CPSC 427: Object-Oriented Programming

Michael J. Fischer

Lecture 2
September 2, 2016

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Tasks for this week

 

C++ Overview

Why did C need a ++?

Chapter 2 of Exploring C++

1.
C was designed and constructed a long time ago (1971) as a language for writing Unix.
2.
The importance of data modeling was very poorly understood at that time.
3.
Data types were real, integer, character, and array, of various sizes and precisions.
4.
It was important for C to be powerful and flexible but not to have clean semantics.
5.
Nobody talked about portability and code re-use.

Today, we demand much more from a language.

C++ was Designed for Modeling Design goals for C++ (Bjarne Stroustrup)

1.
Provide classes (replacing structs) as a means to model data.
2.
Let a class encapsulate data, so that its implementation is hidden from a client program.
3.
Permit a C++ program to link to libraries from other languages, especially FORTRAN.
4.
Produce executable code that is as fast as C, unless run-time binding is necessary.
5.
Be fully compatible with C, so that C programs could be compiled under a C++ compiler and still work properly.

General properties of C++

C++ Extends C

Some Extensions in C++

Building a Project

What is a project?

A project is a collection of source files (or implementation files or .cpp files) that can be processed by the system to produce a runnable piece of code called an application (or program or executable or command).

An application is assembled from several compilation modules (or object files or .o files).

Some modules are produced as part of the project. Others come from libraries (.a or .so files) that contain compiled code written by others and provided by the system for your use.

Whatever the origin of the modules, they must be joined together during final assembly to produce the runnable application. This step of the process is called linking.

C++ compilation model

The C++ compiler takes as input an implementation (.cpp) file and some number of header (.hpp) files. It compiles the .cpp file to produce the corresponding .o object file.

A project generally has several .cpp files. In the traditional separate compilation model, each is compiled separately to produce a corresponding .o file. Then the .o files and necessary libaries are linked together to produce the executable.

The C++ programmer must clearly distinguish between compilation and linking, especially when interpreting error comments from the build process.

Header files

Modules generally refer to classes, data and functions provided by other modules. To compile such a module, the compiler needs some knowledge of those other entities. While one might assume the compiler could figure out on its own what is in its own libraries, that is not the case. The mechanism for supplying that information is the header file (or .hpp or .h file).1

Header files for system modules are often found in the /usr/include directory, but they can be put anywhere as long as the compiler is told where to look for them.

What’s in a header file?

Header (.hpp) files contain declarations that are needed in order to compile both the corresponding .cpp file and also any other .cpp files that refer to this module.

Because the same declarations are needed by several different .cpp files, they are placed in a separate header file and included during compilation as needed.

This avoids unnecessary duplication of the declarations and makes the code more maintainable.

What’s in an implementation file?

Implementation (.cpp) files contain definitions of functions and constants that comprise the actual runnable code.

Each compiled definition must appear in exactly one object file. If it appears in more than one, the linker will generate a multiply-defined error.

For this reason, definitions are never put in header files.2

Compiling in linux

The command for compiling in linux is g++, the GNU implementation of C++. g++ is a very powerful tool and requires many man pages to describe.

When used with the -c switch, g++ compiles a .cpp file to produce a single .o file.

Linking

When used without the -c switch, g++ calls the linker ld to build an executable.

In both cases, the linker completes the linking task by searching libraries for any missing (unresolved) functions and variables and linking them into the final output.

System libraries

System libraries are often found in directories /lib, /lib64, /usr/lib, or /usr/lib64, but they can be placed anywhere as long as the linker is told where to find them.

The linker knows where to find the standard system libraries, and it searches the basic libraries automatically. Many other libraries are not searched unless specifically requested by the -L and -l linker flags.

One-line compilation

Often all that is required to compile your code is the single command

   g++ -o myapp -O1 -g -Wall -std=c++14 *.cpp

The switches have the following meanings:

The job of the project manager

As we’ve seen, a project consists of many different files. Keeping track of them and remembering which files and switches to put on the command line can be a major chore.

Project maintenance tools such as make and Integrated Development Environments (IDEs) are used to aid in this task.

Command line development tools

At the very least, you should become familiar with the basic tools for maintaining and building projects:

clang++ is a newer alternative to g++. There are indications that it produces slightly better error messages and slightly better code than g++, but both compilers are very good and are suitable for use in this course. (The MacIntosh Xcode development system now defaults to clang++.)

Parts of a simple project

Object files are built from implementation files and header files.

The executable is built from object files.

The Makefile describes how.

Dependencies

Whenever a source file is changed, the object files and executables that are directly or indirectly produced from it become out of date and must be rebuilt. Those files are called dependencies of the source file.

make uses dependency information stored in Makefile to avoid rebuilding files that have not changed since the last build. It only recompiles and/or relinks those files that are older than a file that they depend on.

make uses file modification dates for this purpose, so if those dates are off, make might fail to rebuild a file that is actually out of date.

A sample Makefile

#-----------------------------------------------------------  
# Macro definitions  
CXXFLAGS = -O1 -g -Wall -std=c++14  
OBJ = main.o tools.o  
TARGET = myapp  
#-----------------------------------------------------------  
# Rules  
all: $(TARGET)  
$(TARGET): $(OBJ)  
        $(CXX) -o $@ $(OBJ)  
clean:  
        rm -f $(OBJ) $(TARGET)  
#-----------------------------------------------------------  
# Dependencies  
main.o: main.cpp tools.hpp  
tools.o: tools.cpp tools.hpp

Parts of a Makefile

A Makefile has three parts:

1.
Macro definitions.
2.
Rules.
3.
Dependencies.

Syntax peculiarities:

Macros

CXXFLAGS = -O1 -g -Wall -std=c++14  
OBJ = main.o tools.o  
TARGET = myapp

Macros are named strings.

Rules

all: $(TARGET)  
$(TARGET): $(OBJ)  
        $(CXX) -o $@ $(OBJ)  
clean:  
        rm -f $(OBJ) $(TARGET)

Rules tell how to build product files.

1.
To build all, first build everything listed in TARGET.
2.
To build TARGET, first build the .o files in OBJ. Then call the linker to create TARGET from the files in OBJ.
3.
To build clean, generated files, delete everything in OBJ and TARGET.

Rules

all: $(TARGET)  
$(TARGET): $(OBJ)  
        $(CXX) -o $@ $(OBJ)  
clean:  
        rm -f $(OBJ) $(TARGET)

Notes:

Dependencies

main.o: main.cpp tools.hpp  
tools.o: tools.cpp tools.hpp

Dependencies are a kind of degenerate rule.

But those dependencies are source files, so there is nothing to build. And where is the rule to build main.o?

What make does is compare the file modification dates on the target and on the dependencies in order to know if the target needs to be rebuilt.

Implicit rules

To build a target such as main.o for which there is no explicit rule, make uses an implicit rule that knows how to build any .o file from the corresponding .cpp file. In this case, the implicit rule invokes the $(CXX) compiler to produce output main.o. The compiler is called with the switches listed in $(CXXFLAGS).

Integrated Development Environments

Graphical development tools: IDEs Integrated Development Environments provide graphical tools to aid the programmer in many common tasks:

Recommended IDE’s

Eclipse/CDT is a powerful, well-supported IDE that runs on many different platforms. Xcode is an Apple-proprietary IDE that only runs on Macs. Mac users may prefer it for its greater stability and even more features. I recommend either of these for serious C++ code development.

Geany is a lightweight IDE. It starts up much faster and is much more transparent in what it does. It should be more than adequate for this course.

Both Eclipse and Geany are installed on the Zoo, ready for your use.

The early part of this course can be perfectly well done in Emacs, so you don’t have to learn Eclipse or Geany in order to get started.

Integrated Development Environment (e.g., Eclipse)

Advantages

Integrated Development Environment (e.g., Eclipse)

Disadvantages

Integrated Development Environment

If you use an IDE, before submitting your assignment, you should:

1.
Copy your source code and test data files from the IDE to a separate submit directory on the Zoo.
2.
Create a Makefile to build your project.
3.
Test that everything works. Type make to make sure the project builds. Then run the resulting executable on your test suite to make sure it still does what you expect.

Submission Instructions

Submitting your assignments Regardless of how you prepared your code, you should follow these instructions when you submit your assignment.

1.
Type make in your Zoo submission directory to make sure your program builds and runs correctly.
2.
Cut and past the output from your test runs into output files.
3.
Create a notes file that describes the submitted files.
4.
zip or gzip and tar the entire directory into a compressed archive file. The name should be of the form ps1-netid123.zip or ps1-netid123.tar.gz, where you replace “ps1” with the current assignment number and “netid123” with your own net id.
5.
Submit the archive file using classes*v2.