Function name scoping in c - iphone

How does function name scoping work across multiple C files?
I'm porting a standard gnu toolchain project to iPhone OS, and using Xcode to do it.
The code builds through make, but not through xcode. when building through xcode, the linker complains that the same symbol (function) is defined in two objects. the code has two distinct source files that #include a common file between them. While... odd (to me at least), it seems to work for the standard toolchain. any ideas if this is something that's somehow handled differently through a standard makefile?

All functions not marked static have global scope (they are dumped in a single namespace). Functions marked static are limited to the translation unit they are defined in.
You have a One Definition Rule violation.
One of your headers probably has a definition for a variable. E.g: in common.h you have
int foo = 42;
change it to:
extern int foo; // a declaration
and then create a common.c file where you put a definition:
int foo = 42;

In C, if I remember correctly, static function names are local to the source file in which they are defined, but all other function names exist in a global namespace. So if you have file1.c with
void fn1() {}
static void fn2() {}
and file2.c with
void fn1() {}
static void fn2() {}
and you tried to compile them with something like
cc file1.c file2.c
then you would get a name conflict between the fn1 in file1.c and the fn1 in file2.c, but not between the two fn2 functions (because they're static). (Of course, you'd get a bunch of other errors too because this program doesn't do anything, but those aren't relevant to scoping.)

If it compiles without errors from the Makefile, but not from your XCode project, it is most likely because the compiler's options are being set differently in the two environments. Check the Makefile to see what options are passed to 'gcc'. In particular, it's possible that the duplicate definitions are conditionally-compiled with #ifdef, and you may need to add some preprocessor definitions to your XCode project's settings.

My guess is that the common header defines an inline function that is resulting in a duplicate symbol. If that is the case, prefix those functions with a static inline, or define them as inline with an extern declaration in another .c file.

Related

How do I use C preprocessor macros with Rust's FFI?

I'm writing some code that interfaces an existing library written in C. In my Rust code I'd like to be able to use values from CPP macros. If I have a C include.h that looks like this:
#define INIT_FLAG 0x00000001
I'd like to be able to use it in Rust like this:
#[link(name="mylib")]
extern {
pub static init_flag: c_int = INIT_FLAG;
}
I've looked at other FFI code and I see a lot of people
duplicating these values in Rust instead of getting them from the FFI.
This seems a little brittle, and I'd also like to be able to handle
more complicated things that are defined via CPP macros.
Running cpp over my Rust files would only work if I'm sure my
CPP macros are only used for simple things.
It is impossible, and I don't think it will be possible in the future. C macros bring too many problems with them. If you want to run cpp over your Rust sources, you can do it manually.
If you don't want to do it and if there is a lot of constants and you also don't want to copy their values from C code to Rust you can make a C wrapper which will provide global variables with these values:
#define INIT_FLAG 0x00000001
...
const int init_flag = INIT_FLAG;
You compile this file, create a static library from it and link to it as usual:
$ gcc -c init_flag.c
$ ar r libinitflag.a init_flag.o
Rust source:
use std::libc;
#[link(name="initflag", kind="static")]
extern {
pub static init_flag: libc::c_int;
}
Rust source is nearly identical to what you tried to achieve. You will need C glue object file, however.
That's merely impossible because a C macro constant doesn't represent any object or entity at runtime. That's because the cpp preprocessor performs macro expansion (and handles the rest directives) even before compilation takes place. Consider the following snippet:
#define INIT_FLAG 0x00000001
/* some code */
unsigned dummy() { return INIT_FLAG; }
/* some other code */
Running cpp on the snippet yields preprocessed code (so called compilation unit, or translation unit) which has all occurences of INIT_FLAG replaced by the literal 0x00000001:
unsigned dummy() { return 0x00000001; }
The compilation unit then gets compiled, resulting in the object file, but now there's no trace of INIT_FLAG in it. Therefore, you cannot refer to INIT_FLAG when linking against the object file: it simply doesn't contain such symbol.

Replace a macro with a different definition in Eclipse?

I'm working on a project which defines globals like this:
// Define an correctly-sized array of pointers to avoid static initialization.
// Use an array of pointers instead of an array of char in case there is some alignment issue.
#define DEFINE_GLOBAL(type, name, ...) \
void * name[(sizeof(type) + sizeof(void *) - 1) / sizeof(void *)];
Which apparently works fine, but causes Eclipse to show every single usage of one of these globals as an error.
I would prefer that it be this:
#define DEFINE_GLOBAL(type, name, ...) \
type name;
But I can't change this file, so is there a way to tell Eclipse to pretend that that's the macro's definition?
If you #define the preferred definition after the initial (unwanted) definition, Eclipse seems to use the most recent definition when it does the dynamic macro expansion.
Thus, if you re-#define the macro in the file you are editing, this may solve your problem.
Granted that this is a kludge and may cause unforeseen problems, it may work for your implementation.

What does `m_` variable prefix mean?

I often see m_ prefix used for variables (m_World,m_Sprites,...) in tutorials, examples and other code mainly related to game development.
Why do people add prefix m_ to variables?
This is typical programming practice for defining variables that are member variables. So when you're using them later, you don't need to see where they're defined to know their scope. This is also great if you already know the scope and you're using something like intelliSense, you can start with m_ and a list of all your member variables are shown. Part of Hungarian notation, see the part about scope in the examples here.
In Clean Code: A Handbook of Agile Software Craftsmanship there is an explicit recommendation against the usage of this prefix:
You also don't need to prefix member variables with m_ anymore. Your classes and functions should be small enough that you don't need them.
There is also an example (C# code) of this:
Bad practice:
public class Part
{
private String m_dsc; // The textual description
void SetName(string name)
{
m_dsc = name;
}
}
Good practice:
public class Part
{
private String description;
void SetDescription(string description)
{
this.description = description;
}
}
We count with language constructs to refer to member variables in the case of explicitly ambiguity (i.e., description member and description parameter): this.
It is common practice in C++. This is because in C++ you can't have same name for the member function and member variable, and getter functions are often named without "get" prefix.
class Person
{
public:
std::string name() const;
private:
std::string name; // This would lead to a compilation error.
std::string m_name; // OK.
};
main.cpp:9:19: error: duplicate member 'name'
std::string name;
^
main.cpp:6:19: note: previous declaration is here
std::string name() const;
^
1 error generated.
http://coliru.stacked-crooked.com/a/f38e7dbb047687ad
"m_" states for the "member". Prefix "_" is also common.
You shouldn't use it in programming languages that solve this problem by using different conventions/grammar.
The m_ prefix is often used for member variables - I think its main advantage is that it helps create a clear distinction between a public property and the private member variable backing it:
int m_something
public int Something => this.m_something;
It can help to have a consistent naming convention for backing variables, and the m_ prefix is one way of doing that - one that works in case-insensitive languages.
How useful this is depends on the languages and the tools that you're using. Modern IDEs with strong refactor tools and intellisense have less need for conventions like this, and it's certainly not the only way of doing this, but it's worth being aware of the practice in any case.
As stated in the other answers, m_ prefix is used to indicate that a variable is a class member. This is different from Hungarian notation because it doesn't indicate the type of the variable but its context.
I use m_ in C++ but not in some other languages where 'this' or 'self' is compulsory. I don't like to see 'this->' used with C++ because it clutters the code.
Another answer says m_dsc is "bad practice" and 'description;' is "good practice" but this is a red herring because the problem there is the abbreviation.
Another answer says typing this pops up IntelliSense but any good IDE will have a hotkey to pop up IntelliSense for the current class members.
Lockheed Martin uses a 3-prefix naming scheme which was wonderful to work with, especially when reading others' code.
Scope Reference Type(*Case-by-Case) Type
member m pointer p integer n
argument a reference r short n
local l float f
double f
boolean b
So...
int A::methodCall(float af_Argument1, int* apn_Arg2)
{
lpn_Temp = apn_Arg2;
mpf_Oops = lpn_Temp; // Here I can see I made a mistake, I should not assign an int* to a float*
}
Take it for what's it worth.
As stated in many other responses, m_ is a prefix that denotes member variables. It is/was commonly used in the C++ world and propagated to other languages too, including Java.
In a modern IDE it is completely redundant as the syntax highlighting makes it evident which variables are local and which ones are members. However, by the time syntax highlighting appeared in the late 90s, the convention had been around for many years and was firmly set (at least in the C++ world).
I do not know which tutorials you are referring to, but I will guess that they are using the convention due to one of two factors:
They are C++ tutorials, written by people used to the m_ convention, and/or...
They write code in plain (monospaced) text, without syntax highlighting, so the m_ convention is useful to make the examples clearer.
Others have mentioned that it means a class member. Qt is a popular c++ Framework that uses this notation so alot of C++ GUI tutorial use m_. You can see almost all their examples use m_ for class members. Personally, I use m_ as it is shorter than this-> and feels compact.
To complete the current answers and as the question is not language specific, some C-project use the prefix m_ to define global variables that are specific to a file - and g_ for global variables that have a scoped larger than the file they are defined.
In this case global variables defined with prefix m_ should be defined as static.
See EDK2 (a UEFI Open-Source implementation) coding convention for an example of project using this convention.
One argument that I haven't seen yet is that a prefix such as m_ can be used to prevent name clashing with #define'd macro's.
Regex search for #define [a-z][A-Za-z0-9_]*[^(] in /usr/include/term.h from curses/ncurses.

OCaml interface vs. signature?

I'm a bit confused about interfaces vs. signatures in OCaml.
From what I've read, interfaces (the .mli files) are what govern what values can be used/called by the other programs. Signature files look like they're exactly the same, except that they name it, so that you can create different implementations of the interface.
For example, if I want to create a module that is similar to a set in Java:
I'd have something like this:
the set.mli file:
type 'a set
val is_empty : 'a set -> bool
val ....
etc.
The signature file (setType.ml)
module type Set = sig
type 'a set
val is_empty : 'a set -> bool
val ...
etc.
end
and then an implementation would be another .ml file, such as SpecialSet.ml, which includes a struct that defines all the values and what they do.
module SpecialSet : Set
struct
...
I'm a bit confused as to what exactly the "signature" does, and what purpose it serves. Isn't it acting like a sort of interface? Why is both the .mli and .ml needed? The only difference in lines I see is that it names the module.
Am I misunderstanding this, or is there something else going on here?
OCaml's module system is tied into separate compilation (the pairs of .ml and .mli files). So each .ml file implicitly defines a module, each .mli file defines a signature, and if there is a corresponding .ml file that signature is applied to that module.
It is useful to have an explicit syntax to manipulate modules and interfaces to one's liking inside a .ml or .mli file. This allows signature constraints, as in S with type t = M.t.
Not least is the possibility it gives to define functors, modules parameterized by one or several modules: module F (X : S) = struct ... end. All these would be impossible if the only way to define a module or signature was as a file.
I am not sure how that answers your question, but I think the answer to your question is probably "yes, it is as simple as you think, and the system of having .mli files and explicit signatures inside files is redundant on your example. Manipulating modules and signatures inside a file allows more complicated tricks in addition to these simple things".
This question is old but maybe this is useful to someone:
A file named a.ml appears as a module A in the program...
The interface of the module a.ml can be written in file named a.mli
slide link
This is from the OCaml MOOC from Université Paris Diderot.

Redundancy in OCaml type declaration (ml/mli)

I'm trying to understand a specific thing about ocaml modules and their compilation:
am I forced to redeclare types already declared in a .mli inside the specific .ml implementations?
Just to give an example:
(* foo.mli *)
type foobar = Bool of bool | Float of float | Int of int
(* foo.ml *)
type baz = foobar option
This, according to my normal way of thinking about interfaces/implementations, should be ok but it says
Error: Unbound type constructor foobar
while trying to compile with
ocamlc -c foo.mli
ocamlc -c foo.ml
Of course the error disappears if I declare foobar inside foo.ml too but it seems a complex way since I have to keep things synched on every change.
Is there a way to avoid this redundancy or I'm forced to redeclare types every time?
Thanks in advance
OCaml tries to force you to separate the interface (.mli) from the implementation (.ml. Most of the time, this is a good thing; for values, you publish the type in the interface, and keep the code in the implementation. You could say that OCaml is enforcing a certain amount of abstraction (interfaces must be published; no code in interfaces).
For types, very often, the implementation is the same as the interface: both state that the type has a particular representation (and perhaps that the type declaration is generative). Here, there can be no abstraction, because the implementer doesn't have any information about the type that he doesn't want to publish. (The exception is basically when you declare an abstract type.)
One way to look at it is that the interface already contains enough information to write the implementation. Given the interface type foobar = Bool of bool | Float of float | Int of int, there is only one possible implementation. So don't write an implementation!
A common idiom is to have a module that is dedicated to type declarations, and make it have only a .mli. Since types don't depend on values, this module typically comes in very early in the dependency chain. Most compilation tools cope well with this; for example ocamldep will do the right thing. (This is one advantage over having only a .ml.)
The limitation of this approach is when you also need a few module definitions here and there. (A typical example is defining a type foo, then an OrderedFoo : Map.OrderedType module with type t = foo, then a further type declaration involving'a Map.Make(OrderedFoo).t.) These can't be put in interface files. Sometimes it's acceptable to break down your definitions into several chunks, first a bunch of types (types1.mli), then a module (mod1.mli and mod1.ml), then more types (types2.mli). Other times (for example if the definitions are recursive) you have to live with either a .ml without a .mli or duplication.
Yes, you are forced to redeclare types. The only ways around it that I know of are
Don't use a .mli file; just expose everything with no interface. Terrible idea.
Use a literate-programming tool or other preprocessor to avoid duplicating the interface declarations in the One True Source. For large projects, we do this in my group.
For small projects, we just duplicate type declarations. And grumble about it.
You can let ocamlc generate the mli file for you from the ml file:
ocamlc -i some.ml > some.mli
In general, yes, you are required to duplicate the types.
You can work around this, however, with Camlp4 and the pa_macro syntax extension (findlib package: camlp4.macro). It defines, among other things, and INCLUDE construct. You can use it to factor the common type definitions out into a separate file and include that file in both the .ml and .mli files. I haven't seen this done in a deployed OCaml project, however, so I don't know that it would qualify as recommended practice, but it is possible.
The literate programming solution, however, is cleaner IMO.
No, in the mli file, just say "type foobar". This will work.