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186 lines
7.0 KiB
Plaintext
186 lines
7.0 KiB
Plaintext
Lessons learned about how to make a header-file library
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V1.0
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September 2013 Sean Barrett
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Things to do in an stb-style header-file library,
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and rationales:
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1. #define LIBRARYNAME_IMPLEMENTATION
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Use a symbol like the above to control creating
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the implementation. (I used a far-less-clear name
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in my first header-file library; it became
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clear that was a mistake once I had multiple
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libraries.)
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Include a "header-file" section with header-file
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guards and declarations for all the functions,
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but only guard the implementation with LIBRARYNAME_IMPLEMENTATION,
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not the header-file guard. That way, if client's
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header file X includes your header file for
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declarations, they can still include header file X
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in the source file that creates the implementation;
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if you guard the implementation too, then the first
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include (before the #define) creates the declarations,
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and the second one (after the #define) does nothing.
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2. AVOID DEPENDENCIES
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Don't rely on anything other than the C standard libraries.
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(If you're creating a library specifically to leverage/wrap
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some other library, then obviously you can rely on that
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library. But if that library is public domain, you might
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be better off directly embedding the source, to reduce
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dependencies for your clients. But of course now you have
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to update whenever that library updates.)
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If you use stdlib, consider wrapping all stdlib calls in
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macros, and then conditionally define those macros to the
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stdlib function, allowing the user to replace them.
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For functions with side effects, like memory allocations,
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consider letting the user pass in a context and pass
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that in to the macros. (The stdlib versions will ignore
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the parameter.) Otherwise, users may have to use global
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or thread-local variables to achieve the same effect.
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3. AVOID MALLOC
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You can't always do this, but when you can, embedded developers
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will appreciate it. I almost never bother avoiding, as it's
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too much work (and in some cases is pretty infeasible;
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see http://nothings.org/gamedev/font_rendering_malloc.txt ).
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But it's definitely something one of the things I've gotten
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the most pushback on from potential users.
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4. ALLOW STATIC IMPLEMENTATION
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Have a #define which makes function declarations and
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function definitions static. This makes the implementation
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private to the source file that creates it. This allows
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people to use your library multiple times in their project
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without collision. (This is only necessary if your library
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has configuration macros or global state, or if your
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library has multiple versions that are not backwards
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compatible. I've run into both of those cases.)
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5. MAKE ACCESSIBLE FROM C
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Making your code accessible from C instead of C++ (i.e.
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either coding in C, or using extern "C") makes it more
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straightforward to be used in C and in other languages,
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which often only have support for C bindings, not C++.
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(One of the earliest results I found in googling for
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stb_image was a Haskell wrapper.) Otherwise, people
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have to wrap it in another set of function calls, and
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the whole point here is to make it convenient for people
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to use, isn't it? (See below.)
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I prefer to code entirely in C, so the source file that
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instantiates the implementation can be C itself, for
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those crazy people out there who are programming in C.
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But it's probably not a big hardship for a C programmer
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to create a single C++ source file to instantiate your
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library.
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6. NAMESPACE PRIVATE FUNCTIONS
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Try to avoid having names in your source code that
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will cause conflicts with identical names in client
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code. You can do this either by namespacing in C++,
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or prefixing with your library name in C.
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In C, generally, I use the same prefix for API
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functions and private symbols, such as "stbtt_"
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for stb_truetype; but private functions (and
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static globals) use a second underscore as
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in "stbtt__" to further minimize the chance of
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additional collisions in the unlikely but not
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impossible event that users write wrapper
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functions that have names of the form "stbtt_".
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(Consider the user that has used "stbtt_foo"
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*successfully*, and then upgrades to a new
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version of your library which has a new private
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function named either "stbtt_foo" or "stbtt__foo".)
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Note that the double-underscore is reserved for
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use by the compiler, but (1) there is nothing
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reserved for "middleware", i.e. libraries
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desiring to avoid conflicts with user symbols
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have no other good options, and (2) in practice
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no compilers use double-underscore in the middle
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rather than the beginning/end. (Unfortunately,
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there is at least one videogame-console compiler that
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will warn about double-underscores by default.)
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7. EASY-TO-COMPLY LICENSE
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I make my libraries public domain. You don't have to.
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But my goal in releasing stb-style libraries is to
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reduce friction for potential users as much as
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possible. That means:
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a. easy to build (what this file is mostly about)
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b. easy to invoke (which requires good API design)
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c. easy to deploy (which is about licensing)
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I choose to place all my libraries in the public
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domain, abjuring copyright, rather than license
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the libraries. This has some benefits and some
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drawbacks.
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Any license which is "viral" to modifications
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causes worries for lawyers, even if their programmers
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aren't modifying it.
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Any license which requires crediting in documentation
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adds friction which can add up. Valve used to have
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a page with a list of all of these on their web site,
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and it was insane, and obviously nobody ever looked
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at it so why would you care whether your credit appeared
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there?
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Permissive licenses like zlib and BSD license are
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perfectly reasonable, but they are very wordy and
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have only two benefits over public domain: legally-mandated
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attribution and liability-control. I do not believe these
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are worth the excessive verbosity and user-unfriendliness
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these licenses induce, especially in the single-file
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case where those licenses tend to be at the top of
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the file, the first thing you see. (To the specific
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points, I have had no trouble receiving attribution
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for my libraries; liability in the face of no explicit
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disclaimer of liability is an open question.)
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However, public domain has frictions of its own, because
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public domain declarations aren't necessary recognized
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in the USA and some other locations. For that reason,
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I recommend a declaration along these lines:
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// This software is dual-licensed to the public domain and under the following
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// license: you are granted a perpetual, irrevocable license to copy, modify,
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// publish, and distribute this file as you see fit.
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I typically place this declaration at the end of the initial
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comment block of the file and just say 'public domain'
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at the top.
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I have had people say they couldn't use one of my
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libraries because it was only "public domain" and didn't
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have the additional fallback clause, who asked if
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I could dual-license it under a traditional license.
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My answer: they can create a derivative work by
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modifying one character, and then license that however
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they like. (Indeed, *adding* the zlib or BSD license
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would be such a modification!) Unfortunately, their
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lawyers reportedly didn't like that answer. :(
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