多线程学习笔记

开一篇多线程学习笔记,记录下在实习过程中遇到的一些简单问题。

注意:这是一篇以学习笔记,难免有误,主要写给自己参考。请酌情判别,如有错误,也欢迎指正!

C++ 学习笔记

诚如是,Life is too short to learn c++. 此篇记录一些我在学习 cpp 过程中遇到的一些知识点,仅作记录并梳理之效。里面可能会有大量参考其他网络博客,如有侵权,请联系我删除之。

Reactor v.s. Proactor

  • epll/wait: reactor 模式,不停轮询,发现有事做,就做!
  • asio: proactor 模式,先注册好事件,如果事情发生了,通过回调函数处理。

几个常用的宏

  • __func__: name of an function, exists in C99/C++11 (__FUNCTION__ is non standard)
  • __LINE__: line number of the code
  • __FILE__: filename of the file
  • __DATE__ and __TIME__: as you wish

不要在 ctor 里调用虚函数

总结来说:基类部分在派生类部分之前被构造,当基类构造函数执行时派生类中的数据成员还没被初始化。如果基类构造函数中的虚函数调用被解析成调用派生类的虚函数,而派生类的虚函数中又访问到未初始化的派生类数据,将导致程序出现一些未定义行为和 bug。

ctor 应该设计的尽量简单,确保对象可以被正确构造。在 ctor 中调用本类的非静态成员都是不安全的,因为他们还没被构造,而有些成员是依赖对象的,而此时对象还没有被成功构造。

ctor 不能是虚函数

  1. 从存储空间角度:虚函数对应一个 vtable(虚函数表),这大家都知道,可是这个 vtable 其实是存储在对象的内存空间的。问题出来了,如果构造函数是虚的,就需要通过 vtable 来调用,可是对象还没有实例化,也就是内存空间还没有,无法找到 vtable,所以构造函数不能是虚函数。

  2. 从使用角度:虚函数主要用于在信息不全的情况下,能使重载的函数得到对应的调用。构造函数本身就是要初始化实例,那使用虚函数也没有实际意义呀。所以构造函数没有必要是虚函数。 虚函数的作用在于通过父类的指针或者引用来调用它的时候能够变成调用子类的那个成员函数。而构造函数是在创建对象时自动调用的,不可能通过父类的指针或者引用去调用,因此也就规定构造函数不能是虚函数。

  3. 构造函数不需要是虚函数,也不允许是虚函数,因为创建一个对象时我们总是要明确指定对象的类型,尽管我们可能通过实验室的基类的指针或引用去访问它。但析构却不一定,我们往往通过基类的指针来销毁对象。这时候如果析构函数不是虚函数,就不能正确识别对象类型从而不能正确调用析构函数。

—————————————————— 版权声明:本文为 CSDN 博主「cainiao000001」的原创文章,遵循 CC 4.0 by-sa 版权协议,转载请附上原文出处链接及本声明。 原文链接:https://blog.csdn.net/cainiao000001/article/details/81603782

虚函数的工作原理

https://zhuanlan.zhihu.com/p/60543586

C++ 规定了虚函数的行为,但将实现方法留给了编译器的作者。不需要知道实现方法也可以很好的使用虚函数,但了解虚函数的工作原理有助于更好地理解概念。

通常,编译器处理虚函数的方法是:给每个对象添加一个隐藏成员。隐藏成员中保存了一个指向函数地址数组的指针。

这种数组称为虚函数表(Virtual Function Table, vtbl)。

虚函数表是一个数组,数组的元素是指针,指针指的是虚函数的地址。

具有虚函数的类的实例,都会在头部存一个指向虚函数表的指针。

常见类型所占空间大小

TYPEBytes
(unsigned) int4
(unsigned) short2
(unsigned) long8
float4
double8
long double16
(unsigned) char1
bool1

指针占几个字节 指针即为地址,指针几个字节跟语言无关,而是跟系统的寻址能力有关,譬如以前是 16 为地址,指针即为 2 个字节,现在一般是 32 位系统,所以是 4 个字节,以后 64 位,则就为 8 个字节。

NOTE: 类成员函数指针一般为普通指针的两倍大小。

literal 5.0类型为double5.0f类型为float。不加f后缀默认double.

静态成员的初始化

当一个类包含静态成员时,最好的做法是在类中声明,在类外初始化。由于静态成员是所有对象共享的,如果在类内初始化,则每个对象构造时,都要执行一遍静态成员的初始化,这无疑是一种浪费。

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
struct A
{
  static int a;
  int b;
  void fun();
  ...
};

int A::a = 233;

class B
{
public:
  void fun();
  ...
private:
  static string str_;
  bool done_;
};

string B::str_ = "hello, i am static";

析构函数的调用时机

The destructor is called whenever an object’s lifetime ends, which includes

  • program termination, for objects with static storage duration
  • thread exit, for objects with thread-local storage duration
  • end of scope, for objects with automatic storage duration and for temporaries whose life was extended by binding to reference
  • delete-expressin, for objects with dynamic storage duration
  • end of the full expression, for nameless temporaries
  • stack unwinding (栈回溯), for objects with automatic storage duration when an exception escapes their block, uncaught.

cf. https://en.cppreference.com/w/cpp/language/destructor

常量

Literal constants

字面值常量 Cf. https://www.learncpp.com/cpp-tutorial/literals/

Symbolic constants

符号常量 Cf. https://www.learncpp.com/cpp-tutorial/const-constexpr-and-symbolic-constants/

  1. Const variables must be initialized
  2. Function parameters for arguments passed by value should not be made const.
  3. Don’t use const with return by value.

Runtime vs compile-time constants

Runtime constants are constants whose initialization values can only be resolved at runtime (when your program is running). The following are examples of runtime constants:

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
#include <iostream>

void printInt(const int x) // x is a runtime constant because the value isn't known until the program is run
{
    std::cout << x;
}

int main()
{
    std::cout << "Enter your age: ";
    int age{};
    std::cin >> age;

    const int usersAge { age }; // usersAge is a runtime constant because the value isn't known until the program is run

    std::cout << "Your age is: ";
    printInt(age);

    return 0;
}

Compile-time constants are constants whose initialization values can be determined at compile-time (when your program is compiling). The following are examples of compile-time constants:

1
2
const double gravity { 9.8 }; // the compiler knows at compile-time that gravity will have value 9.8
const int something { 1 + 2 }; // the compiler can resolve this at compiler time

Compile-time constants enable the compiler to perform optimizations that aren’t available with runtime constants. For example, whenever gravity is used, the compiler can simply substitute the identifier gravity with the literal double 9.8.

To help provide more specificity, C++11 introduced the keyword constexpr, which ensures that a constant must be a compile-time constant.

Any variable that should not be modifiable after initialization and whose initializer is known at compile-time should be declared as constexpr.

Any variable that should not be modifiable after initialization and whose initializer is not known at compile-time should be declared as const.

Note that literals are also implicitly constexpr, as the value of a literal is known at compile-time.

A constant expression is an expression that can be evaluated at compile-time. For example:

1
2
3
4
5
6
#include <iostream>
int main()
{
	std::cout << 3 + 4; // 3 + 4 evaluated at compile-time
	return 0;
}

In the above program, because the literal values 3 and 4 are known at compile-time, the compiler can evaluate the expression 3 + 4 at compile-time and substitute in the resulting value 7. That makes the code faster because 3 + 4 no longer has to be calculated at runtime.

Constexpr variables can also be used in constant expressions:

1
2
3
4
5
6
7
8
#include <iostream>
int main()
{
	constexpr int x { 3 };
	constexpr int y { 4 };
	std::cout << x + y; // x + y evaluated at compile-time
	return 0;
}

In the above example, because x and y are constexpr, the expression x + y is a constant expression that can be evaluated at compile-time. Similar to the literal case, the compiler can substitute in the value 7.

Object-like preprocessor macros v.s. symbolic constants

Object-like macro has the form:

1
#define identifier substitution_text

Whenever the preprocessor encounters this directive, any further occurrence of identifier is replaced by substitution_text. The identifier is traditionally typed in all capital letters, using underscores to represent spaces.

Avoid using #define to create symbolic constants macros. Use const or constexpr variables instead.

Macros can have naming conflicts with normal code. For example:

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
#include "someheader.h"
#include <iostream>

int main()
{
    int beta { 5 };
    std::cout << beta;

    return 0;
}

If someheader.h happened to #define a macro named beta, this simple program would break, as the preprocessor would replace the int variable beta’s name with whatever the macro’s value was. This is normally avoided by using all caps for macro names, but it can still happen.

Using symbolic constants throughout a multi-file program

Cf. https://www.learncpp.com/cpp-tutorial/sharing-global-constants-across-multiple-files-using-inline-variables/

内存布局

结构体

C++ 规范在“结构”上使用了和 C 相同的,简单的内存布局原则:成员变量按其被声明的顺序排列,按具体实现所规定的对齐原则在内存地址上对齐。

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
struct S {
    char a;     // memory location #1
    int b : 5;  // memory location #2
    int c : 11, // memory location #2 (continued)
    char  : 0,
    int d : 8;  // memory location #3
    struct {
        int ee : 8; // memory location #4
    } e;
} obj; // The object 'obj' consists of 4 separate memory locations
  • 类的静态成员不占用类的空间,静态成员在程序数据段中。

对齐

Cf. https://www.learncpp.com/cpp-tutorial/object-sizes-and-the-sizeof-operator/#comment-563585

Cf. http://www.catb.org/esr/structure-packing/

模板

重载与特化

从编译到函数模板的调用,编译器必须在非模板重载、模板重载和模板重载的特化间决定。

1
2
3
4
5
6
7
8
9
template< class T > void f(T);              // #1:模板重载
template< class T > void f(T*);             // #2:模板重载
void                     f(double);         // #3:非模板重载
template<>          void f(int);            // #4: #1 的特化

f('a');        // 调用 #1
f(new int(1)); // 调用 #2
f(1.0);        // 调用 #3
f(1);          // 调用 #4

注意只有非模板和初等模板重载参与重载决议。特化不是重载,且不受考虑。只有在重载决议选择最佳匹配初等函数模板后,才检验其特化以查看何为最佳匹配。

1
2
3
4
5
template< class T > void f(T);    // #1:所有类型的重载
template<>          void f(int*); // #2:为指向 int 的指针特化 #1
template< class T > void f(T*);   // #3:所有指针类型的重载

f(new int(1)); // 调用 #3,即使通过 #1 的特化会是完美匹配

即重载的优先级要高于特化。

关于模板函数重载的更多内容,参考 function_template

预编译

Cf. https://www.learncpp.com/cpp-tutorial/introduction-to-the-preprocessor/

#include

When you #include a file, the preprocessor replaces the #include directive with the contents of the included file. The included contents are then preprocessed (along with the rest of the file), and then compiled.

Macro defines

The #define directive can be used to create a macro. In C++, a macro is a rule that defines how input text is converted into replacement output text.

There are two basic types of macros: object-like macros, and function-like macros. Object-like macros can be defined in one of two ways:

1
2
#define identifier
#define identifier substitution_text

Object-like macros don’t affect other preprocessor directives

结论:宏展开在预编译指令 (Preprocessor directives) 无效。

1
2
3
#define PRINT_JOE
#ifdef PRINT_JOE    // 此处会否将'PRINT_JOE'替换为空呢?
// ...

Macros only cause text substitution for normal code. Other preprocessor commands are ignored. Consequently, the PRINT_JOE in #ifdef PRINT_JOE is left alone.

For example:

1
2
3
4
5
#define FOO 9 // Here's a macro substitution

#ifdef FOO // This FOO does not get replaced because it’s part of another preprocessor directive
    std::cout << FOO; // This FOO gets replaced with 9 because it's part of the normal code
#endif

In actuality, the output of the preprocessor contains no directives at all – they are all resolved/stripped out before compilation, because the compiler wouldn’t know what to do with them.

The scope of defines

Once the preprocessor has finished, all defined identifiers from that file are discarded. This means that directives are only valid from the point of definition to the end of the file in which they are defined. Directives defined in one code file do not have impact on other code files in the same project.

宏定义仅在本文件有效,一旦预编译阶段结束,所有宏都将失效。因为,预编译就是将所有的预编译指令都处理掉,该替换的替换(宏展开),该选择的选择,该丢弃的丢弃(条件编译),然后交给编译器去编译,谨记:编译器是读不懂预编译指令的!

Consider the following example:

function.cpp:

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
#include <iostream>

void doSomething()
{
#ifdef PRINT
    std::cout << "Printing!";
#endif
#ifndef PRINT
    std::cout << "Not printing!";
#endif
}

main.cpp:

1
2
3
4
5
6
7
8
9
void doSomething(); // forward declaration for function doSomething()

#define PRINT

int main()
{
    doSomething();
    return 0;
}

The above program will print:

Not printing!

Even though PRINT was defined in main.cpp, that doesn’t have any impact on any of the code in function.cpp (PRINT is only #defined from the point of definition to the end of main.cpp). This will be of consequence when we discuss header guards in a future lesson.

Header files

Cf. https://www.learncpp.com/cpp-tutorial/header-files/

对于多文件项目,文件是单独编译的。要想调用一个自定义函数,linker 必须能找到这个函数在哪里定义。

1
2
3
4
5
6
7
int add(int, int);  // forward declaration

int main()
{
    // add(3, 5);
    return 0;
}

上述文件是可以编译通过的,因为没有发生对add的调用,所以 linker 不会去找add的定义(当然如果要找也找不到)。

但是如果某处发起了对add的调用(例如去掉注释),那么上述程序在 link 阶段会报错:

1
2
3
4
yychi@~> clang test_linker.cpp
/usr/bin/ld: /tmp/test_linker-e1bb8b.o: in function `main':
test_linker.cpp:(.text+0x1a): undefined reference to `add(int, int)'
clang-13: error: linker command failed with exit code 1 (use -v to see invocation)

在多文件编程时,往往需要 forawrd declaration,这些前置声明必须在其他某个地方被定义且只被定义一次。这样,linker 才能正确的完成链接。任何重复定义或未定义都会在 link 阶段报错。

考虑如下例子:

add.cpp:

1
2
3
4
int add(int x, int y)
{
    return x + y;
}

main.cpp:

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
#include <stdio.h>

int add(int, int);

int main()
{
    int x = 1, y = 2;
    int z = add(x, y);
    printf("z=%d\n", z);
    return 0;
}

在编译 main.cpp 的时候,因为有add的前置声明,所以可以通过。但为了 link 的时候能够找到add的定义,add.cpp 必须也被编译,所以正确的编译方式应该是:

1
$ clang main.cpp add.cpp

Use of header files

从上面的论述我们隐约可见,在多文件编程中,我们可能会大量的使用前置声明(forward declaration),一旦文件多起来,这将非常枯燥。所以头文件的出现就是为了解决这个问题:把所有的声明放在一起。

Let’s write a header file to relieve us of this burden. Writing a header file is surprisingly easy, as header files only consist of two parts:

  1. A header guard.
  2. The actual content of the header file, which should be the forward declarations for all of the identifiers we want other files to be able to see.

add.h:

1
2
3
4
// 1) We really should have a header guard here, but will omit it for simplicity (we'll cover header guards in the next lesson)

// 2) This is the content of the .h file, which is where the declarations go
int add(int x, int y); // function prototype for add.h -- don't forget the semicolon!

main.cpp:

1
2
3
4
5
6
7
8
#include "add.h" // Insert contents of add.h at this point.  Note use of double quotes here.
#include <iostream>

int main()
{
    std::cout << "The sum of 3 and 4 is " << add(3, 4) << '\n';
    return 0;
}

add.cpp:

1
2
3
4
5
6
#include "add.h" // Insert contents of add.h at this point.  Note use of double quotes here.

int add(int x, int y)
{
    return x + y;
}

When the preprocessor processes the #include "add.h" line, it copies the contents of add.h into the current file at that point. Because our add.h contains a forward declaration for function add, that forward declaration will be copied into main.cpp. The end result is a program that is functionally the same as the one where we manually added the forward declaration at the top of main.cpp.

Consequently, our program will compile and link correctly.

Two wrong cases

header has function definition

如上图所示,会产生一个重复定义的错误。由于 add.h 中包含了函数定义,而非前置声明。编译 main.cpp 的时候,add.h 中的代码插入到 main.cpp 中,产生一次add函数的定义。同理,编译 add.cpp 的时候也定义了一次add函数。link 阶段会发生歧义,以致报错。

此时如果不编译 add.cpp 其实是可行的: compile main.cpp only

但谁又能保证只有一个文件#include "add.h"呢?所以头文件中应该只包含声明,而不应该包含实现。

The primary purpose of a header file is to propagate declarations to code files.

Key insight: Header files allow us to put declarations in one location and then import them wherever we need them. This can save a lot of typing in multi-file programs.

Header files should generally not contain function and variable definitions, so as not to violate the one definition rule. An exception is made for symbolic constants (which we cover in lesson 4.15 – Symbolic constants: const and constexpr variables).

标准库自动链接

注意:clang 不会自动链接,需要手动链接 clang main.cpp -lstdc++

When it comes to functions and variables, it’s worth keeping in mind that header files typically only contain function and variable declarations, not function and variable definitions (otherwise a violation of the one definition rule could result). std::cout is forward declared in the iostream header, but defined as part of the C++ standard library, which is automatically linked into your program during the linker phase.

cout

The #include order of header files

Cf. https://www.learncpp.com/cpp-tutorial/header-files/ for “the #inclue order of header files”.

A view of memory and fundamental data types in cpp

Cf. https://www.learncpp.com/cpp-tutorial/introduction-to-fundamental-data-types/

The smallest unit of memory is a binary digit (also called a bit), which can hold a value of 0 or 1. You can think of a bit as being like a traditional light switch – either the light is off (0), or it is on (1). There is no in-between. If you were to look at a random segment of memory, all you would see is …011010100101010… or some combination thereof.

Memory is organized into sequential units called memory addresses (or addresses for short). Similar to how a street address can be used to find a given house on a street, the memory address allows us to find and access the contents of memory at a particular location.

Perhaps surprisingly, in modern computer architectures, each bit does not get its own unique memory address. This is because the number of memory addresses are limited, and the need to access data bit-by-bit is rare. Instead, each memory address holds 1 byte of data. A byte is a group of bits that are operated on as a unit. The modern standard is that a byte is comprised of 8 sequential bits.

Data types

Because all data on a computer is just a sequence of bits, we use a data type (often called a “type” for short) to tell the compiler how to interpret the contents of memory in some meaningful way. You have already seen one example of a data type: the integer. When we declare a variable as an integer, we are telling the compiler “the piece of memory that this variable uses is going to be interpreted as an integer value”.

When you give an object a value, the compiler and CPU take care of encoding your value into the appropriate sequence of bits for that data type, which are then stored in memory (remember: memory can only store bits). For example, if you assign an integer object the value 65, that value is converted to the sequence of bits 0100 0001 and stored in the memory assigned to the object.

Conversely, when the object is evaluated to produce a value, that sequence of bits is reconstituted back into the original value. Meaning that 0100 0001 is converted back into the value 65.

Fortunately, the compiler and CPU do all the hard work here, so you generally don’t need to worry about how values get converted into bit sequences and back.

All you need to do is pick a data type for your object that best matches your desired use.

谨记:内存只能存 bit,只能寻址寻到 byte 这一层,如果数据按内存边界对齐,寻址会更快(一次读)。

由于内存地址空间有限,且按 bit 寻址的场景很少,所以寻址单位一般是 byte。A byte is a group of bits that are operated on as a unit. The modern standard is that a byte is comprised of 8 sequential bits.

移位

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
#include <cstdint>
#include <iostream>
using namespace std;

static void print(int32_t a, uint32_t b, size_t n_shift)
{
    cout << "a=" << a << "; b=" << b << endl;

    cout << "left shift " << n_shift << " bit(s) of a is: " << (a << n_shift) << endl;
    cout << "left shift " << n_shift << " bit(s) of b is: " << (b << n_shift) << endl;
    cout << "right shift " << n_shift << " bit(s) of a is: " << (a >> n_shift) << endl;
    cout << "right shift " << n_shift << " bit(s) of b is: " << (b >> n_shift) << endl;
}

int main()
{
    int32_t a = 0xffffffff;
    uint32_t b = 0xffffffff;
    print(a, b, 1);
    cout << "------------\n";
    print(0xbfffffff, b, 1);
    return 0;
}

/**
 * Output on my machine:

a=-1; b=4294967295
left shift 1 bit(s) of a is: -2
left shift 1 bit(s) of b is: 4294967294
right shift 1 bit(s) of a is: -1
right shift 1 bit(s) of b is: 2147483647
------------
a=-1073741825; b=4294967295
left shift 1 bit(s) of a is: 2147483646
left shift 1 bit(s) of b is: 4294967294
right shift 1 bit(s) of a is: -536870913
right shift 1 bit(s) of b is: 2147483647

 */

从内存连续 bit 来看,a 和 b 都是存了 4 byte 的 1,区别仅仅是 data type 不一样,导致了截然不同的结果。

移位操作

  1. 右移
    1. 无符号右移,低位丢失高位补 0
    2. 有符号右移,低位丢失,高位补符号位(正为 0,负为 1)
  2. 左移:高位丢失,低位补 0

a 和 b 左移一位都得到:

0xfffffffe: 如果是 int 解释为-2, unsigned int 解释为 4294967294=2^32 - 2

a 右移一位得到

0xffffffff: 注意负数右移,高位补 1,int 解释为-1

b 右移一位得到

0x7fffffff: 高位补 0, unsigned int 解释为 2147483647=2^31-1

注意,负的可能左移成正的,因此,有符号的移位是不安全的。

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
#include <iostream>

int main()
{
    signed int s { -1 };
    unsigned int u { 1 };

    if (s < u) // -1 is implicitly converted to 4294967295, and 4294967295 < 1 is false
        std::cout << "-1 is less than 1\n";
    else
        std::cout << "1 is less than -1\n"; // this statement executes

    return 0;
}

NOTE:

  1. 注意无符号数相减得负数会导致溢出
  2. usigned 和--运算符,可能减至负数溢出
  3. 除非确定变量值非负,否则尽量避免使用 unsigned
  4. 切忌不要在数学计算中混用 unsigned 和 signed,此时 signed 会隐式转换为 unsigned
  5. unsigned numbers are preferred when dealing with bit manipulation
  6. std::int8_tstd::uint8_t可能知识charunsigned char的别名,可能有坑(参考:https://www.learncpp.com/cpp-tutorial/introduction-to-type-conversion-and-static_cast/)

Best practice

Favor signed numbers over unsigned numbers for holding quantities (even quantities that should be non-negative) and mathematical operations. Avoid mixing signed and unsigned numbers.

字节序

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
/**
 * This file test the endian of your machine:
 * big-endian or little-endian, by visiting
 * the memory sequentially byte by byte of
 * a intendly constructed integer.
 */

#include <cstdint>
#include <stdio.h>
#include <iostream>

using namespace std;

static void print(void* ptr, size_t size)
{
    // convert to char* so we can visit the memory byte by byte
    unsigned char* _ptr = static_cast<unsigned char*>(ptr);
    // print the value of each byte in ptr
    for (size_t i = 0; i < size; ++i)
        cout << static_cast<int>(_ptr[i]);
    cout << endl;
}

int main()
{
    uint32_t a = 0x01020304;
    /*
     * if it prints 4321, indicates 低位在前,对应 little-endian
     * it it prints 1234, indicates 高位在前,对应 big-endian
     */
    print(&a, 4);
    return 0;
}

/**
 * Output on my machine
4321
 */

字节序就是计算机存储数据的时候将低位数据存在低位地址还是高位地址。举个例子,数值 0x2211 使用两个字节储存:高位字节是 0x22,低位字节是 0x11。

  • 大端字节序:高位字节在前,低位字节在后,这是人类读写数值的方法。
  • 小端字节序:低位字节在前,高位字节在后,即以 0x1122 形式储存。

如果太多记不住,至少要记住:

  1. 字节序的概念:读一段内存从低位向高位读(从左往右),先读到高位字节还是低位字节
  2. 符合人类读写数值的方法是大端序(big-endian)

既然如此,我们要判断一台机器是 big-endian 还是 little-endian,只需要构造一端内存,按字节从低位地址向高位地址访问,看看低位地址存的是高位字节,还是低位字节即可。

且看上述代码,构造了一个整数 0x01020304,然后通过将首地址转成char*的方式去按字节读取内存中的值(这样做的目的是,char*可以逐字节的读取内存;而int*一次指针移动会移动sizeof(int)个字节)。读出来如果是符合书写习惯的 1234,则表明机器是 big-endian,反之 little-endian.

这也是一段内存的两种不同的解释方式,recall that Because all data on a computer is just a sequence of bits, we use a data type (often called a “type” for short) to tell the compiler how to interpret the contents of memory in some meaningful way.

链接(Linkage)

Cf. https://www.learncpp.com/cpp-tutorial/internal-linkage/

Identifiers have another property named linkage. An identifier’s linkage determines whether other declarations of that name refer to the same object or not.

Local variables have no linkage, which means that each declaration refers to a unique object.

Global variable and functions identifiers can have either internal linkage or external linkage.

An identifier with internal linkage can be seen and used within a single file, but it is not accessible from other files (that is, it is not exposed to the linker). This means that if two files have identically named identifiers with internal linkage, those identifiers will be treated as independent.

To make a non-constant global variable internal, we use the static keyword.

1
2
3
4
5
6
7
8
9
static int g_x; // non-constant globals have external linkage by default, but can be given internal linkage via the static keyword

const int g_y { 1 }; // const globals have internal linkage by default
constexpr int g_z { 2 }; // constexpr globals have internal linkage by default

int main()
{
    return 0;
}

To see it, we take

a.cpp:

1
2
3
int g_x = 22;
const int g_y = 33;
constexpr int g_z = 44;

main.cpp:

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
#include <stdio.h>

int g_x = 222;
const int g_y = 333;
constexpr int g_z = 444;

int main()
{
    printf("glabal variable (g_x, g_y, g_z) is (%d, %d, %d)", g_x, g_y, g_z);
    return 0;
}

if we compile only main.cpp, it works fine and outputs:

glabal variable (g_x, g_y, g_z) is (222, 333, 444)

But if we compile both, it gets

1
2
3
$ clang main.cpp a.cpp
/usr/bin/ld: /tmp/a-ea4f54.o:(.data+0x0): multiple definition of `g_x'; /tmp/main-c44eb4.o:(.data+0x0): first defined here
clang-13: error: linker command failed with exit code 1 (use -v to see invocation)

As we sligtly modify main.cpp:

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
#include <stdio.h>

extern int g_x;
const int g_y = 333;
constexpr int g_z = 444;

int main()
{
    printf("glabal variable (g_x, g_y, g_z) is (%d, %d, %d)", g_x, g_y, g_z);
    return 0;
}

it’s compiled and linked properly with the output:

glabal variable (g_x, g_y, g_z) is (22, 333, 444)

noting that the g_x has the value 22 which is defined in a.cpp, we find out the global non-const variable has external linkage. And the properly compilation and linking show that global const has internal linkage.

External linkage

Cf. https://www.learncpp.com/cpp-tutorial/external-linkage/

An identifier with external linkage can be seen and used both from the file in which it is defined, and from other code files (via a forward declaration). In this sense, identifiers with external linkage are truly “global” in that they can be used anywhere in your program!

Functions have external linkage by default

In order to call a function defined in another file, you must place a forward declaration for the function in any other files wishing to use the function. The forward declaration tells the compiler about the existence of the function, and the linker connects the function calls to the actual function definition.

Global variables with external linkage

Global variables with external linkage are sometimes called external variables. To make a global variable external (and thus accessible by other files), we can use the extern keyword to do so:

1
2
3
4
5
6
7
8
9
int g_x { 2 }; // non-constant globals are external by default

extern const int g_y { 3 }; // const globals can be defined as extern, making them external
extern constexpr int g_z { 3 }; // constexpr globals can be defined as extern, making them external (but this is useless, see the note in the next section)

int main()
{
    return 0;
}

Non-const global variables are external by default (if used, the extern keyword will be ignored).

To actually use an external global variable that has been defined in another file, you also must place a forward declaration for the global variable in any other files wishing to use the variable. For variables, creating a forward declaration is also done via the extern keyword (with no initialization value).

Here is an example of using a variable forward declaration:

a.cpp:

1
2
3
// global variable definitions
int g_x { 2 }; // non-constant globals have external linkage by default
extern const int g_y { 3 }; // this extern gives g_y external linkage

main.cpp:

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
#include <iostream>

extern int g_x; // this extern is a forward declaration of a variable named g_x that is defined somewhere else
extern const int g_y; // this extern is a forward declaration of a const variable named g_y that is defined somewhere else

int main()
{
    std::cout << g_x; // prints 2
    return 0;
}

Note that the extern keyword has different meanings in different contexts. In some contexts, extern means “give this variable external linkage”. In other contexts, extern means “this is a forward declaration for an external variable that is defined somewhere else”.

Summary

Scope determines where a variable is accessible. Duration determines where a variable is created and destroyed. Linkage determines whether the variable can be exported to another file or not.

Inline function

考虑如下场景,有一段代码很独立,适合抽成一个函数,但你又担心函数调用开销,此时 inline function 就是你的最佳选择。关于合适使用 inline function,下面这段话给了一定的意见:

For functions that are large and/or perform complex tasks, the overhead of the function call is typically insignificant compared to the amount of time the function takes to run. However, for small functions, the overhead costs can be larger than the time needed to actually execute the function’s code! In cases where a small function is called often, using a function can result in a significant performance penalty over writing the same code in-place.

Inline function 的好处包括:

  1. 没有函数调用的开销
  2. 编译器对展开后的代码有更大的优化空间(如常量替换)

However, inline expansion has its own potential cost: if the body of the function being expanded takes more instructions than the function call being replaced, then each inline expansion will cause the executable to grow larger. Larger executables tend to be slower (due to not fitting as well in caches).

注意:inline 只是对编译器的一个建议,是否会真的展开取决于编译器的优化策略。

However, in modern C++, the inline keyword is no longer used to request that a function be expanded inline. There are quite a few reasons for this:

  • Using inline to request inline expansion is a form of premature optimization, and misuse could actually harm performance.
  • The inline keyword is just a hint – the compiler is completely free to ignore a request to inline a function. This is likely to be the result if you try to inline a lengthy function! The compiler is also free to perform inline expansion of functions that do not use the inline keyword as part of its normal set of optimizations.
  • The inline keyword is defined at the wrong level of granularity. We use the inline keyword on a function declaration, but inline expansion is actually determined per function call. It may be beneficial to expand some function calls and detrimental to expand others, and there is no syntax to affect this.

注意:在 modern cpp 中,用 inline 修饰的不违反 ODR(one definition rule),因此可用于

  • 头文件中修饰常量作为 global const 的最佳方案 1
  • 头文件中修饰 constexpr 函数 2 使所有 include 该文件的源文件都能使用该函数,注意 constexpr 函数是默认 inline 的

Allowing functions with a constexpr return type to be evaluated at either compile-time or runtime was allowed so that a single function can serve both cases. Otherwise, you’d need to have separate functions (a constexpr version and a non-constexpr version) – and since return type isn’t considered in function overload resolution, you’d have to name the functions different things!

A constexpr function that is eligible to be evaluated at compile-time will only be evaluated at compile-time if the return value is used where a constant expression is required. Otherwise, compile-time evaluation is not guaranteed.

Thus, a constexpr function is better thought of as “can be used in a constant expression”, not “will be evaluated at compile-time”.

Unnamed namespace

An unnamed namespace (also called an anonymous namespace) is a namespace that is defined without a name, like so:

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
#include <iostream>

namespace // unnamed namespace
{
    void doSomething() // can only be accessed in this file
    {
        std::cout << "v1\n";
    }
}

int main()
{
    doSomething(); // we can call doSomething() without a namespace prefix

    return 0;
}

特点:

  1. All content declared in an unnamed namespace is treated as if it is part of the parent namespace.
  2. All identifiers inside an unnamed namespace are treated as if they had internal linkage.

解决的问题:Unnamed namespaces will also keep user-defined types (something we’ll discuss in a later lesson) local to the file, something for which there is no alternative equivalent mechanism to do.

About switch clause

Put another way, defining a variable without an initializer is just telling the compiler that the variable is now in scope from that point on. This happens at compile time, and doesn’t require the definition to actually be executed at runtime.

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
int calculate(int x, int y, char op)
{
    int ret = 0;
    switch (op)
    {
    case '+':
        return x + y;
        case '-':
        return x - y;
        case '*':
        return x * y;
        case '/':
        return x / y;
        case '%':
        return x % y;
        default:
        throw std::invalid_arguments("invalid operator");
    }
}

Pointer to functions

The syntax for creating a non-const function pointer is one of the ugliest things you will ever see in C++:

// fcnPtr is a pointer to a function that takes no arguments and returns an integer
int (*fcnPtr)();

In the above snippet, fcnPtr is a pointer to a function that has no parameters and returns an integer. fcnPtr can point to any function that matches this type.

To make a const function pointer, the const goes after the asterisk:

int (*const fcnPtr)();

If you put the const before the int, then that would indicate the function being pointed to would return a const int.

博客迁移记录

终于还是干了!很早以前就有了这个想法,起初使用 Hexo 搭的博客,折腾了一段时间,选了一个不错的主题 Melody。一切都进行的很好,直到有一天又发现 Hugo 这么个东西,登时就忍不住了,不是说原来的不好,二十 Hugo 太特么快了,无论是渲染速度还是博客生成,几乎就像是在本地打开 html 一样。相比之下 Hexo 的生成速度就显得很慢了,思来想去,博客应该更多关注内容,之前那个配置的有些花哨了,现在换了 Hugo,也使用了一个比较简单的主题,相比之下更轻量,打开速度更快,以后就该专注于内容了。这里烧纸纪念下一下我之前的皮肤:

GDB 基本用法

废话以后有时间再加。

首先编译时开启调试选项:

1
g++ main.cpp -g -O0

-O0指定编译器的优化级别为 0,即不优化。

位域结构体简介

最近实习接触到一个新的知识点,C/C++ 的位域结构体。

以下开始摘抄自:here

位段 (bit-field) 是以位为单位来定义结构体 (或联合体) 中的成员变量所占的空间。含有位段的结构体 (联合体) 称为位段结构。采用位段结构既能够节省空间,又方便于操作。

面试经历及笔记

总结一下这几个月的面试经历中被问到的问题,虽说问得都很浅,但是,问深了我也不会呀!

C++ 相关

Q: std::vector push_back 的复杂度是多少? A: O(1), amortized constant.

Q: vector 从 1 到 n push n 个元素,假设发生扩容时按两倍增长,写出复杂度关于 n 的表达式? A: 不会。

The Beauty of Recursion

Declaration: this article is in long time editing…


Here comes some beautiful recursive solutions to some problems.

Examples

Some of the problems have a very nice recursive structure, we can deal with them just using one step recursion.

Fibonacci Numbers

The first comes very famous Fibonacci Numbers, which is a sequence of 0, 1, 1, 2, 3, 5, 8, 13 … The structure is easily captured, if we use $\text{fib}(n)$ to denote the $n^{\text{th}}$ Fibonacci Number (n is assumed to start from 0). $$ \text{fib}(n) = \begin{cases} n, &\text{ if } n \le 1 \newline \text{fib}(n-1) + \text{fib}(n-2), &\text{ if } n > 1. \end{cases} $$ That is why we can write easily a procedure to compute the fibs. If we use MIT Scheme, we can write as follows:

神奇的位运算

In editing…

必备知识

首先要对原码、反码、补码有一定理解,推荐阅读此文:https://www.cnblogs.com/zhangziqiu/archive/2011/03/30/computercode.html

A collection of some coding problems

场景题

题一:最高得分

一个长度为$N$的序列,玩家每次只能从头部或尾部拿数字,不能从中间拿。拿走的数字依次从左到右排列在自己面前。拿完$N$个数字之后,游戏结束。此时$N$个数字在玩家面前组成一个新的排列,这个数列每相邻两个数字之差的绝对值之和为玩家最终得分。假设玩家前面的$N$个数字从左到右标号为 $n_1,n_2, \dots, n_N$,则最终得分$S$的计算方式如下: $$ S = \text{abs}(n_1-n_2) + \text{abs}(n_2-n_3) + \cdots + \text{abs}(n_{N-1} - n_N). $$