Is there a way to write OO-like code in the C programming language?
See also:
Found by searching on "[c] oo".
Is there a way to write OO-like code in the C programming language?
See also:
Found by searching on "[c] oo".
The first C++ compiler ("C with classes") would actually generate C code, so that's definitely doable.
Basically, your base class is a struct; derived structs must include the base struct at the first position, so that a pointer to the "derived" struct will also be a valid pointer to the base struct.
typedef struct {
data member_x;
} base;
typedef struct {
struct base;
data member_y;
} derived;
void function_on_base(struct base * a); // here I can pass both pointers to derived and to base
void function_on_derived(struct derived * b); // here I must pass a pointer to the derived class
The functions can be part of the structure as function pointers, so that a syntax like p->call(p) becomes possible, but you still have to explicitly pass a pointer to the struct to the function itself.
Common approach is to define struct with pointers to functions. This defines 'methods' which can be called on any type. Subtypes then set their own functions in this common structure, and return it.
For example, in linux kernel, there is struct:
struct inode_operations {
int (*create) (struct inode *,struct dentry *,int, struct nameidata *);
struct dentry * (*lookup) (struct inode *,struct dentry *,
struct nameidata *);
...
};
Each registered type of filesystem then registers its own functions for create, lookup, and remaining functions. Rest of code can than use generic inode_operations:
struct inode_operations *i_op;
i_op -> create(...);
C++ is not that far from C.
Classes are structures with a hidden pointer to a table of function pointers called VTable. The Vtable itself is static. When types point to Vtables with the same structure but where pointers point to other implementation, you get polymorphism.
It is recommended to encapsulate the calls logic in function that take the struct as parameter to avoid code clutter.
You should also encapsulcte structures instantiation and initialisation in functions (this is equivalent to a C++ constructor) and deletion (destructor in C++). These are good practice anyway.
typedef struct
{
int (*SomeFunction)(TheClass* this, int i);
void (*OtherFunction)(TheClass* this, char* c);
} VTable;
typedef struct
{
VTable* pVTable;
int member;
} TheClass;
To call the method:
int CallSomeFunction(TheClass* this, int i)
{
(this->pVTable->SomeFunction)(this, i);
}
Appendix B of the article Open Reusable Object Models, by Ian Piumarta and Alessandro Warth of VPRI is an implementation of an Object model in GNU C, about 140 lines of code. It's a fascinating read !
Here's the uncached version of the macro that sends messages to objects, using a GNU extension to C (statement expression):
struct object;
typedef struct object *oop;
typedef oop *(*method_t)(oop receiver, ...);
//...
#define send(RCV, MSG, ARGS...) ({ \
oop r = (oop)(RCV); \
method_t method = _bind(r, (MSG)); \
method(r, ##ARGS); \
})
In the same doc, have a look at the object, vtable, vtable_delegated and symbol structs, and the _bind and vtable_lookup functions.
Cheers!
What I usually like to do is to wrap the structs in another which contain meta information about the wrapped class and then build visitor like function lists acting on the generic struct. The advantage of this approach is that you don't need to modify the existing structures and you can create visitors for any subset of structs.
Take the usual example:
typedef struct {
char call[7] = "MIAO!\n";
} Cat;
typedef struct {
char call[6] = "BAU!\n";
} Dog;
We can wrap the 2 strutures in this new structure:
typedef struct {
const void * animal;
AnimalType type;
} Animal;
The type can be a simple int but let's not be lazy:
typedef enum {
ANIMAL_CAT = 0,
ANIMAL_DOG,
ANIMAL_COUNT
} AnimalType;
It would be nice to have some wrapping functions:
Animal catAsAnimal(const Cat * c) {
return (Animal){(void *)c, ANIMAL_CAT};
}
Animal dogAsAnimal(const Dog * d) {
return (Animal){(void *)d, ANIMAL_DOG};
}
Now we can define our "visitor":
void catCall ( Animal a ) {
Cat * c = (Cat *)a.animal;
printf(c->call);
}
void dogCall ( Animal a ) {
Dog * d = (Dog *)a.animal;
printf(d->call);
}
void (*animalCalls[ANIMAL_COUNT])(Animal)={&catCall, &dogCall};
Then the actual usage will be:
Cat cat;
Dog dog;
Animal animals[2];
animals[0] = catAsAnimal(&cat);
animals[1] = dogAsAnimal(&dog);
for (int i = 0; i < 2; i++) {
Animal a = animals[i];
animalCalls[a.type](a);
}
The disadvantage of this approach is that you have to wrap the structures every time you want to use it as a generic type.
The file functions fopen, fclose, fread are examples of OO code in C. Instead of the private data in class, they work on the FILE structure which is used to encapsulate the data and the C functions acts as an member class functions. http://www.amazon.com/File-Structures-Object-Oriented-Approach-C/dp/0201874016
A very crude example of simple function overloading, much can be achieved using variadic macros.
#include <stdio.h>
#include <stdlib.h>
#define SCOPE_EXIT(X) __attribute__((cleanup (X)))
struct A
{
int a;
};
struct B
{
int a, b;
};
typedef struct A * A_id;
typedef struct B * B_id;
A_id make_A()
{
return (A_id)malloc(sizeof(struct A));
}
void destroy_A(A_id * ptr)
{
free(*ptr);
*ptr = 0;
}
B_id make_B()
{
return (B_id)malloc(sizeof(struct B));
}
void destroy_B(B_id * ptr)
{
free(*ptr);
*ptr = 0;
}
void print_a(A_id ptr)
{
printf("print_a\n");
}
void print_b(B_id ptr)
{
printf("print_b\n");
}
#define print(X) _Generic((X),\
A_id : print_a, \
B_id : print_b\
)(X)
int main()
{
A_id aa SCOPE_EXIT(destroy_A) = make_A();
print(aa);
B_id bb SCOPE_EXIT(destroy_B) = make_B();
print(bb);
return 0;
}
Different implementations of functions is one of the key features of polymorphism, so you must use function pointers.
animal.h
typedef struct Animal {
const void (*jump)(struct Animal *self);
} Animal;
pig.h
#include "animal.h"
typedef struct {
Animal animal_interface;
char *name;
} Pig;
Pig *NewPig(char *name);
pig.c
#include <stdio.h>
#include <stdlib.h>
#include "pig.h"
static void PigJump(Animal *_self) {
Pig *self = (Pig *)_self;
printf("%s Pig jump.\n", self->name);
}
Pig *NewPig(char *name) {
Pig *self = (Pig *)malloc(sizeof(Pig));
self->animal_interface.jump = PigJump;
self->name = name;
return self;
}
main.c
#include "pig.h"
int main() {
Animal *a = &(NewPig("Peppa")->animal_interface);
Animal *b = &(NewPig("Daddy")->animal_interface);
a->jump(a);
b->jump(b);
return 0;
}
Output:
Peppa Pig jump.
Daddy Pig jump.