Category Archives: Programming

C++11 noexcept

Someone on ISOCpp re-awakened an old question on StackOverflow about noexcept, dynamic v static checking and differences between noexcept and the (now deprecated) throw specifiers.

Throw specifiers were the subject of Item 14 – Use Exception Specifications Judiciously in Scott Meyers’ More Effective C++. The drawbacks he mentions are: the standard prohibits compilers from rejecting calls to functions that might violate the exception specification (including if there is no specifier on the called function – this to allow integration with legacy code libraries that lack such specifications); you cannot know anything about the exceptions thrown by a template’s type parameters – so templates and exception specifications don’t mix; they’re easy to violate inadvertently (e.g. via callback functions); they lead to abrupt program termination when violated.

Stroustrup wrote this about noexcept in his C++11 FAQ:

If a function declared noexcept throws (so that the exception tries to escape the noexcept function) the program is terminated (by a call to terminate()). The call of terminate() cannot rely on objects being in well-defined states (i.e. there is no guarantees that destructors have been invoked, no guaranteed stack unwinding, and no possibility for resuming the program as if no problem had been encountered). This is deliberate and makes noexcept a simple, crude, and very efficient mechanism

This post gives a history of noexcept,

If the noexcept feature appears to you incomplete, prepared in a rush, or in need of improvement, note that all C++ Committee members agree with you. The situation they faced was that a safety problem with throwing move operations was discovered in the last minute and it required a fast solution

There are however important differences [between noexcept and throw()]. In case the no-throw guarantee is violated, noexcept will work faster: it does not need to unwind the stack, and it can stop the unwinding at any moment (e.g., when reaching a catch-all-and-rethrow handler). It will not call std::unexpected. Next, noexcept can be used to express conditional no-throw, like this: noexcept(some-condition)), which is very useful in templates, or to express a may-throw: noexcept(false).

One other non-negligible difference is that noexcept has the potential to become statically checked in the future revisions of C++ standard, whereas throw() is deprecated and may vanish in the future.

and this comment on SO from Jonathan Wakely also makes sense:

template code such as containers can behave differntly based on the presence or absence of noexcept (and equivalently throw()) so it’s not just about compiler optimizations, but also impacts library design and choice of algorithm. The key to doing that is the noexcept operator that allows code to query how throwy an expression is, that’s the new thing, and all that cares about is a yes/no answer, it doesn’t care what type of exception might be thrown, only whether one might be thrown or not

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How to monitor, inspect and break on COM calls

A colleague recommended API Monitor from rohitab.com for monitoring COM calls between components. I’ve installed it and have to agree that it looks really promising:
APIMonitor
For the tool to be useful, you have to tell it about your custom COM interfaces by generating an XML file in a similar format to IDL – obviously room for improvement there by the authors (I wonder why they don’t read IDL files natively?). Having said that, once you have provided the interfaces, API Monitor will log all calls via those interfaces on any components that you specify. Better still, you can inspect the values in each call and even set breakpoints that will take you into the debugger of your choice (e.g. Visual Studio).

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Implementing operator<() for strict weak ordering

Overload113Cover
The latest edition of Overload Magazine (a publication by the ACCU) includes a recipe for implementing operator<, as is often required when you want store some class in an STL associative container.

bool operator<( const T& rhs ) const
{
if ( a != rhs.a ) return a < rhs.a;
if ( b != rhs.b) return b < rhs.b;
...
return false;
}

This assumes that operator!= exists on that class and in my view muddies the waters between equivalence (the property you test in a std::set or std::map with operator<) and equality (the test in std::vector or std::list with operator==). Of course, if operator== exists, you can easily amend the recipe accordingly, but again neither operator== nor operator!= have default implementations so may not be provided.

Where necessary, you can fall back onto this more verbose recipe:

bool operator <(const T& rhs) const
{
  if ( a < rhs.a )
    return true;
  else if (rhs.a < a)
    return false;

  if ( b < rhs.b)
    return true;
  else if (rhs.b < b)
    return false;

  // repeat for all child elements c, d, e etc
  return false;
}

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Bjarne Stroustrup’s Tour of C++

I’m reading through Bjarne Stroustrup’s Tour of C++, which Addison-Wesley have graciously allowed him to post ahead of its inclusion in the fourth edition of The C++ Programming Language.

stroustrup

It starts with The Basics. It was refreshing to see new features of C++11 introduced alongside the most rudimentary aspects of the language – rather than being viewed as a whole new language that teams might choose to adopt/ignore. I’m sure if you start learning C++ today, features such as enum class, auto, constexpr will seem natural, begging the question “What did you do without them?”.

I thought this code snippet was especially cute:

for (auto x : {10,21,32,43,54,65})
    std::cout << x << '\n';

I’m used to writing code in F# like this,

[| 10; 21; 32; 43; 54; 65 |] 
  |> Array.iter (fun i -> printf "%d\n" i)

but it’s great to see such concise code in C++ at well.

The second part concerns abstractions. This includes summaries of copy and move semantics. This note on move semantics is helpful because many explanations focus on how to move data into a new instance of a class rather than the state in which to leave the old object:

After a move, an object should be in a state that allows a destructor to be run. Typi- cally, we should also allow assignment to a moved-from object

Preventing copy and move:

Using the default copy or move for a class in a hierarchy is typically a disaster: Given only a pointer to a base, we simply don’t know what members the derived class has (§3.3.3), so we can’t know how to copy them. So, the best thing to do is usually to delete the default copy and move operations; that is, to eliminate to default definitions of those two operations

where C++11 provides the delete annotation to tell the compiler not to write a default copy/move operation, but you could follow today’s practice and declare it private and omit the implementation until your compiler catches up.

If you need to copy an object in a class hierarchy, write some kind of clone function. [Note that] a move operation is not implicitly generated for a class where the user has explicitly declared a destructor. Furthermore, the generation of copy operations are deprecated in this case. This can be a good reason to explicitly define a destructor even where the compiler would have implicitly provided one.

There are also useful examples of where to use type aliasing, for example this one that uses the assumption that STL containers provide a value_type alias (or typedef):

template<typename C>
using Element_type = typename C::value_type; 

template<typename Container> void algo(Container& c)
{
  Vector<Element_type<Container>> vec;
  // ... 
}

You can also use aliasing to define new templates by binding arguments on existing templates:

template<typename Value>
using String_map = Map<string,Value>;

String_map<int>m; //alias for Map<string,int>

Part three is about algorithms and containers.

The example for how to write operator>>(), read from, is particularly verbose – I’m sure it would have been better to show a regex solution alongside. Worth a look anyway for this mechanism for indicating a streaming failure (typically I would throw an exception):

is.setf(ios_base::failbit);

Similarly, I hadn’t realised before that range-checked random access to a std::vector was possible via the at(size_t i) method:

T& operator[](int i) { return vector::at(i); } // range-checked

The final part is about concurrency and utilities.

One of the main utilities now available in C++11 is std::shared_ptr (which was sorely lacking from the previous standard).  However, Stroustrup hints that in many cases it’s sufficient to create an object on the stack with a local variable:

Unfortunately, overuse of new (and of pointers and references) seems to be an increasing problem.

When you do need to manage heap objects, std::unique_ptr is very lightweight with no space or time overhead compared to a built-in pointer.  You can pass or return unique_ptr’s in or out of functions, because the implementation uses move semantics (whereas std::shared_ptr is copied).

One concurrency topic that always causes problems is how to define a convention between locks so that deadlock cannot occur due to acquiring the locks in the wrong order.  There’s a neat example of how to avoid that:

// Initialise lock guards with their mutexes, but don't lock yet
std::lock_guard<std::mutex> lock1(mutex1, defer_lock);
std::lock_guard<std::mutex> lock2(mutex2, defer_lock);
std::lock_guard<std::mutex> lock3(mutex3, defer_lock);
// other preparation
std::lock( lock1, lock2, lock3 );
// Implicitly release all mutexes when locks go out of scope.

Stroustrup also introduces the concepts of futures and promises:

The important point about future and promise is that they enable a transfer of a value between two tasks without explicit use of a lock; “the system” implements the transfer efficiently.

The absence of locks is key and is also mentioned when introducing std::packaged_task and std::async.  This section might be better written in reverse, with the simpler async concept introduced first and locks/mutexes in context as the advanced technique.

Under <utilities>, a boon is likely to be std::tuple, a heterogenous sequence of elements (I’ve added the use of std::tie to show how to unpack the values):

auto myTuple = std::make_tuple(std::string("Hello"), 10, 1.23);
std::string a;
int b;
double c;
std::tie( a, b, c ) = myTuple;

I wouldn’t use std::tuple in an externally visible interface, but it’s useful to avoid defining types for passing multiple return values.

I like this example of using the new standard <random> library to simulate a die:

using my_engine = default_random_engine; // type of engine
using my_distribution = uniform_int_distribution<>; 
my_engine re {}; // the default engine
my_distribution one_to_six {1,6}; 
auto dice = bind(one_to_six,re); // make a generator
int x = dice(); // roll the dice: x becomes a value in [1:6]

 

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Using the compiler to answer calling convention questions

Raymond Chen points out that you can help yourself by using the compiler to output assembly listings which can help to answer questions such as which parameter comes first under the current calling convention.

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Explicit user-defined conversion operators

You can now mark user-defined conversion operators as explicit:

        explic­it oper­a­tor bool() const;

This is an improvement over previous idioms that have been employed to avoid a class of bugs that occur when a type is inadvertently converted.

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Online C++ Compilers

Today I took a look at some Online C++ compilers – this would have been very useful when checking portability of some code in my recent post on C++11 Concurrency.

First, here’s LiveWorkspace.org which makes g++ 4.72 and 4.8 available as well as clang 3.2:

MutableReferenceMemberClang

Second, Rise4Fun allows you to try Visual Studio:
MutableReferenceMemberVS

As anticipated, the Counter class (which contains a mutable member of type int&) compiles under Visual Studio, but doesn’t under clang 3.2 or gcc (which is correct according to the C++ standard). What’s great about LiveWorkspace is how quickly you can switch between compilers to see how they like the same code. For example, the amended code that treats int& as a template parameter compiles under g++ 4.7.2 and 4.8, but doesn’t under clang 3.2:

#include <iostream>

template<typename T>
class Counter
{
  mutable T m_t;
public:
  Counter(T t) : m_t(t){}
  void Increment() const { ++m_t; }
};

int main()
{
  int count = 0;
  Counter<int&> counter(count);
  counter.Increment();
  std::cout << count << "\n";
  return 0;
}

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Introduction to C++11 Concurrency

Marius Bancila wrote a neat introduction to C++11 concurrency.

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How to write managed C++ using templates

Occasionally, I write some managed C++ code as a glue-layer between C++ and F#. Today was such an occasion, and I found myself writing the same piece of code in several places with different types. Obviously, my reaction was to refactor to share the common code – given that the behaviour was common and independent of the underlying type, a template class seemed appropriate – but can you use templates with managed C++?

It turns out that you can – here’s the code, the aim of which was to take some COM object from native code and wrap it as an option of some expected strong type. If you haven’t seen managed C++ before, the syntax looks pretty ghastly – it may help to mentally substitute & for ^. If you aren’t familiar with F# option, it’s like boost::optional;.

template<typename T>
FSharpOption<T^>^ getOptional( IUnknown* raw )
{
  FSharpOption<T^>^ optionalValue = 
    optionalValue = FSharpOption<T^>::None

  if ( raw != nullptr )
  {
    T^ cooked = (T^)Marshal::GetObjectForIUnknown(IntPtr( raw ));
    if (cooked != nullptr)
      optionalValue = FSharpOption<T^>::Some(cooked);
  }
  return optionalValue;
}

Here’s how you would call the template function to get back the managed C++ equivalent of the F# type MyType option:

FSharpOption<MyType^>^ myValue = getOptional<MyType>( _rawValue );

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Software code should read like well-written prose

I’ve long felt that well written software should not only be human-readable, it should be a good read. It’s a view held by Robert Martin who describes clean code as elegant, efficient, readable like well-written prose.

This came to mind when I finished reading a thriller, “The Lion” by Nelson DeMille. I’ve read several of his books, not least “The Charm School” which was brilliant. Now, The Lion didn’t have a great plot – in fact, having read a couple of his John Corey books already, I could pretty much predict the finale after the first couple of chapters. But it didn’t matter, because the story was so well told I enjoyed the journey. The next book I picked up is a science fiction tale set around the time of World War II but with a time-travelling twist – it has an exciting plot and I haven’t a clue what will happen. Yet it’s less enjoyable, the prose is stodgy and I’m struggling to get to know the characters.

Now, to me, the plot in a novel is analogous to software design, whereas the story telling is analogous to the implementation code. Whilst I’d prefer good story telling with a weak plot to a great plot with poor prose, the opposite is true of software – good design trumps good implementation code every time. That’s where software and fiction are so different – software is alive and will be maintained and extended throughout its life, whereas a novel is frozen in time the moment the author deems it finished. You can always re-implement badly implemented pieces of code – but it’s a much bigger task to re-work an entire design.

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