C multilevel inheritance recursion - c

I have a project that must be in C (just to avoid the use C++ arguments).
The project depends on virtual tables and pointers to implement polymorphism.
Im stuck however in implementing super constructors from multi-level inheritance.
An example structure is:
Base Object
/\ /\
Constructed Object Simple Object
/\
SpecificConstructed
All objects have a name and a class.
Constructed objects may have a list of sub objects for example.
As simple object may only add a single value.
Base Object is just defined as:
struct _object {
struct _class *class;
char *name;
}
Class is where the virtual table is:
struct _class {
struct _class *super;
char *name;
size_t size;
void* (*init)(void *_this, char *name);
...
}
A constructed object is:
struct _constructed_object {
struct _object base;
void* components; //a list of sub objects for example
}
A sample simple object is:
struct _simple_object {
struct _object base;
unsigned char value; //a simple value for this specific type
}
So every object has a class, and classes can have supers, specially for the SpecificConstructed -> Constructed.
The definitions i have:
struct _class base = {0, "Base", sizeof(struct _object), base_init};
struct _class constructed = {&base, "Constructed", sizeof(struct _constructed_object}, constructed_init};
struct _class specific = {&constructed, "SpecificConstructed", sizeof(struct _constructed_object), specific_init};
struct _class simple = {&base, "SimpleOBject", sizeof(struct _simple_object}, simple_init};
This definition allows me to create objects of specify classes using a function:
new(struct _class *a_class) {
...
struct _object *o = calloc(1, a_class->size);
o->class = a_class;
o = a_class->init(o);
return o;
}
The idea is if i do:
new(SpecificConstructed)
New would create the appropriate space (sizeof(struct _constructed_object)), it would call "specific_init", which in turn would call "constructed_init" (it's super), which finally would call "base_init" (it's super). However the flow is specific_init, constructed_init, specific_init, constructed_init ...
The function i have for calling the supers initializer:
void* super_init(void* _this, char *name){
struct _object *o = (struct _object*)_this;
const struct _class *c = o->class;
const struct _class *s = c->super;
return (s && s->init) ? s->init(_this, name) : _this;
}
The simple (to - super) base method call works since i can just call the supers init.
But for the specific constructed, calling super takes me to the constructed object which is the correct step, but then instead of the constructed sending me up to the base_init, it sends me back to the specific_init call. This happens since I'm passing the same _this object which starts with the class specific i understand that, but not sure how to fix it and if its actually possible to fix?
Ive read the Object Oriented C book, but it deals with one-level inheritance Circle->Point, and the Metaclasses chapter just flew over my head. Ive also looked at the Objective-C runtime to see how that handles it, but it also has metaclasses and that i can't comprehend at the moment.

super_init can't work like that, it needs class on which to call super, otherwise (as you discovered) the immediate superclass constructor ends up calling itself over and over. Since each class knows its parent, it can call superclass's init directly. For example, simple.init will call specific.init, which will in turn call constructed.init, and so on.
If you insist on a function to do that for you, you will have to give it the class so it can (trivially) invoke the constructor of the superclass. super in Python 2 is an example of such a design. Python 3 introduces a simpler-to-use super, but it required support from the compiler to figure out the correct class to pass to the underlying function.

This is awesome stuff, I did a bit of that kind of stuff in C in the early nineties, before moving on to C++.
Unfortunately, despite the fact that your question is quite long, it is still a bit vague because it is not showing us certain things, like what is a "constructed object", (why are you calling it like that,) what is the difference between "constructed object" and "simple object", and what is "the simple->base method call". Also, why the size? Also, I think that some sample code showing the actual problem with the invocation of the constructors is necessary.
The one thing that I can tell you right now about this design is that it strikes me as odd that you are storing a pointer to the constructor in the Virtual Method Table. In all object oriented languages that I know, (C++, Java, C#) constructors are never virtual; they look a lot more like "static" methods, which in C parlance are just plain link-by-name methods. This works fine, because every class has built-in, absolutely certain, unalterable knowledge of who its base class is.
Anyhow, chained constructor invocation is supposed to happen like this:
void basemost_init( struct basemost* this, char* name )
{
this->class = &basemost_class;
this->name = name;
...
}
void intermediate_init( struct intermediate* this, char* name )
{
basemost_init( &this->base, name );
this->class = &intermediate_class;
...
}
void descendant_init( struct descendant* this, char* name )
{
intermediate_init( &this->base, name );
this->class = &descendant_class;
...
}
Edit (after some clarifications)
If you want it to look cool at the allocation end, perhaps try something like this: (I am not sure how well I remember my C syntax, so please excuse any minor inaccuracies.)
struct descendant* new_descendant( char* name )
{
struct descendant* this = malloc( sizeof struct descendant );
descendant_init( this, name );
return this;
}
This way, you don't need a size anymore. Also, note that you can pass as many constructor arguments as you want, without being restricted to a fixed, predetermined number of arguments, (which I consider to be extremely important,) and without having to use variadic constructors.
You may also be able to achieve the same thing with a #define macro for all classes, if you promise to use consistent naming, so that the name of each constructor can always be computed as structname##_init, but I am not sure how to pass arbitrary constructor parameters after the this pointer through a macro in C. Anyhow, I prefer to avoid macros unless they are absolutely necessary, and in this case they are not.

Related

Trying to avoid showing private attributes in a header without pimpl

I consider my header file to be an interface of my module. I really dislike showing my users things they don't need to see in my interface.
The C folks do that by predeclaring structs and having the functions pass around pointers to that struct.
Which is perfect, except when there is a part of the struct that is public. My users need to be able to access it and modify it freely.
One solution is to do setters and getters and pass a pointer to the struct to which we don't show a definition.
We could also do like the c++ pimpl thing where we would have a pointer to an internal struct in our external struct. Again showing stuff in the interface that we shouldn't be showing.
And then I have an idea. And I want your input. Tell me if you think it's good or bad.
thing.h:
/// Must use thing_init() or bad will happen
struct thing
{
int public_attribute;
};
typedef struct thing thing;
thing*
thing_init();
thing.c:
struct internal
{
int private_attribute;
};
typedef struct internal internal;
thing*
thing_init()
{
void* mem = malloc(sizeof(internal) + sizeof(thing));
internal* i = (internal*)mem;
thing* t = (thing*)(mem + sizeof(internal));
// Initialize stuff
return t;
}
Sooo the idea is like how malloc does things basically. What could go wrong here?
Your approach is broken. For example should the public part have a double and the private part just a char, the arithmetic would cause the the public part to be misaligned.
What you can use and should use is the common initial prefix:
struct thing {
int public_attribute;
};
struct internal {
struct thing public;
int private_attribute;
};
struct thing *thing_init()
{
struct internal *mem = malloc(sizeof(struct internal));
internal->public->public_attribute = 6 * 9;
internal->private_attribute = 42;
return &interal->public;
// or
return (struct thing *)internal;
}
I.e. the public part is the first member of the entire structure. This technique is well-defined in C.
Then in all functions that get in struct thing * you cast this pointer to struct internal *, and are ready to use the public and private members.
This technique is used e.g. by the CPython interpreter, where all Python objects in C code share a common initial sequence of PyObject followed by private parts.

Writing object oriented code in C [duplicate]

Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 6 years ago.
Improve this question
What are some ways to write object-oriented code in C? Especially with regard to polymorphism.
See also this Stack Overflow question Object-orientation in C.
Yes. In fact Axel Schreiner provides his book "Object-oriented Programming in ANSI-C" for free which covers the subject quite thoroughly.
Since you're talking about polymorphism then yes, you can, we were doing that sort of stuff years before C++ came about.
Basically you use a struct to hold both the data and a list of function pointers to point to the relevant functions for that data.
So, in a communications class, you would have an open, read, write and close call which would be maintained as four function pointers in the structure, alongside the data for an object, something like:
typedef struct {
int (*open)(void *self, char *fspec);
int (*close)(void *self);
int (*read)(void *self, void *buff, size_t max_sz, size_t *p_act_sz);
int (*write)(void *self, void *buff, size_t max_sz, size_t *p_act_sz);
// And data goes here.
} tCommClass;
tCommClass commRs232;
commRs232.open = &rs232Open;
: :
commRs232.write = &rs232Write;
tCommClass commTcp;
commTcp.open = &tcpOpen;
: :
commTcp.write = &tcpWrite;
Of course, those code segments above would actually be in a "constructor" such as rs232Init().
When you 'inherit' from that class, you just change the pointers to point to your own functions. Everyone that called those functions would do it through the function pointers, giving you your polymorphism:
int stat = (commTcp.open)(commTcp, "bigiron.box.com:5000");
Sort of like a manual vtable.
You could even have virtual classes by setting the pointers to NULL -the behaviour would be slightly different to C++ (a core dump at run-time rather than an error at compile time).
Here's a piece of sample code that demonstrates it. First the top-level class structure:
#include <stdio.h>
// The top-level class.
typedef struct sCommClass {
int (*open)(struct sCommClass *self, char *fspec);
} tCommClass;
Then we have the functions for the TCP 'subclass':
// Function for the TCP 'class'.
static int tcpOpen (tCommClass *tcp, char *fspec) {
printf ("Opening TCP: %s\n", fspec);
return 0;
}
static int tcpInit (tCommClass *tcp) {
tcp->open = &tcpOpen;
return 0;
}
And the HTTP one as well:
// Function for the HTTP 'class'.
static int httpOpen (tCommClass *http, char *fspec) {
printf ("Opening HTTP: %s\n", fspec);
return 0;
}
static int httpInit (tCommClass *http) {
http->open = &httpOpen;
return 0;
}
And finally a test program to show it in action:
// Test program.
int main (void) {
int status;
tCommClass commTcp, commHttp;
// Same 'base' class but initialised to different sub-classes.
tcpInit (&commTcp);
httpInit (&commHttp);
// Called in exactly the same manner.
status = (commTcp.open)(&commTcp, "bigiron.box.com:5000");
status = (commHttp.open)(&commHttp, "http://www.microsoft.com");
return 0;
}
This produces the output:
Opening TCP: bigiron.box.com:5000
Opening HTTP: http://www.microsoft.com
so you can see that the different functions are being called, depending on the sub-class.
Namespaces are often done by doing:
stack_push(thing *)
instead of
stack::push(thing *)
To make a C struct into something like a C++ class you can turn:
class stack {
public:
stack();
void push(thing *);
thing * pop();
static int this_is_here_as_an_example_only;
private:
...
};
Into
struct stack {
struct stack_type * my_type;
// Put the stuff that you put after private: here
};
struct stack_type {
void (* construct)(struct stack * this); // This takes uninitialized memory
struct stack * (* operator_new)(); // This allocates a new struct, passes it to construct, and then returns it
void (*push)(struct stack * this, thing * t); // Pushing t onto this stack
thing * (*pop)(struct stack * this); // Pops the top thing off the stack and returns it
int this_is_here_as_an_example_only;
}Stack = {
.construct = stack_construct,
.operator_new = stack_operator_new,
.push = stack_push,
.pop = stack_pop
};
// All of these functions are assumed to be defined somewhere else
And do:
struct stack * st = Stack.operator_new(); // Make a new stack
if (!st) {
// Do something about it
} else {
// You can use the stack
stack_push(st, thing0); // This is a non-virtual call
Stack.push(st, thing1); // This is like casting *st to a Stack (which it already is) and doing the push
st->my_type.push(st, thing2); // This is a virtual call
}
I didn't do the destructor or delete, but it follows the same pattern.
this_is_here_as_an_example_only is like a static class variable -- shared among all instances of a type. All methods are really static, except that some take a this *
I believe that besides being useful in its own right, implementing OOP in C is an excellent way to learn OOP and understand its inner workings. Experience of many programmers has shown that to use a technique efficiently and confidently, a programmer must understand how the underlying concepts are ultimately implemented. Emulating classes, inheritance, and polymorphism in C teaches just this.
To answer the original question, here are a couple resources that teach how to do OOP in C:
EmbeddedGurus.com blog post "Object-based programming in C" shows how to implement classes and single inheritance in portable C:
http://embeddedgurus.com/state-space/2008/01/object-based-programming-in-c/
Application Note ""C+"—Object Oriented Programming in C" shows how to implement classes, single inheritance, and late binding (polymorphism) in C using preprocessor macros:
http://www.state-machine.com/resources/cplus_3.0_manual.pdf, the example code is available from http://www.state-machine.com/resources/cplus_3.0.zip
I've seen it done. I wouldn't recommend it. C++ originally started this way as a preprocessor that produced C code as an intermediate step.
Essentially what you end up doing is create a dispatch table for all of your methods where you store your function references. Deriving a class would entail copying this dispatch table and replacing the entries that you wanted to override, with your new "methods" having to call the original method if it wants to invoke the base method. Eventually, you end up rewriting C++.
Sure that is possible. This is what GObject, the framework that all of GTK+ and GNOME is based on, does.
The C stdio FILE sub-library is an excellent example of how to create abstraction, encapsulation, and modularity in unadulterated C.
Inheritance and polymorphism - the other aspects often considered essential to OOP - do not necessarily provide the productivity gains they promise and reasonable arguments have been made that they can actually hinder development and thinking about the problem domain.
Trivial example with an Animal and Dog: You mirror C++'s vtable mechanism (largely anyway). You also separate allocation and instantiation (Animal_Alloc, Animal_New) so we don't call malloc() multiple times. We must also explicitly pass the this pointer around.
If you were to do non-virtual functions, that's trival. You just don't add them to the vtable and static functions don't require a this pointer. Multiple inheritance generally requires multiple vtables to resolve ambiguities.
Also, you should be able to use setjmp/longjmp to do exception handling.
struct Animal_Vtable{
typedef void (*Walk_Fun)(struct Animal *a_This);
typedef struct Animal * (*Dtor_Fun)(struct Animal *a_This);
Walk_Fun Walk;
Dtor_Fun Dtor;
};
struct Animal{
Animal_Vtable vtable;
char *Name;
};
struct Dog{
Animal_Vtable vtable;
char *Name; // Mirror member variables for easy access
char *Type;
};
void Animal_Walk(struct Animal *a_This){
printf("Animal (%s) walking\n", a_This->Name);
}
struct Animal* Animal_Dtor(struct Animal *a_This){
printf("animal::dtor\n");
return a_This;
}
Animal *Animal_Alloc(){
return (Animal*)malloc(sizeof(Animal));
}
Animal *Animal_New(Animal *a_Animal){
a_Animal->vtable.Walk = Animal_Walk;
a_Animal->vtable.Dtor = Animal_Dtor;
a_Animal->Name = "Anonymous";
return a_Animal;
}
void Animal_Free(Animal *a_This){
a_This->vtable.Dtor(a_This);
free(a_This);
}
void Dog_Walk(struct Dog *a_This){
printf("Dog walking %s (%s)\n", a_This->Type, a_This->Name);
}
Dog* Dog_Dtor(struct Dog *a_This){
// Explicit call to parent destructor
Animal_Dtor((Animal*)a_This);
printf("dog::dtor\n");
return a_This;
}
Dog *Dog_Alloc(){
return (Dog*)malloc(sizeof(Dog));
}
Dog *Dog_New(Dog *a_Dog){
// Explict call to parent constructor
Animal_New((Animal*)a_Dog);
a_Dog->Type = "Dog type";
a_Dog->vtable.Walk = (Animal_Vtable::Walk_Fun) Dog_Walk;
a_Dog->vtable.Dtor = (Animal_Vtable::Dtor_Fun) Dog_Dtor;
return a_Dog;
}
int main(int argc, char **argv){
/*
Base class:
Animal *a_Animal = Animal_New(Animal_Alloc());
*/
Animal *a_Animal = (Animal*)Dog_New(Dog_Alloc());
a_Animal->vtable.Walk(a_Animal);
Animal_Free(a_Animal);
}
PS. This is tested on a C++ compiler, but it should be easy to make it work on a C compiler.
Check out GObject. It's meant to be OO in C and one implementation of what you're looking for. If you really want OO though, go with C++ or some other OOP language. GObject can be really tough to work with at times if you're used to dealing with OO languages, but like anything, you'll get used to the conventions and flow.
This has been interesting to read. I have been pondering the same question myself, and the benefits of thinking about it are this:
Trying to imagine how to implement OOP concepts in a non-OOP language helps me understand the strengths of the OOp language (in my case, C++). This helps give me better judgement about whether to use C or C++ for a given type of application -- where the benefits of one out-weighs the other.
In my browsing the web for information and opinions on this I found an author who was writing code for an embedded processor and only had a C compiler available:
http://www.eetimes.com/discussion/other/4024626/Object-Oriented-C-Creating-Foundation-Classes-Part-1
In his case, analyzing and adapting OOP concepts in plain C was a valid pursuit. It appears he was open to sacrificing some OOP concepts due to the performance overhead hit resulting from attempting to implement them in C.
The lesson I've taken is, yes it can be done to a certain degree, and yes, there are some good reasons to attempt it.
In the end, the machine is twiddling stack pointer bits, making the program counter jump around and calculating memory access operations. From the efficiency standpoint, the fewer of these calculations done by your program, the better... but sometimes we have to pay this tax simply so we can organize our program in a way that makes it least susceptible to human error. The OOP language compiler strives to optimize both aspects. The programmer has to be much more careful implementing these concepts in a language like C.
There are several techniques that can be used. The most important one is more how to split the project. We use an interface in our project that is declared in a .h file and the implementation of the object in a .c file. The important part is that all modules that include the .h file see only an object as a void *, and the .c file is the only module who knows the internals of the structure.
Something like this for a class we name FOO as an example:
In the .h file
#ifndef FOO_H_
#define FOO_H_
...
typedef struct FOO_type FOO_type; /* That's all the rest of the program knows about FOO */
/* Declaration of accessors, functions */
FOO_type *FOO_new(void);
void FOO_free(FOO_type *this);
...
void FOO_dosomething(FOO_type *this, param ...):
char *FOO_getName(FOO_type *this, etc);
#endif
The C implementation file will be something like that.
#include <stdlib.h>
...
#include "FOO.h"
struct FOO_type {
whatever...
};
FOO_type *FOO_new(void)
{
FOO_type *this = calloc(1, sizeof (FOO_type));
...
FOO_dosomething(this, );
return this;
}
So I give the pointer explicitly to an object to every function of that module. A C++ compiler does it implicitly, and in C we write it explicitly out.
I really use this in my programs, to make sure that my program does not compile in C++, and it has the fine property of being in another color in my syntax highlighting editor.
The fields of the FOO_struct can be modified in one module and another module doesn't even need to be recompiled to be still usable.
With that style I already handle a big part of the advantages of OOP (data encapsulation). By using function pointers, it's even easy to implement something like inheritance, but honestly, it's really only rarely useful.
You may find it helpful to look at Apple's documentation for its Core Foundation set of APIs. It is a pure C API, but many of the types are bridged to Objective-C object equivalents.
You may also find it helpful to look at the design of Objective-C itself. It's a bit different from C++ in that the object system is defined in terms of C functions, e.g. objc_msg_send to call a method on an object. The compiler translates the square bracket syntax into those function calls, so you don't have to know it, but considering your question you may find it useful to learn how it works under the hood.
You can fake it using function pointers, and in fact, I think it is theoretically possible to compile C++ programs into C.
However, it rarely makes sense to force a paradigm on a language rather than to pick a language that uses a paradigm.
Object oriented C, can be done, I've seen that type of code in production in Korea, and it was the most horrible monster I'd seen in years (this was like last year(2007) that I saw the code).
So yes it can be done, and yes people have done it before, and still do it even in this day and age. But I'd recommend C++ or Objective-C, both are languages born from C, with the purpose of providing object orientation with different paradigms.
Yes, you can. People were writing object-oriented C before C++ or Objective-C came on the scene. Both C++ and Objective-C were, in parts, attempts to take some of the OO concepts used in C and formalize them as part of the language.
Here's a really simple program that shows how you can make something that looks-like/is a method call (there are better ways to do this. This is just proof the language supports the concepts):
#include<stdio.h>
struct foobarbaz{
int one;
int two;
int three;
int (*exampleMethod)(int, int);
};
int addTwoNumbers(int a, int b){
return a+b;
}
int main()
{
// Define the function pointer
int (*pointerToFunction)(int, int) = addTwoNumbers;
// Let's make sure we can call the pointer
int test = (*pointerToFunction)(12,12);
printf ("test: %u \n", test);
// Now, define an instance of our struct
// and add some default values.
struct foobarbaz fbb;
fbb.one = 1;
fbb.two = 2;
fbb.three = 3;
// Now add a "method"
fbb.exampleMethod = addTwoNumbers;
// Try calling the method
int test2 = fbb.exampleMethod(13,36);
printf ("test2: %u \n", test2);
printf("\nDone\n");
return 0;
}
If you are convinced that an OOP approach is superior for the problem you are trying to solve, why would you be trying to solve it with a non-OOP language? It seems like you're using the wrong tool for the job. Use C++ or some other object-oriented C variant language.
If you are asking because you are starting to code on an already existing large project written in C, then you shouldn't try to force your own (or anyone else's) OOP paradigms into the project's infrastructure. Follow the guidelines that are already present in the project. In general, clean APIs and isolated libraries and modules will go a long way towards having a clean OOP-ish design.
If, after all this, you really are set on doing OOP C, read this (PDF).
Of course, it just won't be as pretty as using a language with built-in support. I've even written "object-oriented assembler".
A little OOC code to add:
#include <stdio.h>
struct Node {
int somevar;
};
void print() {
printf("Hello from an object-oriented C method!");
};
struct Tree {
struct Node * NIL;
void (*FPprint)(void);
struct Node *root;
struct Node NIL_t;
} TreeA = {&TreeA.NIL_t,print};
int main()
{
struct Tree TreeB;
TreeB = TreeA;
TreeB.FPprint();
return 0;
}
I've been digging this for one year:
As the GObject system is hard to use with pure C, I tried to write some nice macros to ease the OO style with C.
#include "OOStd.h"
CLASS(Animal) {
char *name;
STATIC(Animal);
vFn talk;
};
static int Animal_load(Animal *THIS,void *name) {
THIS->name = name;
return 0;
}
ASM(Animal, Animal_load, NULL, NULL, NULL)
CLASS_EX(Cat,Animal) {
STATIC_EX(Cat, Animal);
};
static void Meow(Animal *THIS){
printf("Meow!My name is %s!\n", THIS->name);
}
static int Cat_loadSt(StAnimal *THIS, void *PARAM){
THIS->talk = (void *)Meow;
return 0;
}
ASM_EX(Cat,Animal, NULL, NULL, Cat_loadSt, NULL)
CLASS_EX(Dog,Animal){
STATIC_EX(Dog, Animal);
};
static void Woof(Animal *THIS){
printf("Woof!My name is %s!\n", THIS->name);
}
static int Dog_loadSt(StAnimal *THIS, void *PARAM) {
THIS->talk = (void *)Woof;
return 0;
}
ASM_EX(Dog, Animal, NULL, NULL, Dog_loadSt, NULL)
int main(){
Animal *animals[4000];
StAnimal *f;
int i = 0;
for (i=0; i<4000; i++)
{
if(i%2==0)
animals[i] = NEW(Dog,"Jack");
else
animals[i] = NEW(Cat,"Lily");
};
f = ST(animals[0]);
for(i=0; i<4000; ++i) {
f->talk(animals[i]);
}
for (i=0; i<4000; ++i) {
DELETE0(animals[i]);
}
return 0;
}
Here is my project site (I don't have enough time to write en. doc,however the doc in chinese is much better).
OOC-GCC
There is an example of inheritance using C in Jim Larson's 1996 talk given at the Section 312 Programming Lunchtime Seminar here: High and Low-Level C.
Which articles or books are good to use OOP concepts in C?
Dave Hanson's C Interfaces and Implementations is excellent on encapsulation and naming and very good on use of function pointers. Dave does not try to simulate inheritance.
OOP is only a paradigm which place datas as more important than code in programs. OOP is not a language. So, like plain C is a simple language, OOP in plain C is simple too.
One thing you might want to do is look into the implementation of the Xt toolkit for X Window. Sure it is getting long in the tooth, but many of the structures used were designed to work in an OO fashion within traditional C. Generally this means adding an extra layer of indirection here and there and designing structures to lay over each other.
You can really do lots in the way of OO situated in C this way, even though it feels like it some times, OO concepts did not spring fully formed from the mind of #include<favorite_OO_Guru.h>. They really constituted many of the established best practice of the time. OO languages and systems only distilled and amplified parts of the programing zeitgeist of the day.
The answer to the question is 'Yes, you can'.
Object-oriented C (OOC) kit is for those who want to program in an object-oriented manner, but sticks on the good old C as well. OOC implements classes, single and multiple inheritance, exception handling.
Features
• Uses only C macros and functions, no language extensions required! (ANSI-C)
• Easy-to-read source code for your application. Care was taken to make things as simple as possible.
• Single inheritance of classes
• Multiple inheritance by interfaces and mixins (since version 1.3)
• Implementing exceptions (in pure C!)
• Virtual functions for classes
• External tool for easy class implementation
For more details, visit http://ooc-coding.sourceforge.net/.
It's seem like people are trying emulate the C++ style using C. My take is that doing object-oriented programming C is really doing struct-oriented programming. However, you can achieve things like late binding, encapsulation, and inheritance. For inheritance you explicitly define a pointer to the base structs in your sub struct and this is obviously a form of multiple inheritance. You'll also need to determine if your
//private_class.h
struct private_class;
extern struct private_class * new_private_class();
extern int ret_a_value(struct private_class *, int a, int b);
extern void delete_private_class(struct private_class *);
void (*late_bind_function)(struct private_class *p);
//private_class.c
struct inherited_class_1;
struct inherited_class_2;
struct private_class {
int a;
int b;
struct inherited_class_1 *p1;
struct inherited_class_2 *p2;
};
struct inherited_class_1 * new_inherited_class_1();
struct inherited_class_2 * new_inherited_class_2();
struct private_class * new_private_class() {
struct private_class *p;
p = (struct private_class*) malloc(sizeof(struct private_class));
p->a = 0;
p->b = 0;
p->p1 = new_inherited_class_1();
p->p2 = new_inherited_class_2();
return p;
}
int ret_a_value(struct private_class *p, int a, int b) {
return p->a + p->b + a + b;
}
void delete_private_class(struct private_class *p) {
//release any resources
//call delete methods for inherited classes
free(p);
}
//main.c
struct private_class *p;
p = new_private_class();
late_bind_function = &implementation_function;
delete_private_class(p);
compile with c_compiler main.c inherited_class_1.obj inherited_class_2.obj private_class.obj.
So the advice is to stick to a pure C style and not try to force into a C++ style. Also this way lends itself to a very clean way of building an API.
See http://slkpg.byethost7.com/instance.html for yet another twist on OOP in C. It emphasizes instance data for reentrancy using just native C. Multiple inheritance is done manually using function wrappers. Type safety is maintained. Here is a small sample:
typedef struct _peeker
{
log_t *log;
symbols_t *sym;
scanner_t scan; // inherited instance
peek_t pk;
int trace;
void (*push) ( SELF *d, symbol_t *symbol );
short (*peek) ( SELF *d, int level );
short (*get) ( SELF *d );
int (*get_line_number) ( SELF *d );
} peeker_t, SlkToken;
#define push(self,a) (*self).push(self, a)
#define peek(self,a) (*self).peek(self, a)
#define get(self) (*self).get(self)
#define get_line_number(self) (*self).get_line_number(self)
INSTANCE_METHOD
int
(get_line_number) ( peeker_t *d )
{
return d->scan.line_number;
}
PUBLIC
void
InitializePeeker ( peeker_t *peeker,
int trace,
symbols_t *symbols,
log_t *log,
list_t *list )
{
InitializeScanner ( &peeker->scan, trace, symbols, log, list );
peeker->log = log;
peeker->sym = symbols;
peeker->pk.current = peeker->pk.buffer;
peeker->pk.count = 0;
peeker->trace = trace;
peeker->get_line_number = get_line_number;
peeker->push = push;
peeker->get = get;
peeker->peek = peek;
}
I'm a bit late to the party, but I want to share my experience on the topic: I work with embedded stuff these days, and the only (reliable) compiler I have is C, so that I want to apply object-oriented approach in my embedded projects written in C.
Most of the solutions I've seen so far use typecasts heavily, so we lose type safety: compiler won't help you if you make a mistake. This is completely unacceptable.
Requirements that I have:
Avoid typecasts as much as possible, so we don't lose type safety;
Polymorphism: we should be able to use virtual methods, and user of the class should not be aware whether some particular method is virtual or not;
Multiple inheritance: I don't use it often, but sometimes I really want some class to implement multiple interfaces (or to extend multiple superclasses).
I've explained my approach in detail in this article: Object-oriented programming in C; plus, there is an utility for autogeneration of boilerplate code for base and derived classes.
I built a little library where I tried that and to me it works real nicely. So I thought I share the experience.
https://github.com/thomasfuhringer/oxygen
Single inheritance can be implemented quite easily using a struct and extending it for every other child class. A simple cast to the parent structure makes it possible to use parent methods on all the descendants.
As long as you know that a variable points to a struct holding this kind of an object you can always cast to the root class and do introspection.
As has been mentioned, virtual methods are somewhat trickier. But they are doable. To keep things simple I just use an array of functions in the class description structure which every child class copies and repopulates individual slots where required.
Multiple inheritance would be rather complicated to implement and comes with a significant performance impact. So I leave it. I do consider it desirable and useful in quite a few cases to cleanly model real life circumstances, but in probably 90% of cases single inheritance covers the needs. And single inheritance is simple and costs nothing.
Also I do not care about type safety. I think you should not depend on the compiler to prevent you from programming mistakes. And it shields you only from a rather small part of errors anyway.
Typically, in an object oriented environment you also want to implement reference counting to automate memory management to the extent possible. So I also put a reference count into the “Object” root class and some functionality to encapsulate allocation and deallocation of heap memory.
It is all very simple and lean and gives me the essentials of OO without forcing me to deal with the monster that is C++. And I retain the flexibility of staying in C land, which among other things makes it easier to integrate third party libraries.
I propose to use Objective-C, which is a superset of C.
While Objective-C is 30 years old, it allows to write elegant code.
http://en.wikipedia.org/wiki/Objective-C
Yes, it is possible.
This is pure C, no macros preprocessing. It has inheritance, polymorphism, data encapsulation (including private data). It does not have equivalent protected qualifier, wich means private data is private down the inheritance chain too.
#include "triangle.h"
#include "rectangle.h"
#include "polygon.h"
#include <stdio.h>
int main()
{
Triangle tr1= CTriangle->new();
Rectangle rc1= CRectangle->new();
tr1->width= rc1->width= 3.2;
tr1->height= rc1->height= 4.1;
CPolygon->printArea((Polygon)tr1);
printf("\n");
CPolygon->printArea((Polygon)rc1);
}
/*output:
6.56
13.12
*/

Is it a common way of interface definition in C

I find a foo.h file having:
typedef STRUCT_s STRUCT;
STRUCT *foo();
and the foo.c file:
#include "i_foo.h"
struct STRUCT_s{
//...
};
#define STRUCT struct STRUCT_s
STRUCT *foo()
{
STRUCT *s;
//...
return s;
}
Is it the common way to hide the structure definition in C ? If yes, I wonder, if the structure is not declared in the header, how is the client supposed to use it?
This is a common way to hide structure definition in C. And client isn't supposed to use structure directly. He has to use only proposed functions from interface to interact with data: instantiate, set or get values, launch operation on it,....
With this way, implementation is totally hidden to client. So client is not constraint by changes in implementation. Library can evolves as it need without disturbing client, according no change in interface.
The user this way cannot instantiate a structure and only sees objects of this type as pointers. Therefore all the constructors and methods, getters, setters etc. are obscure to the user and should be defined in the library source.
One obvious additional consequence is that if you change the structure, the user does not have to change all its uses in the code to initialize new fields or comment out the uses of defunct ones. Since there were none, and there won't be any. The struct's internal private structure is totally hidden.
Yes, this is the common way to declare an abstract data type (ATD). An ADT is used only through its interface which is represented by the functions declared in the header file. A client doesn't access the fields directly. It's also a good idea to add a prefix to all exported identifiers. This avoids name clashes and makes it clear where an imported identifier comes from.
Example:
Stacks.h
typedef struct Stacks_StackDesc *Stacks_Stack;
Stack Stacks_New(void);
void Stacks_Push(int x, Stacks_Stack s);
void Stacks_Pop(Stacks_Stack s, int *top);
Stacks.c
#include "Stacks.h"
struct Stacks_StackDesc {
...
};
Stack Stacks_New(void)
{
...
}
void Stacks_Push(int x, Stacks_Stack s)
{
...
}
void Stacks_Pop(Stacks_Stack s, int *top)
{
...
}

C as an object oriented language

Could you suggest a syntax for the C language to use it in a similar way than an object-oriented language? I know that they cannot be the same and that some keywords aren't present in C, but I'm wondering if there is a way to take advantage of certain aspects (like inheritance) even in a C program.
You can implement polymorphism with regular functions and virtual tables (vtables). Here's a pretty neat system that I invented (based on C++) for a programming exercise:
(source: goblin.tkk.fi)
The constructors allocate memory and then call the class' init function where the memory is initialized. Each init function should also contain a static vtable struct that contains the virtual function pointers (NULL for pure virtual). Derived class init functions call the superclass init function before doing anything else.
A very nice API can be created by implementing the virtual function wrappers (not to be confused with the functions pointed to by the vtables) as follows (add static inline in front of it, if you do this in the header):
int playerGuess(Player* this) { return this->vtable->guess(this); }
Single inheritance can be done by abusing the binary layout of a struct:
(source: goblin.tkk.fi)
Notice that multiple inheritance is messier as then you often need to adjust the pointer value when casting between types of the hierarchy.
Other type-specific data can be added to the virtual tables as well. Examples include runtime type info (e.g. type name as a string), linking to superclass vtable and the destructor chain. You probably want virtual destructors where derived class destructor demotes the object to its super class and then recursively calls the destructor of that and so on, until the base class destructor is reached and that finally frees the struct.
There is the GObject library:
The GLib Object System, or GObject, is a free software library (covered by the LGPL) that provides a portable object system and transparent cross-language interoperability. GObject is designed for use both directly in C programs and through bindings to other languages.
The traditional solution is the function pointer struct. I emphasize traditional. I can tell you what sort of code I wrote in PL/I and C years ago, but I don't claim to speak for the state of the 'art' if you can call this art.
There are many variations on this, and the below is a bit of a compromise.
struct SortOfAnAbstractClass {
int (*function1)(SortOfAnAbstractClass* this, int arg1, int arg2, char * arg3);
void (*function2)(SortOfAnAbstractClass* this, char *arg);
};
struct SortOfDerived {
struct SortOfAnAbstractClass base;
int instanceVariable1;
};
SortOfAnAbstractClass getMeOne() {
SortOfDerived *d = malloc(sizeof SortOfDerived);
memset(d, 0, sizeof SortOfDerived);
d->function1 = myf1;
d->function2 = myf2;
return &d->base;
};
and then 'myf1' and 'myf2' cast their 'this' parameters and go to town. You can extend this to look ever more like a full virtual dispatch.
Another common variation from the mists of time:
struct SortOfAClass {
void *creatorInfo;
int (*function1)(SortOfAnAbstractClass* this, int arg1, int arg2, char * arg3);
void (*function2)(SortOfAnAbstractClass* this, char *arg);
};
In this variation, there's no inheritance by inclusion. The derived classes each put their private state into their own object in creatorInfo.
Take a look at the GObject library: http://library.gnome.org/devel/gobject/2.22/.
There are many variations to doing OO programming in C. The way I prefer to do it is to define one class per a header file. You'll notice a constructor new_testclass() which just initializes your function pointers and returns a pointer to an allocated class/struct. Also any function takes pointer to the class in the first parameter (something c++ does, but conceals).
testclass.h
#ifndef MALLOC_H
#include<malloc.h>
#endif
struct _testclass
{
int a;
int b;
int (*sum)(struct _testclass *obj);
};
typedef struct _testclass testclass;
int f_sum (testclass *obj)
{
return obj->a + obj->b;
}
testclass* new_testclass()
{
testclass *temp;
temp = (testclass*)malloc(sizeof(testclass));
temp->sum = &f_sum;
return temp;
}
Then you can simply use it.
testclass.c
#include <stdio.h>
#include "testclass.h"
int _tmain(int argc, _TCHAR* argv[])
{
int result;
testclass *testclass1;
testclass1 = new_testclass();
testclass1->a = 5;
testclass1->b = 8;
result = testclass1->sum(testclass1);
printf("%d\n",result);
free(testclass1);
return 0;
}
Of course there are several important aspects of object oriented programming missing here, but this provides a simple method for basic abstraction. I'd imagine inheritance would require some kind of funky preprocessor trick if it could be done at all.

OOP in C, implementation and a bug

I am trying to explore OOP in C. I am however a C n00b and would like to pick the brilliant brains of stackoverflow :)
My code is below:
#include <stdio.h>
#include <stdlib.h>
typedef struct speaker {
void (*say)(char *msg);
} speaker;
void say(char *dest) {
printf("%s",dest);
}
speaker* NewSpeaker() {
speaker *s;
s->say = say;
return s;
}
int main() {
speaker *s = NewSpeaker();
s->say("works");
}
However I'm getting a segfault from this, if I however remove all args from say and make it void, I can get it to work properly. What is wrong with my current code?
Also. While this implements a form of object in C, I'm trying to further implement it with inheritance, and even overriding/overloading of methods. How do you think I can implement such?
Thank You!
In your code, NewSpeaker() doesn't actually create a "new" speaker. You need to use a memory allocation function such as malloc or calloc.
speaker* NewSpeaker() {
speaker *s = malloc(sizeof(speaker));
s->say = say;
return s;
}
Without assigning the value from, for example, the return value of malloc, s is initialized to junk on the stack, hence the segfault.
Firstly, as it has been noted already, you failed to allocate memory for your 'speaker' object in 'NewSpeaker'. Without the unnecessary clutter it would look as follows
speaker* NewSpeaker(void)
{
speaker *s = malloc(sizeof *s);
s->say = say;
return s;
}
Note, that there's no cast on the result of the malloc, no type name in the 'sizeof' argument and the function parameter list is declared as '(void)', not just '()'.
Secondly, if you want to be able to create non-dynamic objects of your 'speaker' type, you might want to provide an in-place initialization function first, and then proceed from there
speaker* InitSpeaker(speaker* s)
{
assert(s != NULL);
s->say = say;
return s;
}
speaker* NewSpeaker(void)
{
void *raw = malloc(sizeof(speaker));
return raw != NULL ? InitSpeaker(raw) : NULL;
}
Finally, if you really want to create something like virtual C++ methods, you need to supply each method with a 'this' parameter (to get access to other members of your object). So it should probably look something like
typedef struct speaker
{
void (*say)(struct speaker *this, char *msg);
} speaker;
void say(speaker *this, char *dest)
{
printf("%s",dest);
}
This, of course, will require you to pass the corresponding argument every time you call a "method", but there's no way around this.
Additionally, I hope you know that you need "method" pointers in your "class" for "virtual methods" only. Ordinary (non-virtual) methods don't need such pointers.
Finally, a "traditional" C++ class imlementation doesn't store virtual method pointers inside each instance of the class. Instead, they are placed in a separate table (VMT), pointer to which is added to each instance. This saves a lot of memory. And this, BTW, makes especially good sense when you implement inheritance.
You can implement inheritance by embedding the parent class structure in the top of the child class structure. That way you can safely cast from the child class to the parent class. Here's an article on implementing OO features in C. If you want an existing solution, or just want to learn more about ways of achieving OO, look at the GObject library.

Resources