Reflection in C++
donw.io
donw.io
The downside is that shipping DWARF debugging info alongside of your program is not far from delivering the source code too. I guess it can be post-processed so that it only contains relevant data structures and nothing more.
Similarly, there's a COM component to access PDBs on Windows.
Most applications use an embedded interpreter to do runtime inspection and modification. The tools for the job is usually lua/python. Creating your own type system seems like a bad idea.
Using something like Google's Protocol Buffers or a similar system where you generate a standard serialization backend for all the plain old data types you want to send across the network is way less of a pain in the ass.
If you're concerned about the overhead, look at MsgPack or Cap'n Proto - plenty of ways to shave the yak out there without needing to roll your own.
Reflection on the other hand is immensely useful if you want to, for example, automatically generate type-safe bindings for, say, Python or .NET or Java, from your C++ classes.
If I'm not mistaken, he has been working into getting the necessary data available from the compiler directly (which this paper would confirm).
Link to his existing library: http://kifri.fri.uniza.sk/~chochlik/mirror-lib/html/
Absolutely great guy, as well. Really happy to see him still working on this, year over year.
Edit: DYAC.
Games need a lot of iteration, C++ compile times can easily get very long i.e. minutes. You might object that compile times should never be long: "oh this never happens if you do X or Y" but in reality every C++ gamedev shop I've worked at has had long compiles times. Templates and other things of that nature tend to bloat it.
Anyway so reflection helps with:
- Hot-reloading code
- Tweaking reflected values at runtime
- Exposing functions for scripting languages (without having to write lots of repetitive boiler plate code)
- Saving / Loading
(And networking but that's not something I've experimented with personally!)
Depending on how it's implemented, at least for games, it's worth it.Both concerns are about having the need for boilerplate code (either for bindings or for serialization), which is quite repetitive to write and depends on the input types.
Now the possible solutions are from my perspective:
- Write that code by hand, which is quite tedious and error-prone.
- Use some code generator tooling (like protoc) for it. However that might require you to define your types in an IDL before going to code, which leads to an extra step in the development and build process. In my experience this works really well for big teams (because you also have an extra interface documentation against which all parties can work), but it might not be optimal for small teams and rapid iterations.
- Generate the code automatically from the type definitions in your program. Either during compile-time (which would require good compiler support for extracting the relevant details and using them for code generation) or during runtime by reflection. With reflection you are most likely getting the slowest code. But iteration times should be the fastest (no need to change IDL files, run codegen tools, etc.)
Of course compile-time reflection can be used to generate the code/data structures necessary for run-time reflection.
P.S: The blog post is from 2011
"What is Reflection?
A reflection API is a very basic, powerful tool that every game studio should have at their disposal. It normally contains some or all of the following features: ..."
This doesn't actually tell me what reflection is. Telling me what it normally contains or that its something that every game studio should have does not explain the concept. Could someone someone please explain what exactly reflection is as it relates to a language feature?
A really basic example of this is having you code get a list of all the names of fields of a class. This would be very useful if you want to create a generic object serializer.
In the past I used this to create a framework that would generate a UI for you based on class definitions.
Reflection can also include being able to modify your own code structure during run time.
>>Template meta-programming approaches suffer from increased compile-times and along with code generation, result in larger than necessary executables.
?
* If you use std::vector<int>, std::vector<double> and std::vector<string> you will (probably) end up with three instantiations of std::vector ("probably" because the implementation has some leeway). This it no different than what you would get if you implemented std::vector with macros or by hand, but for some reason people like to count it as code bloat.
* Modern compilers have a tendency to instantiate the same template multiple times, (e.g., std::vector<int>, std::string) and then get rid of any duplicates ( https://gcc.gnu.org/onlinedocs/gcc/Template-Instantiation.ht... ). This affects compile times, but if the compiler/linker does a good job of getting rid of the duplicates it shouldn't affect executable size. Sadly, many compilers do a bad job of getting rid of duplicates. extern templates are supposed to help out now ( http://www.stroustrup.com/C++11FAQ.html#extern-templates ).
Not if you implement it as a resizeable array of bytes, which is what a lot of the std::vector-ish structures I see being used in C are. There's just one set of functions which work with different element sizes, not a set of nearly-identical ones for each element size (and sometimes even multiple identical ones for elements of the same size but different type.) It's definitely bloat when the result is highly redundant and bigger than necessary.
Again, used code being generated is counted as bloat. This, I can't understand.
Alan Kay (inventor of Smalltalk)
"struct Class : pubic Type". It says "pubic" instead of "public". I hope it can be fixed.