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253 lines
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253 lines
10 KiB
HTML
POKI_PUT_TOC_HERE
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<p/>
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<button style="font-weight:bold;color:maroon;border:0" onclick="expand_all();" href="javascript:;">Expand all sections</button>
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<button style="font-weight:bold;color:maroon;border:0" onclick="collapse_all();" href="javascript:;">Collapse all sections</button>
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<h1>Why not C?</h1>
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<button style="font-weight:bold;color:maroon;border:0" padding=0 onclick="toggle_by_name('section_toggle_why_not_c');" href="javascript:;">Toggle section visibility</button>
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<div id="section_toggle_why_not_c" style="display: block">
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<p/>C lacks many of the features found in modern, high-level languages such as
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Java or Go: garbage collection, collections libraries, generics/near-generics,
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hash-map/linked-list literals built into the language (e.g.
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<tt>mymap={"a"=>1,"b"=>2}</tt> or <tt>mylist=[3,4,5]</tt>), autodoc (e.g.
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Javadoc), and so on. Yet, while memory management is indeed Miller’s
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trickiest aspect, its garbage-collection needs are well-delineated and so the
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absence of GC is no great loss. Miller’s performance relies on
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the principles of <i>touching each byte as few times as possible</i>, and
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<i>copying bytes only when necessary</i>. This results in a baton-passing,
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free-on-last-use memory-management pattern which works well enough. (See also
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<a href="https://github.com/johnkerl/miller/blob/master/c/README.md">
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https://github.com/johnkerl/miller/blob/master/c/README.md</a>.)
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Miller doesn’t require a complex collections library: mostly simple hash
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maps, hash sets, and linked lists which aren’t difficult to code.
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Moreover, Miller’s primary data structure, the
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<a href="https://github.com/johnkerl/miller/blob/master/c/containers/lrec.h"><tt>lrec_t</tt></a>,
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is hand-tuned to Miller’s use case and would have required hand-coding in
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any case.
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</div>
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<h1>C vs. Go, D, Rust, etc.; C is fast</h1>
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<button style="font-weight:bold;color:maroon;border:0" padding=0 onclick="toggle_by_name('section_toggle_c_is_fast');" href="javascript:;">Toggle section visibility</button>
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<div id="section_toggle_c_is_fast" style="display: block">
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<p/>I love Go (<a href="http://golang.org">https://golang.org</a>): I think
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it’s one of the best things ever to happen to our craft, and I use it
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often. The D language (<a href="http://dlang.org">http://dolang.org</a>) is an
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exciting and elegant successor to C++ (more about which below) — D has
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many of Go’s strengths, with a tighter stylistic similarity to C. And initial
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experiments with Rust are intriguing. Yet with none of them could I obtain the
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throughput I get in C.
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<p/a>Specifically, I did simple experiments in several languages — Ruby,
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Python, Lua, Rust, Go, D. In one I just read lines and printed them back out
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— a line-oriented <tt>cat</tt>. In another I consumed input lines like
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<tt>x=1,y=2,z=3</tt> one at a time, split them on commas and equals signs to
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populate hash maps, transformed them (e.g. remove the <tt>y</tt> field), and
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emitted them. Basically <tt>mlr cut -x -f y</tt> with DKVP format. I
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didn’t do anything fancy — just using each language’s
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<tt>getline</tt>, string-split, hashmap-put, etc. And nothing was as fast as
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C, so I used C. Here are the experiments I kept (I failed to keep the
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Lua code, for example):
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<a href="../perf/catc.c.txt">C cat</a>,
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<a href="../perf/catc0.c.txt">another C cat</a>,
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<a href="../perf/catd.d.txt">D cat</a>,
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<a href="../perf/catgo.go.txt">Go cat</a>,
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<a href="../perf/catgo2.go.txt">another Go cat</a>,
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<a href="../perf/catrust.rs.txt">Rust cat</a>,
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<a href="../perf/nimcat.nim.txt">Nim cat</a>,
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<a href="../perf/cutd.d.txt">D cut</a>,
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<a href="../perf/cutgo.go.txt">Go cut</a>,
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<a href="../perf/nimcut.nim.txt">Nim cut</a>.
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<p/>One of Go’s most powerful features is the ease with which it allows
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quick-to-code, error-free concurrency. Yet Miller, like most high-volume
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text-processing tools, spends most of its time obtaining and parsing input
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strings and negligible time doing all subsequent processing. Thus the absence
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of in-process multiprocessing is only a slight penalty in this particular
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application domain — parallelism here is more easily achieved by running
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multiple single-threaded processes, each handling its own input files, either
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on a single host or split across multiple hosts.
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</div>
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<h1>C is ubiquitous</h1>
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<button style="font-weight:bold;color:maroon;border:0" padding=0 onclick="toggle_by_name('section_toggle_c_is_ubiquitous');" href="javascript:;">Toggle section visibility</button>
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<div id="section_toggle_c_is_ubiquitous" style="display: block">
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<p/>Every Unix-like system has a C compiler (or is an <tt>apt-get</tt> or
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<tt>yum install</tt> away from it). This, I hope, bodes well for uptake
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of Miller.
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</div>
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<h1>C is old-school</h1>
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<button style="font-weight:bold;color:maroon;border:0" padding=0 onclick="toggle_by_name('section_toggle_c_is_old_school');" href="javascript:;">Toggle section visibility</button>
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<div id="section_toggle_c_is_old_school" style="display: block">
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<p/>This alone is not enough reason to program in C, but since I find myself
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coding in C due to the other reasons on this page, it’s happy enough to
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use a throwback language for a throwback tool (see
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POKI_PUT_LINK_FOR_PAGE(etymology.html)HERE). That said, Miller is coded in GNU
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C99, it uses getopt-style command-line parsing, and for development work I make
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use of modern tools such as <a href="http://valgrind.org">valgrind</a>.
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K&R was a long, long time ago. (I’m writing plain C with <tt>//</tt>
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comments; enough said.)
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</div>
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<h1>C vs. C++</h1>
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<button style="font-weight:bold;color:maroon;border:0" padding=0 onclick="toggle_by_name('section_toggle_c_vs_cpp');" href="javascript:;">Toggle section visibility</button>
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<div id="section_toggle_c_vs_cpp" style="display: block">
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I have a strong personal distaste for C++: its syntax is an ugly layer over the
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simplicity of C; templates and STL are even more awkward and even less
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elegant. (Meanwhile I find Java, Go, and D to be both elegant and modern; I
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ruled them out not for aesthetics but for performance as described above.)
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Meanwhile all the positive features I would want from C++ are easily
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implementable in C as follows:
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<h2><tt>this</tt> pointers and attributes</h2>
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The C++ compiler implictly inserts <tt>this</tt> pointers into method calls:
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for example
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<pre>
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class MyClass {
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private:
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char* a;
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public:
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MyClass(char* a) {
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this->a = strdup(a);
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}
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~MyClass() {
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free(a);
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}
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int myMethod(char* b) {
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return strlen(a) + strlen(b);
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}
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};
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...
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MyClass* myObj = new MyClass("hello");
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int x = myObj->myMethod("world");
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</pre>
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results in something like
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<pre>
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void MyClass$constructorcharptr(MyClass* this, char* a) {
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this->a = strdup(a);
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}
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void MyClass$destructor(MyClass* this) {
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free(this->a);
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}
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int MyClass$myMethod(MyClass* this, char* b) {
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return strlen(this->a) + strlen(b);
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}
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MyClass* myObj = MyClass$constructorcharptr("hello");
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int x = MyClass$myMethod(myObj, "world");
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</pre>
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It’s easy enough to imitate this: simply use the coding convention of
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prepending the class name to all methods, and placing this-pointers as the first arguments to methods.
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Miller uses precisely this approach. For example:
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<pre>
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typedef struct _lrec_t {
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...
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} lrec_t;
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// Constructors
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lrec_t* lrec_csv_alloc(...) {
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lrec_t* prec = malloc(sizeof(lrec_t);
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...
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prec->attribute = ...;
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return prec;
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}
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lrec_t* lrec_dkvp_alloc(...) {
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...
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}
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// Destructor
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void lrec_free(lrec_t* prec) {
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...
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free(prec->attribute);
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...
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free(prec);
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}
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// Methods
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int lrec_foo(lrec_t* prec, ...) {
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return prec->...;
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}
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void lrec_bar(lrec_t* prec, ...) {
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prec->...;
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}
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</pre>
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<p/> This implements the object-oriented principle of <b>encapsulation</b>.
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<h2>Interfaces and virtual-function pointers</h2>
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Coding conventions again do most of the work, here accompanied by typdeffed function pointers.
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For example, here is Miller’s record-reader interface:
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<pre>
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#include <stdio.h>
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#include <containers/lrec.h>
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typedef lrec_t* reader_func_t(FILE* fp, void* pvstate, context_t* pctx);
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typedef void reset_func_t(void* pvstate);
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typedef void reader_free_func_t(void* pvstate);
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typedef struct _reader_t {
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void* pvstate;
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reader_func_t* preader_func; // Interface method
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reset_func_t* preset_func; // Interface method
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reader_free_func_t* pfree_func; // Interface method
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} reader_t;
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</pre>
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<p/>A class implementing this interface might look like
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<pre>
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// Attributes are private to this file
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typedef struct _reader_csv_state_t {
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...
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} reader_csv_state_t;
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// Implementation of interface methods. Marked static (file-scope) to not
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// pollute the global namespace; exposed only via function pointers.
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static lrec_t* reader_csv_func(FILE* input_stream, void* pvstate, context_t* pctx) {
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reader_csv_state_t* pstate = pvstate;
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... use various pstate->attributes ...
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}
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static void reset_csv_func(void* pvstate) {
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reader_csv_state_t* pstate = pvstate;
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... use various pstate->attributes ...
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}
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static void reader_csv_free(void* pvstate) {
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... use various pstate->attributes ...
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}
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// Constructor
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reader_t* reader_csv_alloc(...) {
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reader_t* preader = mlr_malloc_or_die(sizeof(reader_t));
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reader_csv_state_t* pstate = mlr_malloc_or_die(sizeof(reader_csv_state_t));
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... set various pstate->attributes ...
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preader->pvstate = (void*)pstate;
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preader->preader_func = &reader_csv_func;
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preader->preset_func = &reset_csv_func;
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preader->pfree_func = &reader_csv_free;
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return preader;
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}
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// Factory method
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...
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reader_t* preader = reader_csv_alloc(...);
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...
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// Method call
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...
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lrec_t* pinrec = preader->preader_func(input_stream, preader->pvstate, pctx);
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...
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</pre>
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<p/> This implements the object-oriented principles of <b>polymorphism</b> and
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<b>runtime binding</b>.
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<p/>More details are at
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<a href="https://github.com/johnkerl/miller/tree/master/c/containers">https://github.com/johnkerl/miller/tree/master/c/containers</a>.
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</div>
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