Thursday 31 January 2019

C++ Coding Standards: Don't Return Early

I've just had one of those mini-conversations which has be scratching my head, I asked a coworker about "return early" being part of the coding standard or not, as it was being discussed by other parties.

His response was an emphatic, slightly arrogant and touchily obtuse, "I have no time for anyone arguing for not returning early from a function you've discovered you should not be in".

I however don't take such a black and white view, I see the pro's and con's of both approaches, importantly not returning from a function can, and is part of, driving process flow conversations and it aids in picking out structure which can be encapsulated away.  The result being that instead of instantly exiting and potentially leaving spaghetti code you can see a flow, see where branching is occurring and deal with it...

But, that said, it must be understood "returning early" is often seen as "faster", as the chap argued "I see no point being in a function you know you should already have left", so I took to compiler explorer... In a very trivial example:

 

Here we see a decision being made and either a return or the active code, easy to read, simple, trivial... But don't dismiss it too early, is it the neatest code?

Well, we could go for less lines of code which generates near identical assembly thus:


This is certainly less lines of C++ however, inverting the test is a little messy and could easily be overlooked in our code or in review, better might therefore be expanding the test to a true opposite:


One could argue the code is a little neater to read without the inverting, critically though it has made no difference to the assembly output, it's identical.

And it is identical in all three cases.

You could argue therefore that "returning early has no bearing on the functionality of the code", but that's too simplistic, because "not returning early" also has no bearing on the functionality of the code.  The test and action and operation has been worked out by the magic of the compiler for us to be the same.

So with equivalent operation and generation we need think about what returning from the function early did affect, well it made the code on the left longer, yes this is an affectation of our coding with braces, but it was longer.  You could also see that there were two things to read and take in, the test was separate to the code and importantly for me the test and the actual functional code were on the same indentation horizontal alignment.  Being on that same alignment makes your eye not think a decision has been made.

Putting the test and the action of that test into the inner bracing communicates clearly that a decision has been made and our code has branched.

And when that structure is apparent you can think about what not returning early has done, well it's literally braced around the stanza of code to run after the decision, that packet of code could be spun off into it's own function do you start to think about encapsulation.  Of course you can think about the same thing after the return, but in my opinion having the content of the braces to work within is of benefit and most certainly does not afford any speed benefits.

Lets look at a more convoluted, but no less trivial example, a function to load a file in its entirety and return it as a known sized buffer... we'll start with a few common types:

#include <memory>
#include <cstdint>
#include <string>
#include <cstdio>
#include <optional>
#include <sys/stat.h>
#include <sys/types.h>
using byte = unsigned char;
using DataBlock = std::shared_ptr<byte>;
using Buffer = std::pair<uint32_t, DataBlock>;
using LoadResult = std::optional<Buffer>;

And we'll assume there's a function to get the file size, with stat...

const uint32_t GetFileSize(const std::string& p_Path)
{
    uint32_t l_result(0);

    struct stat l_FileStat;
    if ( stat(p_Path.c_str(), &l_FileStat) == 0)
    {
        l_result = l_FileStat.st_size;
    }

    return l_result;
}

Now, this file is return path safe because I define the result as zero and always get to that return, I could have written it thus:

const uint32_t GetFileSizeOther(const std::string& p_Path)
{    
    struct stat l_FileStat;
    if ( stat(p_Path.c_str(), &l_FileStat) != 0)
    {
        return 0;
    }

    return l_FileStat.st_size;
}

But I don't see the benefit, both returns generate an lvalue which is returned, except in the latter you have two code points to define the value, if anything I would argue you loose the ability to debug "l_result" from the first version, you can debug it before, during and after operating upon it... Where as the latter, you don't know the return value until the return, which results in the allocate and return.  And again in both cases the assembly produced is identical.

So, the load function, how could it be written with returning as soon as you see a problem?... Well, how about this?

LoadResult LoadFileReturning(const std::string& p_Path)
{
    LoadResult l_result;

    if ( p_Path.empty() )
    {
        return l_result;
    }
     
    auto l_FileSize(GetFileSize(p_Path));
    if ( l_FileSize == 0 )
    {                     
        return l_result;
    }

    FILE* l_file (fopen(p_Path.c_str(), "r+"));
    if ( !l_file )
    {
        return l_result;
    }

    Buffer l_temp { l_FileSize, std::make_shared<byte>(l_FileSize) };
    if ( !l_temp.second )
    {
        fclose(l_file);
        return l_result;
    }

    auto l_ReadBytes(
        fread(
            l_temp.second.get(),
            1,
            l_FileSize,
            l_file));

    if ( l_ReadBytes != l_FileSize )
    {
        fclose(l_file);
        return l_result;
    }

    l_result.emplace(l_temp);

    fclose(l_file); 

    return l_result;
}

We have six, count them (orange highlights) different places where we return the result, as we test the parameters, check the file size and then open and read the file all before we get to the meat of the function which is to setup the return content after a successful read.  We have three points where we must remember and maintain to close the file upon a problem (red highlights).  This duplication of effort and dispersal of what could be critical operations (like remembering to close a file) throughout your code flow is a problem down the line.

I very much know I've forgotten and missed things like this, reducing the possible points of failure for your code is important and my personal preference to not return from a function early is one such methodology.

Besides the duplicated points of failure I also found the code to not be communicating well, its 44 lines of code, better communication comes from code thus:

LoadResult LoadFile(const std::string& p_Path)
{
    LoadResult l_result;

    if ( !p_Path.empty() )
    {
        auto l_FileSize(GetFileSize(p_Path));
        if ( l_FileSize > 0 )
        {                        
            FILE* l_file (fopen(p_Path.c_str(), "r+"));
            if ( l_file )
            {
                Buffer l_temp { l_FileSize, std::make_shared<byte>(l_FileSize) };
                if ( l_temp.second )
                {
                    auto l_ReadBytes(
                        fread(
                            l_temp.second.get(),
                            1,
                            l_FileSize,
                            l_file));

                    if ( l_ReadBytes == l_FileSize )
                    {
                        l_result.emplace(l_temp);
                    }
                }                

                fclose(l_file);
            }
        }
    }

    return l_result;
}

This time we have 33 lines of code, we can see the stanzas of code indenting into the functionality, at each point we have the same decisions taking us back out to always return.  When we've had a successful open of the file we have one (for all following decisions) place where it's closed and ultimately we can identify the success conditions easily.

I've heard this described as forward positive code, you look for success and always cope with failure, whilst the former is only coping with failure as it appears.

I prefer the latter, ultimately it comes down to a personal choice, some folks argue indenting like this is bad, I've yet to hear why if the compiled object code is the same, you are communicating so much more fluently and have less points of possible human error in the code to deal with and maintain.

From the latter we could pick out reused code and we can target logging or performance metrics more directly on specific stanzas within their local scopes.  Instead of everything being against the left hand indent line.

Now, I will happily tell you it hasn't been a comfortable ride to my thoughts on this topic, I started programming on a tiny screen (40x20 characters - Atari ST Low Res GEM and when I moved to DOS having 80 character widths I felt spoiled.  Now we have tracts of huge screen space, arguing you need to stay on the left is moot, you don't, use your screen, make your code communicate its meaning, use the indents.

And yes, before you ask, I was doing things this way long before I started to use Python.

Sunday 20 January 2019

C++: Undefined behaviour from realloc and the Clang Optimizer

I was wondering around in some system code and found a strange behaviour between two modes in a piece of code, where the code switches from double to triple buffer mode there's a problem, we've already got two buffers of everything we just want to allocate another but the underlying structure for sets of buffers wants to own them all... So the code went from:

SetOfBuffers
{
Buffer* one;
Buffer* two;
}

To:

SetOfBuffers
{
Buffer* one;
Buffer* two;
Buffer* three;
}

Creating the third buffer is fine:

SetOfBuffers::three = malloc(X);

But, the first two is a re-alloc, to reuse the existing buffer:

SetOfBuffers::One = realloc(OldSet::one, X);
SetOfBuffers::Two = realloc(OldSet::two, X);

The problem?  I'd start to modify the values in the new set of buffers, the third buffer being used and present.  Then the first buffer would be changed present... The second buffer changed present and the information is wrong (I over simplify massively here).

Anyway, I was remotely SSH'd into my server for this, so I went to Visual Studio, same code... Worked fine... So I go into my local VM and it's fine too, so I went back to the server and compiled manually and suddenly it's fine too.... WTF.

I literally spent an hour looking at this, the problem?  Well, it appears to be a bug in Clang, the reason the problem disappeared was my Makefile contains a $CC constant for the compiler to use and it was "clang" when I built by hand I used "g++".  Worse still, if I switched to a clang debug build the code worked fine, so this was something about my compilation process not a bug in the code per se.

So, perplexed I went in search of an answer.  And it appeared to be something about the clang optimizer, about which I found this talk from CppCon 2016.

Where there's this example:

#include <cstdlib>
#include <cstdio>
int main ()
{
int* p = (int*)malloc(4); // The original buffer above
int* q = (int*)realloc(p, 4); // The new pointer to the same old buffer
// Allocate a vlaue
*p = 1;
*p = 2;
if ( p == q )
{
printf("%d %d\n", *p, *q);
}
}

What do you expect this code to display?... Well, I expect it to print "2 2".  And it does on VC and G++ and even clang without the optimizer...





But you optimize the compile and its wrong:


Now, this is undefined behaviour and not caused by your code, it's the optimizer and very scary.  Not least as this was identified a while back (the talk along is from 2016) and g++ has solved the problem... Eeeek.

Friday 18 January 2019

C++: The Dilemma of using Exceptions

As a C++ developer I've recently been in the midst of the Exceptions debate.  Exceptions as a feature of the C++ language have long divided the community, naively I've often put this down to their coming to the language from elsewhere (C perhaps) where exceptions were not the norm.

This was a mistake, for in the projects I've previously worked upon the overhead of an exception compared to the ramifications of the error resulting in a crash have often totally outweighed the overhead, making deciding to employ an exception exceptionally easy (*bum bum*).  Exceptions were the norm, still are and should be to you too (according to the C++ Core Guidelines https://github.com/isocpp/CppCoreGuidelines/blob/master/CppCoreGuidelines.md#Ri-except).

The difficulty, the dilemma if you will, comes not from the feature, but the cost.  If you application domain demands high performance you can not risk using exceptions, the argument carries on therefore whether in not using them to avoid that overhead in performance you are actually cutting off your nose to spite your face... What are the downstream costs if an unexpected, in tested for, error occurs and some strange behavior ensues, or worse it propagates up and out of your application to crash?!!

In the modern era of social media such feedback is near instantaneous, can you afford the egg on face?

And so you spin yourself around and dig further into the ground your problems.

Voices from industry do little to alleviate the problem, google for instance (https://google.github.io/styleguide/cppguide.html#Exceptions), almost seem to advocate using exceptions if from the ground up you can build them in.  You stand the cost of retraining developers and change your ways of working around (e.g. embrace RAII).

They even go so far as to state "the benefits of exceptions outweigh the costs", but then add the caveat "in new projects".  How old or new your project should not define your error handling mechanisms, surely?  Plus from experience I've always found a code base is as old or new as the minds working upon it.  If you have an engineer firmly rooted in C without exceptions they will continue to churn code in that style through your compiler (which will happily work with it), not because it's a better way of working nor because it's a worse way of working, quite often it's continued along simply under the inertia of experience that developer has and they've not time to stop to take stock.

Even given that time, which the project I've just begun working upon has, there's weight behind the past, the old way of working, what worked before, and if that was non-exception handling code people stick with it.  Tell those self same people "you really should use these, oh and you have to retrain your minds, plus it'll take longer to compile and more time to run" they're going to stare at you like you're mental.


The question I'm left with is therefore not whether to use exceptions or not (well I am left with this problem, and this post is no help) instead we're left with the question of when will the benefits of exceptions, their ease of use, simplicity to write and visualise out weight the retraining, compile time and runtime costs?... I don't think that's anytime soon, it should be after so many years, but it's simply not.

x

Tuesday 15 January 2019

Cross Compiling Clarity

I have an important distinction to make clear... Cross Compiling is using a machine with a different processor type than the target machine for your program.

So, you have a PC with an Intel Core 2 Duo in it, and you use a compiler to output an ARM executable, that is cross compiling.

If you're on an Intel Core Duo toting 15" MacBook pro (from 2006) and you use that to produce the same ARM executable, that's still cross-compiling.  BUT if you use that MacBook to generate a windows executable it's not cross compiling, as the processor is the same in both targets, you're not crossing over...

Some folks argue this differently, because you're crossing between the Windows and Apple OS's you're cross-compiling.  In my book, and by the definition given elsewhere, you're not, in this case you are cross-platform (the platform being the OS) but you're not cross compiling because the processors are the same family.

That's all, I just wanted this out there, argue as you all see fit.