The first one is for error handling.
#define IfTrue(x, level, format, ... ) \
if (!(x)) { \
LOG(level, format, ##__VA_ARGS__) \
goto OnError; \
}
This is the simplest way of simulating try/catch in c. Yeah it uses goto and is a bad programming practice and what not, but it makes c code beautiful and understandable. Take a look at the code below for creating a server connection below. These code samples are from cacheismo.
connection_t connectionServerCreate(u_int16_t port, char* ipAddress, connectionHandler_t* handler) {
connectionImpl_t* pC = ALLOCATE_1(connectionImpl_t);
IfTrue(pC, ERR, "Error allocating memory");
pC->fd = socket(AF_INET, SOCK_STREAM, 0);
IfTrue(pC->fd > 0, ERR, "Error creating new socket");
{
int flags = fcntl(pC->fd, F_GETFL, 0);
IfTrue(fcntl(pC->fd, F_SETFL, flags | O_NONBLOCK) == 0,
ERR, "Error setting non blocking");
}
memset((char*) &pC->address, 0, sizeof(pC->address));
pC->address.sin_family = AF_INET;
pC->address.sin_addr.s_addr = INADDR_ANY;
pC->address.sin_port = htons(port);
if (ipAddress) {
pC->address.sin_addr.s_addr = inet_addr(ipAddress);
}
IfTrue(bind(pC->fd, (struct sockaddr *) &pC->address,sizeof(pC->address)) == 0, ERR, "Error binding");
IfTrue(listen(pC->fd, DEFAULT_BACKLOG) == 0, ERR, "Error listening");
pC->isServer = 1;
pC->CH = handler;
goto OnSuccess;
OnError:
if (pC) {
connectionClose(pC);
pC = 0;
}
OnSuccess:
return pC;
}
It is a linear code. This avoids multiple exist points and repetitive error handling code. Less nesting of "if" blocks makes it easy to follow the code. Error handling/cleanup happens in the end and is common for all possible errors in the function, which also means less code.
The second pattern I use often is opaque objects.
typedef void* chunkpool_t;
chunkpool_t chunkpoolCreate(u_int32_t maxSizeInPages);
void chunkpoolDelete(chunkpool_t chunkpool);
void* chunkpoolMalloc(chunkpool_t chunkpool, u_int32_t size);
void chunkpoolFree(chunkpool_t chunkpool, void* pointer);
Almost every type is opaque. What does it accomplishes? Freedom. Freedom to change the implementation of the objects because rest of the code only uses functions to access the object and doesn't knows how object is actually implemented. This also forces me to think hard about what should be the minimal interface for accessing this object because it is painful to keep writing new methods. I use this for almost all objects except objects whose only job is to be containers of data and no functionality.
I do use function pointers when they make sense, but that would be a topic for another post. Writing high performance software is fun, but making sure it is easy to code and easy to change makes the journey pleasant.
#define IfTrue(x, level, format, ... ) \
if (!(x)) { \
LOG(level, format, ##__VA_ARGS__) \
goto OnError; \
}
This is the simplest way of simulating try/catch in c. Yeah it uses goto and is a bad programming practice and what not, but it makes c code beautiful and understandable. Take a look at the code below for creating a server connection below. These code samples are from cacheismo.
connection_t connectionServerCreate(u_int16_t port, char* ipAddress, connectionHandler_t* handler) {
connectionImpl_t* pC = ALLOCATE_1(connectionImpl_t);
IfTrue(pC, ERR, "Error allocating memory");
pC->fd = socket(AF_INET, SOCK_STREAM, 0);
IfTrue(pC->fd > 0, ERR, "Error creating new socket");
{
int flags = fcntl(pC->fd, F_GETFL, 0);
IfTrue(fcntl(pC->fd, F_SETFL, flags | O_NONBLOCK) == 0,
ERR, "Error setting non blocking");
}
memset((char*) &pC->address, 0, sizeof(pC->address));
pC->address.sin_family = AF_INET;
pC->address.sin_addr.s_addr = INADDR_ANY;
pC->address.sin_port = htons(port);
if (ipAddress) {
pC->address.sin_addr.s_addr = inet_addr(ipAddress);
}
IfTrue(bind(pC->fd, (struct sockaddr *) &pC->address,sizeof(pC->address)) == 0, ERR, "Error binding");
IfTrue(listen(pC->fd, DEFAULT_BACKLOG) == 0, ERR, "Error listening");
pC->isServer = 1;
pC->CH = handler;
goto OnSuccess;
OnError:
if (pC) {
connectionClose(pC);
pC = 0;
}
OnSuccess:
return pC;
}
The second pattern I use often is opaque objects.
typedef void* chunkpool_t;
chunkpool_t chunkpoolCreate(u_int32_t maxSizeInPages);
void chunkpoolDelete(chunkpool_t chunkpool);
void* chunkpoolMalloc(chunkpool_t chunkpool, u_int32_t size);
void chunkpoolFree(chunkpool_t chunkpool, void* pointer);
I do use function pointers when they make sense, but that would be a topic for another post. Writing high performance software is fun, but making sure it is easy to code and easy to change makes the journey pleasant.