When to use scoped or public variables? - function

I am having some confusion between when to use a scoped variable. When you declare it in a function like this.
int main(){
int x;
}
And when to use a public variable like this.
int x;
int main(){
}
The scoped variable being the one only available in the function it is declared in and the public variable being the one available to the entire file. Could you help me understand when to use this?

Ask these questions to you,
Do you intent to use x in main function only?
Are you going to pass x as parameter to mains subfunctions?
Then it should be scoped.
Createors of modular programming will be happy to see this
Does your app consist of many files?
Is x is something (like global state) which your app needs in all those files?
Then x should be kept global (in header file , as best practice) so it can be used as extern in other files.
If you are just starting to write your app:
If you start x as a scope varible and end up passing it in every function across all files then you should change it as global scope
If your app is already developed and x is being added as a new functionality:
Then you should be already knowing x represents global state or not.

Here's a simple rule of thumb: declare a variable in the narrowest possible scope in which you'll be using it.
As for an explanation of why: in C and C++ (and other languages), variables essentially "cease to exist" when they go out of scope. If you declare a variable outside of a function, that variable gets processed and stored in memory before the function is called. Each time you call the function and use that variable, the same bit of memory is accessed, and as a result the variable maintains its value between calls.
Meanwhile, if you declare a variable inside a function (for example; in C/C++, I think anything with curly brackets in it defines a narrower scope), it gets allocated and stored in memory only when it comes into scope. When that scope ends (e.g. with a return statement at the end of a method), all the memory that was in that scope is released.
This all ties into the stack, which is one of the two main ways that C and C++ handle dynamic memory. Here's a serviceable overview of how C programs lay out memory; suffice it to say that the reasons for the rule of thumb above are that
you don't want to consume any more memory than you need at any given time. In other words, you don't want a variable sitting around that you're never going to use.
It's much easier to debug a problem when the variable has a limited scope, and you know everything that could be affecting it, than when it's in the global scope and everything could be affecting it

Related

What is the memory allocation when you return a function in Golang?

Here is a simplified code
func MyHandler(a int) http.Handler {
return http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
w.WriteCode(a)
})
}
Whenever a http request comes MyHandler will be called, and it will return a function which will be used to handle the request. So whenever a http request comes a new function object will be created. Function is taken as the first class in Go. I'm trying to understand what actually happened when you return a function from memory's perspective. When you return a value, for example an integer, it will occupy 4 bytes in stack. So how about return a function and lots of things inside the function body? Is it an efficient way to do so? What's shortcomings?
If you're not used to closures, they may seem a bit magic. They are, however, easy to implement in compilers:
The compiler finds any variables that must be captured by the closure. It puts them into a working area that will be allocated and remain allocated as long as the closure itself exists.
The compiler then generates the inner function with a secret extra parameter, or some other runtime trickery,1 such that calling the function activates the closure.
Because the returned function accesses its closure variables through the compile-time arrangement, there's nothing special needed. And since Go is a garbage-collected language, there's nothing else needed either: the pointer to the closure keeps the closure data alive until the pointer is gone because the function cannot be called any more, at which point the closure data evaporates (well, at the next GC).
1GCC sometimes uses trampolines to do this for C, where trampolines are executable code generated at runtime. The executable code may set a register or pass an extra parameter or some such. This can be expensive since something treated as data at runtime (generated code) must be turned into executable code at runtime (possibly requiring a system call and potentially requiring that some supervisory code "vet" the resulting runtime code).
Go does not need any of this because the language was defined with closures in mind, so implementors don't, er, "close off" any easy ways to make this all work. Some runtime ABIs are defined with closures in mind as well, e.g., register r1 is reserved as the closure-variables pointer in all pointer-to-function types, or some such.
Actual function size is irrelevant. When you return a function like this, memory will be allocated for the closure, that is, any variables in the scope that the function uses. In this case, a pointer will be returned containing the address of the function and a pointer to the closure, which will contain a reference to the variable a.

What is really happening when using variables?

I have a really basic question about something that I've never paid much attention to until now:
I noticed that when creating a function (in JS or Python) that uses a variable from the outer scope, the function is not defined using the value of the variable but rather the variable itself. So if I change the value of the variable the function will use the new value.
This is what I mean
let a = 10;
function printA(){
console.log(a);
}
printA(); // => 10
a = 20;
printA(); // => 20
a = 10
def printA():
print(a)
printA() # => 10
a = 20
printA() # => 20
I thought this was only going to work of objects because of the way you can modify an object inside a function but not primitive variables because there's no way to change their value without reasigning them. I guess this is a different story.
What I'm trying to understand is: when typing a variable name is typing its memory address what I'm really doing? Does this happen with all languages?
when I create a function like printA() that uses a variable that is not an argument, is the variable bound forever to the function by its address?
The variable a is "captured" by the function. The specifics of how that happens are usually implementation details and may result in the compiler/interpreter producing code that doesn't much resemble the original.
For instance, in C# (I know, not one of the languages you mentioned, but it's the one I'm most familiar with), the compiler will create a separate hidden class which actually contains fields for the variables that are captured by a lambda or nested function. It then accesses these fields rather than plain variables.
by its address
Variables don't typically have an address. For instance, every time you call a method, it will typically have an "activation record" of some kind created, that will typically contain its variables. But note that these records are not at some fixed location, which is how you can have parallel execution of methods, recursion, etc, without interference. (Some older BASICs did have fixed activation records, which is why they didn't allow for recursion). These activation records may typically be placed on some kind of stack.
But as I say, for captured variables, the compiler will typically need to do even more so that those variables aren't just stored in an activation record, and so that their lifetime is no longer tied to a single call.

Naming parameters the same as the variable passed to them?

Are there any rules (or will I run into any problems) if I name the parameters of a function the same as the variable I will pass into them?
For example in Python:
def foo(param):
pass
param = 2
foo(param)
In the fairly limited programming I've done, I have not ran into any problems doing this. Will I get problems in certain languages? Is this okay to do, or is it a practice to be avoided?
The "problem" in this particular case is that the function parameter name will shadow the outer param variable; i.e. you cannot (implicitly) refer to the global param anymore because inside your function param is defined as a local variable.
But, this is really as it should be. Your function should only worry about the parameters it declares locally, not about implicit global variables. Conversely, a caller of a function should not have to worry about anything that goes on inside a function. Naming a variable the same as a parameter to a function is of no consequence to the caller, and should be of no consequence to the function itself.
So, no, there's absolutely no issue here.

What is the advantage of having this/self pointer mandatory explicit?

What is the advantage of having this/self/me pointer mandatory explicit?
According to OOP theory a method is supposed to operate mainly (only?) on member variables and method's arguments. Following this, it should be easier to refer to member variables than to external (from the object's side of view) variables... Explicit this makes it more verbose thus harder to refer to member variables than to external ones. This seems counter intuitive to me.
In addition to member variables and method parameters you also have local variables. One of the most important things about the object is its internal state. Explicit member variable dereferencing makes it very clear where you are referencing that state and where you are modifying that state.
For instance, if you have code like:
someMethod(some, parameters) {
... a segment of code
foo = 42;
... another segment of code
}
when quickly browsing through it, you have to have a mental model of the variables defined in the preceding segment to know if it's just a temporary variable or does it mutate the objects state. Whereas this.foo = 42 makes it obvious that the objects state is mutated. And if explicit dereferencing is exclusively used, you can be sure that the variable is temporary in the opposite case.
Shorter, well factored methods make it a bit less important, but still, long term understandability trumps a little convenience while writing the code.
You need it to pass the pointer/reference to the current object elsewhere or to protect against self-assignment in an assignment operator.
What if the arguments to a method have the same name as the member variables? Then you can use this.x = x for example. Where this.x is the member variable and x is the method argument.
That's just one (trivial) example.
I generally use this (in C++) only when I am writing the assignment operator or the copy constructor as it helps in clearly identifying the variables. Other place where I can think of using it is if your function parameter variable names are same as your member variable names or I want to kill my object using delete this.
Eg would be where member names are same as those passed to method
public void SetScreenTemplate(long screenTemplateID, string screenTemplateName, bool isDefault)
{
this.screenTemplateID = screenTemplateID;
this.screenTemplateName = screenTemplateName;
this.isDefault = isDefault;
}

How to resolve naming conflicts when multiply instantiating a program in VxWorks

I need to run multiple instances of a C program in VxWorks (VxWorks has a global namespace). The problem is that the C program defines global variables (which are intended for use by a specific instance of that program) which conflict in the global namespace. I would like to make minimal changes to the program in order to make this work. All ideas welcomed!
Regards
By the way ... This isn't a good time to mention that global variables are not best practice!
The easiest thing to do would be to use task Variables (see taskVarLib documentation).
When using task variables, the variable is specific to the task now in context. On a context switch, the current variable is stored and the variable for the new task is loaded.
The caveat is that a task variable can only be a 32-bit number.
Each global variable must also be added independently (via its own call to taskVarAdd?) and it also adds time to the context switch.
Also, you would NOT be able to share the global variable with other tasks.
You can't use task variables with ISRs.
Another Possibility:
If you are using Vxworks 6.x, you can make a Real Time Process application.
This follows a process model (similar to Unix/Windows) where each instance of your program has it's own global memory space, independent of any other instance.
I had to solve this when integrating two third-party libraries from the same vendor. Both libraries used some of the same symbol names, but they were not compatible with each other. Because these were coming from a vendor, we couldn't afford to search & replace. And task variables were not applicable either since (a) the two libs might be called from the same task and (b) some of the dupe symbols were functions.
Assume we have app1 and app2, linked, respectively, to lib1 and lib2. Both libs define the same symbols so must be hidden from each other.
Fortunately (if you're using GNU tools) objcopy allows you to change the type of a variable after linking.
Here's a sketch of the solution, you'll have to modify it for your needs.
First, perform a partial link for app1 to bind it to lib1. Here, I'm assuming that you've already partially linked *.o in app1 into app1_tmp1.o.
$(LD_PARTIAL) $(LDFLAGS) -Wl,-i -o app1_tmp2.o app1_tmp1.o $(APP1_LIBS)
Then, hide all of the symbols from lib1 in the tmp2 object you just created to generate the "real" object for app1.
objcopymips `nmmips $(APP1_LIBS) | grep ' [DRT] ' | sed -e's/^[0-9A-Fa-f]* [DRT] /-L /'` app1_tmp2.o app1.o
Repeat this for app2. Now you have app1.o and app2.o ready to link into your final application without any conflicts.
The drawback of this solution is that you don't have access to any of these symbols from the host shell. To get around this, you can temporarily turn off the symbol hiding for one or the other of the libraries for debugging.
Another possible solution would be to put your application's global variables in a static structure. For example:
From:
int global1;
int global2;
int someApp()
{
global2 = global1 + 3;
...
}
TO:
typedef struct appGlobStruct {
int global1;
int global2;
} appGlob;
int someApp()
{
appGlob.global2 = appGlob.global1 + 3;
}
This simply turns into a search & replace in your application code. No change to the structure of the code.