Is it possible to avoid global variables in a strictly procedural program? - c

Being a developer born and raised on OO, I was curious to hear how it's possible to avoid global state in a procedural program.

You can also write object-oriented code in C. You don't get all the C++ goodies and it's ugly, and you have to manually pass the this pointer (I've seen self used for this, in order to make it compatible with C++), but it works. So technically, you don't need global state in pure procedural languages for the very same reasons you don't need it in object-oriented languages. You just have to pass the state around explicitly, rather than implicitly like in OO languages.

As an example, look at how the file I/O functions in the C standard library work with pointer to FILE objects that are (largely) opaque. Or look at how OS APIs deal with handles and such to encapsulate information. A program creates objects, uses APIs that act on those objects and closes/deletes the objects - all using straight C.

A global variable is nothing but an implicit procedure argument. Make it explicit and the global variable goes away.
Note: the fact that you no longer use a global variable does not mean that you no longer use global state! What we did above was just a purely syntactical transformation, the semantics of the program haven't changed at all. It's just as non-composable, non-modular, non-threadsafe, non-parallelizable as it was before.

All OO is a mindset and a whole bunch of compiler support.
You can achieve much the same by discipline, coding conventions, and passing around structures in most languages.
For example I used to have functions/procedures prefixed with their module identity, taking the first parameter as being the related module struct.
// System.h
typedef struct _System
{
struct _System *owner;
LinkedList *elements;
} System;
// System.c
int System_FindName ( System * system, char *name)
{
..
}
etc..
I'd really seriously not like to have to go back to coding like this though. I'm very happy that I haven't had to write and debug a linked list for at least 18 years. It was hard back then without the internet and sitting there isolated in the corner of a cold brightly lit room with green phosphors burning into your retina...

Of course. Just declare a struct somewhere, allocate some memory for it, pass the pointer to the allocated memory to an initialization function, and off you go. Just pass the pointer to all the functions that require using the struct.
Though the question arises as to where you store the pointer to the data you don't want to be global, and then you may end up with a global pointer ;-)

You can have variables on stack or in heap that will exist during all the program life.
Passing object style structure pointers to every function is a good way to have OO C coding style.
(I would suggest to have a look in linux sources)

You could try, as an example, create with dia (the diagramming tool), a simple class (for example, a square).
http://projects.gnome.org/dia/
http://dia-installer.de/index_en.html
Then, you can transform that class in C code using dia2code:
http://dia2code.sourceforge.net/
Specifically, say you created the class square inside the square.dia diagram. Then, you type:
$ dia2code -t c square.dia
... and you will see that it is possible to convert any object-oriented programming in a C program without global variables. Explore the created files square.c and square.h
NOTE: in Windows, you'll need a workaround in order to make dia2code work. Before using dia2code, change square.dia to square.zip, unzip it, and rename the result as square.dia

Simple. Whenever a procedure accesses a global variable, then give this variable as an argument to the procedure instead, either by value or by reference or by pointer, or by whatever your programming language provides. After that there is no more need for the variable to be global.

Related

Providing helper functions when rolling out own structures

if I am developing a C shared library and I have my own structs. To make common operations on these struct instances easier for library consumers, can I provide function pointers to such functions inside the struct itself? Is it a good practice? Would there be issues with respect to multithreading where a utility function is called in parallel with different arguments and so on?
I know it goes a lot closer to C++ classes but I wish to stick to C and learn how it would be done in a procedural language as opposed to OOP.
To give an example
typedef struct tag tag;
typedef struct my_custom_struct my_custom_struct;
struct tag
{
// ...
};
struct my_custom_struct
{
tag *tags;
my_custom_struct* (*add_tag)(my_custom_struct* str, tag *tag);
};
my_custom_struct* add_tag(my_custom_struct* str, tag *tag)
{
// ...
}
where add_tag is a helper that manages to add the tag to tag list inside *str.
I saw this pattern in libjson-c like here- http://json-c.github.io/json-c/json-c-0.13.1/doc/html/structarray__list.html. There is a function pointer given inside array_list to help free it.
To make common operations on these struct instances easier for library
consumers, can I provide function pointers to such functions inside
the struct itself?
It is possible to endow your structures with members that are function pointers, pointing to function types whose parameters include pointers to your structure type, and that are intended to be used more or less like C++ instance methods, more or less as presented in the question.
Is it a good practice?
TL;DR: no.
The first problem you will run into is getting those pointer members initialized appropriately. Name correspondence notwithstanding, the function pointers in instances of your structure will not automatically be initialized to point to a particular function. Unless you make the structure type opaque, users can (and undoubtedly sometimes will) declare instances without calling whatever constructor-analog function you provide for the purpose, and then chaos will ensue.
If you do make the structure opaque (which after all isn't a bad idea), then you'll need non-member functions anyway, because your users won't be able to access the function pointers directly. Perhaps something like this:
struct my_custom_struct *my_add_tag(struct my_custom_struct *str, tag *tag) {
return str->add_tag(str, tag);
}
But if you're going to provide for that, then what's the point of the extra level of indirection? (Answer: the only good reason for that would be that in different instances, the function pointer can point to different functions.)
And similar applies if you don't make the structure opaque. Then you might suppose that users would (more) directly call
str->add_tag(str, tag);
but what exactly makes that a convenience with respect to simply
add_tag(str, tag);
?
So overall, no, I would not consider this approach a good practice in general. There are limited circumstances where it may make sense to do something along these lines, but not as a general library convention.
Would there be issues with
respect to multithreading where a utility function is called in
parallel with different arguments and so on?
Not more so than with functions designated any other way, except if the function pointers themselves are being modified.
I know it goes a lot closer to C++ classes but I wish to stick to C
and learn how it would be done in a procedural language as opposed to
OOP.
If you want to learn C idioms and conventions then by all means do so. What you are describing is not one. C code and libraries can absolutely be designed with use of OO principles such as encapsulation, and to some extent even polymorphism, but it is not conventionally achieved via the mechanism you describe. This answer touches on some of the approaches that are used for the purpose.
Is it a good practice?
TLDR; no.
Background:
I've been programming almost exclusively in embedded C on STM32 microcontrollers for the last year and a half (as opposed to using C++ or "C+", as I'll describe below). It's been very insightful for me to have to learn C at the architectural level, like I have. I've studied C architecture pretty hard to get to where I can say I "know C". It turns out, as we all know, C and C++ are NOT the same language. At the syntax level, C is almost exactly a subset of C++ (with some key differences where C supports stuff C++ does not), hence why people (myself included before this) frequently think/thought they are pretty much the same language, but at the architectural level they are VASTLY DIFFERENT ANIMALS.
Aside:
Note that my favorite approach to embedded is to use what some colloquially know as "C+". It is basically using a C++ compiler to write C-style embedded code. You basically just write C how you'd expect to write C, except you use C++ classes to vastly simplify the (otherwise pure C) architecture. In other words, "C+" is a pseudonym used to describe using a C++ compiler to write C-like code that uses classes instead of "object-based C" architecture (which is described below). You may also use some advanced C++ concepts on occasion, like operator overloading or templates, but avoid the STL for the most part to not accidentally use dynamic allocation (behind-the-scenes and automatically, like C++ vectors do, for example) after initialization, since dynamic memory allocation/deallocation in normal run-time can quickly use up scarce RAM resources and make otherwise-deterministic code non-deterministic. So-called "C+" may also include using a mix of C (compiled with the C compiler) and C++ (compiled with the C++ compiler), linked together as required (don't forget your extern "C" usage in C header files included in your C++ code, as required).
The core Arduino source code (again, the core, not necessarily their example "sketches" or example code for beginners) does this really well, and can be used as a model of good "C+" design. <== before you attack me on this, go study the Arduino source code for dozen of hours like I have [again, NOT the example "sketches", but their actual source code, linked-to below], and drop your "arduino is for beginners" pride right now.
The AVR core (mix of C and "C+"-style C++) is here: https://github.com/arduino/ArduinoCore-avr/tree/master/cores/arduino
Some of the core libraries ("C+"-style C++) are here: https://github.com/arduino/ArduinoCore-avr/tree/master/libraries
[aside over]
Architectural C notes:
So, regarding C architecture (ie: actual C, NOT "C+"/C-style C++):
C is not an OO language, as you know, but it can be written in an "object-based" style. Notice I say "object-based", NOT "object oriented", as that's how I've heard other pedantic C programmers refer to it. I can say I write object-based C architecture, and it's actually quite interesting.
To make object-based C architecture, here's a few things to remember:
Namespaces can be done in C simply by prepending your namespace name and an underscore in front of something. That's all a namespace really is after-all. Ex: mylibraryname_foo(), mylibraryname_bar(), etc. Apply this to enums, for example, since C doesn't have "enum classes" like C++. Apply it to all C class "methods" too since C doesn't have classes. Apply to all global variables or defines as well that pertain to a particular library.
When making C "classes", you have 2 major architectural options, both of which are very valid and widely used:
Use public structs (possibly hidden in headers named "myheader_private.h" to give them a pseudo-sense of privacy)
Use opaque structs (frequently called "opaque pointers" since they are pointers to opaque structs)
When making C "classes", you have the option of wrapping up pointers to functions inside of your structs above to give it a more "C++" type feel. This is somewhat common, but in my opinion a horrible idea which makes the code nearly impossible to follow and very difficult to read, understand, and maintain.
1st option, public structs:
Make a header file with a struct definition which contains all your "class data". I recommend you do NOT include pointers to functions (will discuss later). This essentially gives you the equivalent of a "C++ class where all members are public." The downside is you don't get data hiding. The upside is you can use static memory allocation of all of your C "class objects" since your user code which includes these library headers knows the full specification and size of the struct.
2nd option: opaque structs:
In your library header file, make a forward declaration to a struct:
/// Opaque pointer (handle) to C-style "object" of "class" type mylibrarymodule:
typedef struct mylibrarymodule_s *mylibrarymodule_h;
In your library .c source file, provide the full definition of the struct mylibrarymodule_s. Since users of this library include only the header file, they do NOT get to see the full implementation or size of this opaque struct. That is what "opaque" means: "hidden". It is obfuscated, or hidden away. This essentially gives you the equivalent of a "C++ class where all members are private." The upside is you get true data hiding. The downside is you can NOT use static memory allocation for any of your C "class objects" in your user code using this library, since any user code including this library doesn't even know how big the struct is, so it cannot be statically allocated. Instead, the library must do dynamic memory allocation at program initialization, one time, which is safe even for embedded deterministic real-time safety-critical systems since you are not allocating or freeing memory during normal program execution.
For a detailed and full example of Option 2 (don't be confused: I call it "Option 1.5" in my answer linked-to here) see my other answer on opaque structs/pointers here: Opaque C structs: how should they be declared?.
Personally, I think the Option 1, with static memory allocation and "all public members", may be my preferred approach, but I am most familiar with the opaque struct Option 2 approach, since that's what the C code base I work in the most uses.
Bullet 3 above: including pointers to functions in your structs.
This can be done, and some do it, but I really hate it. Don't do it. It just makes your code so stinking hard to follow. In Eclipse, for instance, which has an excellent indexer, I can Ctrl + click on anything and it will jump to its definition. What if I want to see the implementation of a function I'm calling on a C "object"? I Ctrl + click it and it jumps to the declaration of the pointer to the function. But where's the function??? I don't know! It might take me 10 minutes of grepping and using find or search tools, digging all around the code base, to find the stinking function definition. Once I find it, I forget where I was, and I have to repeat it all over again for every single function, every single time I edit a library module using this approach. It's just bad. The opaque pointer approach above works fantastic instead, and the public pointer approach would be easy too.
Now, to directly answer your questions:
To make common operations on these struct instances easier for library consumers, can I provide function pointers to such functions inside the struct itself?
Yes you can, but it only makes calling something easier. Don't do it. Finding the function to look at its implementation becomes really hard.
Is it a good practice?
No, use Option 1 or Option 2 above instead, where you now just have to call C "namespaced" "methods" on every C "object". You must simply pass the "members of the C class" into the function as the first argument for every call instead. This means instead of in C++ where you can do:
myclass.dosomething(int a, int b);
You'll just have to do in object-based C:
// Notice that you must pass the "guts", or member data
// (`mylibrarymodule` here), of each C "class" into the namespaced
// "methods" to operate on said C "class object"!
// - Essentially you're passing around the guts (member variables)
// of the C "class" (which guts are frequently referred to as
// "private data", or just `priv` in C lingo) to each function that
// needs to operate on a C object
mylibrarymodule_dosomething(mylibrarymodule_h mylibrarymodule, int a, int b);
Would there be issues with respect to multithreading where a utility function is called in parallel with different arguments and so on?
Yes, same as in any multithreaded situation where multiple threads are trying to access the same data. Just add a mutex to each C struct-based "object", and be sure each "method" acting on your C "objects" properly locks (takes) and unlocks (gives) the mutex as required before operating on any shared volatile members of the C "object".
Related:
Opaque C structs: how should they be declared? [use "Object-based" C architecture]
I would like to suggest you reading com specification, you will gain a lot. all these com, ole and dcom technology is based on a simple struct that incorporates its own data and methods.
https://www.scribd.com/document/45643943/Com-Spec
simplied more here
http://www.voidcn.com/article/p-fixbymia-beu.html

Namespacing in C with structs

It is possible to imitate namespaces in C like this:
#include <stdio.h>
#include <math.h>
struct math_namespace {
double (*sin)(double);
};
const struct math_namespace math = {sin};
int main() {
printf("%f\n", math.sin(3));
return 0;
}
Are there any disadvantages to this, or just situations where a prefix makes more sense? It just seems cleaner to do it this way.
This method is already used in real projects such as the C Containers Library by Jacob Navia. C is not designed for object-oriented programming. This is not really efficient, since you have to (1) access to the structure and (2) dereference the function pointer. If you really want prefixes, I think changing your identifiers remains the best solution.
I have used this style for a while now. It helps organize the program without all of the excess baggage of an OOP language. There is no performance penalty because accessing a function pointer in C is the same as directly accessing the function. I like it enough that I even wrote a very short paper about it. It can be found on http://slkpg.1eko.com under the link "C with Structs" at the bottom of the page.
The direct link is http://slkpg.1eko.com/cstructs.html.
Why reinvent the wheel? One disadvantage is all the setting up which could go out of sync, and also to add to the namespace you have to change the structure.
And there's no 'using namespace' so you always have to specify it. What about and functions with different parameter types?
Well, this does allow you to export your namespace and it does allow a client module to use a static or local version of something that's named sin. So, in that sense, it does actually work.
The downside is that it's not terribly ELF-friendly. The struct initialization is buried in the middle of a writable data page, and it needs to be patched up. Unless you are statically linking, this is a load-time fix-up. On the bright side, it just duplicates what the ELF dispatch table would have done, so I bet it isn't even any slower. On Windows I think the considerations are similar.

Managing without Objects in C - And, why can I declare variables anywhere in a function in C?

everyone. I actually have two questions, somewhat related.
Question #1: Why is gcc letting me declare variables after action statements? I thought the C89 standard did not allow this. (GCC Version: 4.4.3) It even happens when I explicitly use --std=c89 on the compile line. I know that most compilers implement things that are non-standard, i.e. C compilers allowing // comments, when the standard does not specify that. I'd like to learn just the standard, so that if I ever need to use just the standard, I don't snag on things like this.
Question #2: How do you cope without objects in C? I program as a hobby, and I have not yet used a language that does not have Objects (a.k.a. OO concepts?) -- I already know some C++, and I'd like to learn how to use C on it's own. Supposedly, one way is to make a POD struct and make functions similar to StructName_constructor(), StructName_doSomething(), etc. and pass the struct instance to each function - is this the 'proper' way, or am I totally off?
EDIT: Due to some minor confusion, I am defining what my second question is more clearly: I am not asking How do I use Objects in C? I am asking How do you manage without objects in C?, a.k.a. how do you accomplish things without objects, where you'd normally use objects?
In advance, thanks a lot. I've never used a language without OOP! :)
EDIT: As per request, here is an example of the variable declaration issue:
/* includes, or whatever */
int main(int argc, char *argv[]) {
int myInt = 5;
printf("myInt is %d\n", myInt);
int test = 4; /* This does not result in a compile error */
printf("Test is %d\n", test);
return 0;
}
c89 doesn't allow this, but c99 does. Although it's taken a long time to catch on, some compilers (including gcc) are finally starting to implement c99 features.
IMO, if you want to use OOP, you should probably stick to C++ or try out Objective C. Trying to reinvent OOP built on top of C again just doesn't make much sense.
If you insist on doing it anyway, yes, you can pass a pointer to a struct as an imitation of this -- but it's still not a good idea.
It does often make sense to pass (pointers to) structs around when you need to operate on a data structure. I would not, however, advise working very hard at grouping functions together and having them all take a pointer to a struct as their first parameter, just because that's how other languages happen to implement things.
If you happen to have a number of functions that all operate on/with a particular struct, and it really makes sense for them to all receive a pointer to that struct as their first parameter, that's great -- but don't feel obliged to force it just because C++ happens to do things that way.
Edit: As far as how you manage without objects: well, at least when I'm writing C, I tend to operate on individual characters more often. For what it's worth, in C++ I typically end up with a few relatively long lines of code; in C, I tend toward a lot of short lines instead.
There is more separation between the code and data, but to some extent they're still coupled anyway -- a binary tree (for example) still needs code to insert nodes, delete nodes, walk the tree, etc. Likewise, the code for those operations needs to know about the layout of the structure, and the names given to the pointers and such.
Personally, I tend more toward using a common naming convention in my C code, so (for a few examples) the pointers to subtrees in a binary tree are always just named left and right. If I use a linked list (rare) the pointer to the next node is always named next (and if it's doubly-linked, the other is prev). This helps a lot with being able to write code without having to spend a lot of time looking up a structure definition to figure out what name I used for something this time.
#Question #1: I don't know why there is no error, but you are right, variables have to be declared at the beginning of a block. Good thing is you can declare blocks anywhere you like :). E.g:
{
int some_local_var;
}
#Question #2: actually programming C without inheritance is sometimes quite annoying. but there are possibilities to have OOP to some degree. For example, look at the GTK source code and you will find some examples.
You are right, functions like the ones you have shown are common, but the constructor is commonly devided into an allocation function and an initialization function. E.G:
someStruct* someStruct_alloc() { return (someStruct*)malloc(sizeof(someStruct)); }
void someStruct_init(someStruct* this, int arg1, arg2) {...}
In some libraries, I have even seen some sort of polymorphism, where function pointers are stored within the struct (which have to be set in the initializing function, of course). This results in a C++ like API:
someStruct* str = someStruct_alloc();
someStruct_init(str);
str->someFunc(10, 20, 30);
Regarding OOP in C, have you looked at some of the topics on SO? For instance, Can you write object oriented code in C?.
I can't put my finger on an example, but I think they enforce an OO like discipline in Linux kernel programming as well.
In terms of learning how C works, as opposed to OO in C++, you might find it easier to take a short course in some other language that doesn't have an OO derivative -- say, Modula-2 (one of my favorites) or even BASIC (if you can still find a real BASIC implementation -- last time I wrote BASIC code it was with the QBASIC that came with DOS 5.0, later compiled in full Quick BASIC).
The methods you use to get things done in Modula-2 or Pascal (barring the strong typing, which protects against certain types of errors but makes it more complicated to do certain things) are exactly those used in non-OO C, and working in a language with different syntax might (probably will, IMO) make it easier to learn the concepts without your "programming reflexes" kicking in and trying to do OO operations in a nearly-familiar language.

Why are nested functions not supported by the C standard?

It doesn't seem like it would be too hard to implement in assembly.
gcc also has a flag (-fnested-functions) to enable their use.
It turns out they're not actually all that easy to implement properly.
Should an internal function have access to the containing scope's variables?
If not, there's no point in nesting it; just make it static (to limit visibility to the translation unit it's in) and add a comment saying "This is a helper function used only by myfunc()".
If you want access to the containing scope's variables, though, you're basically forcing it to generate closures (the alternative is restricting what you can do with nested functions enough to make them useless).
I think GCC actually handles this by generating (at runtime) a unique thunk for every invocation of the containing function, that sets up a context pointer and then calls the nested function. This ends up being a rather Icky hack, and something that some perfectly reasonable implementations can't do (for example, on a system that forbids execution of writable memory - which a lot of modern OSs do for security reasons).
The only reasonable way to make it work in general is to force all function pointers to carry around a hidden context argument, and all functions to accept it (because in the general case you don't know when you call it whether it's a closure or an unclosed function). This is inappropriate to require in C for both technical and cultural reasons, so we're stuck with the option of either using explicit context pointers to fake a closure instead of nesting functions, or using a higher-level language that has the infrastructure needed to do it properly.
I'd like to quote something from the BDFL (Guido van Rossum):
This is because nested function definitions don't have access to the
local variables of the surrounding block -- only to the globals of the
containing module. This is done so that lookup of globals doesn't
have to walk a chain of dictionaries -- as in C, there are just two
nested scopes: locals and globals (and beyond this, built-ins).
Therefore, nested functions have only a limited use. This was a
deliberate decision, based upon experience with languages allowing
arbitraries nesting such as Pascal and both Algols -- code with too
many nested scopes is about as readable as code with too many GOTOs.
Emphasis is mine.
I believe he was referring to nested scope in Python (and as David points out in the comments, this was from 1993, and Python does support fully nested functions now) -- but I think the statement still applies.
The other part of it could have been closures.
If you have a function like this C-like code:
(*int()) foo() {
int x = 5;
int bar() {
x = x + 1;
return x;
}
return &bar;
}
If you use bar in a callback of some sort, what happens with x? This is well-defined in many newer, higher-level languages, but AFAIK there's no well-defined way to track that x in C -- does bar return 6 every time, or do successive calls to bar return incrementing values? That could have potentially added a whole new layer of complication to C's relatively simple definition.
See C FAQ 20.24 and the GCC manual for potential problems:
If you try to call the nested function
through its address after the
containing function has exited, all
hell will break loose. If you try to
call it after a containing scope level
has exited, and if it refers to some
of the variables that are no longer in
scope, you may be lucky, but it's not
wise to take the risk. If, however,
the nested function does not refer to
anything that has gone out of scope,
you should be safe.
This is not really more severe than some other problematic parts of the C standard, so I'd say the reasons are mostly historical (C99 isn't really that different from K&R C feature-wise).
There are some cases where nested functions with lexical scope might be useful (consider a recursive inner function which doesn't need extra stack space for the variables in the outer scope without the need for a static variable), but hopefully you can trust the compiler to correctly inline such functions, ie a solution with a seperate function will just be more verbose.
Nested functions are a very delicate thing. Will you make them closures? If not, then they have no advantage to regular functions, since they can't access any local variables. If they do, then what do you do to stack-allocated variables? You have to put them somewhere else so that if you call the nested function later, the variable is still there. This means they'll take memory, so you have to allocate room for them on the heap. With no GC, this means that the programmer is now in charge of cleaning up the functions. Etc... C# does this, but they have a GC, and it's a considerably newer language than C.
It also wouldn't be too hard to add members functions to structs but they are not in the standard either.
Features are not added to C standard based on soley whether or not they are easy to implement. It's a combination of many other factors including the point in time in which the standard was written and what was common / practical then.
One more reason: it is not at all clear that nested functions are valuable. Twenty-odd years ago I used to do large scale programming and maintenance in (VAX) Pascal. We had lots of old code that made heavy use of nested functions. At first, I thought this was way cool (compared to K&R C, which I had been working in before) and started doing it myself. After awhile, I decided it was a disaster, and stopped.
The problem was that a function could have a great many variables in scope, counting the variables of all the functions in which it was nested. (Some old code had ten levels of nesting; five was quite common, and until I changed my mind I coded a few of the latter myself.) Variables in the nesting stack could have the same names, so that "inner" function local variables could mask variables of the same name in more "outer" functions. A local variable of a function, that in C-like languages is totally private to it, could be modified by a call to a nested function. The set of possible combinations of this jazz was near infinite, and a nightmare to comprehend when reading code.
So, I started calling this programming construct "semi-global variables" instead of "nested functions", and telling other people working on the code that the only thing worse than a global variable was a semi-global variable, and please do not create any more. I would have banned it from the language, if I could. Sadly, there was no such option for the compiler...
ANSI C has been established for 20 years. Perhaps between 1983 and 1989 the committee may have discussed it in the light of the state of compiler technology at the time but if they did their reasoning is lost in dim and distant past.
I disagree with Dave Vandervies.
Defining a nested function is much better coding style than defining it in global scope, making it static and adding a comment saying "This is a helper function used only by myfunc()".
What if you needed a helper function for this helper function? Would you add a comment "This is a helper function for the first helper function used only by myfunc"? Where do you take the names from needed for all those functions without polluting the namespace completely?
How confusing can code be written?
But of course, there is the problem with how to deal with closuring, i.e. returning a pointer to a function that has access to variables defined in the function from which it is returned.
Either you don't allow references to local variables of the containing function in the contained one, and the nesting is just a scoping feature without much use, or you do. If you do, it is not a so simple feature: you have to be able to call a nested function from another one while accessing the correct data, and you also have to take into account recursive calls. That's not impossible -- techniques are well known for that and where well mastered when C was designed (Algol 60 had already the feature). But it complicates the run-time organization and the compiler and prevent a simple mapping to assembly language (a function pointer must carry on information about that; well there are alternatives such as the one gcc use). It was out of scope for the system implementation language C was designed to be.

Struggling with C coming from Object Oriented land? [closed]

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When I am presented with programming problems, I naturally start breaking them up into logical objects in my head. Who has what responsibility, who owns what, who derives from what, etc.
I am struggling with C. I just don't get how to do things in a Procedural Language.
Can an experienced C programmer help explain how I should think about my programs during design time?
For example, I want to write my own Semaphore class. I would naturally need a Queue data structure for my program, which I would like to write myself as well. If I needed to do this in Java or C#, I could simply whip up a quick Queue class and create a new instance of it in my Semaphore class.
But in C, there aren't objects. So do I have to inline all the behavior of my Queue data structure?
Can someone help me "get it"?
Related: what is the best way to plan and organize development of an application in c
But in C, there aren't objects. So do
I have to inline all the behavior of
my Queue data structure?
No.
Do this.
Define your class however you feel comfortable doing OO design.
Write the attributes of your class as a C-language struct.
Put that struct in a header file, along with all of the functions that operate on that struct. Make sure a MyStruct * self is the first argument to all of these "method functions".
Write a C module with all of the bodies of the method functions.
Poor-person's OO in C. It works well. Just be disciplined about putting everything into the struct that you need -- public and private instance variables -- everything.
Generally, avoid trying to have private variables in the first place. You don't have the full power of an OO compiler, so don't bother with low-value features like "private" or "protected".
I would amend S. Lott's answer to use an opaque pointer to perform data hiding of the members of the struct:
Define your class however you want using normal OO design.
Member variables of your class go into a C language struct.
In the header file, you do not want to expose the member variables of your object (since these would be "private" in an OO language). Instead, use an opaque pointer, i.e.
typedef struct mystruct_s *mystruct_t; // first argument to all your methods
For all the methods you want to be "public", put their signatures in your .h file. Method bodies should go into the .c file, and "private" methods should be only defined in the .c file and also declared static so their symbols do not collide with symbols defined in other files.
Clever naming conventions like underscores are unnecessary using this method, but it means that all your member variables will be private. Functions can be public or private, although public functions they are part of a global namespace so you might want to qualify their names with a "package" name like mystruct_push(), mystruct_pop(), etc.
You also need to make it clear if the caller or the library is responsible for calling malloc() and free(). Most likely you will have mystruct_t *create() and void destroy(mystruct_t *target) methods.
You can still think object oriented with C.
You just need to create a struct and a set of functions that take a pointer to an instance of that struct as its first parameter.
As for polymorphism, you can pass the size of the struct as the first member of the struct, so you know how to cast it.
There is a great pdf of object oriented programming with ANSI-C here.
I had a bear of a time moving from procedural to OO thinking, so I feel your pain.
I found that in order to learn how to create objects, it was best to think about how they would look to the caller. The same approach might help you, going the other way. Consider what the API to your component would look like. One good way is to study existing C APIs (I used the standard Java APIs as a set of examples of an OO API).
You're used to using a queue component something like this:
import some.package.Queue;
Queue q = new Queue();
q.add(item);
In a typical C api, you'd expect something more like:
#include <queue.h> // provides queue, make_queue(), queue_add(), others
queue q = make_queue(); // queue is probably a struct, or a struct*
queue_add(q,item);
Whenever you find yourself thinking in objects, make a similar transform.
You can use pointers to functions and the like, to make object-like structures in C - but many thousands of C programmers have managed without.
Good luck!
Check out the Lua C api. It has been my guiding light as far as C interface design goes. Every function takes a Lua state as a leading argument which becomes your "this". Inheritance is a little trickier but Chipmunk manages to do a pretty good job exposing functions that take a generic shape structs and work out the details of which function is actually called via a "klass". You can often exploit void* to have functions take different types (structs) the way you would overload in OO. It can feel a little hackish at times but works well.
Originally C++ was just a compiler that wrote C code from the C++ sources; those were then compiled by the native C compiler, linked, etc.
Hence, all OOP methods are available in C -- it's just that the compiler won't help you, and does not provide all the compile-time capabilities such as templates, operator overrides, data hiding, etc.
The C++ "struct" was (probably still is) equivalent to a "class" with all members "public".
Member functions can be implemented as function pointers in a structure; this can provide encapsulation and polymorphism. Constructors exist in the global scope unless you're using factories. Destructors can be member functions.
Using accessor member functions, like getColor(), setColor() can alleviate internal differences and provide some data hiding. If you really want, you could use Brian Bondy's suggestion of hiding with macros.
There are actually a lot of FOSS libraries that provide standard containers -- hash tables, dynamic arrays, linked lists, etc.
I second the suggestions for doing "Poor man's OO in C." I also think you might benefit from taking some time to see how Perl's OO works. Basically OO is accomplished in Perl by having the interpreter supply every method with the instance as an implicit first parameter. You'll want to do the same in C, explicitly, and use really, really good code organization since the compiler will not enforce good encapsulation for you.
By the way, you can enforce keeping the members of your structs private by using opaque pointers. I seem to recall that the GNU programming standards and recommendations included a technique for doing this by basically casting everything to void* when it was passed around, then using typedefs to name each specific type of opaque pointer that was supposed to be passed. (i.e., each "class")
You can do derived classes also with C:
Derived classes in C - What is your favorite method?
use glib, c library with oop
http://library.gnome.org/devel/glib/2.20/

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