This is the C++ language feature that allows multiple functions to have the same name. Having multiple functions with the same name was not possible in C. The compiler is able to choose the right function by checking its parameters:
int f(int) { printf("This is f(int)\n"); } int f(char *) { printf("This is f(char *)\n"); } int test() { f(1); // This is f(int) f("test"); // This is f(char *) }
The way it works is that the compiler mangles function names. Mangling means that the function parameters type gets encoded in the exported function name. How a compiler mangles a function name is not specified by the standard. Hence this is one of the reasons why it is not possible to use an object file generated with compiler X with compiler Y. Most tools manipulating C++ object files (like nm) perform the reverse operation: demangling. That is extracting the function signature (including the parameters) from the exported C++ mangled function name.
ODR is the One Definition Rule. This is the rule that stipulates that a name (a function, a class or global variable and much more other types) must be defined not more than once in the same program. The compiler will emit an error if a name is defined more than once in the same translation unit (TU) or if the name is defined more than once but in differents TUs, it is the linker that will catch the error and it will emit a duplicate symbol error.
The ODR is the reason why header files guards are used (#ifndef XXX #define XXX #endif). If a header file was not protected by guards and included more than once in a TU, the ODR would be violated.
All C++ programmers have a formal knowledge of the ODR or at least an intuition of its details learned by experience but this rule gets very interesting when you start to study the exceptions to it. Studying these things makes you more appreciate the complexity of the C++ language.
For instance, there are the inline functions. Usually, when we think about inline functions, we consider them as fancy macros with strong type checks. However the inline keyword can be considered only as a hint given to the compiler and the compiler is free to completely ignore the inline specifier. If it does ignore it, it will generate a regular function and export it from the resulting object file. If the inline functions are defined in many TUs and linked together then according to the ODR, this would be an error but inline functions are exempted from the ODR and the linker only keeps one copy of the inline functions defined multiple times. I would be very eager to figure out how the linker knows that a given function is exempted from the ODR because as you will see next, there are no apparent hints to this effect.
The next exception to the ODR is the C++ compiler generated functions for a class. Those functions include the copy constructor and the assignment operator. The C++ standard says that these functions are always implicitly declared if not explicitly done by the user but implicitly defined only if they are used. They will also be considered as inline hence also exempted from the ODR. Another property of the generated functions is that they are classified as trivial or non-trivial. Essentially, a trivial copy constructor simply means that the class looks more like a C POD (Plain Old Data) structure than a class and the compiler can use the same C compiler technique to perform the deep copy (probably something like a memcpy). Otherwise, it will need to create a real constructor function. Here is a simple example to demonstrate these notions:
C.h: class C { public: C() : a(0), b(0), c(0), d(0), e(0) {} // virtual ~C() {} private: int a; int b; int c; int d; int e; }; f.cpp: #include "C.h" C f() { C a; C b = a; return b; } g.cpp: #include "C.h" C g() { C a; C b = a; return b; } main.cpp: #include "C.h" C f(); C g(); int main(int argc, char *argv[]) { f(); g(); return 0; } g++ -c f.cpp nm -a -C f.o 00000000 t 00000000 d 00000000 b 00000000 t 00000000 n 00000000 n 00000000 a f.cpp 00000000 T f() 00000000 W C::C()
No sign of the copy constructor. I am guessing that the compiler make the copy constructor inline because it is trivial. I am adding a virtual destructor to make the copy constructor non-trivial:
00000000 T f() U operator delete(void*) 00000000 W C::C(C const&) 00000000 W C::C() 00000000 W C::~C() 00000000 W C::~C() 00000000 V typeinfo for C 00000000 V typeinfo name for C 00000000 V vtable for C U vtable for __cxxabiv1::__class_type_info
Now g.o and f.o have a copy of C copy constructor and the linker will link fine and only one copy of the function will find its way in the final executable file because the implicitly defined copy constructor is inline.
I was expecting:
int main( int argc, char *argv[] ) { unsigned char m = 32; register unsigned mask = (1<<m); std::cout << std::hex << mask << '\n'; return 0; }
to print 0 but instead this program compiled with g++ (and VC++.NET2003 too) prints 1!
If I change (1<<m) by (1<<32) or if change the program for:
int main( int argc, char *argv[] ) { unsigned char m = 31; register unsigned mask = (1<<m)<<1; std::cout << std::hex << mask << '\n'; return 0; }
it gives me the expected 0.
In the C++ standard document, section 5.8. It is written
"The behavior is undefined if the right operand is negative, or greater than or equal to the length in bits of the promoted left operand."
The root for this behavior probably originates from C and the safe way to perform a bit shift when the number of bits to shift may exceed the length of the left operand is to implement the shift operation in a function:
Example, almost but not universally portable:
#include <climits> unsigned int safe_uint_shift(unsigned int value, unsigned int bits) { if( bits > (CHAR_BIT*std::sizeof(unsigned int) ) { return 0; } else { return value << bits; } }
Put it in a header and make it inline if you like.
This solution has been proposed by Jack Klein.
The other way that I have used is to promote the left operand to an integer type having enough bits:
register unsigned mask = (static_cast<unsigned long long>(1)<<m)<<1;
Suppose we have
class A { private: class B { }; };
and we would like to define operator<< for class B. I had this situation yesterday and it took me few tries to make it work. I first tried:
class A { ... }; std::ostream operator<<( ostream &, const A::B & );
It did not work because the compiler complained that B was private. My second attempt:
class A { private: class B { }; static std::ostream &operator<<( ostream &, const B & ); };
I was getting closer to the solution but this was still not quite right. Apparently, you do not have the right to declare operator<< as a static member of another class or as soon as an operator is defined as a class member, automatically, the compiler expect the left operand to be of this class type.
Then I tried this:
class A { private: class B { }; friend std::ostream &operator<<( ostream &, const B & ); }; std::ostream &operator<<( ostream &o, const A::B &b ) { }
This time, I am not sure why but the linker now was complaining about duplicate symbols for my operator<< function. Not sure if it is the code that has a problem. It looks good to me. I suspect that maybe it is parameter type mangling problem and the compiler does not recognize 'const B &' as the same as 'const A::B &' but anyhow, I did not pursue the investigation I have finally made the code work like this:
class A { private: class B { }; friend std::ostream &operator<<( ostream &o, const B &b ) { } };
AAC is a new audio codec standardized to supersede the MP3 codec. When I hear about new technologies, I am always a little skeptic since I have long understood that newer technology is too often not synonym with better technology. However, at the company that I am working for, StreamTheWorld, we have developed the first system that stream AAC through Flash players. On StreamTheWorld website, there is a demo where the player connects to one MP3 stream and to one AAC stream with the same bitrate of 48 kbps. Both streams contain the same song and the demo consists of slider that allows you to switch between the AAC version and the MP3 version. You must absolutely check the demo! (PS: Make sure that you have the latest Adobe Flash player installed as AAC playback as being added only in the latest release which is 9.0.115) The difference is so convincing that you will probably want to start converting all your music to AAC!
One note about AAC, is that there exist many versions of AAC. I am listing them in the order that they have been released:
All versions provide improvements over the previous versions and also provide backward compatibility. That is you could listen an AACPlus v2 stream with an MPEG2 AAC decoder. However, the additional information contained for AACPlus v2 will be discarded and the resulting audio will only be as good as an MPEG2 AAC audio stream can be. Players supporting AACPlus v2 includes:
iTunes support AAC but not AACPlus v2. Sony with its PS3 and Nintendo with the Wii gaming console have made AAC their official audio codec but I do not know which version they are supporting.
I want you to find in this blog informations about C++ programming that I had a hard time to find in the first place on the web.
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