7dfa005716
data structure example"; int32 fQux should have been included (otherwise, the class size would have be reduced by 4 bytes!) git-svn-id: file:///srv/svn/repos/haiku/trunk/current@2550 a95241bf-73f2-0310-859d-f6bbb57e9c96
188 lines
6.8 KiB
HTML
188 lines
6.8 KiB
HTML
<html>
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<header>
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<title>Maintaining Binary Compatibility</title>
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</header>
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<body>
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<h1>Binary Compatibility in 3 Easy Steps!<hr></h1>
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<h2>An Introduction</h2>
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In the early days of the OpenBeOS project, a debate raged concerning one of the projects
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primary goals: maintaining binary compatibility with BeOS R5. The idea was that the
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only way an effort to rewrite BeOS would be successful was if folks could continue
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running the apps they already had. Certainly, a lot of software available for BeOS is
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open source or actively maintained -- these apps could just be recompiled if necessary.
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Others -- PostMaster, gobe's Productive suite and a few other crucial apps -- weren't
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likely to get rebuilt, either because the original author had stopped maintainance
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without being kind enough to release the source, or because it just wouldn't be
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commercially feasible.<p>
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Some said that we were crazy; that it couldn't be done. Thankfully, cooler heads
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prevailed and we're well on our way to a binary compatible clone of R5.<p>
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"But wait!" you cry. "How did the cooler heads which prevailed know that the holy grail
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of binary compatibility was achievable?" I'm so glad you asked! Keeping reading and be
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enlightened, Grasshopper.<p>
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<h2>The Issues</h2>
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There are three basic issues that have to be addressed to ensure binary compatibility:
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<ul>
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<li>
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<b>Names must be identical</b><br>
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This includes class and structure names as well as public, protected and global
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function and variable names.
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</li>
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<li>
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<b>Object sizes must be identical</b><br>
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Classes must contain the same number of bytes of data; global variables must
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be the same size. Maybe BGlobalVar should've been an <code>int32</code>
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instead of an <code>int16</code>, but we're stuck with it now.
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</li>
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<li>
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<b>Virtual function table layout must be identical</b><br>
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The most cryptic and confusing aspect of maintaining binary compatibility.
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The issue essentially boils down to this: for any given class, there must
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be the same number of virtual functions, declared in the same order as the
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original.
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</li>
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</ul>
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<h2>The Nitty Gritty</h2>
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"Good grief!" you say. "How on earth do I keep all this stuff straight?" Ah,
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Grasshopper, it is easier that you might imagine. Just follow these steps, and you
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should be binary compatible in no time!
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<ol>
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<li>
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<b>Make a copy of the appropriate Be header file</b><br>
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This is now your header file. You may need to change a thing or two, but what
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you can (or will need to) change is quite limited, and discussed below.
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</li>
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<li>
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<b>Implement public, protected and virtual functions</b><br>
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In the course of doing this, you may discover that there are some private
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non-virtual function declarations that you just don't use. Feel free to axe
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them! Since they're private, nobody using the class will miss them, and
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because they're not virtual, they don't effect the vtable layout. Conversely,
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if you find a need to add some private, non-virtual functions, go right ahead
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(for the very same reasons).
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</li>
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<li>
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<b>Make sure you don't change the number of bytes used for data</b><br>
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There are two situations that can make this seem difficult. First, there
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may be data members that you don't use in your reimplementation. You can
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just leave them (safe, but a little messy) or you can add the extra members'
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bytes to the class's "unused" data array. An example will make this clear.<br>
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Let's say we have a class BFoo:<br>
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<code>
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<pre>
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class BFoo {
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public:
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BFoo();
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~BFoo();
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void SomeFunc();
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private:
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int32 fBar;
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char fZig;
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int32 fQux;
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int32 fUnused[2];
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};
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</pre>
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</code>
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The Be engineers that originally wrote this BFoo purposely added some data
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padding in the form of an array of 2 <code>int32</code>s (they did this with
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most classes in the API). Now let's suppose in your implementation, you
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really didn't need <code>fQux</code>. You can add <code>fQux</code>'s bytes
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into <code>fUnused</code>:<br>
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<code>
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<pre>
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class BFoo
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{
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...
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private:
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int32 fBar;
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char fZig;
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int32 fUnused[3];
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};
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</pre>
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</code>
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Nothing could be easier! An additional twist that should be noted is that
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data member order must also be preserved. In much the same way as existing
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apps will "look" for virtual functions in a specific place in the vtable,
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so will they "look" for data members in a specific place in an object.<br>
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"But what if I don't need <code>fZig</code>, either?" you wonder. "It's only
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one byte, not four like an <code>int32</code>!" Have no fear! Just rename it
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"<code>fUnusedChar</code>" and be done with it.<p>
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The second situation that can make preserving object size tricky is if there
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aren't <i>enough</i> bytes of data available. Building on our cheesy BFoo
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example, let's suppose that rather than getting rid of <code>fQux</code> and
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<code>fZig</code>, you actually needed to <i>add</i> another 4
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<code>int32</code>s worth of data: <code>fNewData1</code> through
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<code>fNewData4</code>. The original implementation of BFoo has two extra
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<code>int32</code>s which we can use, but that leaves us two <code>int32</code>s
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short. What to do? The easiest thing is to create a data structure to hold
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your new data and convert one of the <code>fUnused</code> items into a pointer
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to that structure:
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<code>
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<pre>
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// Foo.h
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struct _BFooData_;
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class BFoo
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{
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public:
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BFoo();
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~BFoo();
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void SomeFunc();
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private:
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int32 fBar;
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char fZig;
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int32 fQux;
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_BFooData_* fNewData;
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int32 fUnused[1];
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};
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// Foo.cpp
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struct _BFooData_
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{
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int32 fNewData1;
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int32 fNewData2;
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int32 fNewData3;
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int32 fNewData4;
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};
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BFoo::BFoo()
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{
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fNewData = new _BFooData_;
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}
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BFoo::~BFoo()
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{
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delete fNewData;
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}
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</pre>
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</code>
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Voila! More data without making the class bigger. Make sure you're cleaning up
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your new (dynamically allocated) data in the destructor. <b>NOTE:</b> this trick
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will only work if the class originally had a destructor! Adding a destructor
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after the fact won't work for existing apps (since they won't call it), leading
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to memory leaks. Fortunately, there are very few instances in the BeAPI where a
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class doesn't have a destructor already declared.
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</li>
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</ol>
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And there you have it: Binary Compatibility in 3 Easy Steps!<br>
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Questions, comments, or corrections? Please let
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<a href="mailto:erik@cgsoftware.com">me</a> know!<br>
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<hr>
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<!-- The obligatory SourceForge plug -->
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<center>
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<small>The OpenBeOS project is hosted by:</small><br><br>
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<a href="http://sourceforge.net">
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<img src="http://sourceforge.net/sflogo.php?group_id=33869&type=1" width="88" height="31" border="0" alt="SourceForge Logo">
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</a>
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<p>
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<small>Copyright © 2001-2002
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<a href="http://www.openbeos.org">OpenBeOS</a> Project</small>
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</center>
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</body>
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</html>
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