what is difference between cdev_alloc and cdev_init - linux-device-driver

I'm creating a character device. I found two way to initialize char device
cdev_alloc
and
cdev_init
According to book, if i'm embedding struct cdev in my device struct then i should use cdev_init
Can any one tell me that what are difference between them?

you can use either:
struct cdev my_cdev;
in this case you don't need to call cdev_alloc because memory is already allocated. Instead you must call cdev_init(&my_cdev, &fops).
and then my_cdev.owner = THIS_MODULE;
OR
you can use:
struct cdev *my_cdev_p;
in this case you must call cdev_alloc() to allocate memory.
Then, you have to initialize my_cdev_p->ops=&fops; and my_cdev_p->owner = THIS_MODULE;. Never use cdev_init() in this case!
Note that the 2 above methods don't belong to the old mechanism.

According to linux device drivers 3rd edition .
cdev_alloc() is a older mechanism .this is used for getting cdev structure at runtime of your character driver module .then you have to manually assign operation to ops variable to cdev structure .However cdev_init is the new mechanism in this we have to pass cdev structure variable (or already initialized cdev structure pointer) and file operation variable,for information go here
http://lwn.net/Kernel/LDD3/
chapter 3

According to LDD3 for using cdev_init cdev should be initialized and shouldn't be NULL, so either use struct cdev dev as suggested by kripanand or if using struct cdev *dev then allocate dev memory using kzalloc, if using kmalloc memset would be required. This is wat cdev_alloc does.
I've now replaced cdev_alloc in my code as
//vcar->dev=cdev_alloc;
vcar->dev=kzalloc(sizeof(struct cdev),GFP_KERNEL);

Related

#State autogenerated underscore-prefixed member variable

I noticed via an Xcode autocompletion suggestion that #State seems to not only autogenerate a $-prefixed member for accessing the corresponding Binding (as is commonly known), but also a _-prefixed member, seemingly exposing the actual State wrapper.
This makes me wonder, what's the use case for it, and where is it mentioned in the docs?
I found out it's actually due to how Swift (rather than SwiftUI) compiles propertyWrappers under the hood.
From the official swift docs (under propertyWrapper):
The compiler synthesizes storage for the instance of the wrapper type by prefixing the name of the wrapped property with an underscore (_)—for example, the wrapper for someProperty is stored as _someProperty. The synthesized storage for the wrapper has an access control level of private.
Here's what's happening each time you use a propertyWrapper:
(From better programming)
As to its practical application in the context of SwiftUI, you can use it to initialize the #State variable, as described in this SO answer or this blog post.

Class vs. Struct in Swift (copying)

I am trying to understand the concept of why struct vs. class have difference results. Why is the result the same here but different on structs:
import UIKit
class Message {
var internalText: String = "This is some text"
}
// create new instance
var firstMessage = Message()
//if I assign, its a reference to the original instance
var secondMessage = firstMessage
secondMessage.internalText += " with some more text added on."
//print both
print(firstMessage.internalText)
print(secondMessage.internalText)
output:
This is some text with some more text added on.
This is some text with some more text added on.
Now if you change the above from declaration from "class" to "struct"
struct Message {
var internalText: String = "This is some text"
}
...
output becomes:
This is some text
This is some text with some more text added on.
Why in the class declaration does it change the firstMessage object. Are they the same objects? Is this a rule that if I assign a new object from the old object? Then I would have to declare secondMessage = Message() to make it a new instance.
Thanks in advance.
In Swift, classes are reference types, whereas structs are value types. Value types are copied on variable assignment, whereas reference types are not.
More explanation
The system stores instantiated classes and structs into the memory. There are two main sections of the memory involved in the storage of data, the stack, and the heap. The stack contains the local variables introduced in the current method or function, and the heap is used as a kinda external memory, storing larger values. The program can only access variables stored in the stack, so a reference to the value in the heap should be held in the stack.
When you instantiate a class object by using something like Message(), a free space is reserved in your memory's heap and a reference to it is held in the stack. When you assign the same variable to a new one, the reference is copied and both variables will refer to the same bytes in the heap, so changing one changes another too.
When using structs, all the space is being reserved on the stack and there is no such thing as a pointer or reference, so when assigning to a new variable, all the data gets copied (in fact, the system is smart enough to only copy the necessary values which are being changed).
You can see a nice tutorial covering these subjects here.
Why in the class declaration does it change the firstMessage object. Are they the same objects?
The example you gave is a really nice one because it succinctly illustrates the difference between class and struct, and you came about this close -> <- to answering your own question, even if you didn't realize it. As the other answers have explained, class creates a reference type, which means that when you assign an instance of a class to a variable, that variable gets a reference to the object, not a copy of it. You said so yourself:
//if I assign, its a reference to the original instance
var secondMessage = firstMessage
In your example, firstMessage and secondMessage are really references to the one object that you created. This kind of thing is done all the time in object oriented languages because it's often important to know that you're dealing with a specific object and not a copy, especially if you might want to make changes to that object. But that also brings danger: if your code can get a reference to an object and change it, so can some other code in the program. Shared objects that can be changed create all kinds of headaches when you start writing multithreaded code. When you added text to secondMessage, firstMessage also changed because both variables refer to the same object.
Changing the declaration of Message to struct makes it a value type, where assignment (for example) creates a new copy of the object in question instead of a new reference to the same object. When you added text to secondMessage after changing Message to a struct, the assignment secondMessage = firstMessage created a copy of firstMessage, and you only changed that copy.
Is this a rule that if I assign a new object from the old object?
Whether your assignment creates a copy of the object or a reference to it depends, as you've shown, on whether the thing being assigned has reference semantics (class) or value semantics (struct). So you need to be aware of the difference, but most of the time you don't need to think too hard about it. If you're dealing with an object where you don't care about the object's identity and are mainly concerned with its contents (like a number, string, or array), expect that to be a struct. If you care about which object you're dealing with, like the front window or the current document, that'll be a class.
Then I would have to declare secondMessage = Message() to make it a new instance.
Right -- if Message is a class, assigning one to a new variable or passing it into a method won't create a new one. So again, are you more likely to care about which message you're dealing with, or what is in the message?
Simple answer: Classes are reference types Structs are value types.
In the class, firstMessage is set to Message() which is an instance of the whole class Message. So when secondMessage gets set to equal firstMessage, secondMessage Doesn’t make a new class again, it just makes a note of where firstMessage is at and they both can now operate it. But because they both in the same location, the internalText will be the same for both.
While with the struct, since they are value types, secondMessage copies all the values from firstMessage and creates its own independent object of type Message.
Classes are reference types, meaning that the firstMessage and secondMessage variables you defined in your first snippet stores only a reference to the class instance you created. Imagine your object is located somewhere in your memory heap with an id (for example, id0001), then both firstMessage and secondMessage stores only the id, which is id0001, so they both refer to the same object in memory.
On the other hand, structs are value types, meaning that the struct variables store unique objects directly; unlike reference types, no sharing is going on. So when you are assigning a new struct variable to a previous struct variable, the object gets copied, and the two variables store two unique objects with different memory addresses (IDs).
For more information, check out the official doc on classes and structs.
Let us understand the same concept with an example,
Suppose you have a google sheet in which you are adding some text and at a time you share that sheet to some other person for editing or deleting purpose. So when the other person do any changes you can see at a time. This concept is followed in class.
Moreover, classes are reference types because here you are passing a reference(sheet).
However, you have downloaded that google sheet and send its copy to another person so at that time you are not able to see the changes until and unless the person sends back the sheet. And this is the same concept followed in struct. A struct is value type because we are passing a copy(downloaded sheet).
We can inherit class but cannot inherit struct
Think of structs as a Microsoft Excel file. You create a copy and send it to me. When I change my copy, your copy doesn't get changed.
Classes on the other hand are more like Google Sheets. When I make changes to the file you shared with me, you can see the changes.
Instances of structs make copies and have different places in memory
Instances of classes point to the same place in memory

Can somebody explain memory allocation for constant defined in struct vs enum?

As we know struct and enum both are value type. We can define constants Like:
struct Foo {
static let constant = "SomeConstant"
}
print(Foo.constant)
enum Foo: String {
case constant = "SomeConstant"
}
print(Foo.constant.rawValue)
Which one would make sense based on comparison of memory allocation at runtime ?
Since both seems to be type-properties for me, will they remain forever in stack memory till app is alive.
The Swift language doesn't have an official standard to refer to in cases like this. The memory layouts of these two pieces of code are implementation-defined, by the Apple Swift compiler, which is the de-facto standard for the language.
You can look at the emitted SIL or machine code, however, any observations you make are consequences of current implementation details, which are subject to change.
All that is to say: there's no reason why the compiler should handle these differently, but you can't rely on that to not change in the future.

Best Practices: description vs debugDescription

Headline: description called by super.init()
This is a new take on an old question. As a primarily Swift programmer I tend to not use NSObject for class definitions because of the residual side effects of Objective-C. Like if I have a read-only property called length and I then want to create a setter function called setLength, I get warnings about it conflicting with a similar definition from Objective-C. I just discovered the set(var){} setter. If I subclass a Cacoa class like UIDocument, etc. that inherit from NSObject, I have to live with these side effects.
I have a class that uses two other classes in the property definitions, none of them NSObjects. This class has a description computed variable that uses the description computed variables for the other two classes in its composition. All three classes need to conform to the CustomStringConvertable protocol. Ok, everything is good.
At some point this class got upgraded to being a UIDocument and the CustomStringConvertable became redundant and was removed. Everything still works.
Here is what I found out today. I wanted to break at a point in the program where it was printing one of the two properties and as a convenience I set the break point in the description variable for that class, thinking that it should only be called at the point I am interested in, where it is printed out. What I discovered is that the description variable gets called during all the super.init() of the UIDocument sub-class! And there were a few of them. I think composing strings as being relatively expensive but didn't care because they were only used in debug, but with them being called and who knows how they are used in super.init(), I need to change this.
I checked another UIDocument class in the same program that has 200 files associated with it and it is also calling description in super.init().
Does anyone have any input on the Best Practices for using description vs debugDescription?
I'm going to answer my own question as a matter of documentation.
I switched the UIDocuments subclasses to define and use debugDescription. I am debugging some code that loads all the files and does some manipulation and I was able to reduce the load time from 9.8 seconds to 6.8 seconds.
I also went through all the places where the Swift 3 conversion added String(describing:) to the program and found I could change a lot of them to using debugDescription and eliminate the String(describing:) wrapper.
I think the best practice is to only define and use debugDescription and for my non-NSObjects change conformance from CustomStringConvertable to CustomDebugStringConvertable.

What are struct “wrapper types”?

In the Swift.org migration guide under the SDK section reference is made to struct “wrapper types”, I have a number of questions related to them.
In Swift 3, many of Foundation’s “stringly-typed” APIs have been
changed to use struct “wrapper types”, such as the new
Notification.Name type. Since, it’s common for notification names and
other string constants to be declared globally or as static members,
the best way to take advantage of these new types is usually to
construct the wrapper at the point of declaration:
What are these, are they a wrapper function? As described by wikipedia or are they an implementation of the Adapter Pattern
What are the benefits of using a struct “wrapper type”?