The language C++ is big. There is no doubting that. One reason C++ is big is to allow flexibility in the technique used to solve a problem. If you have a really small system you can stick to procedural code encapsulated by classes. A project with a number of similar but slightly different entities might be best addressed through inheritance and polymorphism.
A third technique is using generics, which are implemented in C++ using templates. Templates have some similarities with #define macros but they are a great deal safer. The compiler does not see the code inserted by a macro until after it has been inserted into the source. If the code is bad the error messages can be very confusing since all the developer sees is the macro name. A template is checked for basic syntax errors by the compiler when it is first seen, and again later when the code is instantiated. That first step eliminates a lot of confusion since error messages appear at the location of the problem.
Continue reading “Code Craft – Embedding C++: Templates”
Embedded C developers shy away from C++ out of concern for performance. The class construct is one of their main concerns. My previous article Code Craft – Embedding C++: Classes explored whether classes cause code bloat. There was little or no bloat and what is there assures that initialization occurs.
Using classes, and C++ overall, is advantageous because it produces cleaner looking code, in part, by organizing data and the operations on the data into one programming structure. This simple use of classes isn’t the raison d’etre for them but to provide inheritance, or more specifically polymorphism, (from Greek polys, “many, much” and morphē, “form, shape”).
Skeptics feel inheritance simply must introduce nasty increases in timing. Here I once more bravely assert that no such increases occur, and will offer side-by-side comparison as proof.
Continue reading “Code Craft – Embedding C++: Timing Virtual Functions”