway, the reason your code is failing is that, when instantiating a template, the compiler creates a new class with the given template argument. For example:
template<typename T>
struct Foo
{
T bar;
void doSomething(T param) {/* do stuff using T */}
};
// somewhere in a .cpp
Foo<int> f;
When reading this line, the compiler will create a new class (let's call it FooInt), which is equivalent to the following:
struct FooInt
{
int bar;
void doSomething(int param) {/* do stuff using int */}
}
Consequently, the compiler needs to have access to the implementation of the methods, to instantiate them with the template argument (in this case int). If these implementations were not in the header, they wouldn't be accessible, and therefore the compiler wouldn't be able to instantiate the template.
A common solution to this is to write the template declaration in a header file, then implement the class in an implementation file (for example .tpp), and include this implementation file at the end of the header.
Foo.h
template <typename T>
struct Foo
{
void doSomething(T param);
};
#include "Foo.tpp"
Foo.tpp
template <typename T>
void Foo<T>::doSomething(T param)
{
//implementation
}
This way, implementation is still separated from declaration, but is accessible to the compiler.
Alternative solution
Another solution is to keep the implementation separated, and explicitly instantiate all the template instances you'll need:
Foo.h
// no implementation
template <typename T> struct Foo { ... };
Foo.cpp
// implementation of Foo's methods
// explicit instantiations
template class Foo<int>;
template class Foo<float>;
// You will only be able to use Foo with int or float
If my explanation isn't clear enough, you can have a look at the C++ Super-FAQ on this subject.
It's because of the requirement for separate compilation and because templates are instantiation-style polymorphism.
Lets get a little closer to concrete for an explanation. Say I've got the following files:
foo.h
declares the interface of class MyClass<T>
foo.cpp
defines the implementation of class MyClass<T>
bar.cpp
uses MyClass<int>
Separate compilation means I should be able to compile foo.cpp independently from bar.cpp. The compiler does all the hard work of analysis, optimization, and code generation on each compilation unit completely independently; we don't need to do whole-program analysis. It's only the linker that needs to handle the entire program at once, and the linker's job is substantially easier.
bar.cpp doesn't even need to exist when I compile foo.cpp, but I should still be able to link the foo.o I already had together with the bar.o I've only just produced, without needing to recompile foo.cpp. foo.cpp could even be compiled into a dynamic library, distributed somewhere else without foo.cpp, and linked with code they write years after I wrote foo.cpp.
"Instantiation-style polymorphism" means that the template MyClass<T> isn't really a generic class that can be compiled to code that can work for any value of T. That would add overhead such as boxing, needing to pass function pointers to allocators and constructors, etc. The intention of C++ templates is to avoid having to write nearly identical class MyClass_int, class MyClass_float, etc, but to still be able to end up with compiled code that is mostly as if we had written each version separately. So a template is literally a template; a class template is not a class, it's a recipe for creating a new class for each T we encounter. A template cannot be compiled into code, only the result of instantiating the template can be compiled.
So when foo.cpp is compiled, the compiler can't see bar.cpp to know that MyClass<int> is needed. It can see the template MyClass<T>, but it can't emit code for that (it's a template, not a class). And when bar.cpp is compiled, the compiler can see that it needs to create a MyClass<int>, but it can't see the template MyClass<T> (only its interface in foo.h) so it can't create it.
If foo.cpp itself uses MyClass<int>, then code for that will be generated while compiling foo.cpp, so when bar.o is linked to foo.o they can be hooked up and will work. We can use that fact to allow a finite set of template instantiations to be implemented in a .cpp file by writing a single template. But there's no way for bar.cpp to use the template as a template and instantiate it on whatever types it likes; it can only use pre-existing versions of the templated class that the author of foo.cpp thought to provide.
You might think that when compiling a template the compiler should "generate all versions", with the ones that are never used being filtered out during linking. Aside from the huge overhead and the extreme difficulties such an approach would face because "type modifier" features like pointers and arrays allow even just the built-in types to give rise to an infinite number of types, what happens when I now extend my program by adding:
baz.cpp
declares and implements class BazPrivate, and uses MyClass<BazPrivate>
There is no possible way that this could work unless we either
Have to recompile foo.cpp every time we change any other file in the program, in case it added a new novel instantiation of MyClass<T>
Require that baz.cpp contains (possibly via header includes) the full template of MyClass<T>, so that the compiler can generate MyClass<BazPrivate> during compilation of baz.cpp.
Nobody likes (1), because whole-program-analysis compilation systems take forever to compile , and because it makes it impossible to distribute compiled libraries without the source code. So we have (2) instead.
Plenty correct answers here, but I wanted to add this (for completeness):
If you, at the bottom of the implementation cpp file, do explicit instantiation of all the types the template will be used with, the linker will be able to find them as usual.
Edit: Adding example of explicit template instantiation. Used after the template has been defined, and all member functions has been defined.
template class vector<int>;
This will instantiate (and thus make available to the linker) the class and all its member functions (only). Similar syntax works for function templates, so if you have non-member operator overloads you may need to do the same for those.
The above example is fairly useless since vector is fully defined in headers, except when a common include file (precompiled header?) uses extern template class vector<int> so as to keep it from instantiating it in all the other (1000?) files that use vector.
Templates need to be instantiated by the compiler before actually compiling them into object code. This instantiation can only be achieved if the template arguments are known. Now imagine a scenario where a template function is declared in a.h, defined in a.cpp and used in b.cpp. When a.cpp is compiled, it is not necessarily known that the upcoming compilation b.cpp will require an instance of the template, let alone which specific instance would that be. For more header and source files, the situation can quickly get more complicated.
One can argue that compilers can be made smarter to "look ahead" for all uses of the template, but I'm sure that it wouldn't be difficult to create recursive or otherwise complicated scenarios. AFAIK, compilers don't do such look aheads. As Anton pointed out, some compilers support explicit export declarations of template instantiations, but not all compilers support it (yet?).
Actually, prior to C++11 the standard defined the export keyword that would make it possible to declare templates in a header file and implement them elsewhere. In a manner of speaking. Not really, as the only ones who ever implemented that feature pointed out:
Phantom advantage #1: Hiding source code. Many users, have said that they expect that by using export they will
no longer have to ship definitions for member/nonmember function templates and member functions of class
templates. This is not true. With export, library writers still have to ship full template source code or its direct
equivalent (e.g., a system-specific parse tree) because the full information is required for instantiation. [...]
Phantom advantage #2: Fast builds, reduced dependencies. Many users expect that export will allow true separate
compilation of templates to object code which they expect would allow faster builds. It doesn’t because the
compilation of exported templates is indeed separate but not to object code. Instead, export almost always makes
builds slower, because at least the same amount of compilation work must still be done at prelink time. Export
does not even reduce dependencies between template definitions because the dependencies are intrinsic,
independent of file organization.
None of the popular compilers implemented this keyword. The only implementation of the feature was in the frontend written by the Edison Design Group, which is used by the Comeau C++ compiler. All others required you to write templates in header files, because the compiler needs the template definition for proper instantiation (as others pointed out already).
As a result, the ISO C++ standard committee decided to remove the export feature of templates with C++11.
Although standard C++ has no such requirement, some compilers require that all function and class templates need to be made available in every translation unit they are used. In effect, for those compilers, the bodies of template functions must be made available in a header file. To repeat: that means those compilers won't allow them to be defined in non-header files such as .cpp files
There is an export keyword which is supposed to mitigate this problem, but it's nowhere close to being portable.
Templates are often used in headers because the compiler needs to instantiate different versions of the code, depending on the parameters given/deduced for template parameters, and it's easier (as a programmer) to let the compiler recompile the same code multiple times and deduplicate later.
Remember that a template doesn't represent code directly, but a template for several versions of that code.
When you compile a non-template function in a .cpp file, you are compiling a concrete function/class.
This is not the case for templates, which can be instantiated with different types, namely, concrete code must be emitted when replacing template parameters with concrete types.
There was a feature with the export keyword that was meant to be used for separate compilation.
The export feature is deprecated in C++11 and, AFAIK, only one compiler implemented it.
You shouldn't make use of export.
Separate compilation is not possible in C++ or C++11 but maybe in C++17, if concepts make it in, we could have some way of separate compilation.
For separate compilation to be achieved, separate template body checking must be possible.
It seems that a solution is possible with concepts.
Take a look at this paper recently presented at the
standards committee meeting.
I think this is not the only requirement, since you still need to instantiate code for the template code in user code.
The separate compilation problem for templates I guess it's also a problem that is arising with the migration to modules, which is currently being worked.
EDIT: As of August 2020 Modules are already a reality for C++: https://en.cppreference.com/w/cpp/language/modules
Even though there are plenty of good explanations above, I'm missing a practical way to separate templates into header and body.
My main concern is avoiding recompilation of all template users, when I change its definition.
Having all template instantiations in the template body is not a viable solution for me, since the template author may not know all if its usage and the template user may not have the right to modify it.
I took the following approach, which works also for older compilers (gcc 4.3.4, aCC A.03.13).
For each template usage there's a typedef in its own header file (generated from the UML model). Its body contains the instantiation (which ends up in a library which is linked in at the end).
Each user of the template includes that header file and uses the typedef.
A schematic example:
MyTemplate.h:
#ifndef MyTemplate_h
#define MyTemplate_h 1
template <class T>
class MyTemplate
{
public:
MyTemplate(const T& rt);
void dump();
T t;
};
#endif
MyTemplate.cpp:
#include "MyTemplate.h"
#include <iostream>
template <class T>
MyTemplate<T>::MyTemplate(const T& rt)
: t(rt)
{
}
template <class T>
void MyTemplate<T>::dump()
{
cerr << t << endl;
}
MyInstantiatedTemplate.h:
#ifndef MyInstantiatedTemplate_h
#define MyInstantiatedTemplate_h 1
#include "MyTemplate.h"
typedef MyTemplate< int > MyInstantiatedTemplate;
#endif
MyInstantiatedTemplate.cpp:
#include "MyTemplate.cpp"
template class MyTemplate< int >;
main.cpp:
#include "MyInstantiatedTemplate.h"
int main()
{
MyInstantiatedTemplate m(100);
m.dump();
return 0;
}
This way only the template instantiations will need to be recompiled, not all template users (and dependencies).
It means that the most portable way to define method implementations of template classes is to define them inside the template class definition.
template < typename ... >
class MyClass
{
int myMethod()
{
// Not just declaration. Add method implementation here
}
};
Just to add something noteworthy here. One can define methods of a templated class just fine in the implementation file when they are not function templates.
myQueue.hpp:
template <class T>
class QueueA {
int size;
...
public:
template <class T> T dequeue() {
// implementation here
}
bool isEmpty();
...
}
myQueue.cpp:
// implementation of regular methods goes like this:
template <class T> bool QueueA<T>::isEmpty() {
return this->size == 0;
}
main()
{
QueueA<char> Q;
...
}
The compiler will generate code for each template instantiation when you use a template during the compilation step.
In the compilation and linking process .cpp files are converted to pure object or machine code which in them contains references or undefined symbols because the .h files that are included in your main.cpp have no implementation YET. These are ready to be linked with another object file that defines an implementation for your template and thus you have a full a.out executable.
However since templates need to be processed in the compilation step in order to generate code for each template instantiation that you define, so simply compiling a template separate from it's header file won't work because they always go hand and hand, for the very reason that each template instantiation is a whole new class literally. In a regular class you can separate .h and .cpp because .h is a blueprint of that class and the .cpp is the raw implementation so any implementation files can be compiled and linked regularly, however using templates .h is a blueprint of how the class should look not how the object should look meaning a template .cpp file isn't a raw regular implementation of a class, it's simply a blueprint for a class, so any implementation of a .h template file can't be compiled because you need something concrete to compile, templates are abstract in that sense.
Therefore templates are never separately compiled and are only compiled wherever you have a concrete instantiation in some other source file. However, the concrete instantiation needs to know the implementation of the template file, because simply modifying the typename T using a concrete type in the .h file is not going to do the job because what .cpp is there to link, I can't find it later on because remember templates are abstract and can't be compiled, so I'm forced to give the implementation right now so I know what to compile and link, and now that I have the implementation it gets linked into the enclosing source file. Basically, the moment I instantiate a template I need to create a whole new class, and I can't do that if I don't know how that class should look like when using the type I provide unless I make notice to the compiler of the template implementation, so now the compiler can replace T with my type and create a concrete class that's ready to be compiled and linked.
To sum up, templates are blueprints for how classes should look, classes are blueprints for how an object should look.
I can't compile templates separate from their concrete instantiation because the compiler only compiles concrete types, in other words, templates at least in C++, is pure language abstraction. We have to de-abstract templates so to speak, and we do so by giving them a concrete type to deal with so that our template abstraction can transform into a regular class file and in turn, it can be compiled normally. Separating the template .h file and the template .cpp file is meaningless. It is nonsensical because the separation of .cpp and .h only is only where the .cpp can be compiled individually and linked individually, with templates since we can't compile them separately, because templates are an abstraction, therefore we are always forced to put the abstraction always together with the concrete instantiation where the concrete instantiation always has to know about the type being used.
Meaning typename T get's replaced during the compilation step not the linking step so if I try to compile a template without T being replaced as a concrete value type that is completely meaningless to the compiler and as a result object code can't be created because it doesn't know what T is.
It is technically possible to create some sort of functionality that will save the template.cpp file and switch out the types when it finds them in other sources, I think that the standard does have a keyword export that will allow you to put templates in a separate cpp file but not that many compilers actually implement this.
Just a side note, when making specializations for a template class, you can separate the header from the implementation because a specialization by definition means that I am specializing for a concrete type that can be compiled and linked individually.
If the concern is the extra compilation time and binary size bloat produced by compiling the .h as part of all the .cpp modules using it, in many cases what you can do is make the template class descend from a non-templatized base class for non type-dependent parts of the interface, and that base class can have its implementation in the .cpp file.
A way to have separate implementation is as follows.
inner_foo.h
template <typename T>
struct Foo
{
void doSomething(T param);
};
foo.tpp
#include "inner_foo.h"
template <typename T>
void Foo<T>::doSomething(T param)
{
//implementation
}
foo.h
#include <foo.tpp>
main.cpp
#include <foo.h>
inner_foo.h has the forward declarations. foo.tpp has the implementation and includes inner_foo.h; and foo.h will have just one line, to include foo.tpp.
On compile time, contents of foo.h are copied to foo.tpp and then the whole file is copied to foo.h after which it compiles. This way, there is no limitations, and the naming is consistent, in exchange for one extra file.
I do this because static analyzers for the code break when it does not see the forward declarations of class in *.tpp. This is annoying when writing code in any IDE or using YouCompleteMe or others.
That is exactly correct because the compiler has to know what type it is for allocation. So template classes, functions, enums,etc.. must be implemented as well in the header file if it is to be made public or part of a library (static or dynamic) because header files are NOT compiled unlike the c/cpp files which are. If the compiler doesn't know the type is can't compile it. In .Net it can because all objects derive from the Object class. This is not .Net.
I suggest looking at this gcc page which discusses the tradeoffs between the "cfront" and "borland" model for template instantiations.
https://gcc.gnu.org/onlinedocs/gcc-4.6.4/gcc/Template-Instantiation.html
The "borland" model corresponds to what the author suggests, providing the full template definition, and having things compiled multiple times.
It contains explicit recommendations concerning using manual and automatic template instantiation. For example, the "-repo" option can be used to collect templates which need to be instantiated. Or another option is to disable automatic template instantiations using "-fno-implicit-templates" to force manual template instantiation.
In my experience, I rely on the C++ Standard Library and Boost templates being instantiated for each compilation unit (using a template library). For my large template classes, I do manual template instantiation, once, for the types I need.
This is my approach because I am providing a working program, not a template library for use in other programs. The author of the book, Josuttis, works a lot on template libraries.
If I was really worried about speed, I suppose I would explore using Precompiled Headers
https://gcc.gnu.org/onlinedocs/gcc/Precompiled-Headers.html
which is gaining support in many compilers. However, I think precompiled headers would be difficult with template header files.
Another reason that it's a good idea to write both declarations and definitions in header files is for readability. Suppose there's such a template function in Utility.h:
template <class T>
T min(T const& one, T const& theOther);
And in the Utility.cpp:
#include "Utility.h"
template <class T>
T min(T const& one, T const& other)
{
return one < other ? one : other;
}
This requires every T class here to implement the less than operator (<). It will throw a compiler error when you compare two class instances that haven't implemented the "<".
Therefore if you separate the template declaration and definition, you won't be able to only read the header file to see the ins and outs of this template in order to use this API on your own classes, though the compiler will tell you in this case about which operator needs to be overridden.
I had to write a template class an d this example worked for me
Here is an example of this for a dynamic array class.
#ifndef dynarray_h
#define dynarray_h
#include <iostream>
template <class T>
class DynArray{
int capacity_;
int size_;
T* data;
public:
explicit DynArray(int size = 0, int capacity=2);
DynArray(const DynArray& d1);
~DynArray();
T& operator[]( const int index);
void operator=(const DynArray<T>& d1);
int size();
int capacity();
void clear();
void push_back(int n);
void pop_back();
T& at(const int n);
T& back();
T& front();
};
#include "dynarray.template" // this is how you get the header file
#endif
Now inside you .template file you define your functions just how you normally would.
template <class T>
DynArray<T>::DynArray(int size, int capacity){
if (capacity >= size){
this->size_ = size;
this->capacity_ = capacity;
data = new T[capacity];
}
// for (int i = 0; i < size; ++i) {
// data[i] = 0;
// }
}
template <class T>
DynArray<T>::DynArray(const DynArray& d1){
//clear();
//delete [] data;
std::cout << "copy" << std::endl;
this->size_ = d1.size_;
this->capacity_ = d1.capacity_;
data = new T[capacity()];
for(int i = 0; i < size(); ++i){
data[i] = d1.data[i];
}
}
template <class T>
DynArray<T>::~DynArray(){
delete [] data;
}
template <class T>
T& DynArray<T>::operator[]( const int index){
return at(index);
}
template <class T>
void DynArray<T>::operator=(const DynArray<T>& d1){
if (this->size() > 0) {
clear();
}
std::cout << "assign" << std::endl;
this->size_ = d1.size_;
this->capacity_ = d1.capacity_;
data = new T[capacity()];
for(int i = 0; i < size(); ++i){
data[i] = d1.data[i];
}
//delete [] d1.data;
}
template <class T>
int DynArray<T>::size(){
return size_;
}
template <class T>
int DynArray<T>::capacity(){
return capacity_;
}
template <class T>
void DynArray<T>::clear(){
for( int i = 0; i < size(); ++i){
data[i] = 0;
}
size_ = 0;
capacity_ = 2;
}
template <class T>
void DynArray<T>::push_back(int n){
if (size() >= capacity()) {
std::cout << "grow" << std::endl;
//redo the array
T* copy = new T[capacity_ + 40];
for (int i = 0; i < size(); ++i) {
copy[i] = data[i];
}
delete [] data;
data = new T[ capacity_ * 2];
for (int i = 0; i < capacity() * 2; ++i) {
data[i] = copy[i];
}
delete [] copy;
capacity_ *= 2;
}
data[size()] = n;
++size_;
}
template <class T>
void DynArray<T>::pop_back(){
data[size()-1] = 0;
--size_;
}
template <class T>
T& DynArray<T>::at(const int n){
if (n >= size()) {
throw std::runtime_error("invalid index");
}
return data[n];
}
template <class T>
T& DynArray<T>::back(){
if (size() == 0) {
throw std::runtime_error("vector is empty");
}
return data[size()-1];
}
template <class T>
T& DynArray<T>::front(){
if (size() == 0) {
throw std::runtime_error("vector is empty");
}
return data[0];
}

Again but without solution: error C2248: 'CObject::CObject' : cannot access private member declared in class 'CObject'

I write a program with my class:
class COrder
{
public:
COrder();
~COrder();
public:
...
CList < CItem > m_oItem;
...
};
which suppose to have list od object of my other class:
class CItem
{
public:
CItem();
~CItem();
public:
int m_i;
double m_d;
CString m_o;
};
and compiler give me error like this in title. Any ideas why ?
In program I use COrder in map:
CMap <CString, LPCTSTR, COrder, COrder> m_map
Quote:
Add copy-constructor and assignment operator to your class COrder.
I add operator= to my class:
COrder& operator=( const COrder oNewOrder )
{
...
m_oItem.AddTail( oNewOrder.m_oItem.GetTail() );
...
return *this;
}
but what you mean by adding "copy-constructor" ?
http://msdn.microsoft.com/en-us/library/ccb3dh5c.aspx i found this but how to implement it in my code. i can't change CList class.
http://www.codeproject.com/Articles/13458/CMap-How-to
Add copy-constructor and assignment operator to your class COrder. This makes the class copyable.
[If class is used in as Key then you need HashKey() and CompareElemenst() in that class]
Also note that STL containers are superior to MFC containers.
You get an error because CMap has default copy-ctor but CMap and CList is derived from CObject and CObject declares private copy constructor and operator=.
So, CMap doesn't offer a copy semantic "out of the box".
I would suggest you to use STL std::map container, which is designed in a
way to implement copy semantic out-of-the-box.
What you don't have with STL out of the box is serialization only.
Note that std::map does not have the confusing ARG_KEY and ARG_VALUE
templates.
std::map just has the Key and Type template arguments (in its basic form).
http://msdn.microsoft.com/en-us/library/s44w4h2s%28VS.80%29.aspx
Or else you can go by the pointer way as Ajay suggested by which you will just shut up the compiler.
The problem statement:
CList<CItem> m_oItem;
And the trigger statement (or some usage):
CMap <CString, LPCTSTR, COrder, COrder> m_map;
Why? Well, CMap would call copy constructor and/or assignment operator for COrder. You didn't provide any, but compiler provides them from your class (i.e. for COrder). This class contains a CList object, which is inherited from CObject. CObject doesn't provide (or better say: Prevents) copy-constructor or assignment operator.
As a result, the compiler raises the error. Unfortunately, the (bad) compiler doesn't give you back-trace of this error.
Best bets for as the solution:
CList < CItem* > m_oItem;
CList<CItem> *m_poItem;
Use or implement your own collection.

Why are there two files created (.h and .cpp) when creating a new C++ class?

I have programmed a bit of C++ back about 14 years ago. I got acquainted to new technologies such as .NET with which I work mostly work with.
Now, I'm writing a simlpe phone list Windows Application which I want to make it C++ so that I can better view C# and C++ differences.
Let me say that I have already noticed a difference! Hehehe... Hence, one of those difference is that when creating a new C++ class from Visual Studio template, it creates not only the .cpp class file, but also a header file along with it.
Why is that so? Why creating a class1.h and a class1.cpp files for one classe?
I remember that header files are likely libraries of functions and objects, if we may say so, for future reuse, do I remember correctly?
Questions
Why are there two files (.h and .cpp) created when adding a new C++ class?
Should I define the members in the header file and define the functions core in the cpp file?
If no to 2, what is the header file for in this particular scenario?
EDIT #1
Then should my code look like this?
// Customer.h header file
ref class Customer {
private:
char* _number, _name;
long _phoneNumber;
public:
char[] get_number();
void set_number(char* number);
char[] get_name();
void set_name(char* name);
long get_phoneNumber();
void set_phoneNumber(long phoneNumber);
void set_name(char* name);
}
Then:
// Customer.cpp
#include <Customer.h>
char[] Customer::get_number() {
return _number;
}
void Customer::set_number(char* number) {
if (number != null && sizeof(number) < 1) return;
_number = number;
}
// And the other members here...
Now I know, there most be plenty of errors in my code. I'll be happy if you help me correct them so that I can improve my C++ skills.
Thanks for helping me figuring it out.
Functions and Classes in C++ must be declared before their use, this is simply a declaration saying that these functions can be used from this file. These declarations are imported using header files (.hpp/.h files).
To declare a function, you would write this:
return type function name ( arguments );
So this function:
int factorial (int x)
{
if (x == 0)
return 1;
return x * factorial (x - 1);
}
Would be predeclared like this:
int factorial (int x);
Declaring classes is like this:
class class name { function and variable declarations };
So class Foo with method bar, and public member variable baz would look like this:
foo.hpp:
#ifndef FOO_HPP_
#define FOO_HPP_
class Foo
{
public:
int baz;
void bar ();
};
#endif
foo.cpp:
#include "foo.hpp"
#include <iostream>
void Foo::bar ()
{
std::cout << baz << std::endl;
}
Classes are declared in a header and most functionality is defined in a .cpp file. The tool is helping you accomplish this separation of interface from implementation.
The way to think about the separation between header and .cpp file is:
Headers contain declarations to be used by other files.
.cpp files contain implementation.
The reason is you want lots of files to be able to utilize functionality, but you only want to actually define that functionality in one place.
Header files declare/define a class. It contains the member functions, member data, friends, etc. Typically, it does not include much (if any) of the implementation (templates are the exception).
Implementation files (*.cpp) are just that: they implement the class.
You do not have to use an implementation file (if you tell the VS wizard that you want to create an inline class, it will only create the header file), but typically that is only done for template classes (e.g. the STL classes and many of the classes in the boost library) or very simple classes.
Header files are required by the C++ compilation, because it works hardly different from C#.
In C#, linkage between binary modules is always dynamic. In C++, there is difference between static and dynamic linkage. To go into the detail, it would take me a full hour of writing, but let's say it the shortest possible way.
In C++, every .cpp file is separately compiled into an object file. That file needs to be linked to the others in order to form a binary file. The header file declares all the method signatures required by the .cpp file in which it's included, which is the file that invokes methods defined for the class.
In C#, all files get compiled into a single binary file, ie. the compiler always knows what classes and methods are visible by a member you are compiling.

In Cocoa, how is the id type defined?

This question is out of pure curiosity. How does Cocoa define the id type? Is it just a typedef for a void *? Also, if you know which header file it is defined in, I would be interested in taking a look.
Hold down the command key and double click on any highlighted term to jump to its definition.
typedef struct objc_class *Class;
typedef struct objc_object {
Class isa;
} *id;
typedef struct objc_selector *SEL;
typedef id (*IMP)(id, SEL, ...);
It is delcared in /usr/include/objc/objc.h (on Leopard) as follows:
typedef struct objc_object {
Class isa;
} *id;
Which means it is not void * at all, but rather a pointer to a struct that contains a single member, pointing at the class definition. Interesting indeed.
I remember when I was just getting into C and learning that Objective-C was initially implemented as just a preprocessor layer on top of C. It isn't quite like that anymore.
The best reading on the topic I've found:
http://developer.apple.com/mac/library/documentation/Cocoa/Conceptual/ObjectiveC/Introduction/introObjectiveC.html
in objc.h
typedef struct objc_class *Class;
typedef struct objc_object {
Class isa;
} *id;
To find out on your own, in XCode, right click id -- or any other type -- and select Jump to definition. It's interesting to note the similarities to other C/C++ based object systems; an object pointer -- an id -- points to a struct that starts with a point to shared class information. I many C++ implementations, that would be the virtual function table, as it would be with Microsoft's COM. In Cocoa, the particulars of objc_class aren't revealed to us in the header file.
The id type is generally declared like:
typedef struct objc_object *id;
This is critical for Objective-C++ where the type is part of a mangled function name.
You can take a look in /usr/include/objc/objc.h
You can refer the doc here : http://opensource.apple.com/source/objc4/objc4-437/runtime/objc.h
Hope this will do a favor for you

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