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Blog Archive for / 2008 / 05 /

Updated (yet again) Implementation of Futures for C++

Friday, 30 May 2008

I have updated my prototype futures library implementation yet again. This version adds wait_for_any() and wait_for_all() functions, which can be used either to wait for up to five futures known at compile time, or a dynamic collection using an iterator range.

    jss::unique_future<int> futures[count];
    // populate futures
    jss::unique_future<int>* const future=
        jss::wait_for_any(futures,futures+count);

    std::vector<jss::shared_future<int> > vec;
    // populate vec
    std::vector<jss::shared_future<int> >::iterator const f=
        jss::wait_for_any(vec.begin(),vec.end());

The new version is available for download, again under the Boost Software License. It still needs to be compiled against the Boost Subversion Trunk, as it uses the Boost Exception library and some new features of the Boost.Thread library, which are not available in an official boost release.

Sample usage can be seen in the test harness. The support for alternative allocators is still missing. The documentation for the futures library is available online, but is also included in the zip file.

Please download this prototype, put it through its paces, and let me know what you think.

Posted by Anthony Williams
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C, BASIC and Real Programmers

Tuesday, 27 May 2008

There's been a lot of discussion about learning C, and whether or not BASIC provides a good grounding for learning to program, following Joel Spolsky and Jeff Atwood's Stack overflow podcasts.

Having been one of those who grew up with the first batch of home computers in the 1980s, and therefore learnt to program in BASIC on an 8-bit home-computer, I feel ideally qualified to add my tuppence to the discussion.

I think BASIC was a crucial part of my early interactions with computers. When you turned the computer on, it sat there expectantly, with a prompt that said Ready, and a blinking cursor inviting you to type something. The possibilities were endless. Not only that, but you could often view the source code of games, as many of them were written in BASIC. This would allow you to learn from others, and crucially hammered home the idea that you could do this too: they were using BASIC just like you. This is a long way from the experience of today's first-time computer users: the computer starts up, and does all kinds of fancy things from the get-go. You don't type in BASIC commands to make it do things, you click the mouse. Modern computers don't even come with a programming language: you have to install a compiler or interpreter first. I am concerned that the next generation of programmers will be missing out because of this.

BASIC is not enough

However, BASIC is not enough. BASIC teaches you about the general ideas of programming: variables, statements, expressions, etc., but BASIC interpreters rarely featured much in the way of structured programming techniques. Typically, all variables were generally global, and there was often no such thing as a procedure or function call: just about everything was done with GOTO or maybe GOSUB. BASIC learnt in isolation by a lone hobbyist programmer, by cribbing bits from manuals, magazines, and other people's source code, would not engender much in the way of good programming habits. Though it did serve to separate the programming sheep from the non-programming goats, I can see why Dijkstra was so whipping of it. To be a good programmer, BASIC is not enough.

To learn good programming habits and really understand about the machine requires more than BASIC. For many, C is the path to such enlightenment: it provides functions and local variables, so you can learn about structured programming, and it's "close to the machine", so you have to deal with pointers and memory allocation. If you can truly grok programming in C, then it will improve your programming, whatever language you use.

I took another path. Not one that I would necessarily recommend to others, but it certainly worked for me. You see, a home computer came with not just one language but two: BASIC and machine code. As time wore on, the BASIC listing of source code for games would increasingly be a long list of DATA statements with seemingly random sequences of the digits 0-9 and the letters A-F, along with a few lines of BASIC, at least one of which would feature the mysterious POKE command. This is where I learnt about machine code and assembly language: these DATA statements contain the hexadecimal representation of the raw instructions that the computer executes.

Real Programmers do it in hex

Tantalized, I acquired a book on Z80 assembly language, and I was hooked. I would spend hours writing out programs on pieces of paper and converting them into hex codes by looking up the mnemonics in the reference manual. I would calculate jump offsets by counting bytes. Over time I learnt the opcodes for most of the Z80 instruction set. Real Programmers don't need an assembler and certainly not a compiler; Real programmers can do it all by hand!

These days, I use a compiler and assembler like everyone else, but my point still stands, and it is this: by learning assembly language, I had to confront the raw machine at its most basic level. Binary and hexadecimal arithmetic, pointers, subroutines, stacks and registers. Good programming techniques follow naturally: if your loop is too long, the jump instruction at the end won't reach, as there is a limit of 128 bytes on conditional jumps. Duplicate code is not just a problem for maintenance: you have to convert it twice, and it consumes twice as much of your precious address space, so subroutines become an important basic technique. By the time I learnt C, I had already learnt much of the lessons around pointers and memory allocation that you can only get from a low-level language.

It's all in the details

BASIC was an important rite of passage for many of today's programmers: those who learnt programming on their home computer in the 1980s, but it is not enough. High-level programming languages such as C# or Java are a vast improvement on BASIC, but they don't provide programmers with the low-level knowledge that can be gained by really learning C or assembler.

It's the low level details that are important here. If you don't actively program in C, you don't have to learn C per-se, but something equivalently low-level. If you find the idea of writing a whole program in assembler and machine code interesting, go with that: I thoroughly enjoyed it, but it might not be your cup of tea.

C is not enough either

This actually ties in with the whole "learn a new programming language every year" idea: different programming languages bring different ideas and concepts to the mix. I have learnt a lot from looking at how programs are written in Haskell and Lisp, even though I never use them in my work, and I learnt much from Java and C# that I didn't learn from C and assembler. The same applies here: a low level programming language such as C provides a unique perspective that higher-level languages don't provide. Viewing things from this perspective can improve your code whatever language you write in. If you're striving to write elegant software, viewing it from multiple perspectives can only help.

Posted by Anthony Williams
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The A-Z of Cool Computer Games

Tuesday, 27 May 2008

My wife picked up this book last week, and it's an absolutely fabulous book. It's a jolly, nostalgic trip down memory lane for those of us (like myself and my wife) who grew up with the first batch of home computers in the 1980s. If you can look back fondly on the touch sssssssssseeeeeeenstiiive keyboard of the ZX81, the nine (count them!) colours of the Dragon-32, the 64K (wow!) and hardware sprites of the Commodore 64, and the delights of games like Manic Miner, Frogger and Hungry Horace, then this book is for you.

This book covers more than just the games, though: there are sections on the home computers themselves, the social environment surrounding home computer usage, and the various paraphernalia and random bits of gadgetry people used to have. Over time, the nature of computer games has changed quite considerably: no longer can you look at the source code for a game just by pressing Escape or Break and typing LIST at the ensuing BASIC prompt; no longer do we have to fiddle with the volume and tone controls on our tape decks in order to get the latest game to load; and no longer are we limited to 16 colours (or less).

If you've got a bit of time to spare, and fancy a trip down memory lane to a youth spent destroying joysticks by playing Daley Thompson's Decathlon too vigorously or typing in listings from magazines only to get SYNTAX ERROR in line 4360 when you try and run them, buy this book.

Recommended.

Buy this book

At Amazon.co.uk
At Amazon.com

Posted by Anthony Williams
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Updated (again) Implementation of Futures for C++

Thursday, 15 May 2008

I have updated my prototype futures library implementation again, primarily to add documentation, but also to fix a few minor issues.

The new version is available for download, again under the Boost Software License. It still needs to be compiled against the Boost Subversion Trunk, as it uses the Boost Exception library, which is not available in an official boost release.

Sample usage can be seen in the test harness. The support for alternative allocators is still missing. The documentation for the futures library is available online, but is also included in the zip file.

Please download this prototype, put it through its paces, and let me know what you think.

Posted by Anthony Williams
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Updated Implementation of Futures for C++

Sunday, 11 May 2008

I have updated my prototype futures library implementation in light of various comments received, and my own thoughts.

The new version is available for download, again under the Boost Software License. It still needs to be compiled against the Boost Subversion Trunk, as it uses the Boost Exception library, which is not available in an official boost release.

Sample usage can be seen in the test harness. The support for alternative allocators is still missing.

Changes

  • I have removed the try_get/timed_get functions, as they can be replaced with a combination of wait() or timed_wait() and get(), and they don't work with unique_future<R&> or unique_future<void>.
  • I've also removed the move() functions on unique_future. Instead, get() returns an rvalue-reference to allow moving in those types with move support. Yes, if you call get() twice on a movable type then the second get() returns an empty shell of an object, but I don't really think that's a problem: if you want to call get() multiple times, use a shared_future. I've implemented this with both rvalue-references and the boost.thread move emulation, so you can have a unique_future<boost::thread> if necessary. test_unique_future_for_move_only_udt() in test_futures.cpp shows this in action with a user-defined movable-only type X.
  • Finally, I've added a set_wait_callback() function to both promise and packaged_task. This allows for lazy-futures which don't actually run the operation to generate the value until the value is needed: no threading required. It also allows for a thread pool to do task stealing if a pool thread waits for a task that's not started yet. The callbacks must be thread-safe as they are potentially called from many waiting threads simultaneously. At the moment, I've specified the callbacks as taking a non-const reference to the promise or packaged_task for which they are set, but I'm open to just making them be any callable function, and leaving it up to the user to call bind() to do that.

I've left the wait operations as wait() and timed_wait(), but I've had a suggestion to use wait()/wait_for()/wait_until(), which I'm actively considering.

Please download this prototype, put it through its paces, and let me know what you think.

Posted by Anthony Williams
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Free Implementation of Futures for C++ from N2561

Monday, 05 May 2008

I am happy to announce the release of a prototype futures library for C++ based on N2561. Packaged as a single header file released under the Boost Software License it needs to be compiled against the Boost Subversion Trunk, as it uses the Boost Exception library, which is not available in an official boost release.

Sample usage can be seen in the test harness. There is one feature missing, which is the support for alternative allocators. I intend to add such support in due course.

Please download this prototype, put it through its paces, and let me know what you think.

Posted by Anthony Williams
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