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C++17 STL Cookbook
C++17 STL Cookbook

C++17 STL Cookbook: Discover the latest enhancements to functional programming and lambda expressions

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C++17 STL Cookbook

The New C++17 Features

In this chapter, we will cover the following recipes:

  • Using structured bindings to unpack bundled return values
  • Limiting variable scopes to if and switch statements
  • Profiting from the new bracket initializer rules
  • Letting the constructor automatically deduce the resulting template class type
  • Simplifying compile-time decisions with constexpr-if
  • Enabling header-only libraries with inline variables
  • Implementing handy helper functions with fold expressions

Introduction

C++ got a lot of additions in C++11, C++14, and, most recently, C++17. By now, it is a completely different language compared to what it was just a decade ago. The C++ standard does not only standardize the language, as it needs to be understood by the compilers, but also the C++ standard template library (STL).

This book explains how to put the STL to the best use with a broad range of examples. But at first, this chapter will concentrate on the most important new language features. Mastering them will greatly help you write readable, maintainable, and expressive code a lot.

We will see how to access individual members of pairs, tuples, and structures comfortably with structured bindings and how to limit variable scopes with the new if and switch variable initialization capabilities. The syntactical ambiguities, which were introduced by C++11 with the new bracket initialization syntax, which looks the same for initializer lists, were fixed by new bracket initializer rules. The exact type of template class instances can now be deduced from the actual constructor arguments, and if different specializations of a template class will result in completely different code, this is now easily expressible with constexpr-if. The handling of variadic parameter packs in template functions became much easier in many cases with the new fold expressions. At last, it became more comfortable to define static globally accessible objects in header-only libraries with the new ability to declare inline variables, which was only possible for functions before.

Some of the examples in this chapter might be more interesting for implementers of libraries than for developers who implement applications. While we will have a look at such features for completeness reasons, it is not too critical to understand all the examples of this chapter immediately in order to understand the rest of this book.

Using structured bindings to unpack bundled return values

C++17 comes with a new feature, which combines syntactic sugar and automatic type deduction: structured bindings. These help to assign values from pairs, tuples, and structs into individual variables. In other programming languages, this is also called unpacking.

How to do it...

Applying a structured binding in order to assign multiple variables from one bundled structure is always one step. Let's first see how it was done before C++17. Then, we can have a look at multiple examples that show how we can do it in C++17:

  • Accessing individual values of an std::pair: Imagine we have a mathematical function, divide_remainder, which accepts a dividend and a divisor parameter and returns the fraction of both as well as the remainder. It returns those values using an std::pair bundle:
        std::pair<int, int> divide_remainder(int dividend, int divisor);

Consider the following way of accessing the individual values of the resulting pair:

        const auto result (divide_remainder(16, 3));
std::cout << "16 / 3 is "
<< result.first << " with a remainder of "
<< result.second << '\n';

Instead of doing it as shown in the preceding code snippet, we can now assign the individual values to individual variables with expressive names, which is much better to read:

        auto [fraction, remainder] = divide_remainder(16, 3);
std::cout << "16 / 3 is "
<< fraction << " with a remainder of "
<< remainder << '\n';
  • Structured bindings also work with std::tuple: Let's take the following example function, which gets us online stock information:
        std::tuple<std::string, 
std::chrono::system_clock::time_point, unsigned>
stock_info(const std::string &name);

Assigning its result to individual variables looks just like in the example before:

        const auto [name, valid_time, price] = stock_info("INTC");
  • Structured bindings also work with custom structures: Let's assume a structure like the following:
        struct employee {
unsigned id;
std::string name;
std::string role;
unsigned salary;
};

Now, we can access these members using structured bindings. We can even do that in a loop, assuming we have a whole vector of those:

        int main()
{
std::vector<employee> employees {
/* Initialized from somewhere */};

for (const auto &[id, name, role, salary] : employees) {
std::cout << "Name: " << name
<< "Role: " << role
<< "Salary: " << salary << '\n';
}
}

How it works...

Structured bindings are always applied with the same pattern:

auto [var1, var2, ...] = <pair, tuple, struct, or array expression>;
  • The list of variables var1, var2, ... must exactly match the number of variables contained by the expression being assigned from.
  • The <pair, tuple, struct, or array expression> must be one of the following:
    • An std::pair.
    • An std::tuple.
    • A struct. All members must be non-static and defined in the same base class. The first declared member is assigned to the first variable, the second member to the second variable, and so on.
    • An array of fixed size.
  • The type can be auto, const auto, const auto&, and even auto&&.
Not only for the sake of performance, always make sure to minimize needless copies by using references when appropriate.

If we write too many or not enough variables between the square brackets, the compiler will error out, telling us about our mistake:

std::tuple<int, float, long> tup {1, 2.0, 3};
auto [a, b] = tup; // Does not work

This example obviously tries to stuff a tuple variable with three members into only two variables. The compiler immediately chokes on this and tells us about our mistake:

error: type 'std::tuple<int, float, long>' decomposes into 3 elements, but only 2 names were provided
auto [a, b] = tup;

There's more...

A lot of fundamental data structures from the STL are immediately accessible using structured bindings without us having to change anything. Consider, for example, a loop that prints all the items of an std::map:

std::map<std::string, size_t> animal_population {
{"humans", 7000000000},
{"chickens", 17863376000},
{"camels", 24246291},
{"sheep", 1086881528},
/* … */
};

for (const auto &[species, count] : animal_population) {
std::cout << "There are " << count << " " << species
<< " on this planet.\n";
}

This particular example works because when we iterate over an std::map container, we get the std::pair<const key_type, value_type> nodes on every iteration step. Exactly these nodes are unpacked using the structured bindings feature (key_type is the species string and value_type is the population count size_t) in order to access them individually in the loop body.

Before C++17, it was possible to achieve a similar effect using std::tie:

int remainder;
std::tie(std::ignore, remainder) = divide_remainder(16, 5);
std::cout << "16 % 5 is " << remainder << '\n';

This example shows how to unpack the resulting pair into two variables. The std::tie is less powerful than structured bindings in the sense that we have to define all the variables we want to bind to before. On the other hand, this example shows a strength of std::tie that structured bindings do not have: the value std::ignore acts as a dummy variable. The fraction part of the result is assigned to it, which leads to that value being dropped because we do not need it in that example.

When using structured bindings, we don't have tie dummy variables, so we have to bind all the values to named variables. Doing so and ignoring some of them is efficient, nevertheless, because the compiler can optimize the unused bindings out easily.

Back in the past, the divide_remainder function could have been implemented in the following way, using output parameters:

bool divide_remainder(int dividend, int divisor, 
int &fraction, int &remainder);

Accessing it would have looked like the following:

 

int fraction, remainder;
const bool success {divide_remainder(16, 3, fraction, remainder)};
if (success) {
std::cout << "16 / 3 is " << fraction << " with a remainder of "
<< remainder << '\n';
}

A lot of people will still prefer this over returning complex structures like pairs, tuples, and structs, arguing that this way the code would be faster, due to avoided intermediate copies of those values. This is not true any longer for modern compilers, which optimize intermediate copies away.

Apart from the missing language features in C, returning complex structures via return value was considered slow for a long time because the object had to be initialized in the returning function and then copied into the variable that should contain the return value on the caller side. Modern compilers support return value optimization (RVO), which enables for omitting intermediate copies.

Limiting variable scopes to if and switch statements

It is good style to limit the scope of variables as much as possible. Sometimes, however, one first needs to obtain some value, and only if it fits a certain condition, it can be processed further.

For this purpose, C++17 comes with if and switch statements with initializers.

How to do it...

In this recipe, we use the initializer syntax in both the supported contexts in order to see how they tidy up our code:

  • The if statements: Imagine we want to find a character in a character map using the find method of std::map:
       if (auto itr (character_map.find(c)); itr != character_map.end()) {
// *itr is valid. Do something with it.
} else {
// itr is the end-iterator. Don't dereference.
}
// itr is not available here at all
  • The switch statements: This is how it would look to get a character from the input and, at the same time, check the value in a switch statement in order to control a computer game:
       switch (char c (getchar()); c) {
case 'a': move_left(); break;
case 's': move_back(); break;
case 'w': move_fwd(); break;
case 'd': move_right(); break;
case 'q': quit_game(); break;

case '0'...'9': select_tool('0' - c); break;

default:
std::cout << "invalid input: " << c << '\n';
}

How it works...

The if and switch statements with initializers are basically just syntax sugar. The following two samples are equivalent:

Before C++17:

{
auto var (init_value);
if (condition) {
// branch A. var is accessible
} else {
// branch B. var is accessible
}
// var is still accessible
}

Since C++17:

if (auto var (init_value); condition) {
// branch A. var is accessible
} else {
// branch B. var is accessible
}
// var is not accessible any longer

The same applies to switch statements:

Before C++17:

{
auto var (init_value);
switch (var) {
case 1: ...
case 2: ...
...
}
// var is still accessible
}

Since C++17:

switch (auto var (init_value); var) {
case 1: ...
case 2: ...
...
}
// var is not accessible any longer

This feature is very useful to keep the scope of a variable as short as necessary. Before C++17, this was only possible using extra braces around the code, as the pre-C++17 examples show. The short lifetimes reduce the number of variables in the scope, which keeps our code tidy and makes it easier to refactor.

There's more...

Another interesting use case is the limited scope of critical sections. Consider the following example:

if (std::lock_guard<std::mutex> lg {my_mutex}; some_condition) {
// Do something
}

At first, an std::lock_guard is created. This is a class that accepts a mutex argument as a constructor argument. It locks the mutex in its constructor, and when it runs out of scope, it unlocks it again in its destructor. This way, it is impossible to forget to unlock the mutex. Before C++17, a pair of extra braces was needed in order to determine the scope where it unlocks again.

Yet another interesting use case is the scope of weak pointers. Consider the following:

if (auto shared_pointer (weak_pointer.lock()); shared_pointer != nullptr) {
// Yes, the shared object does still exist
} else {
// shared_pointer var is accessible, but a null pointer
}
// shared_pointer is not accessible any longer

This is another example where we would have a useless shared_pointer variable leaking into the current scope, although it has a potentially useless state outside the if conditional block or noisy extra brackets!

The if statements with initializers are especially useful when using legacy APIs with output parameters:

if (DWORD exit_code; GetExitCodeProcess(process_handle, &exit_code)) {
std::cout << "Exit code of process was: " << exit_code << '\n';
}
// No useless exit_code variable outside the if-conditional

GetExitCodeProcess is a Windows kernel API function. It returns the exit code for a given process handle but only if that handle is valid. After leaving this conditional block, the variable is useless, so we don't need it in any scope any longer.

Being able to initialize variables within if blocks is obviously very useful in a lot of situations and, especially, when dealing with legacy APIs that use output parameters.

Keep your scopes tight using if and switch statement initializers. This makes your code more compact, easier to read, and in code refactoring sessions, it will be easier to move around.

Profiting from the new bracket initializer rules

C++11 came with the new brace initializer syntax {}. Its purpose was to allow for aggregate initialization, but also for usual constructor calling. Unfortunately, it was too easy to express the wrong thing when combining this syntax with the auto variable type. C++17 comes with an enhanced set of initializer rules. In this recipe, we will clarify how to correctly initialize variables with which syntax in C++17.

How to do it...

Variables are initialized in one step. Using the initializer syntax, there are two different situations:

  • Using the brace initializer syntax without auto type deduction:
       // Three identical ways to initialize an int:
int x1 = 1;
int x2 {1};
int x3 (1);

std::vector<int> v1 {1, 2, 3}; // Vector with three ints: 1, 2, 3
std::vector<int> v2 = {1, 2, 3}; // same here
std::vector<int> v3 (10, 20); // Vector with 10 ints,
// each have value 20
  • Using the brace initializer syntax with auto type deduction:
       auto v   {1};         // v is int
auto w {1, 2}; // error: only single elements in direct
// auto initialization allowed! (this is new)
auto x = {1}; // x is std::initializer_list<int>
auto y = {1, 2}; // y is std::initializer_list<int>
auto z = {1, 2, 3.0}; // error: Cannot deduce element type

 

How it works...

Without auto type deduction, there's not much to be surprised about in the brace {} operator, at least, when initializing regular types. When initializing containers such as std::vector, std::list, and so on, a brace initializer will match the std::initializer_list constructor of that container class. It does this in a greedy manner, which means that it is not possible to match non-aggregate constructors (non-aggregate constructors are usual constructors in contrast to the ones that accept an initializer list).

std::vector, for example, provides a specific non-aggregate constructor, which fills arbitrarily many items with the same value: std::vector<int> v (N, value). When writing std::vector<int> v {N, value}, the initializer_list constructor is chosen, which will initialize the vector with two items: N and value. This is a special pitfall one should know about.

One nice detail about the {} operator compared to constructor calling using normal () parentheses is that they do no implicit type conversions: int x (1.2); and int x = 1.2; will initialize x to value 1 by silently rounding down the floating point value and converting it to int. int x {1.2};, in contrast, will not compile because it wants to exactly match the constructor type.

One can controversially argue about which initialization style is the best one.
Fans of the bracket initialization style say that using brackets makes it very explicit, that the variable is initialized with a constructor call, and that this code line is not reinitializing anything. Furthermore, using {} brackets will select the only matching constructor, while initializer lines using () parentheses try to match the closest constructor and even do type conversion in order to match.

The additional rule introduced in C++17 affects the initialization with auto type deduction--while C++11 would correctly make the type of the variable auto x {123}; an std::initializer_list<int> with only one element, this is seldom what we would want. C++17 would make the same variable an int.

Rule of thumb:

  • auto var_name {one_element}; deduces var_name to be of the same type as one_element
  • auto var_name {element1, element2, ...}; is invalid and does not compile
  • auto var_name = {element1, element2, ...}; deduces to an std::initializer_list<T> with T being of the same type as all the elements in the list

C++17 has made it harder to accidentally define an initializer list.

Trying this out with different compilers in C++11/C++14 mode will show that some compilers actually deduce auto x {123}; to an int, while others deduce it to std::initializer_list<int>. Writing code like this can lead to problems regarding portability!

Letting the constructor automatically deduce the resulting template class type

A lot of classes in C++ are usually specialized on types, which could be easily deduced from the variable types the user puts in their constructor calls. Nevertheless, before C++17, this was not a standardized feature. C++17 lets the compiler automatically deduce template types from constructor calls.

How to do it...

A very handy use case for this is constructing std::pair and std::tuple instances. These can be specialized and instantiated and specialized in one step:

std::pair  my_pair  (123, "abc");       // std::pair<int, const char*>
std::tuple my_tuple (123, 12.3, "abc"); // std::tuple<int, double,
// const char*>

 

How it works...

Let’s define an example class where automatic template type deduction would be of value:

template <typename T1, typename T2, typename T3>
class my_wrapper {
T1 t1;
T2 t2;
T3 t3;

public:
explicit my_wrapper(T1 t1_, T2 t2_, T3 t3_)
: t1{t1_}, t2{t2_}, t3{t3_}
{}

/* … */
};

Okay, this is just another template class. We previously had to write the following in order to instantiate it:

my_wrapper<int, double, const char *> wrapper {123, 1.23, "abc"};

We can now just omit the template specialization part:

my_wrapper wrapper {123, 1.23, "abc"};

Before C++17, this was only possible by implementing a make function helper:

my_wrapper<T1, T2, T3> make_wrapper(T1 t1, T2 t2, T3 t3)
{
return {t1, t2, t3};
}

Using such helpers, it was possible to have a similar effect:

auto wrapper (make_wrapper(123, 1.23, "abc"));
The STL already comes with a lot of helper functions such as that one: std::make_shared, std::make_unique, std::make_tuple, and so on. In C++17, these can now mostly be regarded as obsolete. Of course, they will be provided further for compatibility reasons.

 

There's more...

What we just learned about was implicit template type deduction. In some cases, we cannot rely on implicit type deduction. Consider the following example class:

template <typename T>
struct sum {
T value;

template <typename ... Ts>
sum(Ts&& ... values) : value{(values + ...)} {}
};

This struct, sum, accepts an arbitrary number of parameters and adds them together using a fold expression (have a look at the fold expression recipe a little later in this chapter to get more details on fold expressions). The resulting sum is saved in the member variable value. Now the question is, what type is T? If we don't want to specify it explicitly, it surely needs to depend on the types of the values provided in the constructor. If we provide string instances, it needs to be std::string. If we provide integers, it needs to be int. If we provide integers, floats, and doubles, the compiler needs to figure out which type fits all the values without information loss. In order to achieve that, we provide an explicit deduction guide:

template <typename ... Ts>
sum(Ts&& ... ts) -> sum<std::common_type_t<Ts...>>;

This deduction guide tells the compiler to use the std::common_type_t trait, which is able to find out which common type fits all the values. Let's see how to use it:

sum s          {1u, 2.0, 3, 4.0f};
sum string_sum {std::string{"abc"}, "def"};

std::cout << s.value << '\n'
<< string_sum.value << '\n';

In the first line we instantiate a sum object with constructor arguments of type unsigned, double, int, and float. The std::common_type_t returns double as the common type, so we get a sum<double> instance. In the second line, we provide an std::string instance and a C-style string. Following our deduction guide, the compiler constructs an instance of type sum<std::string>.

When running this code, it will print 10 as the numeric sum and abcdef as the string sum.

Simplifying compile time decisions with constexpr-if

In templated code, it is often necessary to do certain things differently, depending on the type the template is specialized for. C++17 comes with constexpr-if expressions, which simplify the code in such situations a lot.

How to do it...

In this recipe, we'll implement a little helper template class. It can deal with different template type specializations because it is able to select completely different code in some passages, depending on what type we specialize it for:

  1. Write the part of the code that is generic. In our example, it is a simple class, which supports adding a type U value to the type T member value using an add function:
       template <typename T>
class addable
{
T val;

public:
addable(T v) : val{v} {}

template <typename U>
T add(U x) const {
return val + x;
}
};

 

  1. Imagine that type T is std::vector<something> and type U is just int. What shall it mean to add an integer to a whole vector? Let's say it means that we add the integer to every item in the vector. This will be done in a loop:
       template <typename U>
T add(U x)
{
auto copy (val); // Get a copy of the vector member
for (auto &n : copy) {
n += x;
}
return copy;
}
  1. The next and last step is to combine both worlds. If T is a vector of U items, do the loop variant. If it is not, just implement the normal addition:
       template <typename U>
T add(U x) const {
if constexpr (std::is_same_v<T, std::vector<U>>) {
auto copy (val);
for (auto &n : copy) {
n += x;
}
return copy;
} else {
return val + x;
}
}
  1. The class can now be put to use. Let's see how nicely it works with completely different types, such as int, float, std::vector<int>, and std::vector<string>:
       addable<int>{1}.add(2);               // is 3
addable<float>{1.0}.add(2); // is 3.0
addable<std::string>{"aa"}.add("bb"); // is "aabb"

std::vector<int> v {1, 2, 3};
addable<std::vector<int>>{v}.add(10);
// is std::vector<int>{11, 12, 13}

std::vector<std::string> sv {"a", "b", "c"};
addable<std::vector<std::string>>{sv}.add(std::string{"z"});
// is {"az", "bz", "cz"}

How it works...

The new constexpr-if works exactly like usual if-else constructs. The difference is that the condition that it tests has to be evaluated at compile time. All runtime code that the compiler creates from our program will not contain any branch instructions from constexpr-if conditionals. One could also put it that it works in a similar manner to preprocessor #if and #else text substitution macros, but for those, the code would not even have to be syntactically well-formed. All the branches of a constexpr-if construct need to be syntactically well-formed, but the branches that are not taken do not need to be semantically valid.

In order to distinguish whether the code should add the value x to a vector or not, we use the type trait std::is_same. An expression std::is_same<A, B>::value evaluates to the Boolean value true if A and B are of the same type. The condition used in our recipe is std::is_same<T, std::vector<U>>::value, which evaluates to true if the user specialized the class on T = std::vector<X> and tries to call add with a parameter of type U = X.

There can, of course, be multiple conditions in one constexpr-if-else block (note that a and b have to depend on template parameters and not only on compile-time constants):

if constexpr (a) {
// do something
} else if constexpr (b) {
// do something else
} else {
// do something completely different
}

With C++17, a lot of meta programming situations are much easier to express and to read.

There's more...

In order to relate how much constexpr-if constructs are an improvement to C++, we can have a look at how the same thing could have been implemented before C++17:

template <typename T>
class addable
{
T val;

public:
addable(T v) : val{v} {}

template <typename U>
std::enable_if_t<!std::is_same<T, std::vector<U>>::value, T>
add(U x) const { return val + x; }

template <typename U>
std::enable_if_t<std::is_same<T, std::vector<U>>::value,
std::vector<U>>

add(U x) const {
auto copy (val);
for (auto &n : copy) {
n += x;
}
return copy;
}
};

Without using constexpr-if, this class works for all different types we wished for, but it looks super complicated. How does it work?

The implementations alone of the two different add functions look simple. It's their return type declaration, which makes them look complicated, and which contains a trick--an expression such as std::enable_if_t<condition, type> evaluates to type if condition is true. Otherwise, the std::enable_if_t expression does not evaluate to anything. That would normally considered an error, but we will see why it is not.

For the second add function, the same condition is used in an inverted manner. This way, it can only be true at the same time for one of the two implementations.

When the compiler sees different template functions with the same name and has to choose one of them, an important principle comes into play: SFINAE, which stands for Substitution Failure is not an Error. In this case, this means that the compiler does not error out if the return value of one of those functions cannot be deduced from an erroneous template expression (which std::enable_if is, in case its condition evaluates to false). It will simply look further and try the other function implementation. That is the trick; that is how this works.

What a hassle. It is nice to see that this became so much easier with C++17.

Enabling header-only libraries with inline variables

While it was always possible in C++ to declare individual functions inline, C++17 additionally allows us to declare variables inline. This makes it much easier to implement header-only libraries, which was previously only possible using workarounds.

How it's done...

In this recipe, we create an example class that could suit as a member of a typical header-only library. The target is to give it a static member and instantiate it in a globally available manner using the inline keyword, which would not be possible like this before C++17:

  1. The process_monitor class should both contain a static member and be globally accessible itself, which would produce double-defined symbols when included from multiple translation units:
       // foo_lib.hpp 

class process_monitor {
public:
static const std::string standard_string
{"some static globally available string"};
};

process_monitor global_process_monitor;
  1. If we now include this in multiple .cpp files in order to compile and link them, this would fail at the linker stage. In order to fix this, we add the inline keyword:
       // foo_lib.hpp 

class process_monitor {
public:
static const inline std::string standard_string
{"some static globally available string"};
};

inline process_monitor global_process_monitor;

Voila, that's it!

How it works...

C++ programs do often consist of multiple C++ source files (these do have .cpp or .cc suffices). These are individually compiled to modules/object files (which usually have .o suffices). Linking all the modules/object files together into a single executable or shared/static library is then the last step.

At the link stage, it is considered an error if the linker can find the definition of one specific symbol multiple times. Let's say, for example, we have a function with a signature such as int foo();. If two modules define the same function, which is the right one? The linker can't just roll the dice. Well, it could, but that's most likely not what any programmer would ever want to happen.

The traditional way to provide globally available functions is to declare them in the header files, which will be included by any C++ module that needs to call them. The definition of every of those functions will be then put once into separate module files. These are then linked together with the modules that desire to use these functions. This is also called the One Definition Rule (ODR). Check out the following illustration for better understanding:

However, if this were the only way, then it would not have been possible to provide header-only libraries. Header-only libraries are very handy because they only need to be included using #include into any C++ program file and then are immediately available. In order to use libraries that are not header-only, the programmer must also adapt the build scripts in order to have the linker link the library modules together with his own module files. Especially for libraries with only very short functions, this is unnecessarily uncomfortable.

For such cases, the inline keyword can be used to make an exception in order to allow multiple definitions of the same symbol in different modules. If the linker finds multiple symbols with the same signature, but they are declared inline, it will just choose the first one and trust that the other symbols have the same definition. That all equal inline symbols are defined completely equal is basically a promise from the programmer.

Regarding our recipe example, the linker will find the process_monitor::standard_string symbol in every module that includes foo_lib.hpp. Without the inline keyword, it would not know which one to choose, so it would abort and report an error. The same applies to the global_process_monitor symbol. Which one is the right one?

After declaring both the symbols inline, it will just accept the first occurrence of each symbol and drop all the others.

Before C++17, the only clean way would be to provide this symbol via an additional C++ module file, which would force our library users to include this file in the linking step.

The inline keyword traditionally also has another function. It tells the compiler that it can eliminate the function call by taking its implementation and directly putting it where it was called. This way, the calling code contains one function call less, which can often be considered faster. If the function is very short, the resulting assembly will also be shorter (assuming that the number of instructions that do the function call, saving and restoring the stack, and so on, is higher than the actual payload code). If the inlined function is very long, the binary size will grow and this might sometimes not even lead to faster code in the end.
Therefore, the compiler will only use the inline keyword as a hint and might eliminate function calls by inlining them. But it can also inline some functions without the programmer having it declared inline.

There's more...

One possible workaround before C++17 was providing a static function, which returns a reference to a static object:

class foo {
public:
static std::string& standard_string() {
static std::string s {"some standard string"};
return s;
}
};

This way, it is completely legal to include the header file in multiple modules but still getting access to exactly the same instance everywhere. However, the object is not constructed immediately at the start of program but only on the first call of this getter function. For some use cases, this is indeed a problem. Imagine that we want the constructor of the static, globally available object to do something important at program start (just as our reciple example library class), but due to the getter being called near the end of the program, it is too late.

Another workaround is to make the non-template class foo a template class, so it can profit from the same rules as templates.

Both strategies can be avoided in C++17.

Implementing handy helper functions with fold expressions

Since C++11, there are variadic template parameter packs, which enable implementing functions that accept arbitrarily many parameters. Sometimes, these parameters are all combined into one expression in order to derive the function result from that. This task became really easy with C++17, as it comes with fold expressions.

How to do it...

Let's implement a function that takes arbitrarily many parameters and returns their sum:

  1. At first, we define its signature:
      template <typename ... Ts>
auto sum(Ts ... ts);
  1. So, we have a parameter pack ts now, and the function should expand all the parameters and sum them together using a fold expression. If we use any operator (+, in this example) together with ... in order to apply it to all the values of a parameter pack, we need to surround the expression with parentheses:
      template <typename ... Ts>
auto sum(Ts ... ts)

{
return (ts + ...);
}
  1. We can now call it this way:
      int the_sum {sum(1, 2, 3, 4, 5)}; // Value: 15
  1. It does not only work with int types; we can call it with any type that just implements the + operator, such as std::string:
      std::string a {"Hello "};
std::string b {"World"};

std::cout << sum(a, b) << '\n'; // Output: Hello World

How it works...

What we just did was a simple recursive application of a binary operator (+) to its parameters. This is generally called folding. C++17 comes with fold expressions, which help expressing the same idea with less code.

This kind of expression is called unary fold. C++17 supports folding parameter packs with the following binary operators: +, -, *, /, %, ^, &, |, =, <, >, <<, >>, +=, -=, *=, /=, %=, ^=, &=, |=, <<=, >>=, ==, !=, <=, >=, &&, ||, ,, .*, ->*.

By the way, in our example code, it does not matter if we write (ts + …) or (… + ts); both work. However, there is a difference that may be relevant in other cases--if the dots are on the right-hand side of the operator, the fold is called a right fold. If they are on the left-hand side, it is a left fold.

In our sum example, a unary left fold expands to 1 + (2 + (3 + (4 + 5))), while a unary right fold will expand to (((1 + 2) + 3) + 4) + 5. Depending on the operator in use, this can make a difference. When adding numbers, it does not.

There's more...

In case someone calls sum() with no arguments, the variadic parameter pack contains no values that could be folded. For most operators, this is an error (for some, it is not; we will see this in a minute). We then need to decide if this should stay an error or if an empty sum should result in a specific value. The obvious idea is that the sum of nothing is 0.

This is how it’s done:

template <typename ... Ts>
auto sum(Ts ... ts)
{
return (ts + ... + 0);
}

This way, sum() evaluates to 0, and sum(1, 2, 3) evaluates to (1 + (2 + (3 + 0))). Such folds with an initial value are called binary folds.

Again, it works if we write (ts + ... + 0), or (0 + ... + ts), but this makes the binary fold a binary right fold or a binary left fold again. Check out the following diagram:

When using binary folds in order to implement the no-argument case, the notion of an identity element is often important--in this case, adding a 0 to any number changes nothing, which makes 0 an identity element. Because of this property, we can add a 0 to any fold expression with the operators + or -, which leads to the result 0 in case there are no parameters in the parameter pack. From a mathematical point of view, this is correct. From an implementation view, we need to define what is correct, depending on what we need.

The same principle applies to multiplication. Here, the identity element is 1:

template <typename ... Ts>
auto product(Ts ... ts)
{
return (ts * ... * 1);
}

The result of product(2, 3) is 6, and the result of product() without parameters is 1.

The logical and (&&) and or (||) operators come with built-in identity elements. Folding an empty parameter pack with && results in true, and folding an empty parameter pack with || results in false.

Another operator that defaults to a certain expression when applied on empty parameter packs is the comma operator (,), which then defaults to void().

In order to ignite some inspiration, let's have a look at some more little helpers that we can implement using this feature.

Match ranges against individual items

How about a function that tells whether some range contains at least one of the values we provide as variadic parameters:

template <typename R, typename ... Ts>
auto matches(const R& range, Ts ... ts)
{
return (std::count(std::begin(range), std::end(range), ts) + ...);
}

The helper function uses the std::count function from the STL. This function takes three parameters: the first two parameters are the begin and end iterators of some iterable range, and as the third parameter, it takes a value which will be compared to all the items of the range. The std::count method then returns the number of all the elements within the range that are equal to the third parameter.

In our fold expression, we always feed the begin and end iterators of the same parameter range into the std::count function. However, as the third parameter, each time we put one other parameter from the parameter pack into it. In the end, the function sums up all the results and returns it to the caller.

We can use it like this:

std::vector<int> v {1, 2, 3, 4, 5};

matches(v, 2, 5); // returns 2
matches(v, 100, 200); // returns 0
matches("abcdefg", 'x', 'y', 'z'); // returns 0
matches("abcdefg", 'a', 'd', 'f'); // returns 3

As we can see, the matches helper function is quite versatile--it can be called on vectors or even on strings directly. It would also work on initializer lists, on instances of std::list, std::array, std::set, and so on!

Check if multiple insertions into a set are successful

Let's write a helper that inserts an arbitrary number of variadic parameters into an std::set and returns if all the insertions are successful:

template <typename T, typename ... Ts>
bool insert_all(T &set, Ts ... ts)
{
return (set.insert(ts).second && ...);
}

So, how does this work? The insert function of std::set has the following signature:

std::pair<iterator, bool> insert(const value_type& value);

The documentation says that when we try to insert an item, the insert function will return an iterator and a bool variable in a pair. The bool value is true if the insertion is successful. If it is successful, the iterator points to the new element in the set. Otherwise, the iterator points to the existing item, which would collide with the item to be inserted.

Our helper function accesses the .second field after insertion, which is just the bool variable that reflects success or fail. If all the insertions lead to true in all the return pairs, then all the insertions were successful. The fold expression combines all the insertion results with the && operator and returns the result.

We can use it like this:

std::set<int> my_set {1, 2, 3};

insert_all(my_set, 4, 5, 6); // Returns true
insert_all(my_set, 7, 8, 2); // Returns false, because the 2 collides

Note that if we try to insert, for example, three elements, but the second element can already not be inserted, the && ... fold will short-circuit and stop inserting all the other elements:

std::set<int> my_set {1, 2, 3};

insert_all(my_set, 4, 2, 5); // Returns false
// set contains {1, 2, 3, 4} now, without the 5!

 

Check if all the parameters are within a certain range

If we can check if one variable is within some specific range, we can also do the same thing with multiple variables using fold expressions:

template <typename T, typename ... Ts>
bool within(T min, T max, Ts ...ts)
{
return ((min <= ts && ts <= max) && ...);
}

The expression, (min <= ts && ts <= max), does tell for every value of the parameter pack if it is between min and max (including min and max). We choose the && operator to reduce all the Boolean results to a single one, which is only true if all the individual results are true.

This is how it looks in action:

within( 10,  20,  1, 15, 30);    // --> false
within( 10, 20, 11, 12, 13); // --> true
within(5.0, 5.5, 5.1, 5.2, 5.3) // --> true

Interestingly, this function is very versatile because the only requirement it imposes on the types we use is that they are comparable with the <= operator. And this requirement is also fulfilled by std::string, for example:

std::string aaa {"aaa"};
std::string bcd {"bcd"};
std::string def {"def"};
std::string zzz {"zzz"};

within(aaa, zzz, bcd, def); // --> true
within(aaa, def, bcd, zzz); // --> false

 

Pushing multiple items into a vector

It's also possible to write a helper that does not reduce any results but processes multiple actions of the same kind. Like inserting items into an std::vector, which does not return any results (std::vector::insert() signalizes error by throwing exceptions):

template <typename T, typename ... Ts>
void insert_all(std::vector<T> &vec, Ts ... ts)
{
(vec.push_back(ts), ...);
}

int main()
{
std::vector<int> v {1, 2, 3};
insert_all(v, 4, 5, 6);
}

Note that we use the comma (,) operator in order to expand the parameter pack into individual vec.push_back(...) calls without folding the actual result. This function also works nicely with an empty parameter pack because the comma operator has an implicit identity element, void(), which translates to do nothing.

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Key benefits

  • Learn the latest features of C++ and how to write better code by using the Standard Library (STL). Reduce the development time for your applications.
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Description

C++ has come a long way and is in use in every area of the industry. Fast, efficient, and flexible, it is used to solve many problems. The upcoming version of C++ will see programmers change the way they code. If you want to grasp the practical usefulness of the C++17 STL in order to write smarter, fully portable code, then this book is for you. Beginning with new language features, this book will help you understand the language’s mechanics and library features, and offers insight into how they work. Unlike other books, ours takes an implementation-specific, problem-solution approach that will help you quickly overcome hurdles. You will learn the core STL concepts, such as containers, algorithms, utility classes, lambda expressions, iterators, and more, while working on practical real-world recipes. These recipes will help you get the most from the STL and show you how to program in a better way. By the end of the book, you will be up to date with the latest C++17 features and save time and effort while solving tasks elegantly using the STL.

Who is this book for?

This book is for intermediate-to-advanced C++ programmers who want to get the most out of the Standard Template Library of the newest version of C++: C++ 17.

What you will learn

  • Learn about the new core language features and the problems they were intended to solve
  • Understand the inner workings and requirements of iterators by implementing them
  • Explore algorithms, functional programming style, and lambda expressions
  • Leverage the rich, portable, fast, and well-tested set of well-designed algorithms provided in the STL
  • Work with strings the STL way instead of handcrafting C-style code
  • Understand standard support classes for concurrency and synchronization, and how to put them to work
  • Use the filesystem library addition available with the C++17 STL

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Table of Contents

10 Chapters
The New C++17 Features Chevron down icon Chevron up icon
STL Containers Chevron down icon Chevron up icon
Iterators Chevron down icon Chevron up icon
Lambda Expressions Chevron down icon Chevron up icon
STL Algorithm Basics Chevron down icon Chevron up icon
Advanced Use of STL Algorithms Chevron down icon Chevron up icon
Strings, Stream Classes, and Regular Expressions Chevron down icon Chevron up icon
Utility Classes Chevron down icon Chevron up icon
Parallelism and Concurrency Chevron down icon Chevron up icon
Filesystem Chevron down icon Chevron up icon

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thierry Mar 31, 2018
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Ce livre et le code source l'accompagnant est à ma connaissance celui qui décrit le mieux les différences de syntaxe entre les différentes versions du C++ et ce jusqu'à la version C++17 sur le STL bien entendu.Il est essentiellement tourné vers la pratique --> how to ..A vous développeur de faire le reste !
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Edgar Aroutiounian Jun 10, 2018
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In terms of being a cookbook, then it serves its purpose well but it completely breaks down mid way through on the kindle edition on web. About midway through the pages become one column chars, which is ridiculously broken. Author should have tested this, so its kinda useless to me now. Please fix.EDIT: Kindle App on mac works fine and this is a great cookbook.
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Bartek F. Aug 30, 2017
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Another solid book about C++17 just before the C++17 Standard is announced!Pros:- Practical, full of examples, demos, little utilities- Details of the approach, even with pictures and diagrams! :)- Cookbook style, read what you want- Shows how to make code compact- Shows how to use STL as building block for an app/problem- Focuses on modern C++, avoids using raw code style: pointers, C-style arrays, even raw loops- Introduces functional conceptsCons: Nitpicking: some samples might not work yet if your compiler is not in the C++ latest mode, or even experimental (will change soon).Not aimed at beginners, but if you have some experience with C++, you'll find something for yourself. The chapters are structured to be as clear as possible, with introductions and even pictures and diagrams.
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Tadas Nov 06, 2017
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Very detailed book. I'm not saying it has all what you need in your life, but it is full of information.
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pat26 Feb 08, 2020
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The authors provides easy to understand examples. If you have been programming in c++ for awhile, his comparison of C++17 features with older C++ versions, will be very helpful.
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