Best c++ questions in March 2012

Unnecessary curly braces in C++?

91 votes

When doing a code review for a colleague today I saw a peculiar thing. He had surrounded his new code with curly braces like this:

Constructor::Constructor()
{
   existing code

   {
      New code: do some new fancy stuff here
   }

   existing code
}

What is the outcome, if any, from this? What could be the reason for doing this? Where does this habit come from?

Edit:

Based on the input and some questions below I fell that I have to add some to the question, even though that I already marked an answer.

The environment is embedded devices. There is a lot of legacy C code wrapped in C++ clothing. There are a lot of C turned C++ developers.

There are no critical sections in this part of the code. I have only seen it in this part of the code. There are no major memory allocations done, just some flags that are set, and some bit twiddling.

The code that is surrounded by curly braces is something like:

{
   bool isInit;
   (void)isStillInInitMode(&isInit);
   if (isInit) {
     return isInit;
   }
}

(Don't mind the code, just stick to the curly braces... ;) ) After the curly braces there are some more bit twiddling, state checking, and basic signaling.

I talked to the guy and his motivation was to limit the scope of variables, naming clashes, and some other that I couldn't really pick up.

From my POV this seems rather strange and I don't think that the curly braces should be in our code. I saw some good examples in all the answers on why one could surround code with curly braces, but shouldn't you separate the code into methods instead?

It's sometimes nice since it gives you a new scope, where you can more "cleanly" declare new (automatic) variables.

In C++ this is maybe not so important since you can introduce new variables anywhere, but perhaps the habit is from C, where you could not do this until C99. :)

Since C++ has destructors, it can also be handy to have resources (files, mutexes, whatever) automatically released as the scope exits, which can makes thing cleaner. This can mean that you can hold on to some shared resource for a shorter duration than you would do if you grabbed it at the start of the method.

Is inline assembly language slower than native C++ code?

61 votes

I tried to compare the performance of inline assembly language and C++ code, so I wrote a function that add two arrays of size 2000 for 100000 times. Here's the code:

#define TIMES 100000
void calcuC(int *x,int *y,int length)
{
    for(int i = 0; i < TIMES; i++)
    {
        for(int j = 0; j < length; j++)
            x[j] += y[j];
    }
}


void calcuAsm(int *x,int *y,int lengthOfArray)
{
    __asm
    {
        mov edi,TIMES
        start:
        mov esi,0
        mov ecx,lengthOfArray
        label:
        mov edx,x
        push edx
        mov eax,DWORD PTR [edx + esi*4]
        mov edx,y
        mov ebx,DWORD PTR [edx + esi*4]
        add eax,ebx
        pop edx
        mov [edx + esi*4],eax
        inc esi
        loop label
        dec edi
        cmp edi,0
        jnz start
    };
}

Here's main():

int main() {
    bool errorOccured = false;
    setbuf(stdout,NULL);
    int *xC,*xAsm,*yC,*yAsm;
    xC = new int[2000];
    xAsm = new int[2000];
    yC = new int[2000];
    yAsm = new int[2000];
    for(int i = 0; i < 2000; i++)
    {
        xC[i] = 0;
        xAsm[i] = 0;
        yC[i] = i;
        yAsm[i] = i;
    }
    time_t start = clock();
    calcuC(xC,yC,2000);

    //    calcuAsm(xAsm,yAsm,2000);
    //    for(int i = 0; i < 2000; i++)
    //    {
    //        if(xC[i] != xAsm[i])
    //        {
    //            cout<<"xC["<<i<<"]="<<xC[i]<<" "<<"xAsm["<<i<<"]="<<xAsm[i]<<endl;
    //            errorOccured = true;
    //            break;
    //        }
    //    }
    //    if(errorOccured)
    //        cout<<"Error occurs!"<<endl;
    //    else
    //        cout<<"Works fine!"<<endl;

    time_t end = clock();

    //    cout<<"time = "<<(float)(end - start) / CLOCKS_PER_SEC<<"\n";

    cout<<"time = "<<end - start<<endl;
    return 0;
}

Then I run the program five times to get the cycles of processor, which could be seen as time. Each time I call one of the function mentioned above only.

And here comes the result.

Function of assembly version:

Debug   Release
---------------
732        668
733        680
659        672
667        675
684        694
Average:   677

Function of C++ version:

Debug     Release
-----------------
1068      168
 999      166
1072      231
1002      166
1114      183
Average:  182

The C++ code in release mode is almost 3.7 times faster than the assembly code. Why?

I guess that the assembly code I wrote is not as effective as those generated by GCC. It's hard for a common programmer like me to wrote code faster than its opponent generated by a compiler.Does that mean I should not trust the performance of assembly language written by my hands, focus on C++ and forget about assembly language?

Yes, yes yes. Most times.

Compilers can do optimizations that most people can't even imagine (see this short list).
They can take in account inter-procedural optimization and whole-program optimization. Assembly programmer has to make well-defined functions with a well-defined call interface. This prevents many of the optimization methods that compilers use, such as register allocation, constant propagation, common subexpression elimination across functions, scheduling across functions, and other complex, not obvious optimizations (Polytope model, for example). It's not amazing, they can verify in one second what you'll need 2 days to calculate. On RISC architecture guys stopped to worry about this many years ago (Instruction Scheduling, for example, is very hard to tune by hand) and modern CISC CPUs have very long pipelines too.

For some complex microcontrollers even system libraries are written in C instead of assembly because their compilers produce a better (and easy to maintain) final code.

If you write something in assembly, I think you have to consider at least some simple optimizations (take a look at MasmCode. The school-book example for arrays is to unroll the cycle (its size is known at compile time). Do it and run your test again. It could demonstrate why your debug version is slower in pure C++ (no optimizations).
That said, modern compilers sometimes can automatically use some MMX/SIMDx instructions by themselves, and if you don't use them you simply can't compare (I'm not an assembly guru so I don't even try talk about code you wrote). Just for loops this is a short list of loop optimizations of what is common to check for a compiler (do you think you may do it by yourself when your schedules has been decided for a C# program?)

These days it's also really uncommon to need to use assembly language for another reason: the plethora of different CPUs! Do you want to support them all? Each has a specific micro-architecture and some specific instruction set. For small tasks (like this) the compiler usually does it better, and for complex tasks usually the work isn't repaid (and compiler may do better anyway).

You can always produce an example where handmade assembly code is better than compiled code but usually it's a fictional example or a single routine not a true program of 200.000+ lines of C++ code). I think compilers will produce better assembly code 95% times (moreover we don't have to forget that an assembler is a compiler too and it'll do optimizations) and sometimes and only some rare times you may need to write assembly code for few, short, highly used, performance critical routines.

What happens if I define a 0-size array in C/C++?

42 votes

Just curious, what actually happens if I define a zero-length array int array[0]; in code? GCC doesn't complain at all.

Sample Program

#include <stdio.h>

int main() {
    int arr[0];
    return 0;
}

Clarification

I'm actually trying to figure out if zero-length arrays initialised this way, instead of being pointed at like the variable length in Darhazer's comments, are optimised out or not.

This is because I have to release some code out into the wild, so I'm trying to figure out if I have to handle cases where the SIZE is defined as 0, which happens in some code with a statically defined int array[SIZE];

I was actually surprised that GCC does not complain, which led to my question. From the answers I've received, I believe the lack of a warning is largely due to supporting old code which has not been updated with the new [] syntax.

Because I was mainly wondering about the error, I am tagging Lundin's answer as correct (Nawaz's was first, but it wasn't as complete) -- the others were pointing out its actual use for tail-padded structures, while relevant, isn't exactly what I was looking for.

An array cannot have zero size.

ISO 9899:2011 6.7.6.2:

If the expression is a constant expression, it shall have a value greater than zero.

The above text is true both for a plain array (§1) and a VLA (§5). This is normative text in the C standard. A compiler is not allowed to implement it differently.

gcc -std=c99 -pedantic gives a warning for this, although it must actually give an error. This is incorrect compiler behavior, try compiling it with a strictly conforming C compiler.

Non-intersecting line segment

41 votes

I would like to find a better algorithm to solve the following problem:

There are N starting points (purple) and N target points (green) in 2D. I want an algorithm that connects starting points to target points by a line segment (brown) without any of these segments intersecting (red) and while minimizing the cumulative length of all segments.

My first effort in C++ was permuting all possible states, find intersection-free states, and among those the state with minimum total segment length. But I think there has to be a better way.

enter image description here

Any idea? Or good keywords for search?

This is Minimum Euclidean Matching in 2D. The link contains a bibliography of what's known about this problem. Given that you want to minimize the total length, the non-intersection constraint is redundant, as the length of any pair of segments that cross can be reduced by uncrossing them.

n is negative, positive or zero? return 1, 2, or 4

31 votes

I'm building a PowerPC interpreter, and it works quite well. In the Power architecture the condition register CR0 (EFLAGS on x86) is updated on almost any instruction. It is set like this. The value of CR0 is 1, if the last result was negative, 2 if the last result was positive, 4 otherwise.

My first naive method to interpret this is:

if (n < 0)
    cr0 = 1
else if (n > 0)
    cr0 = 2;
else
    cr0 = 4;

However I understand that all those branches won't be optimal, being run millions of times per second. I've seen some bit hacking on SO, but none seemed adeguate. For example I found many examples to convert a number to -1, 0, or 1 accordingly to the sign or 0. But how to make -1 = 1, 1 = 2, 0 = 4? I'm asking for the help of the Bit Hackers...

Thanks in advance

Update: First of all: thanks guys, you've been great. I'll test all of your codes carefully for speed and you'll be the first to know who's the winner.

@jalf: About your first advice, I wasn't actually calculating CR0 on every instruction. I was rather keeping a lastResult variable, and when (and if) a following instruction asked for a flag, do the comparison. Three main motivations took me back to "everytime" update:

  1. On PPC you're not forced to update CR0 like on x86 (where ADD always change EFLAGS, even if not needed), you have two flavours of ADD, one updating. If the compiler chooses to use the updating one, it means that it's going to use the CR0 at some point, so there no point at delaying...
  2. There's a particularly painful instruction called mtcrf, that enables you to change the CR0 arbitrarly. You can even set it to 7, with no arithmetic meaning... This just destroys the possibility of keeping a "lastResult" variable.

First, if this variable is to be updated after (nearly) every instruction, the obvious piece of advice is this:

don't

Only update it when the subsequent instructions need its value. At any other time, there's no point in updating it.

But anyway, when we update it, what we want is this behavior:

R < 0  => CR0 == 0b001 
R > 0  => CR0 == 0b010
R == 0 => CR0 == 0b100

Ideally, we won't need to branch at all. Here's one possible approach:

  1. Set CR0 to the value 1. (if you really want speed, investigate whether this can be done without fetching the constant from memory. Even if you have to spend a couple of instructions on it, it may well be worth it)
  2. If R >= 0, left shift by one bit.
  3. If R == 0, left shift by one bit

Where steps 2 and 3 can be transformed to eliminate the "if" part

CR0 <<= (R >= 0);
CR0 <<= (R == 0);

Is this faster? I don't know. As always, when you are concerned about performance, you need to measure, measure, measure.

However, I can see a couple of advantages of this approach:

  1. we avoid branches completely
  2. we avoid memory loads/stores.
  3. the instructions we rely on (bit shifting and comparison) should have low latency, which isn't always the case for multiplication, for example.

The downside is that we have a dependency chain between all three lines: Each modifies CR0, which is then used in the next line. This limits instruction-level parallelism somewhat.

To minimize this dependency chain, we could do something like this instead:

CR0 <<= ((R >= 0) + (R == 0));

so we only have to modify CR0 once, after its initialization.

Or, doing everything in a single line:

CR0 = 1 << ((R >= 0) + (R == 0));

Of course, there are a lot of possible variations of this theme, so go ahead and experiment.

what does the error mean when I am compiling c++ with g++ complier?

28 votes

using the following code:

#include<iostream>
#include<vector>

using namespace std;

int main()
{
    vector<int> ivec;
    for(vector<int>::size_type ix = 0; ix != 10; ix++)
    {
        ivec.push_back(ix);
    }
    vector<int>::iterator mid = (ivec.begin() + ivec.end()) / 2;
    cout << *mid << endl;
    return 0;
}

I get an error compiling with g++:

iterator_io.cpp: In function `int main()':
iterator_io.cpp:13: error: no match for 'operator+' in '(&ivec)->std::vector<_Tp,               _Alloc>::begin [with _Tp = int, _Alloc = std::allocator<int>]() + (&ivec)->std::vector<_Tp, _Alloc>::end [with _Tp = int, _Alloc = std::allocator<int>]()'
/usr/lib/gcc/x86_64-redhat-linux/3.4.5/../../../../include/c++/3.4.5/bits/stl_iterator.h:654: note: candidates are: __gnu_cxx::__normal_iterator<_Iterator, _Container> __gnu_cxx::__normal_iterator<_Iterator, _Container>::operator+(const typename std::iterator_traits<_Iterator>::difference_type&) const [with _Iterator = int*, _Container = std::vector<int, std::allocator<int> >]
/usr/lib/gcc/x86_64-redhat-linux/3.4.5/../../../../include/c++/3.4.5/bits/stl_bvector.h:261: note:                 std::_Bit_iterator std::operator+(ptrdiff_t, const std::_Bit_iterator&)
/usr/lib/gcc/x86_64-redhat-linux/3.4.5/../../../../include/c++/3.4.5/bits/stl_bvector.h:345: note:                 std::_Bit_const_iterator std::operator+(ptrdiff_t, const std::_Bit_const_iterator&)
/usr/lib/gcc/x86_64-redhat-linux/3.4.5/../../../../include/c++/3.4.5/bits/stl_iterator.h:765: note:                 __gnu_cxx::__normal_iterator<_Iterator, _Container> __gnu_cxx::operator+(typename __gnu_cxx::__normal_iterator<_Iterator, _Container>::difference_type, const __gnu_cxx::__normal_iterator<_Iterator, _Container>&) [with _Iterator = int*, _Container = std::vector<int, std::allocator<int> >]

I know the ivec.end() can not be used as a normal vector element. But I can't understand what the error information means...something about operator+?

You cannot add two iterators together.

operator+ is not defined for two iterators, because that operation wouldn't make sense. Iterators are a kind of generalization over pointers - they point to the specific element stored in container. At which element the sum of iterators is pointing?

However, when you use a vector, you can add integers to iterators, like that:

vec.begin() + vec.size() / 2

and that is why you have candidates are: (...) in your error message, followed by some definitions of operator+.

In your case the best, and cleanest way will be not using the iterators, but simple getting the value from specified position:

int mid = vec[vec.size() / 2];

Library to check if two regular expressions are equal/isomorphic

25 votes

I need a library which will take in two regular expressions and determine whether they are isomorphic (i.e. match exactly the same set of strings or not) For example a|b is isomorphic to [ab]

As I understand it, a regular expression can be converted to an NFA which in some cases can be efficiently converted to a DFA. The DFA can then be converted to a minimal DFA, which, if I understand it correctly, is unique and so these minimal DFA's can then be compared for equality. I realize that not all regular expression NFA's can be efficently transformed into DFA's (especially when they were generate from Perl Regexps which are not truly "regular") in which case ideally the library would just return an error or some other indication that the conversion is not possible.

I see tons of articles and academic papers on-line about doing this (and even some programming assignments for classes asking students to do this) but I can't seem to find a library which implements this functionality. I would prefer a Python and/or C/C++ library, but a library in any language will do. Does anyone know if such a library? If not, does someone know of a library that gets close that I can use as a starting point?

Haven't tried it, but Regexp:Compare for Perl looks promising: two regex's are equivalent if the language of the first is a subset of the second, and vice verse.

c++ optimize array of ints

24 votes

I have a 2D lookup table of int16_t.

int16_t my_array[37][73] = {{**DATA HERE**}}

I have a mixture of values that range from just above the range of int8_t to just below the range of int8_t and some of the values repeat themselves. I am trying to reduce the size of this lookup table.

What I have done so far is split each int16_t value into two int8_t values to visualize the wasted bytes.

int8_t part_1 = original_value >> 4;
int8_t part_2 = original_value & 0x0000FFFF;

// If the upper 4 bits of the original_value were empty         
if(part_1 == 0) wasted_bytes_count++;

I can easily remove the zero value int8_t that are wasting a byte of space and I can also remove the duplicate values, but my question is how do I do remove those values while retaining the ability to lookup based on the two indices?

I contemplated translating this into a 1D array and adding a number following each duplicated value that would represent the number of duplicates that were removed, but I am struggling with how I would then identify what is a lookup value and what is a duplicate count. Also, it is further complicated by stripping out the zero int8_t values that were wasted bytes.

EDIT: This array is stored in ROM already. RAM is even more limited than ROM so it is already stored in ROM.

EDIT: I am going to post a bounty for this question as soon as I can. I need a complete answer of how to store the information AND retrieve it. It does not need to be a 2D array as long as I can get the same values.

EDIT: Adding the actual array below:

{150,145,140,135,130,125,120,115,110,105,100,95,90,85,80,75,70,65,60,55,50,45,40,35,30,25,20,15,10,5,0,-4,-9,-14,-19,-24,-29,-34,-39,-44,-49,-54,-59,-64,-69,-74,-79,-84,-89,-94,-99,104,109,114,119,124,129,134,139,144,149,154,159,164,169,174,179,175,170,165,160,155,150}, \
{143,137,131,126,120,115,110,105,100,95,90,85,80,75,71,66,62,57,53,48,44,39,35,31,27,22,18,14,9,5,1,-3,-7,-11,-16,-20,-25,-29,-34,-38,-43,-47,-52,-57,-61,-66,-71,-76,-81,-86,-91,-96,101,107,112,117,123,128,134,140,146,151,157,163,169,175,178,172,166,160,154,148,143}, \
{130,124,118,112,107,101,96,92,87,82,78,74,70,65,61,57,54,50,46,42,38,34,31,27,23,19,16,12,8,4,1,-2,-6,-10,-14,-18,-22,-26,-30,-34,-38,-43,-47,-51,-56,-61,-65,-70,-75,-79,-84,-89,-94,100,105,111,116,122,128,135,141,148,155,162,170,177,174,166,159,151,144,137,130}, \
{111,104,99,94,89,85,81,77,73,70,66,63,60,56,53,50,46,43,40,36,33,30,26,23,20,16,13,10,6,3,0,-3,-6,-9,-13,-16,-20,-24,-28,-32,-36,-40,-44,-48,-52,-57,-61,-65,-70,-74,-79,-84,-88,-93,-98,103,109,115,121,128,135,143,152,162,172,176,165,154,144,134,125,118,111}, \
{85,81,77,74,71,68,65,63,60,58,56,53,51,49,46,43,41,38,35,32,29,26,23,19,16,13,10,7,4,1,-1,-3,-6,-9,-13,-16,-19,-23,-26,-30,-34,-38,-42,-46,-50,-54,-58,-62,-66,-70,-74,-78,-83,-87,-91,-95,100,105,110,117,124,133,144,159,178,160,141,125,112,103,96,90,85}, \
{62,60,58,57,55,54,52,51,50,48,47,46,44,42,41,39,36,34,31,28,25,22,19,16,13,10,7,4,2,0,-3,-5,-8,-10,-13,-16,-19,-22,-26,-29,-33,-37,-41,-45,-49,-53,-56,-60,-64,-67,-70,-74,-77,-80,-83,-86,-89,-91,-94,-97,101,105,111,130,109,84,77,74,71,68,66,64,62}, \
{46,46,45,44,44,43,42,42,41,41,40,39,38,37,36,35,33,31,28,26,23,20,16,13,10,7,4,1,-1,-3,-5,-7,-9,-12,-14,-16,-19,-22,-26,-29,-33,-36,-40,-44,-48,-51,-55,-58,-61,-64,-66,-68,-71,-72,-74,-74,-75,-74,-72,-68,-61,-48,-25,2,22,33,40,43,45,46,47,46,46}, \
{36,36,36,36,36,35,35,35,35,34,34,34,34,33,32,31,30,28,26,23,20,17,14,10,6,3,0,-2,-4,-7,-9,-10,-12,-14,-15,-17,-20,-23,-26,-29,-32,-36,-40,-43,-47,-50,-53,-56,-58,-60,-62,-63,-64,-64,-63,-62,-59,-55,-49,-41,-30,-17,-4,6,15,22,27,31,33,34,35,36,36}, \
{30,30,30,30,30,30,30,29,29,29,29,29,29,29,29,28,27,26,24,21,18,15,11,7,3,0,-3,-6,-9,-11,-12,-14,-15,-16,-17,-19,-21,-23,-26,-29,-32,-35,-39,-42,-45,-48,-51,-53,-55,-56,-57,-57,-56,-55,-53,-49,-44,-38,-31,-23,-14,-6,0,7,13,17,21,24,26,27,29,29,30}, \
{25,25,26,26,26,25,25,25,25,25,25,25,25,26,25,25,24,23,21,19,16,12,8,4,0,-3,-7,-10,-13,-15,-16,-17,-18,-19,-20,-21,-22,-23,-25,-28,-31,-34,-37,-40,-43,-46,-48,-49,-50,-51,-51,-50,-48,-45,-42,-37,-32,-26,-19,-13,-7,-1,3,7,11,14,17,19,21,23,24,25,25}, \
{21,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,21,20,18,16,13,9,5,1,-3,-7,-11,-14,-17,-18,-20,-21,-21,-22,-22,-22,-23,-23,-25,-27,-29,-32,-35,-37,-40,-42,-44,-45,-45,-45,-44,-42,-40,-36,-32,-27,-22,-17,-12,-7,-3,0,3,7,9,12,14,16,18,19,20,21,21}, \
{18,19,19,19,19,19,19,19,19,19,19,19,19,19,19,19,18,17,16,14,10,7,2,-1,-6,-10,-14,-17,-19,-21,-22,-23,-24,-24,-24,-24,-23,-23,-23,-24,-26,-28,-30,-33,-35,-37,-38,-39,-39,-38,-36,-34,-31,-28,-24,-19,-15,-10,-6,-3,0,1,4,6,8,10,12,14,15,16,17,18,18}, \
{16,16,17,17,17,17,17,17,17,17,17,16,16,16,16,16,16,15,13,11,8,4,0,-4,-9,-13,-16,-19,-21,-23,-24,-25,-25,-25,-25,-24,-23,-21,-20,-20,-21,-22,-24,-26,-28,-30,-31,-32,-31,-30,-29,-27,-24,-21,-17,-13,-9,-6,-3,-1,0,2,4,5,7,9,10,12,13,14,15,16,16}, \
{14,14,14,15,15,15,15,15,15,15,14,14,14,14,14,14,13,12,11,9,5,2,-2,-6,-11,-15,-18,-21,-23,-24,-25,-25,-25,-25,-24,-22,-21,-18,-16,-15,-15,-15,-17,-19,-21,-22,-24,-24,-24,-23,-22,-20,-18,-15,-12,-9,-5,-3,-1,0,1,2,4,5,6,8,9,10,11,12,13,14,14}, \
{12,13,13,13,13,13,13,13,13,13,13,13,12,12,12,12,11,10,9,6,3,0,-4,-8,-12,-16,-19,-21,-23,-24,-24,-24,-24,-23,-22,-20,-17,-15,-12,-10,-9,-9,-10,-12,-13,-15,-17,-17,-18,-17,-16,-15,-13,-11,-8,-5,-3,-1,0,1,1,2,3,4,6,7,8,9,10,11,12,12,12}, \
{11,11,11,11,11,12,12,12,12,12,11,11,11,11,11,10,10,9,7,5,2,-1,-5,-9,-13,-17,-20,-22,-23,-23,-23,-23,-22,-20,-18,-16,-14,-11,-9,-6,-5,-4,-5,-6,-8,-9,-11,-12,-12,-12,-12,-11,-9,-8,-6,-3,-1,0,0,1,1,2,3,4,5,6,7,8,9,10,11,11,11}, \
{10,10,10,10,10,10,10,10,10,10,10,10,10,10,9,9,9,7,6,3,0,-3,-6,-10,-14,-17,-20,-21,-22,-22,-22,-21,-19,-17,-15,-13,-10,-8,-6,-4,-2,-2,-2,-2,-4,-5,-7,-8,-8,-9,-8,-8,-7,-5,-4,-2,0,0,1,1,1,2,2,3,4,5,6,7,8,9,10,10,10}, \
{9,9,9,9,9,9,9,10,10,9,9,9,9,9,9,8,8,6,5,2,0,-4,-7,-11,-15,-17,-19,-21,-21,-21,-20,-18,-16,-14,-12,-10,-8,-6,-4,-2,-1,0,0,0,-1,-2,-4,-5,-5,-6,-6,-5,-5,-4,-3,-1,0,0,1,1,1,1,2,3,3,5,6,7,8,8,9,9,9}, \
{9,9,9,9,9,9,9,9,9,9,9,9,8,8,8,8,7,5,4,1,-1,-5,-8,-12,-15,-17,-19,-20,-20,-19,-18,-16,-14,-11,-9,-7,-5,-4,-2,-1,0,0,1,1,0,0,-2,-3,-3,-4,-4,-4,-3,-3,-2,-1,0,0,0,0,0,1,1,2,3,4,5,6,7,8,8,9,9}, \
{9,9,9,8,8,8,9,9,9,9,9,8,8,8,8,7,6,5,3,0,-2,-5,-9,-12,-15,-17,-18,-19,-19,-18,-16,-14,-12,-9,-7,-5,-4,-2,-1,0,0,1,1,1,1,0,0,-1,-2,-2,-3,-3,-2,-2,-1,-1,0,0,0,0,0,0,0,1,2,3,4,5,6,7,8,8,9}, \
{8,8,8,8,8,8,9,9,9,9,9,9,8,8,8,7,6,4,2,0,-3,-6,-9,-12,-15,-17,-18,-18,-17,-16,-14,-12,-10,-8,-6,-4,-2,-1,0,0,1,2,2,2,2,1,0,0,-1,-1,-1,-2,-2,-1,-1,0,0,0,0,0,0,0,0,0,1,2,3,4,5,6,7,8,8}, \
{8,8,8,8,9,9,9,9,9,9,9,9,9,8,8,7,5,3,1,-1,-4,-7,-10,-13,-15,-16,-17,-17,-16,-15,-13,-11,-9,-6,-5,-3,-2,0,0,0,1,2,2,2,2,1,1,0,0,0,-1,-1,-1,-1,-1,0,0,0,0,-1,-1,-1,-1,-1,0,0,1,3,4,5,7,7,8}, \
{8,8,9,9,9,9,10,10,10,10,10,10,10,9,8,7,5,3,0,-2,-5,-8,-11,-13,-15,-16,-16,-16,-15,-13,-12,-10,-8,-6,-4,-2,-1,0,0,1,2,2,3,3,2,2,1,0,0,0,0,0,0,0,0,0,0,-1,-1,-2,-2,-2,-2,-2,-1,0,0,1,3,4,6,7,8}, \
{7,8,9,9,9,10,10,11,11,11,11,11,10,10,9,7,5,3,0,-2,-6,-9,-11,-13,-15,-16,-16,-15,-14,-13,-11,-9,-7,-5,-3,-2,0,0,1,1,2,3,3,3,3,2,2,1,1,0,0,0,0,0,0,0,-1,-1,-2,-3,-3,-4,-4,-4,-3,-2,-1,0,1,3,5,6,7}, \
{6,8,9,9,10,11,11,12,12,12,12,12,11,11,9,7,5,2,0,-3,-7,-10,-12,-14,-15,-16,-15,-15,-13,-12,-10,-8,-7,-5,-3,-1,0,0,1,2,2,3,3,4,3,3,3,2,2,1,1,1,0,0,0,0,-1,-2,-3,-4,-4,-5,-5,-5,-5,-4,-2,-1,0,2,3,5,6}, \
{6,7,8,10,11,12,12,13,13,14,14,13,13,11,10,8,5,2,0,-4,-8,-11,-13,-15,-16,-16,-16,-15,-13,-12,-10,-8,-6,-5,-3,-1,0,0,1,2,3,3,4,4,4,4,4,3,3,3,2,2,1,1,0,0,-1,-2,-3,-5,-6,-7,-7,-7,-6,-5,-4,-3,-1,0,2,4,6}, \
{5,7,8,10,11,12,13,14,15,15,15,14,14,12,11,8,5,2,-1,-5,-9,-12,-14,-16,-17,-17,-16,-15,-14,-12,-11,-9,-7,-5,-3,-1,0,0,1,2,3,4,4,5,5,5,5,5,5,4,4,3,3,2,1,0,-1,-2,-4,-6,-7,-8,-8,-8,-8,-7,-6,-4,-2,0,1,3,5}, \
{4,6,8,10,12,13,14,15,16,16,16,16,15,13,11,9,5,2,-2,-6,-10,-13,-16,-17,-18,-18,-17,-16,-15,-13,-11,-9,-7,-5,-4,-2,0,0,1,3,3,4,5,6,6,7,7,7,7,7,6,5,4,3,2,0,-1,-3,-5,-7,-8,-9,-10,-10,-10,-9,-7,-5,-4,-1,0,2,4}, \
{4,6,8,10,12,14,15,16,17,18,18,17,16,15,12,9,5,1,-3,-8,-12,-15,-18,-19,-20,-20,-19,-18,-16,-15,-13,-11,-8,-6,-4,-2,-1,0,1,3,4,5,6,7,8,9,9,9,9,9,9,8,7,5,3,1,-1,-3,-6,-8,-10,-11,-12,-12,-11,-10,-9,-7,-5,-2,0,1,4}, \
{4,6,8,11,13,15,16,18,19,19,19,19,18,16,13,10,5,0,-5,-10,-15,-18,-21,-22,-23,-22,-22,-20,-18,-17,-14,-12,-10,-8,-5,-3,-1,0,1,3,5,6,8,9,10,11,12,12,13,12,12,11,9,7,5,2,0,-3,-6,-9,-11,-12,-13,-13,-12,-11,-10,-8,-6,-3,-1,1,4}, \
{3,6,9,11,14,16,17,19,20,21,21,21,19,17,14,10,4,-1,-8,-14,-19,-22,-25,-26,-26,-26,-25,-23,-21,-19,-17,-14,-12,-9,-7,-4,-2,0,1,3,5,7,9,11,13,14,15,16,16,16,16,15,13,10,7,4,0,-3,-7,-10,-12,-14,-15,-14,-14,-12,-11,-9,-6,-4,-1,1,3}, \
{4,6,9,12,14,17,19,21,22,23,23,23,21,19,15,9,2,-5,-13,-20,-25,-28,-30,-31,-31,-30,-29,-27,-25,-22,-20,-17,-14,-11,-9,-6,-3,0,1,4,6,9,11,13,15,17,19,20,21,21,21,20,18,15,11,6,2,-2,-7,-11,-13,-15,-16,-16,-15,-13,-11,-9,-7,-4,-1,1,4}, \
{4,7,10,13,15,18,20,22,24,25,25,25,23,20,15,7,-2,-12,-22,-29,-34,-37,-38,-38,-37,-36,-34,-31,-29,-26,-23,-20,-17,-13,-10,-7,-4,-1,2,5,8,11,13,16,18,21,23,24,26,26,26,26,24,21,17,12,5,0,-6,-10,-14,-16,-16,-16,-15,-14,-12,-10,-7,-4,-1,1,4}, \
{4,7,10,13,16,19,22,24,26,27,27,26,24,19,11,-1,-15,-28,-37,-43,-46,-47,-47,-45,-44,-41,-39,-36,-32,-29,-26,-22,-19,-15,-11,-8,-4,-1,2,5,9,12,15,19,22,24,27,29,31,33,33,33,32,30,26,21,14,6,0,-6,-11,-14,-15,-16,-15,-14,-12,-9,-7,-4,-1,1,4}, \
{6,9,12,15,18,21,23,25,27,28,27,24,17,4,-14,-34,-49,-56,-60,-60,-60,-58,-56,-53,-50,-47,-43,-40,-36,-32,-28,-25,-21,-17,-13,-9,-5,-1,2,6,10,14,17,21,24,28,31,34,37,39,41,42,43,43,41,38,33,25,17,8,0,-4,-8,-10,-10,-10,-8,-7,-4,-2,0,3,6}, \
{22,24,26,28,30,32,33,31,23,-18,-81,-96,-99,-98,-95,-93,-89,-86,-82,-78,-74,-70,-66,-62,-57,-53,-49,-44,-40,-36,-32,-27,-23,-19,-14,-10,-6,-1,2,6,10,15,19,23,27,31,35,38,42,45,49,52,55,57,60,61,63,63,62,61,57,53,47,40,33,28,23,21,19,19,19,20,22}, \
{168,173,178,176,171,166,161,156,151,146,141,136,131,126,121,116,111,106,101,-96,-91,-86,-81,-76,-71,-66,-61,-56,-51,-46,-41,-36,-31,-26,-21,-16,-11,-6,-1,3,8,13,18,23,28,33,38,43,48,53,58,63,68,73,78,83,88,93,98,103,108,113,118,123,128,133,138,143,148,153,158,163,168}, \

Thanks for your time.

I see several options for your array compaction.

1. Separate 8-bit and 1-bit arrays

You can split your array into 2 parts: first one stores 8 low-order bits of your original array, second one stores '1' if value does not fit in 8 bits or '0' otherwise. This will take 9 bits per value (same space as in nightcracker's approach, but a little bit simpler). To read value from these two arrays, do the following:

int8_t array8[37*73] = {...};
uint16_t array1[(37*73+15)/16] = {...};
size_t offset = 37 * x + y;
int16_t item = static_cast<int16_t>(array8[offset]); // sign extend
int16_t overflow = ((array1[offset/16] >> (offset%16)) & 0x0001) << 7;
item ^= overflow;

2. Approximation

If you can approximate your array with some efficiently computed function (like polynomial or exponent), you can store in the array only the difference between your value and the approximation. This may require only 8 bits per value or even less.

3. Delta encoding

If your data is smooth enough, in addition to applying either of previous methods, you can store a shorter table with only part of the data values and other table, containing only differences between all values, absent in the first table, and values from the first table. This requires less bits for each value.

For example, you can store every fifth value and differences for other values:

  Original array: 0 0 1 1 2 2 2 2 2 3 3 3 4 4 5 5 5 5 5 6 6 6 6 6 6 6 6 7 7 7
     Short array: 0         2         3         5         6         6
Difference array:   0 1 1 2   0 0 0 1   0 1 1 2   0 0 0 1   0 0 0 0   0 1 1 1

Alternatively, you can use differences from previous value, which requires even less bits per value:

  Original array: 0 0 1 1 2 2 2 2 2 3 3 3 4 4 5 5 5 5 5 6 6 6 6 6 6 6 6 7 7 7
     Short array: 0         2         3         5         6         6
     Delta array:   0 1 0 1   0 0 0 1   0 1 0 1   0 0 0 1   0 0 0 0   0 1 0 0

Approach with delta array may be efficiently implemented using bitwise operations if a group of delta values fits exactly in int16_t.


Initialization

For option #2, preprocessor may be used. For other options, preprocessor is possible, but may be not very convenient (preprocessor is not very good to process long value lists). Some combination of preprocessor and variadic templates may be better. Or it may be easier to use some text-processing script.


Update

After looking at the actual data, I can tell some more details. Option #2 (Approximation) is not very convenient for your data. Option #1 seems to be better. Or you can use Mark Ransom's or nightcracker's approach. It doesn't matter, which one - in all cases you save 7 bits out of 16.

Option #3 (Delta encoding) allows to save much more space. It cannot be used directly, because in some cells of the array data changes abruptly. But, as far as I know, these large changes happen at most once for each row. Which may be implemented by one additional column with full data value and one special value in the delta array.

I noticed, that (ignoring these abrupt changes) difference between neighbor values is never more than +/- 32. This requires 6 bits to encode each delta value. This means 6.6 bits per value. 58% compression. About 2400 bytes. (Not much, but a little bit better than 2464K in your comments).

Middle part of the array is much more smooth. You'll need only 5 bits per value to encode it separately. This may save 300..400 bytes more. Probably it's a good idea to split this array into several parts and encode each part differently.

Why are strings immutable in many programming languages?

20 votes

Possible Duplicate:
Why can't strings be mutable in Java and .NET?
Why .NET String is immutable?

Several languages have chosen for this, such as C#, Java, C++, and Python. If it is intended to save memory or gain efficiency for operations like compare, what effect does it have on concatenation and other modifying operations?

Immutable types are a good thing generally:

  • They work better for concurrency (you don't need to lock something that can't change!)
  • They reduce errors: mutable objects are vulnerable to being changed when you don't expect it which can introduce all kinds of strange bugs ("action at a distance")
  • They can be safely shared (i.e. multiple references to the same object) which can reduce memory consumption and improve cache utilisation.
  • Sharing also makes copying a very cheap O(1) operation when it would be O(n) if you have to take a defensive copy of a mutable object. This is a big deal because copying is an incredibly common operation (e.g. whenever you want to pass parameters around....)

As a result, it's a pretty reasonable language design choice to make strings immutable.

Some languages (particularly functional languages like Haskell and Clojure) go even further and make pretty much everything immutable. This enlightening video is very much worth a look if you are interested in the benefits of immutability.

There are a couple of minor downsides for immutable types:

  • Operations that create a changed string like concatenation are more expensive because you need to construct new objects. Typically the cost is O(n+m) for concatenating two immutable Strings, though it can go as low as O(log (m+n)) if you use a tree-based string data structure like a Rope. Plus you can always use special tools like Java's StringBuilder if you really need to concatenate Strings efficiently.
  • A small change on a large string can result in the need to construct a completely new copy of the large String, which obviously increases memory consumption. Note however that this isn't usually a big issue in garbage-collected languages since the old copy will get garbage collected pretty quickly if you don't keep a reference to it.

Overall though, the advantages of immutability vastly outweigh the minor disadvantages. Even if you are only interested in performance, the concurrency advantages and cheapness of copying will in general make immutable strings much more performant than mutable ones with locking and defensive copying.

JVM does not work as expected with JNI C++ code containing a class named "Node"

20 votes

Myself and some teammates have been unable to understand why the following snippet of code will not give the correct output when using JVMs versions 1.6u23 through 1.6u31 (the latest as of this posting). This code snippet represents a simplification of a larger problem:

UPDATE: Modified the example slightly to put focus on the issue that "virtual_function()" does not seem to get called.

UPDATE: Simplified the example even more based on comments to-date.

NodeTester.cpp:

#include <iostream>
#include <jni.h>

class Node {
  public:
    Node () :m_counter(0) {}
    virtual ~Node () {}

    virtual void virtual_function () {
      m_counter += 10;
    }

    void non_virtual_function () {
      m_counter += 1;
    }

    int get_counter () {
      return m_counter;
    }

  private:
    int m_counter;

};

extern "C" {
  JNIEXPORT void JNICALL Java_NodeTester_testNode (JNIEnv *jni_env_rptr, 
                                                   jclass java_class) {
    Node *node_rptr = new Node();
    node_rptr->non_virtual_function();
    node_rptr->virtual_function();

    std::cout << node_rptr->get_counter() << std::endl;

    delete node_rptr;
  }
}

NodeTester.java:

public class NodeTester {
  public static native void testNode ();

  static {
    System.loadLibrary("nodetester");
  }

  public static final void main (String[] args) {
    NodeTester.testNode();
  }
}

expected output:

11

actual output with JVM 1.6u23 through 1.6u31:

1

It seems like the JVM is incorrectly constructing the "Node" object within JNI; although it's possible that this code has something incorrect about its use of JNI. When the class "Node" gets more functionality added to it (e.g. more attributes, additional virtual and non-virtual operations), we can cause a segmentation fault, rather than just incorrect output. We're compiling the cpp code into a RedHat linux 64-bit shared object library using g++, and running the java code with the 64-bit Server VM. Note that on JVMs 1.6u20 through 1.6u22, this produces expected output. I haven't tried any earlier versions.

We've decided to put a bounty on this question! Here's more information on what we already know:

  • JVMs 1.6u22 (and prior) produce expected results
  • Renaming "Node" or putting it in a namespace produces expected results
  • Allocating a "Node" object on the stack instead of the heap in the JNI function produces expected results
  • There are no issues with non-virtual components of the class "Node"

Unfortunately for us, none of these items lead to viable solutions - the "larger problem" I alluded to was that we're dealing with a large, existing code base with a C++ class named "Node", which we need to access via JNI. We also tried several g++ and javac compiler options, and several JVM options, to no avail (although if someone stumbles on one that actually yields expected results, this would be an acceptable solution).

Ok, this is not a perfect answer, but if we have nothing better, the following may help. As explained a bit in the other comments, the crux of the problem lies in two distinct C++ classes both named Node in the global namespace, one from OpenJDK or SunJDK 1.6u23 and up on RedHat Linux (at least) and another from another library, both of which need to have their symbols shared with other libraries. To get our symbols loaded before the JDK, we may set the LD_PRELOAD environment variable, by calling e.g.:

LD_PRELOAD=libTheNodeTester.so java ...

But this may crash the JDK, if it actually starts using our symbols as if it were the ones from its libraries...

Why is Default constructor called in virtual inheritance?

17 votes

I don't understand why in the following code, when I instanciate an object of type daughter, the default grandmother() constructor is called ?

I thought that either the grandmother(int) constructor should be called (to follow the specification of my mother class constructor), or this code shouldn't compile at all because of the virtual inheritance.

Here compiler silently calls grandmother default constructor in my back, whereas I never asked for it.

#include <iostream>

class grandmother {
public:
    grandmother() {
        std::cout << "grandmother (default)" << std::endl;
    }
    grandmother(int attr) {
        std::cout << "grandmother: " << attr << std::endl;
    }
};

class mother: virtual public grandmother {
public:
    mother(int attr) : grandmother(attr) {
        std::cout << "mother: " << attr << std::endl;
    }
};

class daughter: virtual public mother {
public:
    daughter(int attr) : mother(attr) {
        std::cout << "daughter: " << attr << std::endl;
    }
};

int main() {
  daughter x(0);
}

When using virtual inheritence, the virtual base class's constructor is called directly by the most derived class's constructor. In this case, the daughter constructor directly calls the grandmother constructor.

Since you didn't explicitly call grandmother constructor in the initialization list, the default constructor will be called. To call the correct constructor, change it to:

daugther(int attr) : grandmother(attr), mother(attr) { ... }

See also This FAQ entry.

Is there any difference between "T" and "const T" in template parameter?

16 votes

Is there any difference between following 2 syntax:

template<int N> struct A;         // (1)

and

template<const int N> struct A;   // (2)

Any general guideline for when to use each syntax ?

No.

§14.1 [temp.param] p5

[...] The top-level cv-qualifiers on the template-parameter are ignored when determining its type.

Why Koenig lookup doesn't work with function template dynamic_pointer_cast

16 votes

Consider the following C++ program:

#include <memory>

struct A {};

struct B : A {};

int main()
{
    auto x = std::make_shared<A>();
    if (auto p = dynamic_pointer_cast<B>(x));
}

When compiling with MSVC 2010, I obtain the following error:

error C2065: 'dynamic_pointer_cast' : undeclared identifier

The error persists if auto is replaced by std::shared_ptr<A>. When I fully qualify the call with std::dynamic_pointer_cast, the program successfully compiles.

Also, gcc 4.5.1 doesn't like it either:

error: 'dynamic_pointer_cast' was not declared in this scope

I thought that std::dynamic_pointer_cast would have been picked by Koenig lookup, since the type of x lives in the std namespace. What am I missing here ?

I think section §14.8.1/6 (C++03, and I think it holds in C++11 also) applies to this case which reads as,

[Note: For simple function names, argument dependent lookup (3.4.2) applies even when the function name is not visible within the scope of the call. This is because the call still has the syntactic form of a function call (3.4.1). But when a function template with explicit template arguments is used, the call does not have the correct syntactic form unless there is a function template with that name visible at the point of the call. If no such name is visible, the call is not syntactically well-formed and argument-dependent lookup does not apply. If some such name is visible, argument dependent lookup applies and additional function templates may be found in other namespaces.

[Example:

namespace A {
     struct B { };
     template<int X> void f(B);
}
namespace C {
     template<class T> void f(T t);
}
void g(A::B b) {
     f<3>(b);    //ill-formed: not a function call
     A::f<3>(b); //well-formed
     C::f<3>(b); //ill-formed; argument dependent lookup
                 // applies only to unqualified names

    using C::f;
     f<3>(b); //well-formed because C::f is visible; then
              // A::f is found by argument dependent lookup
}

—end example] —end note]

Your case do not trigger ADL because you explicitly pass template argument and there is no template with the same name available at the site where you call dynamic_pointer_cast.

One trick to enable ADL is to add a dummy template to your code, as shown below:

#include <memory>

struct A {};

struct B : A {};

template<int> //template parameter could be anything!
void dynamic_pointer_cast(); //ADD this. NO NEED TO DEFINE IT

int main()
{
   auto x = std::make_shared<A>();
   if (auto p = dynamic_pointer_cast<B>(x)); //now it should work through ADL
}

Should one use forward declarations instead of includes wherever possible?

16 votes

Whenever a class declaration uses another class only as pointers, does it make sense to use a class forward declaration instead of including the headerfile in order to pre-emptively avoid problems with circular dependencies? so, instead of having:

//file C.h
#include "A.h"
#include "B.h"

class C{
    A* a;
    B b;
    ...
};

do this instead:

//file C.h
#include "B.h"

class A;

class C{
    A* a;
    B b;
    ...
};


//file C.cpp
#include "C.h"
#include "A.h"
...

Is there any reason why not to do this wherever possible?

The forward-declaration method is almost always better. (I can't think of a situation where including a file where you can use a forward declaration is better, but I'm not gonna say it's always better just in case).

There are no downsides to forward-declaring classes, but I can think of some downsides for including headers unnecessarily:

  • longer compilation time, since all translation units including C.h will also include A.h, although they might not need it.

  • possibly including other headers you don't need indirectly

  • polluting the translation unit with symbols you don't need

  • you might need to recompile source files that include that header if it changes (@PeterWood)

Why does this C++ code output the result?

15 votes

This is the C++ code:

#include<iostream>
using namespace std;


int a=8;

int fun(int &a)
{
    a=a*a;
    return a;
}

int main()
{

    cout << a << endl \
        << fun(a) << endl \
        << a << endl;
        return 0;
}

why does it output:

64 64 8

the << operator's associativity is left to right, so why not output 8 64 64?

Does it have the relation to the sequence point and the effect side?

Associativity and evaluation order are not the same thing. The expression a << b << c is equivalent to (a << b) << c due to left-to-right associativity, but when it comes to evaluation order, the compiler is free to evaluate c first then a << b and, likewise, it can evaluate b before it evaluates a. In fact, it can even evaluate the terms in the order bca if it wants, and it just might if it concludes that such an order will maximise performance by minimising pipeline stalls, cache misses, etc.

Is it safe to return a struct in C/C++?

14 votes

What I understand is that this shouldnt be done, but I believe I've seen examples that do something like this (note code is not necessarily syntactically correct but the idea is there)

typedef struct{
    int a,b;
}mystruct;

And then here's a function

mystruct func(int c, int d){
    mystruct retval;
    retval.a = c;
    retval.b = d;
    return retval;
}

I undestood that we should always return a pointer to a malloc'ed struct if we want to do something like this, but I'm positive I've seen examples that do something like this. Is this correct? Personally I always either return a pointer to a malloc'ed struct or just do a pass by reference to the function and modify the values there. (Because my understanding is that once the scope of the function is over, whatever stack was used to allocate the structure can be overwritten).

Let's add a second part to the question: Does this vary by compiler? If it does, then what is the behavior for the latest versions of compilers for desktops: gcc, g++ and Visual Studio

Thoughts on the matter?

It's perfectly safe, and it's not wrong to do so. Also: it does not vary by compiler.

Usually, when your struct is not too big (like your example) I would argue that this approach is even better than returning a malloc'ed structure (malloc is an expensive operation).

Why does RegCloseKey exist (when CloseHandle seems to perform the same function)?

14 votes

I was looking at the docs for DuplicateHandle the other day and noticed that DuplicateHandle is able to copy registry key handles (HKEYs). Reading up on this a bit more in the SysInternals book seems to indicate that registry key handles are plain kernel objects, similar to file handles. Yet CloseHandle can't close HKEYs, and RegCloseKey can't close other kinds of kernel objects.

Why the distinction?

It is because only a part of the functionality of the registry is implemented in the kernel. It includes the basic operations (create, delete, read, write, etc.) for working with the local registry keys.

The remaining functions are implemented in the advapi32.dll and work in the user mode:

  • Access to a remote registry using RegConnectRegistry
  • Access to the HKEY_PERFORMANCE_DATA
  • Converting Win32 registry representation to Native representation
  • WOW64's registry redirection on 64-bit systems (for 32-bit applications)

The kernel part of the functionality is available through the Native API: NtCreateKey, NtOpenKey, etc. When comparing these functions with the Win32 API it can be seen that the Native API uses the "classical" HANDLE descriptors instead of HKEY.

What is the difference between std::quick_exit and std::abort and why was std::quick_exit needed?

14 votes

C++11 introduces a new way of finishing program execution—std::quick_exit.

Quoting the N3242 18.5 (p. 461):

[[noreturn]] void quick_exit(int status) noexcept;

Effects: Functions registered by calls to at_quick_exit are called in the reverse order of their registration, except that a function shall be called after any previously registered functions that had already been called at the time it was registered. Objects shall not be destroyed as a result of calling quick_exit. If control leaves a registered function called by quick_exit because the function does not provide a handler for a thrown exception, terminate() shall be called. [ Note: at_quick_exit may call a registered function from a different thread than the one that registered it, so registered functions should not rely on the identity of objects with thread storage duration. — end note ] After calling registered functions, quick_exit shall call _Exit(status). [ Note: The standard file buffers are not flushed. See: ISO C 7.20.4.4. — end note ]

As the definition of std::abort(void) and std::_Exit(int status) differ only in ability to pass the status to the parent process, it raises my question.

Does it mean that the only difference in semantics between std::quick_exit and std::abort are that std::quick_exit calls functions registered using std::at_quick_exit and allows to set the returned status?

What was the rationale for introducing this function?

There's a good write-up available here, I'll just summarize it. This feature was added to specifically deal with the difficulty of ending a program cleanly when you use threads. By nature, the exit is started by a highly asynchronous event, the user closing the user interface, the admin shutting down the machine, etcetera. This happens without regard to the state of the threads the program started, they are almost always in a highly unpredictable state.

In an ideal world, the program's main() function asks the threads to exit, typically by signaling an event, waits for the threads to end and then exits main() for a clean shutdown through exit(). That ideal is however very hard to achieve. A thread could be buried deep inside a system call, say, waiting for some I/O to complete. Or it is blocking on a synchronization object that needs to be signaled by another thread in the right order. The outcome is rarely pleasant, real programs often deadlock on exit. Or crash when the shutdown order is unexpected.

There's a simple and very tempting workaround for this problem: call _exit() instead of exit(). Kaboom, program ended, the operating system brooms up the shrapnel. But clearly without any cleanup at all, very messy sometimes with artifacts like a half-written file or an incomplete dbase transaction.

std::quick_exit() offers the alternative. Similar to _exit() but with still the option to execute some code, whatever was registered with at_quick_exit.

What happens when you logical not a float?

12 votes

I assume this just returns an int. Is there anything else going on I should be aware of? C/C++ differences?

float a = 2.5;
!a; // What does this return? Int? Float?

Regarding C++, quoting C++11 §5.3.1/9:

The operand of the logical negation operator ! is contextually converted to bool; its value is true if the converted operand is false and false otherwise. The type of the result is bool.

So what's really relevant here is the behavior of static_cast<bool>(some_float) – quoting §4.12/1:

A prvalue of arithmetic, unscoped enumeration, pointer, or pointer to member type can be converted to a prvalue of type bool. A zero value, null pointer value, or null member pointer value is converted to false; any other value is converted to true. A prvalue of type std::nullptr_t can be converted to a prvalue of type bool; the resulting value is false.

Putting those together, 2.5f is a non-zero value and will consequently evaluate to true, which when negated will evaluate to false. I.e., !a == false.


Regarding C, quoting C99 §6.5.3.3/5:

The result of the logical negation operator ! is 0 if the value of its operand compares unequal to 0, 1 if the value of its operand compares equal to 0. The result has type int. The expression !E is equivalent to (0==E).

I.e. the net result is the same as with C++, excepting the type.

Why does C++11 support 6 different regular expression grammars?

10 votes

It appears that C++11 supports a whopping six different regular expression grammars:

  • ECMA-262 (ECMAScript) regular expressions (slightly modified?)
  • Basic POSIX regular expressions
  • Extended POSIX regular expressions
  • awk regular expressions
  • grep regular expressions
  • egrep regular expressions

Why was it decided to include so many options instead of settling on a single grammar? Why these particular 6?

The standardization process is all about pragmatism. There are benefits to including a RE grammar in the standard, as long as it's correctly specified, but no benefit to dropping one.

Exclusion would make it easier for a library implementer to apply a "100% C++11 compliant" badge, but who really cares? Nobody should be making that claim anyway, and only ignorant PHBs would be looking for it. Libraries always have bugs which prevent reaching 100%, and a good library has an excess of features.

Note that all the included grammars are specified by already existing international standards. So little effort is needed on the part of the C++ committee. Just §28.13, which is a couple pages long.

If they leave out a standardized grammar, then different Standard Library implementers will add it under different names, resulting in incompatibility. This is unlikely to happen for a grammar which is merely defined by a popular library, where the library implementer will be responsible for the C++ interface, not Standard Library vendors.