Alternatives to using virtuals for cross-platform development : c++
This is a discussion on Alternatives to using virtuals for cross-platform development within the c++ forums in Programming Languages category; Hi, I'm interested in developing an application that needs to run on more than one operating system. Naturally, a lot of the code will be shared between the various OSs, with OS specific functionality being kept separate. I've been going over the various approaches I could follow in order to implement the OS-specific functionality. The requirements I have are as follows : - There is a generic interface that needs to be implemented on each OS. This is what the client code would call. - In addition to the common/generic interface, each OS-specific implementation can expose an OS-specific interface. The ...
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| I'm interested in developing an application that needs to run on more than one operating system. Naturally, a lot of the code will be shared between the various OSs, with OS specific functionality being kept separate. I've been going over the various approaches I could follow in order to implement the OS-specific functionality. The requirements I have are as follows : - There is a generic interface that needs to be implemented on each OS. This is what the client code would call. - In addition to the common/generic interface, each OS-specific implementation can expose an OS-specific interface. The first requirement should be fairly clear. The second one is there to allow the OS-specific part of one sub-system to use the OS-specific part of another sub-system (I'm assuming that the two sub-systems know at design time that they will both be implemented for any given OS). Probably the most obvious way to go about this is to use an abstract base class to define the generic interface and this gets subclassed by concrete, OS-specific implementations. Access to OS-specific interfaces is then provided by means of a dynamic_ (or even static_?) cast. My first worry about this is performance. Some of the functions in the generic interface will be very small (e.g. int GetID() const ), called very often, or both. The other issue that bothers me (and this verges on the border of being philosophical about it), is that using virtuals somehow doesn't feel right. It would feel right if I had one interface and multiple implementations in the same executable/module (i.e. at run-time). In my case I'm more interested in one interface and multiple 'compile time' implementations, so the overhead of the virtual mechanism is kind of wasted. So, looking at alternatives. Compile-time polymorphism sounds like a good candidate. You have a base class defining all your functions, which are implemented using an OS-specific implementation class. Or, looking at it a different way, you can use this approach to guarantee that a class implements an interface, but without using virtuals (pure or otherwise). A quick code snipet to explain this a bit more: template<class OSImp> class BaseFoo { public: void Bar() { static_cast<OSImp*>(this)->Bar(); } }; class MyFavOSFoo : public BaseFoo<MyFavOSFoo> { public: void Bar() { // do some OS specific stuff } public: void OSFunc() { // some OS-specific interface } private: //store some OS specific data } Now this is more like what I want, I can have multiple implementations, without any run-time overhead. There are a couple of problems however (otherwise I wouldn't be here, would I? ![]() The client code, which is OS-independent, no longer has a polymorphic base class that it can just use. I somehow need to use MyFavOSFoo directly. The most obvious solution that comes to mind (but I'm open to suggestions) is to have the client code use a class called 'Foo'. I could then have an OS specific header file that has : typedef MyFavOSFoo Foo; The problem then is that the selection of implementation/OS boils down to #including the right header, which seems very fragile. Then I started thinking of some less 'common' solutions (aka hacks). Most I've already discarded, but one that seems to have stuck in my mind is the following : Have a 'public' header file defining the public interface. Then have an OS-specific .h and .cpp which implement the interface defined in the public .h. i.e. // public.h class Foo { public: void Bar(); // No data members }; // private.h class Foo // same name { public: void Bar(); private: // Some OS specific data that the client code doesn't need to know about }; // private.cpp void Foo::Bar() { // do some OS specific stuff} (obviously this needs some sort of Create() function, as the client code can't call new() or anything like that) This does pretty much all I want. I can have multiple compile-time implementations and there is no runtime overhead. I can put private.h and private.cpp in a static library and let the linker do its magic. A couple of problems though : - I would need to make darned sure that the interface in public.h matches that in private.h (even the declaration order has to match) - I would need to maintain twice the number of header files (and there are a lot of them). Now that I've presented my case, a couple of questions : 1. Am I just being silly? Should I just use virtuals and be done with it? I know when the performance impact of virtual functions has been discussed in the past, the advice often is 'profile it and make a decision based on the results'. The thing is, I'm still at the design process and hence have nothing to profile. also, I would expect that there is at least some variation between OSs/compilers. What if it performs great on 3 out of 4 platforms? I would be locked in with that design. 2. Am I trying to use C++ in a way that it was not designed to be used? For example, C# and Java have the concept of a module (or package or assembly or whatever) that is a monilithic unit that exposes some types and interfaces. C++'s answer to this would be a pure virtual class. 3. Is there a 'standard' approach to cross-platform developement that I've completely missed? Many thanks, Bill |
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| greek_bill wrote: > Hi, > > I'm interested in developing an application that needs to run on more > than one operating system. Naturally, a lot of the code will be shared > between the various OSs, with OS specific functionality being kept > separate. .... > template<class OSImp> > class BaseFoo > { > public: void Bar() { static_cast<OSImp*>(this)->Bar(); } > }; > > class MyFavOSFoo : public BaseFoo<MyFavOSFoo> > { > public: void Bar() { // do some OS specific stuff } > public: void OSFunc() { // some OS-specific interface } > private: //store some OS specific data > } > > Now this is more like what I want, I can have multiple > implementations, without any run-time overhead. > > There are a couple of problems however (otherwise I wouldn't be here, > would I? ![]() > .... > Many thanks, > Bill I have used template specializations for this sort of thing (tested): #include <iostream> using namespace std; enum { OS1, OS2 }; // configuration (in a system-wide header someplace) const int OS = OS2; // or give -D to the compiler from make, or whatever template<int> class OSClass; template<> class OSClass<OS1> { public: void Bar() { cout << "os1.Bar()" << endl; } public: void OSFunc() { /* some OS1-specific interface */ } private: //store some OS1 specific data }; template<> class OSClass<OS2> { public: void Bar() { cout << "os2.Bar()" << endl; m_os1.Bar(); } public: void OSFunc() { /* some OS2-specific interface */ } private: //store some OS2 specific data OSClass<OS1> m_os1; // use OS1 stuff in secret. }; // Application code int main (void) { OSClass<OS> os; os.Bar(); } You could add an abstract base class for both if you want the compiler to check that both have the proper interface. |
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| On Thu, 07 Jun 2007 14:38:47 -0700, Noone wrote: > > Now that I've presented my case, a couple of questions : > > 1. Am I just being silly? Should I just use virtuals and be done with > it? I know when the performance impact of virtual functions has been > discussed in the past, the advice often is 'profile it and make a > decision based on the results'. The thing is, I'm still at the design > process and hence have nothing to profile. also, I would expect that > there is at least some variation between OSs/compilers. What if it > performs great on 3 out of 4 platforms? I would be locked in with that > design. > > 2. Am I trying to use C++ in a way that it was not designed to be used? > For example, C# and Java have the concept of a module (or package or > assembly or whatever) that is a monilithic unit that exposes some types > and interfaces. C++'s answer to this would be a pure virtual class. > > 3. Is there a 'standard' approach to cross-platform developement that > I've completely missed? > There is something that rubs me the wrong way about trying to include OS specific code for multiple OSs in a single executable, and to be honest, I don't think it will work well, if at all. Different OS means different support libraries and probably different startup and linkage mechanisms. Take the example of windoze vs linux executable. Even a simple dosbox application that tries to run natively (intelligently) in linux and determines which OS is active at runtime is gonna have real problems because IIRC the startup for the executables is different even if they use the same native CPU. Stick with separate compile builds for each OS and you'll be much happier in the long run. KISS: keep it simple, stupid. :^) I do something similar to what you mention with virtual base classes all the time but it is from the opposite direction. I have an operator control unit application for unmanned vehicles. I must support a variety of human interface devices that have differing physical interfaces, protocols, etc. I create an inteface base class with virtuals, then implement the HW specific functions in subclasses and use try/catch blocks to create the HID object for the first one in which the constructor doesn't fail. This works extremely well and allows me to add any number of different human interface devices: keyboards, touchscreens, joysticks, whatever. |
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| Me wrote: > On Thu, 07 Jun 2007 14:38:47 -0700, Noone wrote: > >> Now that I've presented my case, a couple of questions : >> >> 1. Am I just being silly? Should I just use virtuals and be done with >> it? I know when the performance impact of virtual functions has been >> discussed in the past, the advice often is 'profile it and make a >> decision based on the results'. The thing is, I'm still at the design >> process and hence have nothing to profile. also, I would expect that >> there is at least some variation between OSs/compilers. What if it >> performs great on 3 out of 4 platforms? I would be locked in with that >> design. >> >> 2. Am I trying to use C++ in a way that it was not designed to be used? >> For example, C# and Java have the concept of a module (or package or >> assembly or whatever) that is a monilithic unit that exposes some types >> and interfaces. C++'s answer to this would be a pure virtual class. >> >> 3. Is there a 'standard' approach to cross-platform developement that >> I've completely missed? >> > > > There is something that rubs me the wrong way about trying to include OS > specific code for multiple OSs in a single executable, and to be honest, I > don't think it will work well, if at all. Different OS means different > support libraries and probably different startup and linkage mechanisms. > Take the > example of windoze vs linux executable. Even a simple dosbox application > that > tries to run natively (intelligently) in linux and determines which OS is > active at runtime is gonna have real problems because IIRC the startup for > the executables is different even if they use the same native CPU. > > Stick with separate compile builds for each OS and you'll be much happier > in the long run. KISS: keep it simple, stupid. :^) > > I do something similar to what you mention with virtual base classes all > the time but it is from the opposite direction. I have an operator > control unit application for unmanned vehicles. I must support a variety > of human interface devices that have differing physical interfaces, > protocols, etc. I create an inteface base class with virtuals, then > implement the HW specific functions in subclasses and use try/catch blocks > to create the HID object for the first one in which the constructor > doesn't fail. This works extremely well and allows me to add any number > of different human interface devices: keyboards, touchscreens, joysticks, > whatever. They are not necessarily in the same executable, only in the same code-set. And if he is specializing on different versions of the same OS, and especially if the set of OS-specific facets he's modeling is small, I don't think having them in the same code-set is a problem. As an example of handling different version of an OS, and as an extension to my previous post, this (tested): #include <iostream> using namespace std; enum { OS_A, OS_B_V2, OS_B_V2_1 }; const int OS = OS_B_V2_1; template<int> class OSClass; // Not used, not present in the executable template<> class OSClass<OS_A> { public: void Bar() { cout << "osA.Bar()" << endl; } public: void OSFunc() { /* some OS_A-specific interface */ } private: //store some OS_A specific data }; template<> class OSClass<OS_B_V2> { public: void Bar() { cout << "osBv2.Bar()" << endl; } public: void OSFunc() { /* some OS_B_V2-specific interface */ } private: //store some OS_B_V2 specific data }; template<> class OSClass<OS_B_V2_1> { typedef OSClass<OS_B_V2> osv2_t; public: void Bar() { m_osv2.Bar(); cout << "osBv2_1.Bar()" << endl; } public: void OSFunc() { /* some OS_B_V2.1-specific interface */ } private: //store some OS_B_V2.1 specific data osv2_t m_osv2; // Use OS_B version 2 stuff in secret. }; // Application code int main (void) { OSClass<OS> os; os.Bar(); } |
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| On Jun 7, 11:38 pm, greek_bill <greek_b...@yahoo.com> wrote: > I'm interested in developing an application that needs to run on more > than one operating system. Naturally, a lot of the code will be shared > between the various OSs, with OS specific functionality being kept > separate. > I've been going over the various approaches I could follow in order to > implement the OS-specific functionality. The requirements I have are > as follows : > - There is a generic interface that needs to be implemented on each > OS. This is what the client code would call. > - In addition to the common/generic interface, each OS-specific > implementation can expose an OS-specific interface. > The first requirement should be fairly clear. The second one is there > to allow the OS-specific part of one sub-system to use the OS-specific > part of another sub-system (I'm assuming that the two sub-systems know > at design time that they will both be implemented for any given OS). > Probably the most obvious way to go about this is to use an abstract > base class to define the generic interface and this gets subclassed by > concrete, OS-specific implementations. Access to OS-specific > interfaces is then provided by means of a dynamic_ (or even static_?) > cast. > My first worry about this is performance. Some of the functions in the > generic interface will be very small (e.g. int GetID() const ), called > very often, or both. If the function ends up making a system request, it's doubtable that the cost of a virtual function call will be measurable. At any rate, I wouldn't wory about it until I'd actually measured it, and found it to be a problem. > The other issue that bothers me (and this verges on the border of > being philosophical about it), is that using virtuals somehow doesn't > feel right. It would feel right if I had one interface and multiple > implementations in the same executable/module (i.e. at run-time). In > my case I'm more interested in one interface and multiple 'compile > time' implementations, so the overhead of the virtual mechanism is > kind of wasted. That's very philosophical. It's not the sort of thing I'd worry about. On the other hand... > So, looking at alternatives. Compile-time polymorphism sounds like a > good candidate. You have a base class defining all your functions, > which are implemented using an OS-specific implementation class. Or, > looking at it a different way, you can use this approach to guarantee > that a class implements an interface, but without using virtuals (pure > or otherwise). I often use link time polymorphism for this. You have a single class definition for all systems, in a header file, and different implementations for different systems. You link in whichever one is appropriate. (If the class requires member data, you might have to use the compilation firewall idiom to avoid dependencies in the header.) > A quick code snipet to explain this a bit more: > template<class OSImp> > class BaseFoo > { > public: void Bar() { static_cast<OSImp*>(this)->Bar(); } > }; > class MyFavOSFoo : public BaseFoo<MyFavOSFoo> > { > public: void Bar() { // do some OS specific stuff } > public: void OSFunc() { // some OS-specific interface } > private: //store some OS specific data > } > Now this is more like what I want, I can have multiple > implementations, without any run-time overhead. > There are a couple of problems however (otherwise I wouldn't be here, > would I? ![]() The main one is the same as for the virtual functions: you introduce unnecessary complexity for nothing. Philosophically, how is it unacceptable to have a base class with only one derived class, but acceptable to have a template with only one instantiation? (In fact, there are also times when I use this solution.) > The client code, which is OS-independent, no longer has a polymorphic > base class that it can just use. I somehow need to use MyFavOSFoo > directly. The most obvious solution that comes to mind (but I'm open > to suggestions) is to have the client code use a class called 'Foo'. I > could then have an OS specific header file that has : > typedef MyFavOSFoo Foo; > The problem then is that the selection of implementation/OS boils down > to #including the right header, which seems very fragile. Why? Give both headers the same name, put them in different directories, and select which one by means of a -I option positionned in the header file. My personal solution here would be, I think, the common class definition, with separate implementations, and a function returning a pointer to a forward declared class with the OS specific parts, i.e.: class OSSpecific ; class Unspecific { public: // the usually generic function declarations... OSSpecific* getOSSpecific() ; } ; Obviously, anyone wanting to use the OS specific stuff would have to include an additional, OS specific header, but then, he'd only be doing so if he needed functions which were only available on a specific OS anyway. > Then I started thinking of some less 'common' solutions (aka hacks). > Most I've already discarded, but one that seems to have stuck in my > mind is the following : > Have a 'public' header file defining the public interface. Then have > an OS-specific .h and .cpp which implement the interface defined in > the public .h. i.e. > // public.h > class Foo > { > public: void Bar(); > // No data members > }; > // private.h > class Foo // same name > { > public: void Bar(); > private: // Some OS specific data that the client code doesn't need to > know about > }; That results in undefined behavior, and would likely cause crashes and such. > // private.cpp > void Foo::Bar() { // do some OS specific stuff} > (obviously this needs some sort of Create() function, as the client > code can't call new() or anything like that) The client can't include the header, in fact, without incuring undefined behavior. Just use the compilation firewall idiom in Foo, and there should be no problem. > This does pretty much all I want. I can have multiple compile-time > implementations and there is no runtime overhead. I can put private.h > and private.cpp in a static library and let the linker do its magic. > A couple of problems though : > - I would need to make darned sure that the interface in public.h > matches that in private.h (even the declaration order has to match) In fact, the token sequence after preprocessing of the entire class must match, and all names must bind identically. (There are a very few exceptions.) [...] > 2. Am I trying to use C++ in a way that it was not designed to be > used? For example, C# and Java have the concept of a module (or > package or assembly or whatever) that is a monilithic unit that > exposes some types and interfaces. C++'s answer to this would be a > pure virtual class. No. The C++'s answer is that you have a choice of solutions, and can use whichever one is best for your application. Java forces you to use one particular solution, whether it is best or not. > 3. Is there a 'standard' approach to cross-platform developement that > I've completely missed? The most frequent one I've seen is a common header, using the compilation firewall idiom, and separate implementations. But I've also seen the abstract base class used. -- James Kanze (Gabi Software) email: james.kanze@ Conseils en informatique orientée objet/ Beratung in objektorientierter Datenverarbeitung 9 place Sémard, 78210 St.-Cyr-l'École, France, +33 (0)1 30 23 00 34 |
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| As numeromancer said, I'm not interested in adding support for multiple OSs in the same executable (is that even possible?) It's more along the lines of using OS independent code together with OS specific code to produce an OS specific executable. Numeromancer, what you're suggesting is conceptually similar to the compile-time polymorphism example that I'm descibing above. The problem, or shortcoming rather, of both approaches is that you don't have a base-class (or equivalent) for the client code to use. If we were using virtuals, we'd have class IFoo { // Defines interface }; class OSFoo : public IFoo { // Implements interface }; Client code only needs to know and use IFoo. Now, I know I can't quite have that with static polymorphism, which is why I was saying you might need to do something like : #if defined(OS1) typedef BaseFoo<OS1Foo> Foo; #elif defined(OS2) typedef BaseFoo<OS2Foo> Foo; #endif Anyway, I'm still looking into this. |
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| On Jun 8, 10:20 pm, James Kanze <james.ka...@> wrote: > {...} > That results in undefined behavior, and would likely cause > crashes and such. With regards to have a (partial) public header and a private/ implementation header....surely people must do this all the time when developing libraries. Take for example a library/SDK that is distributed as a .h, a .lib and a .dll. Surely the contents of the header must be just the library's public interface. As you say, the common parts of the two headers must match exactly (though I don't think the delcarations need to be in the same order as I originally said. As long as the mangled names are the same, we should be fine). In fact, while researching this, I've been keeping an eye out to see if there a way to ensure that the interface of the public header is fully and exactly replicated and implemented by the private code. I must admit I had forgotten about the pimpl idiom that you mentioned. My initial instict was 'Yuck, pointer indirection for every data/ member function access?', but maybe that would be a reasonable compromise. I wonder if there is any way to make the compiler optimise this away? |
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