Why not concatenate C source files before compilation? [duplicate] - c

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I come from a scripting background and the preprocessor in C has always seemed ugly to me. None the less I have embraced it as I learn to write small C programs. I am only really using the preprocessor for including the standard libraries and header files I have written for my own functions.
My question is why don't C programmers just skip all the includes and simply concatenate their C source files and then compile it? If you put all of your includes in one place you would only have to define what you need once, rather than in all your source files.
Here's an example of what I'm describing. Here I have three files:
// includes.c
#include <stdio.h>
// main.c
int main() {
foo();
printf("world\n");
return 0;
}
// foo.c
void foo() {
printf("Hello ");
}
By doing something like cat *.c > to_compile.c && gcc -o myprogram to_compile.c in my Makefile I can reduce the amount of code I write.
This means that I don't have to write a header file for each function I create (because they're already in the main source file) and it also means I don't have to include the standard libraries in each file I create. This seems like a great idea to me!
However I realise that C is a very mature programming language and I'm imagining that someone else a lot smarter than me has already had this idea and decided not to use it. Why not?

Some software are built that way.
A typical example is SQLite. It is sometimes compiled as an amalgamation (done at build time from many source files).
But that approach has pros and cons.
Obviously, the compile time will increase by quite a lot. So it is practical only if you compile that stuff rarely.
Perhaps, the compiler might optimize a bit more. But with link time optimizations (e.g. if using a recent GCC, compile and link with gcc -flto -O2) you can get the same effect (of course, at the expense of increased build time).
I don't have to write a header file for each function
That is a wrong approach (of having one header file per function). For a single-person project (of less than a hundred thousand lines of code, a.k.a. KLOC = kilo line of code), it is quite reasonable -at least for small projects- to have a single common header file (which you could pre-compile if using GCC), which will contain declarations of all public functions and types, and perhaps definitions of static inline functions (those small enough and called frequently enough to profit from inlining). For example, the sash shell is organized that way (and so is the lout formatter, with 52 KLOC).
You might also have a few header files, and perhaps have some single "grouping" header which #include-s all of them (and which you could pre-compile). See for example jansson (which actually has a single public header file) and GTK (which has lots of internal headers, but most applications using it have just one #include <gtk/gtk.h> which in turn include all the internal headers). On the opposite side, POSIX has a big lot of header files, and it documents which ones should be included and in which order.
Some people prefer to have a lot of header files (and some even favor putting a single function declaration in its own header). I don't (for personal projects, or small projects on which only two or three persons would commit code), but it is a matter of taste. BTW, when a project grows a lot, it happens quite often that the set of header files (and of translation units) changes significantly. Look also into REDIS (it has 139 .h header files and 214 .c files i.e. translation units totalizing 126 KLOC).
Having one or several translation units is also a matter of taste (and of convenience and habits and conventions). My preference is to have source files (that is translation units) which are not too small, typically several thousand lines each, and often have (for a small project of less than 60 KLOC) a common single header file. Don't forget to use some build automation tool like GNU make (often with a parallel build through make -j; then you'll have several compilation processes running concurrently). The advantage of having such a source file organization is that compilation is reasonably quick. BTW, in some cases a metaprogramming approach is worthwhile: some of your (internal header, or translation units) C "source" files could be generated by something else (e.g. some script in AWK, some specialized C program like bison or your own thing).
Remember that C was designed in the 1970s, for computers much smaller and slower than your favorite laptop today (typically, memory was at that time a megabyte at most, or even a few hundred kilobytes, and the computer was at least a thousand times slower than your mobile phone today).
I strongly suggest to study the source code and build some existing free software projects (e.g. those on GitHub or SourceForge or your favorite Linux distribution). You'll learn that they are different approaches. Remember that in C conventions and habits matter a lot in practice, so there are different ways to organize your project in .c and .h files. Read about the C preprocessor.
It also means I don't have to include the standard libraries in each file I create
You include header files, not libraries (but you should link libraries). But you could include them in each .c files (and many projects are doing that), or you could include them in one single header and pre-compile that header, or you could have a dozen of headers and include them after system headers in each compilation unit. YMMV. Notice that preprocessing time is quick on today's computers (at least, when you ask the compiler to optimize, since optimizations takes more time than parsing & preprocessing).
Notice that what goes into some #include-d file is conventional (and is not defined by the C specification). Some programs have some of their code in some such file (which should then not be called a "header", just some "included file"; and which then should not have a .h suffix, but something else like .inc). Look for example into XPM files. At the other extreme, you might in principle not have any of your own header files (you still need header files from the implementation, like <stdio.h> or <dlfcn.h> from your POSIX system) and copy and paste duplicated code in your .c files -e.g. have the line int foo(void); in every .c file, but that is very bad practice and is frowned upon. However, some programs are generating C files sharing some common content.
BTW, C or C++14 do not have modules (like OCaml has). In other words, in C a module is mostly a convention.
(notice that having many thousands of very small .h and .c files of only a few dozen lines each may slow down your build time dramatically; having hundreds of files of a few hundred lines each is more reasonable, in term of build time.)
If you begin to work on a single-person project in C, I would suggest to first have one header file (and pre-compile it) and several .c translation units. In practice, you'll change .c files much more often than .h ones. Once you have more than 10 KLOC you might refactor that into several header files. Such a refactoring is tricky to design, but easy to do (just a lot of copy&pasting chunk of codes). Other people would have different suggestions and hints (and that is ok!). But don't forget to enable all warnings and debug information when compiling (so compile with gcc -Wall -g, perhaps setting CFLAGS= -Wall -g in your Makefile). Use the gdb debugger (and valgrind...). Ask for optimizations (-O2) when you benchmark an already-debugged program. Also use a version control system like Git.
On the contrary, if you are designing a larger project on which several persons would work, it could be better to have several files -even several header files- (intuitively, each file has a single person mainly responsible for it, with others making minor contributions to that file).
In a comment, you add:
I'm talking about writing my code in lots of different files but using a Makefile to concatenate them
I don't see why that would be useful (except in very weird cases). It is much better (and very usual and common practice) to compile each translation unit (e.g. each .c file) into its object file (a .o ELF file on Linux) and link them later. This is easy with make (in practice, when you'll change only one .c file e.g. to fix a bug, only that file gets compiled and the incremental build is really quick), and you can ask it to compile object files in parallel using make -j (and then your build goes really fast on your multi-core processor).

You could do that, but we like to separate C programs into separate translation units, chiefly because:
It speeds up builds. You only need to rebuild the files that have changed, and those can be linked with other compiled files to form the final program.
The C standard library consists of pre-compiled components. Would you really want to have to recompile all that?
It's easier to collaborate with other programmers if the code base is split up into different files.

Your approach of concatenating .c files is completely broken:
Even though the command cat *.c > to_compile.c will put all functions into a single file, order matters: You must have each function declared before its first use.
That is, you have dependencies between your .c files which force a certain order. If your concatenation command fails to honor this order, you won't be able to compile the result.
Also, if you have two functions that recursively use each other, there is absolutely no way around writing a forward declaration for at least one of the two. You may as well put those forward declarations into a header file where people expect to find them.
When you concatenate everything into a single file, you force a full rebuild whenever a single line in your project changes.
With the classic .c/.h split compilation approach, a change in the implementation of a function necessitates recompilation of exactly one file, while a change in a header necessitates recompilation of the files that actually include this header. This can easily speed up the rebuild after a small change by a factor of 100 or more (depending on the count of .c files).
You loose all the ability for parallel compilation when you concatenate everything into a single file.
Have a big fat 12 core processor with hyper-threading enabled? Pity, your concatenated source file is compiled by a single thread. You just lost a speedup of a factor greater than 20... Ok, this is an extreme example, but I have build software with make -j16 already, and I tell you, it can make a huge difference.
Compilation times are generally not linear.
Usually compilers contain at least some algorithms that have a quadratic runtime behavior. Consequently, there is usually some threshold from which on aggregated compilation is actually slower than compilation of the independent parts.
Obviously, the precise location of this threshold depends on the compiler and the optimization flags you pass to it, but I have seen a compiler take over half an hour on a single huge source file. You don't want to have such an obstacle in your change-compile-test loop.
Make no mistake: Even though it comes with all these problems, there are people who use .c file concatenation in practice, and some C++ programmers get pretty much to the same point by moving everything into templates (so that the implementation is found in the .hpp file and there is no associated .cpp file), letting the preprocessor do the concatenation. I fail to see how they can ignore these problems, but they do.
Also note, that many of these problems only become apparent with larger project sizes. If your project is less than 5000 lines of code, it's still relatively irrelevant how you compile it. But when you have more than 50000 lines of code, you definitely want a build system that supports incremental and parallel builds. Otherwise, you are wasting your working time.

With modularity, you can share your library without sharing the code.
For large projects, if you change a single file, you would end up
compiling the complete project.
You may run out of memory more easily when you attempt to compile large projects.
You may have circular dependencies in modules, modularity helps in maintaining those.
There may be some gains in your approach, but for languages like C, compiling each module makes more sense.

Because splitting things up is good program design. Good program design is all about modularity, autonomous code modules, and code re-usability. As it turns out, common sense will get you very far when doing program design: Things that don't belong together shouldn't be placed together.
Placing non-related code in different translation units means that you can localize the scope of variables and functions as much as possible.
Merging things together creates tight coupling, meaning awkward dependencies between code files that really shouldn't even have to know about each other's existence. This is why a "global.h" which contains all the includes in a project is a bad thing, because it creates a tight coupling between every non-related file in your whole project.
Suppose you are writing firmware to control a car. One module in the program controls the car FM radio. Then you re-use the radio code in another project, to control the FM radio in a smart phone. And then your radio code won't compile because it can't find brakes, wheels, gears, etc. Things that doesn't make the slightest sense for the FM radio, let alone the smart phone to know about.
What's even worse is that if you have tight coupling, bugs escalate throughout the whole program, instead of staying local to the module where the bug is located. This makes the bug consequences far more severe. You write a bug in your FM radio code and then suddenly the brakes of the car stop working. Even though you haven't touched the brake code with your update that contained the bug.
If a bug in one module breaks completely non-related things, it is almost certainly because of poor program design. And a certain way to achieve poor program design is to merge everything in your project together into one big blob.

Header files should define interfaces - that's a desirable convention to follow. They aren't meant to declare everything that's in a corresponding .c file, or a group of .c files. Instead, they declare all functionality in the .c file(s) that is available to their users. A well designed .h file comprises a basic document of the interface exposed by the code in the .c file even if there isn't a single comment in it. One way to approach the design of a C module is to write the header file first, and then implement it in one or more .c files.
Corollary: functions and data structures internal to the implementation of a .c file don't normally belong in the header file. You might need forward declarations, but those should be local and all variables and functions thus declared and defined should be static: if they are not a part of the interface, the linker shouldn't see them.

While you can still write your program in a modular way and build it as a single translation unit, you will miss all the mechanisms C provides to enforce that modularity. With multiple translation units you have fine control on your modules' interfaces by using e.g. extern and static keywords.
By merging your code into a single translation unit, you will miss any modularity issues you might have because the compiler won't warn you about them. In a big project this will eventually result in unintended dependencies spreading around. In the end, you will have trouble changing any module without creating global side-effects in other modules.

The main reason is compilation time. Compiling one small file when you change it may take a short amount of time. If you would however compile the whole project whenever you change single line, then you would compile - for example - 10,000 files each time, which could take a lot longer.
If you have - as in the example above - 10,000 source files and compiling one takes 10 ms, then the whole project builds incrementally (after changing single file) either in (10 ms + linking time) if you compile just this changed file, or (10 ms * 10000 + short linking time) if you compile everything as a single concatenated blob.

If you put all of your includes in one place you would only have to define what you need once, rather than in all your source files.
That's the purpose of .h files, so you can define what you need once and include it everywhere. Some projects even have an everything.h header that includes every individual .h file. So, your pro can be achieved with separate .c files as well.
This means that I don't have to write a header file for each function I create [...]
You're not supposed to write one header file for every function anyway. You're supposed to have one header file for a set of related functions. So your con is not valid either.

This means that I don't have to write a header file for each function I create (because they're already in the main source file) and it also means I don't have to include the standard libraries in each file I create. This seems like a great idea to me!
The pros you noticed are actually a reason why this is sometimes done in a smaller scale.
For large programs, it's impractical. Like other good answers mentioned, this can increase build times substantially.
However, it can be used to break up a translation unit into smaller bits, which share access to functions in a way reminiscent of Java's package accessibility.
The way the above is achieved involves some discipline and help from the preprocessor.
For example, you can break your translation unit into two files:
// a.c
static void utility() {
}
static void a_func() {
utility();
}
// b.c
static void b_func() {
utility();
}
Now you add a file for your translation unit:
// ab.c
static void utility();
#include "a.c"
#include "b.c"
And your build system doesn't build either a.c or b.c, but instead builds only ab.o out of ab.c.
What does ab.c accomplish?
It includes both files to generate a single translation unit, and provides a prototype for the utility. So that the code in both a.c and b.c could see it, regardless of the order in which they are included, and without requiring the function to be extern.

Related

Why is the "multiple .c files + linker" workflow is preferred over "multiple .h files included in one .c file"?

When I was starting .c programming my natural inclination was to write one "main" .c file, then add/organize extra features by #include-ing the .h files with function declarations, typedefs, variables etc.
This workflow is very simple - no function prototypes, one build file, etc. This workflow is intuitive - #include is just like copy-pasting code! And it does get the job done.
However, when I look at the file structure of professional projects (i.e. on Github), I see that the general practice is to split the program into multiple .c files (complete with their own #includes, function prototypes, build files etc), then link them together. Why is this workflow more widespread even though it does involve a lot of extra work relative to "one .c file to rule them all"?
I researched on and tried both styles of project file organization, but still ended up using the "one .c , multiple .h" approach. I'd like to know what are the pros and cons of both.
single c file
multiple c files
encapsulation: data hiding/protection & function access
+
minimize incremental build time
+
global code optimization
+
+ (LTO)
simple build process
+
(roughly in order of importance; most important first)
#Fe2O3 points encapsulation in general. If you use a layered architecture, you may not want to allow functions from layer n to call functions in layer n + 1. You have no way of enforcing by design.
There are other organizing principles such keep code that change in concert together, or separate frequent and infrequently changed code.
static global variables are of course still scoped to the file, but it's all your code so essentially just regular global variables.
Multiple c files minimizes incremental compile time. Only the files that change have to be rebuild before linking the binary. Let's say a clean build takes 300s, and incremental build takes 30.
Single c file permits the compiler to do global optimizing in that compilation unit. If there are any non-linear optimization steps the compilation time maybe worse that many small units (>300s; memory usage may be an issue, too). There is at least one well known project (I was going to say SQLite but could very well remember wrong) that concatenates all source code for release builds. It turns out, at least with gcc, you get the same optimizations if you use link time optimizations (-flto).

Programming with just header files?

If a header file is just a piece of code that gets pasted onto another when I use #include then what is stopping me from programming in C using only .h files? You can even #include into other header files!
I assume there must be some performance or workflow reason why this isn't more common, but if it exists I do not know what it is.
Therefore my question is: What is the reason people don't program entire applications with just header files?
Header files come with the concept of modularisation, i.e. of separating the source code of a large program into several independent parts, i.e. translation units. Thereby, implementation details are hidden to other translation units, and dependencies are dramatically reduced. But: if a translation unit A needs to call a function from another translation B, it needs to have the function prototype of the respective function, i.e. the function without the body - something like int functionFromB(int x); in order to tell the compiler how to call it. So translation unit A could simple write this prototype at the beginning; but usually functions from translation unit B (e.g. B.cpp) are exposed in a header file B.h, which comprises all the "public" functions of B in form of function prototypes. Same applies to type definitions and (global) variables. Then A simply can include B.h in order to have all the function prototypes et al. available without the necessity of knowing all the implementation details (like the function bodies).
So you can write a large program completely in .h-files; yet you have to tell the compiler to treat them as translation units (usually only .cpp-files are treated as such), and you still have to provide function prototypes et al...
With translation units, you have separate / independent modules. This is in contrast to a large monolithic block, which you get when you "paste" all the chunks of your program spread over different .h-files by #include-ing them "together". You can compile / test / distribute translation units separately, whereas a monolithic block cannot be compiled / tested / distributed partly.
Header files are a necessity of C and C++ when you need to reference code or data structures across different files, something especially important when external programs that need to link against a library and the compiler has to understand how to use it.
It's advantageous to break up your application into a series of .c or .cpp files in order to make the compilation process more efficient. Most compiler environments, where they're Makefile driven or IDE managed, have methods for detecting which files need to be recompiled when a change is made.
In larger applications building all files can take considerable time, but recompiling a single .cpp file is often fairly quick. So long as you change only the .cpp source and don't touch the headers you can do a quick recompile and relink, ready for testing right away.
If instead you put everything into a header file then you'd need to recompile everything, every time, which can be a painfully slow process.
Keep in mind some code bases can take hours to rebuild, so this is not a sustainable practice.
I thought of a strange analogy.
You go to a restaurant.
The waiter presents you with a menu. The menu is your interface to the kitchen.
You pick the dish(es) you want to order.
Then,
Option 1:
The waiter asks you to move to the kitchen and see for yourself how the dishes are prepared. You remain in the kitchen until the food is served to you.
Option 2:
The waiter brings the food to your table after it is prepared in a kitchen that you don't necessarily see.
Which one would you prefer?
Putting the implementation in the .h file is analogous to Option 1.
Putting the implementation in a .c/.cpp file somewhere else is analogous to Option 2.
Header files are different from source files by convention. Using the .h or .hpp extension communicates that the file is intended to be #included and is not meant to exist as a standalone source file. You can generally assume that .h/.hpp files are safe to include from multiple source files.
Meanwhile, .c and .cpp extensions communicate that the file likely is intended to be a translation unit and is not suitable to be #included in other translation units.
You could very well write an entire codebase with every file having any arbitrary extension, or none at all, if you really want to make it hard on yourself and anybody else working in the codebase.

Why to split C files into multiple ones

First of all, I know how to split a C file into multiple ones.
My question is, is there any advantage other than readability? What is the main reason to split C files?
If you split a large C file into several translation units, you practically have to declare the functions involved as (e.g. extern) in some common included header.
The advantage of splitting is that incremental build time could become slightly smaller. If you change only one statement in one function you just need to compile the file defining that function (and if that file is small, its compilation is fast). However, the compiler needs to parse all the headers. And you may want to define static inline functions in your header files (and that makes them bigger).
The disadvantage of splitting is that the developer might have harder time to find a given function (but tools like ctags help) and that the compiler could probably optimize less (e.g. won't inline some function calls, unless you enable link time optimization)
So it is a matter of taste and habit. Personally I like having C or C++ files of more than a thousand lines (and probably less than ten thousand lines), but YMMV. And I dislike projects having one function (of less than a hundred lines) per file (you'll need lots of them in such case). But having one large source file of a hundred thousand lines is generally unreasonable.
I also find source files keeping together related functions more readable (since it is simpler to search a function definition in one file than in many ones).
Notice that header files may expand to something quite big (and it is even more true in modern C++ : a standard header like <vector> or <map> may expand to more than ten thousand lines of code), e.g. <stdio.h> expands to two thousand lines (on my Debian/Linux/x86-64) so having lots of small source files can slow the full build time (since the compiler really sees the preprocessed form, after expansion of #include directives).
With GCC, you may want to have a single header (including other ones) and pre-compile it.
BTW, splitting a big file into several smaller ones, or merging several small files is not a big deal. So I think it is not very important.
In some cases (embedded C program on a small microcontroller, Arduino like), binary program size is very important, and that could be a reason to have many object files (so many C source files) since you'll only link those that are really needed.
If you are going to place the functions in a library used by possibly many different programs, then placing each function in a separate file has a distinct advantage.
Suppose the library contains 500 functions, and program1 references only 2 of those, while program2 references 150 of them. Then only 2 of the functions will be loaded into the first executable, and only 150 will be loaded into the second one.
If all of the functions were contained in a single file, all 500 functions would be loaded into each of the programs, making them very large and containing code that is never used.

Why use object files in C?

When I compile a C program, for ease I've been including the source file for a certain header at the end. So, if main.c includes util.h, util.h will have all the headers util.c will use, outlines types or structs, etc, then at the very end it include util.c. Then, when I compile I only have to use gcc main.c -o main, and the rest is all taken care of.
I've been looking up C coding standards, trying to figure out what the best way to do things is, and there are just so many, and so many conflicting opinions I don't know what to think. Why do so many places reccomend compiling object files individually instead of including all of them in a web? util never touches anything but util.c, so the two are perfectly independent, and in theory (my theory) it would be fine, but I'm probably wrong since this is computer science and people are wrong even when they're right, so if I'm already wrong I'm probably wrong.
Some people say header files should ONLY be prototypes, and the source file be the one that includes it, and it's necessary system headers. From purely as aesthetic point of view I much prefer having all the info (types, system headers used, prototypes) in the header (in this case util.h) and having ONLY function code in util.c (excluding one "#include "util.h"" at the very top).
I guess the point I'm getting at is, with all this stuff that works, selecting a method sounds arbitrary to someone who doesn't understand the background (me). Please tell me why and what.
While your program is small, this will work. At some point, however, your program will get large enough that recompiling the whole program every time you change one line is a pain in the rear.
This -- even more than avoiding editing huge files -- is the reason to split up your program. If main.c and util.c are seperately compiled into object files, changing one line in a function in main.c will no longer require you to recompile all the code in util.c.
By the time your program is made up of a few dozen files, this will be a big win.
I think the point is that you want to include only what is needed for that file to be independent. This reduces overall compilation times by allowing the compiler to only read the headers that are necessary rather repeatedly reading every header when it might not need to. For example, if your util.c method utilises functions and/or types in <stdio.h> but your util.h doesn't, then you would want to include <stdio.h> only in util.c so that when the compiler compiles util.c it only then includes <stdio.h>, but if you include <stdio.h> in your util.h instead, then every source file that includes util.h is also including <stdio.h> whether it needs it or not.
This is very negligible for small projects with only a handful of files, but proper header inclusion can affect compilation times for larger projects.
With regards to the question about "object files": when you compile a source file into an object file, you create a shortcut that allows a build system to only recompile the source files that have outdated object files. This is an effective way to significantly reduce compilation times especially for large projects.
First, including a .c file from a .h file is completely bass-ackwards.
The "standard" way of doing it follows a line of thought roughly like this:
You have a library, containing dozens of functions. Keeping everything in one big source file means that anyone using your library would have to link the whole library, even if he uses only a single function of it. (Imagine linking the whole C standard library for a puts( "Hello" ).)
So you split things across multiple source files, which are compiled individually. Whenever you make changes to one of your functions, you have to re-translate only one small source file and update the library archive (or executable) - instead of re-translating the whole thing every time. (This is still an issue, because code sizes have somewhat kept up with CPU improvements. Compiling something like the Boost lib can still take several minutes on not-too-fancy hardware...)
Now you are in a pinch, however. The function is defined inside the .c file, and the corresponding .o file can conveniently be linked (via a .a archive if need be). However, to actually address the function (provided by the .o file) properly from another source file (a.k.a. "translation unit"), your compiler needs to know the function name, its parameter list, and its return type. This is why the declaration of the function (i.e., the function head without its body) is put in a separate header (.h) file.
Other source files can now #include the header file, address the function properly (without the compiler being aware of what the function actually does), and when all parts of your library / program are compiled into .o files, then everything is linked together.
The source file includes its own header basically to make sure the two files agree on the function declaration. ;-)
That's about it, as far as I can be bothered to write it up right now. Putting everything into one monolithic source file is barely acceptable (actually, no, it isn't, not for anything beyond about 200 lines), but including the .c file at the end of the .h file either means you learned your C coding by looking at god-awful code instead of a good book, or whoever tutored you should never tutor another person on C coding in his life. No offense intended. ;-)
PS: Header files also provide a good summary / oversight of a piece of code. Languages that don't provide headers - Java, for example - need IDE's or documentation tools to extract this kind of information. Personally, I found header files to be a benefit, not a liability.
Please use *.h and *.c files as customary: *.h files are #included in *.c files; *.h contain only macro definitions, data type declarations, function declarations, and extern data declarations. All definitions are in *.c files. That is how everybody else organizes C programs, do your fellow humans (who some day might need to understand your program) a favor. If something in file.c is used outside, you'd write file.h containing the declarations of whatever in that file is to be used outside, and include that in file.c (to check that declarations and definitions agree) and in all using *.c files. If a bunch of *.h are always included together, it might mean that the splitup into *.c isn't right (or at least that of the *.h; perhaps you should make one .h including all those declarations, and creating *.h for internal use where needed among the group of related *.c files).
[If a program written as you outline crosses my path, I can assure you I'll avoid it like the plague. The extra obfuscation might be wellcome in IOCCC, but not by me. It is a sure sign of somebody who doesn't know how to organize a program cleanly, and so the program probably isn't worth trying it out.]
Re: Separate compilation: You break up a C program so the pieces are easier to understand, you can hide details of how things work in the C files (think static), this provides support for Parnas' modularity. It also means that if you change a file, you don't have to recompile everything.
Re: Differing C programming standards: Yes, there are lots of them around. Pick one you feel confortable with, and stick to that. If you work on a project, adhere to their standards.
The "include in a single translation unit" approach becomes very inefficient for any significantly sized project, it is impractical for projects that are distributed amongst multiple developers.
Morover when creating static libraries, if everything in the library were from a single translation unit, any code linked to it would get all the library code regardless of whether it is referenced or not.
A project using a build manager such as make or the features available in most IDEs uses header file dependencies to allow an incremental build; only compiling those sources that are modified or dependent on modified files. The dependencies are determined by the file inclusions, so minimising redundant dependencies speeds build time.
A typical commercial project can comprise hundreds of thousands of lines of code and a few hundred source files; full rebuild times can vary from minutes to hours. If in your development cycle you have to wait that long between code changes and test, productivity would be very low!

C project structure - header-per-module vs. one big header

I've worked with a number of C projects during my programming career and the header file structures usually fall into one of these two patterns:
One header file containing all function prototypes
One .h file for each .c file, containing prototypes for the functions defined in that module only.
The advantages of option 2 are obvious to me - it makes it cheaper to share the module between multiple projects and makes dependencies between modules easier to see.
But what are the advantages of option 1? It must have some advantages otherwise it would not be so popular.
This question would apply to C++ as well as C, but I have never seen #1 in a C++ project.
Placement of #defines, structs etc. also varies but for this question I would like to focus on function prototypes.
I think the prime motivation for #1 is ... laziness. People think it's either too hard to manage the dependencies that splitting things into separate files can make more obvious, and/or think it's somehow "overkill" to have separate files for everything.
It can also, of course, often be a case of "historical reasons", where the program or project grew from something small, and no-one took the time to refactor the header files.
Option 1 allows for having all the definitions in one place so that you have to include/search just one file instead of having to include/search many files. This advantage is more obvious if your system is shipped as a library to a third party - they don't care much about your library structure, they just want to be able to use it.
Another reason for using a different .h for every .c is compile time. If there is just one .h (or if there are more of them but you are including them all in every .c file), every time you make a change in the .h file, you will have to recompile every .c file. This, in a large project, can represent a valuable amount of time being lost, which can also break your workflow.
1 is just unnecessary. I can't see a good reason to do it, and plenty to avoid it.
Three rules for following #2 and have no problems:
start EVERY header file with a
#ifndef _HEADER_Namefile
#define _HEADER_Namefile_
end the file with
#endif
That will allow you to include the same header file multiple times on the same module (innadvertely may happen) without causing any fuss.
you can't have definitions on your header files... and that's something everybody thinks he/she knows, about function prototypes, but almost ever ignores for global variables.
If you want a global variable, which by definition should be visible outside it's defining C module, use the extern keyword:
extern unsigned long G_BEER_COUNTER;
which instructs the compiler that the G_BEER_COUNTER symbol is actually an unsigned long (so, works like a declaration), that on some other module will have it's proper definition/initialization. (This also allows the linker to keep the resolved/unresolved symbol table.) The actual definition (same statement without extern) goes in the module .c file.
only on proven absolute necessity do you include other headers within a header file. include statements should only be visible on .c files (the modules). That allows you to better interpret the dependecies, and find/resolve issues.
I would recommend a hybrid approach: making a separate header for each component of the program which could conceivably be used independently, then making a project header that includes all of them. That way, each source file only needs to include one header (no need to go updating all your source files if you refactor components), but you keep a logical organization to your declarations and make it easy to reuse your code.
There is also I believe a 3rd option: each .c has its own .h, but there is also one .h which includes all other .h files. This brings the best of both worlds at the expense of keeping a .h up to date, though that could done automatically.
With this option, internally you use the individual .h files, but a 3rd party can just include the all-encompassing .h file.
When you have a very large project with hundreds/thousands of small header files, dependency checking and compilation can significantly slow down as lots of small files must be opened and read. This issue can be often solved by using precompiled headers.
In C++ you would definitely want one header file per class and use pre-compiled headers as mentioned above.
One header file for an entire project is unworkable unless the project is extremely small - like a school assignment
That depends on how much functionality is in one header/source file. If you need to include 10 files just to, say, sort something, it's bad.
For example, if I want to use STL vectors I just include and I don't care what internals are necessary for vector to be used. GCC's includes 8 other headers -- allocator, algobase, construct, uninitialized, vector and bvector. It would be painful to include all those 8 just to use vector, would you agree?
BUT library internal headers should be as sparse as possible. Compilers are happier if they don't include unnecessary stuff.

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