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Expert C++ E-Book

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Beschreibung

Design and architect real-world scalable C++ applications by exploring advanced techniques in low-level programming, object-oriented programming (OOP), the Standard Template Library (STL), metaprogramming, and concurrency




Key Features



  • Design professional-grade, maintainable apps by learning advanced concepts such as functional programming, templates, and networking


  • Apply design patterns and best practices to solve real-world problems


  • Improve the performance of your projects by designing concurrent data structures and algorithms



Book Description



C++ has evolved over the years and the latest release – C++20 – is now available. Since C++11, C++ has been constantly enhancing the language feature set. With the new version, you'll explore an array of features such as concepts, modules, ranges, and coroutines. This book will be your guide to learning the intricacies of the language, techniques, C++ tools, and the new features introduced in C++20, while also helping you apply these when building modern and resilient software.






You'll start by exploring the latest features of C++, and then move on to advanced techniques such as multithreading, concurrency, debugging, monitoring, and high-performance programming. The book will delve into object-oriented programming principles and the C++ Standard Template Library, and even show you how to create custom templates. After this, you'll learn about different approaches such as test-driven development (TDD), behavior-driven development (BDD), and domain-driven design (DDD), before taking a look at the coding best practices and design patterns essential for building professional-grade applications. Toward the end of the book, you will gain useful insights into the recent C++ advancements in AI and machine learning.






By the end of this C++ programming book, you'll have gained expertise in real-world application development, including the process of designing complex software.





What you will learn



  • Understand memory management and low-level programming in C++ to write secure and stable applications


  • Discover the latest C++20 features such as modules, concepts, ranges, and coroutines


  • Understand debugging and testing techniques and reduce issues in your programs


  • Design and implement GUI applications using Qt5


  • Use multithreading and concurrency to make your programs run faster


  • Develop high-end games by using the object-oriented capabilities of C++


  • Explore AI and machine learning concepts with C++



Who this book is for



This C++ book is for experienced C++ developers who are looking to take their knowledge to the next level and perfect their skills in building professional-grade applications.

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Expert C++  
 
Become a proficient programmer by learning coding best practices with C++17 and C++20's latest features
 
 
 
 
 
 
 
 
Vardan Grigoryan
Shunguang Wu
 
 
 
 
BIRMINGHAM - MUMBAI

Expert C++

Copyright © 2020 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author(s), nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Commissioning Editor: Richa TripathiAcquisition Editor: Denim PintoContent Development Editor: Pathikrit RoySenior Editor: Rohit SinghTechnical Editor: Romy DiasCopy Editor: Safis EditingProject Coordinator:Francy PuthiryProofreader: Safis EditingIndexer:Tejal Daruwale SoniProduction Designer: Alishon Mendonsa

First published: April 2020

Production reference: 1100420

Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK.

ISBN 978-1-83855-265-7

www.packt.com

 
 
 
 
 
 
  
To my mother, Karine, and to my little princess, Leia, for their encouragement and support.
– Vardan Grigoryan
          To my wife, Wen, and to my sons, Justin and Zachary.
                                                                                          - Shunguang Wu
 

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Contributors

About the authors

Vardan Grigoryan is a senior backend engineer and C++ developer with more than 9 years of experience. Vardan started his career as a C++ developer and then moved to the world of server-side backend development. While being involved in designing scalable backend architectures, he always tries to incorporate the use of C++ in critical sections that require the fastest execution time. Vardan loves tackling computer systems and program structures on a deeper level. He believes that true excellence in programming can be achieved by means of a detailed analysis of existing solutions and by designing complex systems.

Shunguang Wu is a senior professional staff at Johns Hopkins University Applied Physics Laboratory, and received his PhDs in theoretical physics and electrical engineering from Northwestern University (China) and Wright State University (USA), respectively. He published about 50 reviewed journal papers in the area of nonlinear dynamics, statistical signal processing and computer vision in his early career. His professional C++ experience started with teaching undergraduate courses in the late 1990s. Since then he has been designing and developing lots of R&D and end-user application software using C++ in world-class academic and industrial laboratories. These projects span both the Windows and Linux platforms. 

About the reviewers

Lou Mauget learned to program long ago at Michigan State University as a physics major, learning to use software in designing a cyclotron. Afterward, he worked for 34 years at IBM. He is currently consulting for Keyhole Software of Leawood, Kansas. Lou has coded in C++, Java, JavaScript, Python, and newer languages, as each was conceived. Current interests include reactive functional programming, containers, Node.js, NoSQL, geospatial systems, mobile, and any new language or framework. He has coauthored three computer books. He has written two IBM DeveloperWorks XML tutorials and co-written several J2EE certification tests for IBM. He has been a reviewer for Packt Publishing and others.

Scott Hutchinson leads a team of C++ and F# developers in Oxnard, California. After a few years as a VB/VBA developer, he started developing with .NET Framework immediately after its launch in 2002. Since 2016, he has done most of his development in C++. He is a mentor for the F# track on Exercism, and teaches functional programming in F# to his team at work. His main professional interests are functional programming and machine learning. When he's not learning some new software development skill, he's usually hiking in the mountains of Southern California.

 

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Table of Contents

Title Page

Copyright and Credits

Expert C++

Dedication

About Packt

Why subscribe?

Contributors

About the authors

About the reviewers

Packt is searching for authors like you

Preface

Who this book is for

What this book covers

To get the most out of this book

Download the example code files

Download the color images

Conventions used

Get in touch

Reviews

Section 1: Under the Hood of C++ Programming

Introduction to Building C++ Applications

Technical requirements

Introduction to C++20

Concepts

Coroutines

Ranges

More C++20 features

Building and running programs

Understanding preprocessing

Header files

Using modules in C++20

Understanding Compiling

Tokenization

Syntax analysis

Semantic analysis

Intermediate code generation

Optimization

Machine code generation

Platforms and object files

Introducing Linking

Linking libraries

Summary

Questions

Further reading

Low-Level Programming with C++

Technical requirements

Program execution

main()

Special properties of main()

constexpr

Recursion

Working with data

Virtual memory

Addressing

Data types

Pointers

Memory segments

The heap

Arrays

Control flow

Conditionals

The switch statement

Replacing conditionals with function pointers

Functions as types

Loops

Summary

Questions

Further reading

Details of Object-Oriented Programming

Technical requirements

Understanding objects

Low-level details of objects

High-level details of objects

State

Identity

Behavior

Mimicking a class

Working with classes

Classes from the compiler perspective

Initialization and destruction

Copying objects

Moving objects

Lvalue references

Rvalue references

Notes on operator overloading

Encapsulation and the public interface

Structs in C++

Class relationships

Aggregation and composition

Inheritance

Inheritance from the compiler perspective

Composition versus inheritance

Protected inheritance

Polymorphism

Virtual functions under the hood

Design patterns

Summary

Questions

Further reading

Understanding and Designing Templates

Technical requirements

Exploring function and class templates

Motivation

Function templates

Syntax

Instantiation

Explicit instantiations

Implicit instantiations

Deduction

Specialization and overloading

Class templates

Syntax

Instantiation

Explicit instantiation

Implicit instantiation

Specialization

Understanding variadic templates

Syntax

Examples

Exploring template parameters and arguments

Template parameters

Non-type template parameter

Type template parameter

Template template parameter

Template arguments

Template non-type arguments

Template type arguments

Template template arguments

Default template arguments

Exploring traits

Type trait implementation

boost::is_void

boost::is_pointer

Optimizing algorithms using traits

Exploring template metaprogramming

Compile-time computation

Compile-time code optimization

Static polymorphism

Summary

Questions

Further reading

Memory Management and Smart Pointers

Technical requirements

Understanding computer memory

Designing a memory storage device

Understanding computer memory from a higher-level perspective

Registers

Cache memory

Main memory

Permanent storage

The basics of memory management

An example of memory management

Using smart pointers

Leveraging the RAII idiom

std::unique_ptr

std::shared_ptr and std::weak_ptr

Garbage collection

Using allocators

Summary

Questions

Further reading

Section 2: Designing Robust and Efficient Applications

Digging into Data Structures and Algorithms in STL

Technical requirements

Data structures

Sequential data structures

Node-based data structures

Containers in memory

STL containers

Using std::vector and std::list

Using container adapters

Iterating containers

Concepts and iterators

Understanding concepts 

Using iterators in C++20

Mastering algorithms

Searching

Binary search

Sorting

Exploring trees and graphs

Hash tables

Graphs

Strings

Summary

Questions

Further reading

Functional Programming

Technical requirements

Unveiling functional programming

Using ranges

Why use functional programming?

Principles of functional programming

Pure functions

Higher-order functions

Folding

Diving deeper into recursion

Head recursion

Tail recursion

Metaprogramming in functional C++

Summary

Questions

Further reading

Concurrency and Multithreading

Technical requirements

Understanding concurrency and multithreading

Processes

Challenges with processes

Threads

Working with threads

Waiting for threads

Using std::jthread

Passing arguments to the thread function

Managing threads and sharing data

Sharing data

Protecting shared data using a mutex

Avoiding deadlocks

Designing concurrent code

Introducing coroutines

Summary

Questions

Further reading

Designing Concurrent Data Structures

Technical requirements

A closer look at data races

A synchronized increment

Implementing a thread-safe stack

Designing lock-free data structures

Using atomic types

Operations on atomic types

Designing a lock-free stack

More operations on atomics

Summary

Questions

Further reading

Designing World-Ready Applications

Technical requirements

Project development life cycle

Requirements gathering and analysis

Specification creation

Design and test planning

Decomposing entities

Coding

Testing and stabilization

Release and maintenance

Diving into the design process

Using SOLID principles

The single responsibility principle

The open-closed principle

The Liskov substitution principle

The interface segregation principle

The dependency inversion principle

Using domain-driven design

Leveraging design patterns

The repository pattern

The factory pattern

Summary

Questions

Further reading

Designing a Strategy Game Using Design Patterns

Technical requirements

Introduction to game design

Introduction to the Readers and Disturbers game

Strategy game components

Interaction between the components

Designing the game

Designing character units

Designing buildings

Designing game controllers

Concurrent actions

The game event loop

Using design patterns

The Command pattern

The Observer pattern

The Flyweight pattern

The Prototype pattern

Designing the game loop

Summary

Questions

Further reading

Networking and Security

Technical requirements

Discovering network programming in C++

Network applications under the hood

Programming network applications using sockets

Network protocols

Designing a network application

Using POSIX sockets

Implementing a POSIX socket wrapper class

Securing the C++ code

Securing network applications

Summary

Questions

Further reading

Debugging and Testing

Technical requirements

Understanding the root cause of an issue

The RCA overview

Prevention is better than the cure – a good coding behavior

Uninitialized variable problem

Side effects in compound expressions

Mixing signed and unsigned problems

Order of evaluation problem

Compile-time checking versus runtime checking

Avoiding memory leaks

Debugging C++ programs

Tools to debug a C/C++ program

GDB overview

Examples of GDB

Setting breakpoints and inspection variable values

Function breakpoints, conditional breakpoints,  watchpoint, and the continue and finish commands

Logging gdb into a text file

Practical debugging strategies

Understanding static and dynamic analysis

Static analysis

Dynamic analysis

Exploring unit testing, TDD, and BDD

Unit testing

TDD

Example of TDD

Step 1 – writing a failing test

Step 2 – developing code to let the test pass

Step 3 – refactoring

BDD

Summary

Further reading

Exercises and questions

Graphical User Interface with Qt

Technical requirements

Understanding cross-platform GUI programming

Using C++ as Java

Qt's cross-platform model

Writing a simple application

Discovering Qt

Grasping signals and slots

Understanding Model/View programming

Using Qt widgets

Common Qt widgets

Composing widgets using layouts

Summary

Questions

Further reading

Section 3: C++ in the AI World

Using C++ in Machine Learning Tasks

Technical requirements

Introduction to AI

Computer vision

NLP

Knowledge reasoning

ML

Understanding ML

Designing an algorithm that learns

Categories of ML

Applications of ML

Neural networks

Clustering

Regression analysis

C++ and ML

Summary

Questions

Further reading

Implementing a Dialog-Based Search Engine

Technical requirements

Understanding the structure of a search engine

Providing a convenient user interface

Dealing with typos in queries

Crawling websites

Indexing documents

Tokenizing documents

Sorting the results

Building a recommendation engine

Using a knowledge graph

Implementing a dialog-based search engine

Implementing the query parser

Implementing the query processor

Summary

Questions

Further reading

Assessments

Chapter 1

Chapter 2

Chapter 3

Chapter 4

Chapter 5

Chapter 6

Chapter 7

Chapter 8

Chapter 9

Chapter 10

Chapter 11

Chapter 12

Chapter 13

Chapter 14

Chapter 15

Chapter 16

Other Books You May Enjoy

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Preface

This book will provide readers with details of C++ programs with regard to the C++17 and C++20 standards, and how they are compiled, linked, and executed. It will also cover how memory management works, what the best practices are as regards memory management problems, what classes are and how they are implemented, how a compiler optimizes code, and what the compiler's approach is in terms of supporting class inheritance, virtual functions, and templates.

The book will also tell readers how to apply memory management, object-oriented programming, concurrency, and design patterns to create world-ready production applications.

Readers will learn the inner details of efficient data structures and algorithms, and will understand how to measure and compare them to choose what fits best for a specific problem.

This book will help readers to incorporate system design skills with essential design patterns into C++ applications. 

By way of a bonus, the book also provides an introduction into the AI world, including machine learning basics using the C++ programming language. 

By the end of this book, readers should be confident enough to design and architect real-world, scalable C++ applications using efficient data structures and algorithms.

Who this book is for

C++ developers seeking to find details relating to the language and program structure, or who are trying to advance their expertise by digging into the essence of programs to design reusable, scalable architectures, will benefit from this book. Those developers who are intending to design efficient data structures and algorithms using the new features of C++17 and C++20 will also benefit.

What this book covers

Chapter 1, Introduction to Building C++ Applications, contains an introduction to the C++ world, its applications, and recent updates to the language standard. This chapter also includes a good overview of the topics covered by C++ and an introduction to the code compilation, linking, and execution phases.

Chapter 2, Low-Level Programming with C++, focuses on a discussion of C++ data types, arrays, pointers, and addressing and manipulation with pointers, along with low-level details of conditionals, loops, functions, function pointers, and structs. This chapter also includes an introduction to structures (structs). 

Chapter 3, Details of Object-Oriented Programming, dives into the structure of classes and objects, and how a compiler implements object lifetimes. By the end of this chapter, the reader will understand the implementation details of inheritance and virtual functions, as well as the essential inner details of OOP in C++.

Chapter 4, Understanding and Designing Templates, introduces C++ templates, examples of template functions, template classes, template specialization, and template meta-programming in general. Traits and meta-programming will incorporate the magic in C++ applications.

Chapter 5, Memory Management and Smart Pointers, dives into the details of memory sections, allocation, and management in general, including the use of smart pointers to avoid potential memory leaks.

Chapter 6, Digging into Data Structures and Algorithms in STL, introduces data structures and their STL implementation. This chapter also includes a comparison of data structures and a discussion of proper applications with real-world examples.

Chapter 7, Functional Programming, focuses on functional programming, which is a different programming paradigm, allowing readers to concentrate on the"functional"rather than the "physical"structure of the code. Mastering functional programming provides developers with a new skill that helps to offer even better solutions to problems.

Chapter 8, Concurrency and Multithreading, focuses on how to make your programs run faster by leveraging concurrency. When an efficient data structure with efficient algorithms hits the limits of program performance, concurrency comes to the rescue.

 

Chapter 9, Designing Concurrent Data Structures, focuses on leveraging data structures and concurrency to design lock-based and lock-free concurrent data structures.

Chapter 10, Designing World-Ready Applications, focuses on incorporating the knowledge acquired from previous chapters into designing robust real-world applications by using design patterns. This chapter also includes understanding and applying domain-driven design by designing an Amazon clone.

Chapter 11, Designing a Strategy Game Using Design Patterns, deals with incorporating the knowledge acquired from previous chapters into designing a strategy game by using design patterns and best practices.

Chapter 12, Networking and Security, introduces network programming in C++ and how to build a dropbox backend clone by leveraging network programming skills. This chapters also includes a discussion of how to ensure coding best practices.

Chapter 13, Debugging and Testing, focuses on debugging C++ applications and best practices to avoid bugs in code, applying static code analysis in order to reduce issues in the program, introduction, and application of test-driven development and behavior-driven development. This chapter also includes a discussion of the difference between behavior-driven development and TDD as well as use cases.

Chapter 14, Graphical User Interface with Qt, introduces the Qt library and its main components. This chapter also includes an understanding of the cross-platform nature of the Qt, continuing the dropbox example by building a simple desktop client.

Chapter 15, Using C++ in Machine Learning Tasks, deals with a brief introduction to the AI concepts and recent developments in the field. This chapter also includes an introduction to machine learning and tasks such as regression analysis and clustering, as well as how to build a simple neural network.

Chapter 16, Implementing a Dialog-Based Search Engine, deals with applying the knowledge of all previous chapters to design an efficient search engine described as dialog-based because it finds the right document by asking (and learning) the corresponding questions of the user.

To get the most out of this book

Basic C++ experience, including a familiarity with memory management, object-oriented programming, and basic data structures and algorithms, will be a big plus. If you have a yearning to learn how this complex program works under the hood, as well as a desire to understand the details of the programming concepts and best practices of C++ application design, then you should definitely proceed further with this book.

Software/hardware covered in the book

OS requirements

g++ compiler

Ubuntu Linux is a plus, but not a requirement

 

You will also need the Qt framework to be installed on your computer. Details are covered in the relevant chapter. 

At the time of writing this book, not all C++ compilers were supporting all the new C++20 features, consider using the latest version of your compiler in order to test out more features introduced in the chapter.

Download the example code files

You can download the example code files for this book from your account at www.packt.com. If you purchased this book elsewhere, you can visit www.packt.com/support and register to have the files emailed directly to you.

You can download the code files by following these steps:

Log in or register at

 

www.packt.com

.

Select the

 

SUPPORT

 

tab.

Click on

 

Code Downloads & Errata

.

Enter the name of the book in the

 

Search

 

box and follow the onscreen instructions.

Once the file is downloaded, please make sure that you unzip or extract the folder using the latest version of:

WinRAR/7-Zip for Windows

Zipeg/iZip/UnRarX for Mac

7-Zip/PeaZip for Linux

The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Expert-CPP. In case there's an update to the code, it will be updated on the existing GitHub repository.

We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Download the color images

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://static.packt-cdn.com/downloads/9781838552657_ColorImages.pdf

Get in touch

Feedback from our readers is always welcome.

General feedback: If you have questions about any aspect of this book, mention the book title in the subject of your message and email us at [email protected].

Errata: Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you have found a mistake in this book, we would be grateful if you would report this to us. Please visit www.packt.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details.

Piracy: If you come across any illegal copies of our works in any form on the internet, we would be grateful if you would provide us with the location address or website name. Please contact us at [email protected] with a link to the material.

If you are interested in becoming an author: If there is a topic that you have expertise in, and you are interested in either writing or contributing to a book, please visit authors.packtpub.com.

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For more information about Packt, please visit packt.com.

Section 1: Under the Hood of C++ Programming

In this section, the reader will learn the details of C++ program compilation and linking, and dive into the details of Object-Oriented Programming (OOP), templates, and memory management.

This section comprises the following chapters:

Chapter 1

,

Introduction to

 

Building C++ Applications

Chapter 2

,

Low-Level Programming with C++

Chapter 3

,

Details of Object-Oriented Programming

Chapter 4

,

Understanding and Designing Templates

Chapter 5,

Memory Management and Smart Pointers

Introduction to Building C++ Applications

Programming languages differ by their program execution model; the most common are interpreted and compiled languages. Compilers translate source code into machine code, which a computer can run without intermediary support systems. Interpreted language code, on the other hand, requires support systems, interpreters, and the virtual environment to work.

C++ is a compiled language, which makes programs run faster than their interpreted counterparts. While C++ programs should be compiled for each platform, interpreted programs can operate cross-platform.

We are going to discuss the details of a program-building process, starting with the phases of processing the source code – done by the compiler- and ending with the details of the executable file (the compiler's output). We will also learn why a program built for one platform won't run on another one.

The following topics will be covered in this chapter:

Introduction to C++

20

Details of the C++ preprocessor

Under the hood of the source code compilation

Understanding the linker and its functionality

The process of loading and running an executable file

Technical requirements

The g++ compiler with the option -std=c++2a is used to compile the examples throughout the chapter. You can find the source files used in this chapter at https://github.com/PacktPublishing/Expert-CPP .

Introduction to C++20

C++ has evolved over the years and now it has a brand-new version, C++20. Since C++11, the C++ standard has grown the language feature set tremendously. Let's look at notable features in the new C++20 standard.

Concepts

Concepts are a major feature in C++20 that provides a set of requirements for types. The basic idea behind concepts is the compile-time validation of template arguments. For example, to specify that the template argument must have a default constructor, we use the default_constructible concept in the following way:

template <

default_constructible

T>void make_T() { return T(); }

In the preceding code, we missed the typename keyword. Instead, we set a concept that describes the T parameter of the template function.

We can say that concepts are types that describe other types – meta-types, so to speak. They allow the compile-time validation of template parameters along with a function invocation based on type properties. We will discuss concepts in detail in Chapter 3, Details of Object-Oriented Programming, and Chapter 4, Understanding and Designing Templates.

More C++20 features

C++20 is a new big release of the C++ language. It contains many features that make the language more complex and flexible. Concepts, ranges, and coroutines are some of the many features that will be discussed throughout the book.

One of the most anticipated features is modules, which provide the ability to declare modules and export types and values within those modules. You can consider modules an improved version of header files with the now redundant include-guards. We'll cover C++20 modules in this chapter.

Besides notable features added in C++20, there is a list of other features that we will discuss throughout the book:

The spaceship operator:

operator<=>()

. The verbosity of operator overloading can now be controlled by leveraging 

operator<=>()

.

constexpr

conquers more and more space in the language. C++20 now has the 

consteval

function,

constexpr std::vector

and

std::string

, and many more.

Math constants, such as 

std::number::pi

and 

std::number::log2e

.

Major updates to the Thread library, including stop tokens and joining threads.

The iterator concepts.

Move-only views and other features.

To better understand some new features and also dive into the essence of the language, we will introduce the language's core starting from previous versions. This will help us to find better uses for new features compared to older ones, and will also help in supporting legacy C++ code. Let's now start by gaining an understanding of the C++ application building-process.

Building and running programs

You can use any text editor to write code, because, ultimately, code is just text. To write code, you are free to choose between simple text editors such as Vim, or an advanced integrated development environment (IDE)such as MS Visual Studio. The only difference between a love letter and source codeis that the latter might be interpreted by a special program called acompiler(whilethe love letter cannot be compiled into a program,itmight give you butterflies in your stomach).

To mark the difference between a plain text file and source code, a special file extension is used. C++ operates with the .cpp and .h extensions(youmay also occasionally encounter .cxx and .hpp as well). Before getting into the details, think of the compiler as a tool that translates the source code into a runnable program, known as an executable file or just an executable. The process of making an executable from the source code is called compilation. Compiling a C++ program is a sequence of complex tasks that results in machine code generation. Machine code is the native language of the computer— that's why it's called machine code. 

Typically, a C++ compiler parses and analyzes the source code, then generates intermediate code, optimizes it, and finally, generates machine code in a file calledan object file. You may have already encountered object files; they have individual extensions – .o in Linux and .obj in Windows. The created object file contains more than just machine code that can be run by the computer. Compilation usually involves several source files, and compiling each source file produces a separate object file. These object files are then linked together by a tool called the linker to form a single executable file. The linker uses additional information stored in object files to link them properly (linking will be discussed later in this chapter). 

The following diagram depicts the program-building phases:

The C++ application-building process consists of three major steps:preprocessing, compiling, and linking. All of these steps are done using different tools, but modern compilers encapsulate them in a single tool, thereby providing a single and more straightforward interfaceforprogrammers. 

The generated executable file persists on the hard drive of the computer. In order to run it, it should be copied to the main memory, the RAM. The copying is done by another tool, named the loader. The loader is a part of the operating system that knows what and where should be copied from the contents of the executable file. After loading the executable file to the main memory, the original executable file won't be deleted from the hard drive. 

The loading and running of a program is done by the operating system (OS). The OS manages the execution of the program, prioritizes it over other programs, unloads it when it's done, and so on. The running copy of the program is called aprocess. A process is an instance of an executable file.

Header files

The most common use of the preprocessor is the #include directive, intended to include header files in the source code. Header files contain definitions for functions, classes, and so on:

// file: main.cpp #include <iostream> #include "rect.h"

int main() { Rect r(3.1, 4.05) std::cout << r.get_area() << std::endl;}

Let's suppose the header file rect.h is defined as follows: 

// file: rect.h

struct Rect {private: double side1_; double side2_;public: Rect(double s1, double s2); const double get_area() const;};

The implementation is contained in rect.cpp:

// file: rect.cpp#include "rect.h"Rect::Rect(double s1, double s2) : side1_(s1), side2_(s2){}const double Rect::get_area() const { return side1_ * side2_;}

After the preprocessor examines main.cpp and rect.cpp, it replaces the #include directives with corresponding contents of iostream and rect.hfor main.cpp andrect.h for rect.cpp. C++17 introduces the __has_include preprocessor constant expression. __has_include evaluates to 1 if the file with the specified name is found and 0 if not:

#if __has_include("custom_io_stream.h")

#include "custom_io_stream.h"#else#include <iostream>#endif

When declaring header files, it's strongly advised to use so-called include-guards (#ifndef, #define, #endif) to avoid double declaration errors. We are going to introduce the technique shortly. Those are, again, preprocessor directives that allow us to avoid the following scenario: type Square is defined in square.h, which includes rect.h in order to derive Square from Rect:

// file: square.h#include "rect.h"struct Square : Rect { Square(double s);};

Including both square.h and rect.h in main.cpp leads to including rect.h twice: 

// file: main.cpp

#include <iostream> #include "rect.h" #include "square.h"/* preprocessor replaces the following with the contents of square.h*/// code omitted for brevity

After preprocessing, the compiler will receive main.cpp in the following form: 

// contents of the iostream file omitted for brevity

struct Rect { // code omitted for brevity};struct Rect { // code omitted for brevity};struct Square : Rect { // code omitted for brevity};int main() { // code omitted for brevity}

The compiler will then produce an error because it encounters two declarations of type Rect. A header file should be guarded against multiple inclusions by using include-guards in the following way:

#ifndef RECT_H

#define RECT_H

struct Rect { ... }; // code omitted for brevity

#endif // RECT_H

When the preprocessor meets the header for the first time, RECT_H is not defined and everything between #ifndef and #endif will be processed accordingly, including the RECT_H definition. The second time the preprocessor includes the same header file in the same source file, it will omit the contents because RECT_H has already been defined.  

These include-guards are part of directives that control the compilation of parts of the source file. All of the conditional compilation directives are #if, #ifdef, #ifndef, #else, #elif, and #endif.

Conditional compilation is useful in many cases; one of them is logging function calls in so-called debug mode. Before releasing the program, it is advised to debug your program and test against logical flaws. You might want to see what happens in the code after invoking a certain function, for example:

void foo() {

log("foo() called");

// do some useful job}void start() {

log("start() called");

foo(); // do some useful job}

Each function calls the log() function, which is implemented as follows:

void log(const std::string& msg) {

#if DEBUG

std::cout << msg << std::endl;

#endif

}

The log() function will print the msg if DEBUG is defined. If you compile the project enabling DEBUG (using compiler flags, such as -D in g++), then the log() function will print the string passed to it; otherwise, it will do nothing.

Using modules in C++20

Modules fix header files with annoying include-guard issues. We can now get rid of preprocessor macros. Modules incorporate two keywords, import and export. To use a module, we import it. To declare a module with its exported properties, we use export. Before listing the benefits of using modules, let's look at a simple usage example. The following code declares a module:

export module

test;

export

int twice(int a) { return a * a; }

The first line declares the module named test. Next, we declared the twice() function and set it to export. This means that we can have functions and other entities that are not exported, thus, they will be private outside of the module. By exporting an entity, we set it public to module users. To use module, we import it as done in the following code:

import test;

int main(){

twice(21);

}

Modules are a long-awaited feature of C++ that provides better performance in terms of compilation and maintenance. The following features make modules better in the competition with regular header files:

A module is imported only once, similar to precompiled headers supported by custom language implementations. This reduces the compile time drastically. Non-exported entities have no effect on the translation unit that imports the module. 

Modules allow expressing the logical structure of code by allowing you to select which units should be exported and which should not. Modules can be bundled together into bigger modules.

Getting rid of workarounds such as include-guards, described earlier. We can import modules in any order. There are no more concerns for macro redefinitions.

Modules can be used together with header files. We can both import and include headers in the same file, as demonstrated in the following example:

import <iostream>;

#include <vector>

int main(){ std::vector<int> vec{1, 2, 3}; for (int elem : vec) std::cout << elem;}

When creating modules, you are free to export entities in the interface file of the module and move the implementations to other files. The logic is the same as in managing .h and .cpp files. 

Understanding Compiling

The C++ compilation process consists of several phases. Some of the phases are intended to analyze the source code, and others generate and optimize the target machine code. The following diagram shows the phases of compilation:

Let's look at each of these phases in detail.

Intermediate code generation

After all the analysis is completed, the compiler generates intermediate code that is a light version of C++ mostly C. A simple example would be the following:

class A { public:

int get_member() { return mem_; }

private: int mem_; };

After analyzing the code, intermediate code will be generated (this is an abstract example meant to show the idea of the intermediate code generation; compilers may differ in implementation): 

struct A {

int mem_; };int A_get_member(A* this) { return this->mem_; }

Platforms and object files

The abstract output that we just saw is somewhat similar to the actual object file structure that the compiler produces after the compilation of a unit. The structure of an object file depends on the platform; for example, in Linux, it is represented in ELF format (ELF stands for Executable and Linkable Format). A platform is an environment in which a program is executed. In this context, by platform, we mean the combination of the computer architecture (more specifically, the instruction set architecture) and operating system. Hardware and operating systems are designed and created by different teams and companies. Each of them has different solutions to design problems, which leads to major differences between platforms. Platforms differ in many ways, and those differences are projected onto the executable file format and structure as well. For example, the executable file format in Windows systems is Portable Executable (PE), which has a different structure, number, and sequence of sections than the ELF format in Linux. 

An object file is divided into sections. Most important for us are the code sections (marked as .text) and the data section (.data). The .text section holds the program instructions and the .data section holds the data used by instructions. Data itself may be split into several sections, such as initialized, uninitialized, and read-only data.

An important part of the object files in addition to the .text and .data sections is the symbol table. The symbol table stores the mappings of strings (symbols) to locations in the object file. In the preceding example, the compiler-generated output had two portions, the second portion of which was marked as information:, which holds the names of the functions used in the code and their relative addresses. This information: is the abstract version of the actual symbol table of the object file. The symbol table holds both symbols defined in the code and symbols used in the code that need to be resolved. This information is then used by the linker in order to link the object files together to form the final executable file.

Summary

In this chapter, we touched on a few of the many new features of C++20 and are now ready to dive deeper into the language. We discussed the process of building a C++ application and its compilation phases. This includes analyzing the code to detect syntactical and grammatical errors, generating intermediate code to make optimizations, and finally, generating the object file that will be linked together with other generated object files to form the final executable file.

In the next chapter, we will learn about C++ data types, arrays, and pointers. We will also gain an understanding of what pointers are and look at low-level details of conditionals. 

Questions

What is the difference between a compiler and an interpreter?

List the program compilation phases.

What does the preprocessor do

?

What are the tasks of the linker?

What is the difference between statically and dynamically linked libraries?

Further reading

For more information, refer to Advanced C and C++ Compiling at https://www.amazon.com/Advanced-C-Compiling-Milan-Stevanovic/dp/1430266678/

LLVM Essentials, https://www.packtpub.com/application-development/llvm-essentials

Low-Level Programming with C++