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Richard Thomson
legalize@xmission.com
@LegalizeAdulthd
github.com/LegalizeAdulthood
Mechanics of Compilation
Source
File
Header
File#include
Object
File
Compile
Executable
FileLink
Who's Responsible?
 Header files
 Preprocessor
 Source files
 Compiler
 Object files
 Linker
 Executable files
 Run-time loader
Program
"The text of the program is kept in units called source files. A
source file together with all the headers and source files
included via the preprocessor directive #include, less any
lines skipped by conditional inclusion preprocessing
directives, is called a translation unit."
[2.1 lex.separate]
"A program consists of one or more translation units linked
together. A translation unit consists of a sequence of
declarations."
[3.5 basic.link]
Declarations and Definitions
"A declaration may introduce one or more names into a translation
unit or redeclare names introduced by previous declarations.
A declaration is a definition unless it declares a function without
specifying the function's body, it contains the extern specifier or
a linkage specification and neither an initializer nor a function
body, it declares a static data member in a class definition, it is a
class name declaration, it is an opaque enum declaration, it is a
template parameter, it is a parameter declaration in a function
declarator that is not a declarator of a function definition, or it is a
typedef declaration, an alias declaration, a using declaration, a
static assert declaration, an empty declaration, or a using
directive."
[3.1 basic.def]
(don't panic!)
Examples of Declarations
extern int a; // declares a
extern const int c; // declares c
int f(int); // declares f
struct S; // declares S
typedef int Int; // declares Int
extern X anotherX; // declares anotherX
using N::d; // declares d
Examples of Definitions
int a; // defines a
extern const int c = 1; // defines c
int f(int x) { return x+a; } // defines f and defines x
struct S { int a; int b; }; // defines S, S::a, and S::b
struct X { // defines X
int x; // defines non-static data member x
static int y; // declares static data member y
X(): x(0) { } // defines a constructor of X
};
int X::y = 1; // defines X::y
enum { up, down }; // defines up and down
namespace N { int d; } // defines N and N::d
namespace N1 = N; // defines N1
X anX; // defines anX
One Definition Rule
"No translation unit shall contain more than one
definition of any variable, function, class type,
enumeration type, or template. [...]
Every program shall contain exactly one definition of
every non-inline function or variable that is used in that
program. [...]
Exactly one definition of a class is required in a
translation unit if the class is used in a way that requires
the class to be complete. [...]"
[3.2 basic.def.odr]
One Definition Rule
"There can be more than one definition of a class type,
enumeration type, inline function with external linkage,
class template, non-static function template, static data
member of a class template, member function of a class
template, or template specialization for which some
template parameters are not specified in a program
provided that each definition appears in a different
translation unit and provided the definitions [are the
same]."
[3.2 basic.def.odr]
Linkage
"A name is said to have linkage when it might denote the
same object, reference, function, type, template, namespace
or value as a name introduced in another scope:
 When a name has external linkage, the entity it denotes
can be referred to by names from scopes of other
translation units or from other scopes of the same
translation unit.
 When a name has internal linkage, the entity it denotes
can be referred to by names from other scopes in the same
translation unit.
 When a name has no linkage, the entity it denotes cannot
be referred to by names from other scopes."
[3.5 basic.link]
The Preprocessor
 Processes preprocessor directives:
 #include, #define, #if, etc.
 Expands macro invocations with macro bodies
 Expansion proceeds recursively
 The result is a sequence of tokens for the compiler.
Header files act as a massive copy/paste of file contents
into your source files. Megabytes of copy/paste...
This is why your builds are slow.
Modules in C++ are the solution, but not in C++17 :-(
The Compiler
 Invokes the preprocessor on source files for you.
 Receives a stream of tokens from the preprocessor.
 Performs syntactic and semantic analysis on the token
stream to produce a sequence of declarations.
 Some of those declarations are definitions.
 Definitions allocate space for data or instructions.
 The output of compilation is an object file.
 The object file encodes the output of compilation:
 definitions provided by the translation unit.
 references to declarations with external linkage.
The Linker
 Accepts object files from compilation.
 Resolves declarations with external linkage.
 Produces an executable file for the run-time loader.
The Run-Time Loader
 Accepts executables from linking.
 Establishes a new process for the executable.
 Performs any dynamic linking necessary for the executable:
 locates dynamic library dependencies
 resolves imported symbols by binding them from the
dynamic library exporting the symbols
 Transfers execution control to the new process.
Symbols and Declarations
 A symbol is a name used to communicate declarations between the compiler,
the linker and the run-time loader.
 Every declaration with external linkage results in a unique symbol.
 The process of encoding each C++ identifier into a unique symbol is
implementation dependent and is called "name mangling".
 Declarations can be overloaded, located within a namespace, const/volatile
qualified, etc., all of which can change the mangled name.
 The linker and run-time loader deal exclusively with mangled symbols.
 Name mangling can be suppressed with C linkage (extern "C").
 Interoperability with other languages is achieved through C linkage.
What is a Library?
 Declares facilities for use by an application.
 Defines the implementation for use by an application.
 Good libraries define good abstractions.
What is a Header Only Library?
 Provided as one or more header files.
 The declarations and definitions are in the headers.
 No linking necessary to use the library.
 Just tell your compiler where to find the files.
 Often referred to as a compile-time dependency of an
executable.
Declarations and Definitions?!?
 Function definitions are declared inline.
 Their definitions are identical for each source file
including the header.
 Therefore they are allowed by the ODR.
What is a Static Library?
 An archive of object files.
 Produced by the linker/archiver from a set of object files.
 May contain indices to accelerate resolution of declarations
with external linkage.
 When supplied to the linker, a static library acts as if all of
its constituent object files were supplied individually to the
linker.
 Often referred to as a static dependency of an executable.
Mechanics of Static Libraries
Object
File
Object
File
Static Library
Link
Object
File
Object
File
Dependencies of Static Libraries
 Source code of a static library can depend on facilities
provided by another static library or another dynamic
library.
 This creates implicit library dependencies for clients of this
static library.
 These dependencies accumulate transitively until they are
resolved by linking an executable file.
 CMake can handle this dependency chain automatically.
Consuming a Static Library
 Object files provide definitions, but not declarations.
 Header files provide declarations, but not definitions.
 Consuming a static library consists of:
 supplying the header files to the compiler
 supplying the library to the linker
Creating a Static Library
 Create header files containing declarations.
 Create source files containing definitions for the
declarations.
 Compile all source files to be included in the library.
 Link the resulting object files into a static library.
 Make the headers and the library available to clients.
What is a Dynamic Library?
 Also called a shared object or shared library.
 Instructions and constant data are shared by all running clients.
 Produced by the linker from a collection of object files, static libraries and
dynamic libraries.
 Encoded as an executable file for use by the run-time loader with:
 A table of exported names provided by this library.
 A table of imported names consumed by this library from other dynamic
libraries.
 Supplied to the linker as an input to resolve names in an executable and mark
them as supplied by the dynamic library.
 Some of the mechanics of shared libraries differ between OS platforms.
Mechanics of Dynamic Libraries
Static
Library
Dynamic
Library
Dynamic
Library
Link
Object
File
Object
File
Dependencies of Dynamic Libraries
 Source code of a dynamic library can depend on facilities
provided by another static library or another dynamic
library.
 This creates implicit dynamic library dependencies for
clients of this dynamic library.
 Static dependencies are resolved when linking the dynamic
library.
 CMake can handle this dependency chain automatically.
Consuming a Dynamic Library
 Dynamic library provides definitions to the run-time
loader.
 Header files provide declarations for the definitions.
 Consuming a dynamic library consists of:
 supplying the header files to the compiler
 supplying the dynamic library to the linker
 supplying the dynamic library and its dynamic library
dependencies to the run-time loader
Creating a Dynamic Library
 Create header files containing declarations.
 Create source files containing definitions for the
declarations.
 Compile all source files to be included in the library.
 Link the resulting object files into a dynamic library.
 Make the headers and the library available to clients.
Principles of Library Design*
 REP: The Release-Reuse Equivalency Principle
 CCP: The Common Closure Principle
 CRP: The Common Reuse Principle
 ADP: The Acyclic Dependencies Principle
 SDP: The Stable Dependencies Principle
 SAP: The Stable Abstraction Principle
* From "Agile Principles, Patterns and Practices in C#" by Robert Martin and Micah Martin
REP: The Release-Reuse
Equivalency Principle
 The granule of reuse is the granule of release.
 The granule of reuse, a library, can be no smaller than
the granule of release. Anything that we reuse must
also be released and tracked.
 Either all the classes in a library are reusable or none of
them are.
CCP: The Common
Closure Principle
 The classes in a library should be closed together
against the same kinds of changes. A change that
affects a library affects all the classes in that library
and no other libraries.
 This is the single responsibility principle (SRP) applied
to libraries.
 CCP gathers together in one place all the classes that
are likely to change for the same reasons.
CRP: The Common Reuse Principle
 The classes in a library are reused together. If you
reuse one of the classes in a library, you reuse them all.
 Classes that are tightly coupled to each other should
be in the same library.
 Classes that are not tightly bound to each other with
class relationships should not be in the same library.
ADP: The Acyclic
Dependencies Principle
 Allow no cycles in the library dependency graph.
 Cycles manifest themselves in link command-lines for
executables where libraries are repeated as link inputs.
 Break cycles by introducing new libraries containing
classes on which other libraries depend.
SDP: The Stable
Dependencies Principle
 Depend in the direction of stability.
 Changes in dependencies cause testing and
integration to propagate up the dependency chain.
SAP: The Stable
Abstractions Principle
 A library should be as abstract as it is stable.
 A stable library should be abstract so that its stability
does not prevent it from being extended.
 An instable library should be concrete, since its
instability allows the code within it to be easily
changed.
Principles for Header Libraries
 REP: the granularity of release is the header file.
 CCP: the same kind of change should affect all the classes
in the header.
 CRP: the classes in a header-only library should all be
reused together.
 ADP: there should be no preprocessor inclusion cycles.
 SDP: the header should only depend on more stable
headers.
 SAP: the more a header is included by other headers and
source files, the more abstract it should be.
Principles for Static Libraries
 REP: the granularity of release is the library and all of its
header files.
 CCP: the same kind of change should affect all the classes
in the library.
 CRP: all the classes in the library are used together.
 ADP: there are no link cycles in the library dependency
graph.
 SDP: the library should depend only on more stable
libraries.
 SAP: the more stable the library is, the more abstract its
header interface should be.
Principles for Dynamic Libraries
 REP: the granularity of release is the library and all of its
header files.
 CCP: the same kind of change should affect all the classes
in the library.
 CRP: all the classes in the library are used together.
 ADP: there are no link cycles in the library dependency
graph or in the run-time dependency graph.
 SDP: the library should depend only on more stable
libraries, either static or dynamic.
 SAP: the more stable the library is, the more abstract its
header interface should be.
Abstract Interfaces in C++
 Template classes/functions use static polymorphism to
express abstract relationships (concepts) between
themselves and their template parameters.
 Concepts can simplify the syntax and directly express
the abstract relationships, but not in C++17 :-(
 Clients implement concepts, leaving the
implementation free to change without inducing
change on the clients.
Abstract Interfaces in C++
 Static and dynamic libraries can use dynamic
polymorphism (virtual functions) to express abstract
relationships between their classes and their clients.
 Publish interfaces as pure virtual base classes
implemented by the library classes.
 Clients depend on interfaces, leaving the
implementation free to change without inducing
change in clients.
Thank You!
Bonus Material!
 Order of initialization of global data
 Global data in static dependencies of dynamic libraries
Order of Initialization
"Non-local variables with static storage duration are
initialized as a consequence of program initiation.
Non-local variables with thread storage duration are
initialized as a consequence of thread [initiation]."
[3.6.2 basic.start.init]
Static Initialization
"Variables with static storage duration or thread storage
duration shall be zero-initialized before any other
initialization takes place.
Constant initialization is performed [if the initializing
expression is constant]. [...]
Together, zero-initialization and constant initialization are
called static-initialization; all other initialization is dynamic
initialization.
Static initialization shall be performed before any dynamic
initialization takes place."
[3.6.2 basic.start.init]
Dynamic Initialization
"Dynamic initialization of a non-local variable with static
storage duration is either ordered or unordered. [...]
Variables with ordered initialization defined within a single
translation unit shall be initialized in the order of their
definitions within a translation unit.
[The] initialization of a variable is indeterminately sequenced
with respect to the initialization of a variable defined in a
different translation unit.
It is implementation-defined whether the dynamic
initialization of a non-local variable with static storage
duration is done before the first statement of main."
[3.6.2 basic.start.init]
Example of Indeterminate Ordering
// g.cpp
extern int f(int);
static int g = f(1);
// is g 2 or 3?
// h.cpp
extern int f(int);
static int h = f(2);
// is h 3 or 4?
// f.cpp
int f(int x) {
static int val = 0;
return ++val + x;
}
Linking Dynamic Libraries
Against Static Libraries
Dynamic
Library 1
Link
Object
File 1
Static
Library 1
Dynamic
Library 2
Link
Object
File 2
Static
Library 1
Intentions Subverted
 Static Library 1 intended that it should have a single copy of its
global data in any program.
 Dynamic Library 1 has an instance of Static Library 1's global
data.
 Dynamic Library 2 has an instance of Static Library 1's global
data.
 Any executable using both dynamic libraries has two copies of
Static Library 1's global data.
 Now you have mysterious bugs....
Intentions Upheld
 Use Static Library 1 as a dynamic library instead.
 Use Dynamic Library 1 and Dynamic Library 2 as static
libraries instead and static dependencies linked once
into executable.
Using dynamic libraries has a tendency to induce the
requirement of dynamic libraries elsewhere.
Simplest solution:
 all libraries static
 all libraries dynamic

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Consuming and Creating Libraries in C++

  • 3. Who's Responsible?  Header files  Preprocessor  Source files  Compiler  Object files  Linker  Executable files  Run-time loader
  • 4. Program "The text of the program is kept in units called source files. A source file together with all the headers and source files included via the preprocessor directive #include, less any lines skipped by conditional inclusion preprocessing directives, is called a translation unit." [2.1 lex.separate] "A program consists of one or more translation units linked together. A translation unit consists of a sequence of declarations." [3.5 basic.link]
  • 5. Declarations and Definitions "A declaration may introduce one or more names into a translation unit or redeclare names introduced by previous declarations. A declaration is a definition unless it declares a function without specifying the function's body, it contains the extern specifier or a linkage specification and neither an initializer nor a function body, it declares a static data member in a class definition, it is a class name declaration, it is an opaque enum declaration, it is a template parameter, it is a parameter declaration in a function declarator that is not a declarator of a function definition, or it is a typedef declaration, an alias declaration, a using declaration, a static assert declaration, an empty declaration, or a using directive." [3.1 basic.def]
  • 7. Examples of Declarations extern int a; // declares a extern const int c; // declares c int f(int); // declares f struct S; // declares S typedef int Int; // declares Int extern X anotherX; // declares anotherX using N::d; // declares d
  • 8. Examples of Definitions int a; // defines a extern const int c = 1; // defines c int f(int x) { return x+a; } // defines f and defines x struct S { int a; int b; }; // defines S, S::a, and S::b struct X { // defines X int x; // defines non-static data member x static int y; // declares static data member y X(): x(0) { } // defines a constructor of X }; int X::y = 1; // defines X::y enum { up, down }; // defines up and down namespace N { int d; } // defines N and N::d namespace N1 = N; // defines N1 X anX; // defines anX
  • 9. One Definition Rule "No translation unit shall contain more than one definition of any variable, function, class type, enumeration type, or template. [...] Every program shall contain exactly one definition of every non-inline function or variable that is used in that program. [...] Exactly one definition of a class is required in a translation unit if the class is used in a way that requires the class to be complete. [...]" [3.2 basic.def.odr]
  • 10. One Definition Rule "There can be more than one definition of a class type, enumeration type, inline function with external linkage, class template, non-static function template, static data member of a class template, member function of a class template, or template specialization for which some template parameters are not specified in a program provided that each definition appears in a different translation unit and provided the definitions [are the same]." [3.2 basic.def.odr]
  • 11. Linkage "A name is said to have linkage when it might denote the same object, reference, function, type, template, namespace or value as a name introduced in another scope:  When a name has external linkage, the entity it denotes can be referred to by names from scopes of other translation units or from other scopes of the same translation unit.  When a name has internal linkage, the entity it denotes can be referred to by names from other scopes in the same translation unit.  When a name has no linkage, the entity it denotes cannot be referred to by names from other scopes." [3.5 basic.link]
  • 12. The Preprocessor  Processes preprocessor directives:  #include, #define, #if, etc.  Expands macro invocations with macro bodies  Expansion proceeds recursively  The result is a sequence of tokens for the compiler. Header files act as a massive copy/paste of file contents into your source files. Megabytes of copy/paste... This is why your builds are slow. Modules in C++ are the solution, but not in C++17 :-(
  • 13. The Compiler  Invokes the preprocessor on source files for you.  Receives a stream of tokens from the preprocessor.  Performs syntactic and semantic analysis on the token stream to produce a sequence of declarations.  Some of those declarations are definitions.  Definitions allocate space for data or instructions.  The output of compilation is an object file.  The object file encodes the output of compilation:  definitions provided by the translation unit.  references to declarations with external linkage.
  • 14. The Linker  Accepts object files from compilation.  Resolves declarations with external linkage.  Produces an executable file for the run-time loader.
  • 15. The Run-Time Loader  Accepts executables from linking.  Establishes a new process for the executable.  Performs any dynamic linking necessary for the executable:  locates dynamic library dependencies  resolves imported symbols by binding them from the dynamic library exporting the symbols  Transfers execution control to the new process.
  • 16. Symbols and Declarations  A symbol is a name used to communicate declarations between the compiler, the linker and the run-time loader.  Every declaration with external linkage results in a unique symbol.  The process of encoding each C++ identifier into a unique symbol is implementation dependent and is called "name mangling".  Declarations can be overloaded, located within a namespace, const/volatile qualified, etc., all of which can change the mangled name.  The linker and run-time loader deal exclusively with mangled symbols.  Name mangling can be suppressed with C linkage (extern "C").  Interoperability with other languages is achieved through C linkage.
  • 17. What is a Library?  Declares facilities for use by an application.  Defines the implementation for use by an application.  Good libraries define good abstractions.
  • 18. What is a Header Only Library?  Provided as one or more header files.  The declarations and definitions are in the headers.  No linking necessary to use the library.  Just tell your compiler where to find the files.  Often referred to as a compile-time dependency of an executable.
  • 19. Declarations and Definitions?!?  Function definitions are declared inline.  Their definitions are identical for each source file including the header.  Therefore they are allowed by the ODR.
  • 20. What is a Static Library?  An archive of object files.  Produced by the linker/archiver from a set of object files.  May contain indices to accelerate resolution of declarations with external linkage.  When supplied to the linker, a static library acts as if all of its constituent object files were supplied individually to the linker.  Often referred to as a static dependency of an executable.
  • 21. Mechanics of Static Libraries Object File Object File Static Library Link Object File Object File
  • 22. Dependencies of Static Libraries  Source code of a static library can depend on facilities provided by another static library or another dynamic library.  This creates implicit library dependencies for clients of this static library.  These dependencies accumulate transitively until they are resolved by linking an executable file.  CMake can handle this dependency chain automatically.
  • 23. Consuming a Static Library  Object files provide definitions, but not declarations.  Header files provide declarations, but not definitions.  Consuming a static library consists of:  supplying the header files to the compiler  supplying the library to the linker
  • 24. Creating a Static Library  Create header files containing declarations.  Create source files containing definitions for the declarations.  Compile all source files to be included in the library.  Link the resulting object files into a static library.  Make the headers and the library available to clients.
  • 25. What is a Dynamic Library?  Also called a shared object or shared library.  Instructions and constant data are shared by all running clients.  Produced by the linker from a collection of object files, static libraries and dynamic libraries.  Encoded as an executable file for use by the run-time loader with:  A table of exported names provided by this library.  A table of imported names consumed by this library from other dynamic libraries.  Supplied to the linker as an input to resolve names in an executable and mark them as supplied by the dynamic library.  Some of the mechanics of shared libraries differ between OS platforms.
  • 26. Mechanics of Dynamic Libraries Static Library Dynamic Library Dynamic Library Link Object File Object File
  • 27. Dependencies of Dynamic Libraries  Source code of a dynamic library can depend on facilities provided by another static library or another dynamic library.  This creates implicit dynamic library dependencies for clients of this dynamic library.  Static dependencies are resolved when linking the dynamic library.  CMake can handle this dependency chain automatically.
  • 28. Consuming a Dynamic Library  Dynamic library provides definitions to the run-time loader.  Header files provide declarations for the definitions.  Consuming a dynamic library consists of:  supplying the header files to the compiler  supplying the dynamic library to the linker  supplying the dynamic library and its dynamic library dependencies to the run-time loader
  • 29. Creating a Dynamic Library  Create header files containing declarations.  Create source files containing definitions for the declarations.  Compile all source files to be included in the library.  Link the resulting object files into a dynamic library.  Make the headers and the library available to clients.
  • 30. Principles of Library Design*  REP: The Release-Reuse Equivalency Principle  CCP: The Common Closure Principle  CRP: The Common Reuse Principle  ADP: The Acyclic Dependencies Principle  SDP: The Stable Dependencies Principle  SAP: The Stable Abstraction Principle * From "Agile Principles, Patterns and Practices in C#" by Robert Martin and Micah Martin
  • 31. REP: The Release-Reuse Equivalency Principle  The granule of reuse is the granule of release.  The granule of reuse, a library, can be no smaller than the granule of release. Anything that we reuse must also be released and tracked.  Either all the classes in a library are reusable or none of them are.
  • 32. CCP: The Common Closure Principle  The classes in a library should be closed together against the same kinds of changes. A change that affects a library affects all the classes in that library and no other libraries.  This is the single responsibility principle (SRP) applied to libraries.  CCP gathers together in one place all the classes that are likely to change for the same reasons.
  • 33. CRP: The Common Reuse Principle  The classes in a library are reused together. If you reuse one of the classes in a library, you reuse them all.  Classes that are tightly coupled to each other should be in the same library.  Classes that are not tightly bound to each other with class relationships should not be in the same library.
  • 34. ADP: The Acyclic Dependencies Principle  Allow no cycles in the library dependency graph.  Cycles manifest themselves in link command-lines for executables where libraries are repeated as link inputs.  Break cycles by introducing new libraries containing classes on which other libraries depend.
  • 35. SDP: The Stable Dependencies Principle  Depend in the direction of stability.  Changes in dependencies cause testing and integration to propagate up the dependency chain.
  • 36. SAP: The Stable Abstractions Principle  A library should be as abstract as it is stable.  A stable library should be abstract so that its stability does not prevent it from being extended.  An instable library should be concrete, since its instability allows the code within it to be easily changed.
  • 37. Principles for Header Libraries  REP: the granularity of release is the header file.  CCP: the same kind of change should affect all the classes in the header.  CRP: the classes in a header-only library should all be reused together.  ADP: there should be no preprocessor inclusion cycles.  SDP: the header should only depend on more stable headers.  SAP: the more a header is included by other headers and source files, the more abstract it should be.
  • 38. Principles for Static Libraries  REP: the granularity of release is the library and all of its header files.  CCP: the same kind of change should affect all the classes in the library.  CRP: all the classes in the library are used together.  ADP: there are no link cycles in the library dependency graph.  SDP: the library should depend only on more stable libraries.  SAP: the more stable the library is, the more abstract its header interface should be.
  • 39. Principles for Dynamic Libraries  REP: the granularity of release is the library and all of its header files.  CCP: the same kind of change should affect all the classes in the library.  CRP: all the classes in the library are used together.  ADP: there are no link cycles in the library dependency graph or in the run-time dependency graph.  SDP: the library should depend only on more stable libraries, either static or dynamic.  SAP: the more stable the library is, the more abstract its header interface should be.
  • 40. Abstract Interfaces in C++  Template classes/functions use static polymorphism to express abstract relationships (concepts) between themselves and their template parameters.  Concepts can simplify the syntax and directly express the abstract relationships, but not in C++17 :-(  Clients implement concepts, leaving the implementation free to change without inducing change on the clients.
  • 41. Abstract Interfaces in C++  Static and dynamic libraries can use dynamic polymorphism (virtual functions) to express abstract relationships between their classes and their clients.  Publish interfaces as pure virtual base classes implemented by the library classes.  Clients depend on interfaces, leaving the implementation free to change without inducing change in clients.
  • 43. Bonus Material!  Order of initialization of global data  Global data in static dependencies of dynamic libraries
  • 44. Order of Initialization "Non-local variables with static storage duration are initialized as a consequence of program initiation. Non-local variables with thread storage duration are initialized as a consequence of thread [initiation]." [3.6.2 basic.start.init]
  • 45. Static Initialization "Variables with static storage duration or thread storage duration shall be zero-initialized before any other initialization takes place. Constant initialization is performed [if the initializing expression is constant]. [...] Together, zero-initialization and constant initialization are called static-initialization; all other initialization is dynamic initialization. Static initialization shall be performed before any dynamic initialization takes place." [3.6.2 basic.start.init]
  • 46. Dynamic Initialization "Dynamic initialization of a non-local variable with static storage duration is either ordered or unordered. [...] Variables with ordered initialization defined within a single translation unit shall be initialized in the order of their definitions within a translation unit. [The] initialization of a variable is indeterminately sequenced with respect to the initialization of a variable defined in a different translation unit. It is implementation-defined whether the dynamic initialization of a non-local variable with static storage duration is done before the first statement of main." [3.6.2 basic.start.init]
  • 47. Example of Indeterminate Ordering // g.cpp extern int f(int); static int g = f(1); // is g 2 or 3? // h.cpp extern int f(int); static int h = f(2); // is h 3 or 4? // f.cpp int f(int x) { static int val = 0; return ++val + x; }
  • 48. Linking Dynamic Libraries Against Static Libraries Dynamic Library 1 Link Object File 1 Static Library 1 Dynamic Library 2 Link Object File 2 Static Library 1
  • 49. Intentions Subverted  Static Library 1 intended that it should have a single copy of its global data in any program.  Dynamic Library 1 has an instance of Static Library 1's global data.  Dynamic Library 2 has an instance of Static Library 1's global data.  Any executable using both dynamic libraries has two copies of Static Library 1's global data.  Now you have mysterious bugs....
  • 50. Intentions Upheld  Use Static Library 1 as a dynamic library instead.  Use Dynamic Library 1 and Dynamic Library 2 as static libraries instead and static dependencies linked once into executable. Using dynamic libraries has a tendency to induce the requirement of dynamic libraries elsewhere. Simplest solution:  all libraries static  all libraries dynamic