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diff --git a/doc/manual.cli b/doc/manual.cli index 0de3247..900ea01 100644 --- a/doc/manual.cli +++ b/doc/manual.cli @@ -710,4 +710,506 @@ snapshot versions is guaranteed. For example: version: 2.0.0-b.1.z depends: libprint [3.0.0-b.2.1 3.0.0-b.3) \ + +\h1#module-cc|C-Common Module| + +\h#cxx-modules|C++ Modules Support| + +\h2#cxx-modules-intro|C++ Modules Introduction| + +The goal of this section is to provide a practical introduction to C++ Modules +and to establish key concepts and terminology. + +A pre-modules C++ program or library consists of one or more \i{translation +units} which are customarily referred to as C++ source files. Translation +units are compiled to \i{object files} which are then linked together to +form a program or library. + +Let's also recap the difference between an \i{external name} and a \i{symbol}: +External names refer to language entities, for example classes, functions, and +so on. The \i{external} qualifier means they are visible across translation +units. + +Symbols are external names translated for use inside object files. They are +the cross-referencing mechanism for linking a program from multiple, +separately-compiled translation units. Not all external names end up becoming +symbols and symbols are often \i{decorated} with additional information, for +example, a namespace. We often talk about a symbol having to be satisfied by +linking an object file or a library that provides it. + +What is a C++ module? It is hard to give a single but intuitive answer to +this question. So we will try to answer it from three different perspective: +that of a module consumer, a module producer, and a build system that tries +to make the two play nice. + +But first, let's make this clear: modules are a language-level not a +preprocessor-level mechanism; it is \c{import}, not \c{#import}. + +One may also wonder why C++ modules, what are the benefits? Modules offer +isolation, both from preprocessor macros and other module's symbols. Unlike +headers, modules require explicit exportation of entities that will be visible +to the consumers. In this sense they are a \i{physical design mechanism} that +forces us to think how we structure our code. Modules promise significant +build speedups since importing a module, unlike including a header, should be +essentially free. Modules are also a first step to not needed the preprocessor +in most translation units. Finally, modules have a chance of bringing +to mainstream reliable and easy to setup distributed C++ compilation since +now build systems can make sure compilers on the local and remote hosts are +provided with identical inputs. + +To refer to a module we use a \i{module name}, a sequence of dot-separated +identifiers, for example \c{hello.core}. While the specification does not +assign any hierarchical semantics to this sequence, it is customary to refer +to \c{hello.core} as a submodule of \c{hello}. We discuss submodules and the +module naming guidelines below. + +For a consumer, a module is a collection of external names, called +\i{module interface}, that become \i{visible} once the module is +imported: + +\ +import hello.core +\ + +What exactly does \i{visible} mean? To quote the standard: \i{An +import-declaration makes exported declarations [...] visible to name lookup in +the current translation unit, in the same namespaces and contexts [...]}. One +intuitive way to think about this visibility is \i{as-if} there were only a +single translation unit for the entire program that contained all the modules +as well as all their consumers. In such a translation unit all the names would +be visible to everyone in exactly the same way and no entity would be +redeclared. + +This visibility semantics suggests that modules are not a name scoping +mechanism and are orthogonal to namespaces. Specifically, a module can export +names from any number of namespaces, including the global namespace. While +the module name and its namespace names need not be related, it usually makes +sense to have a parallel naming scheme, as discussed below. + +Note also that from the consumer's perspective a module does not provide +any symbols, only C++ entity names. If we use a name from a module, then we +may have to satisfy the corresponding symbol(s) using the usual mechanisms: +link an object file or a library that provides them. In this respect, modules +are similar to headers and as with headers module's use is not limited to +libraries; they make perfect sense when structuring programs. + +The producer perspective on modules is predictably more complex. In +pre-modules C++ we only had one kind of translation units (or source +files). With modules there are three kinds: \i{module interface units}, +\i{module implementation units}, and the original kind which we will +call \i{non-module translation units}. + +From the producer's perspective, a module is a collection of module translation +units: one interface unit and zero or more implementation units. A simple +module may consist of just the interface unit that includes implementations +of all its functions (not necessarily inline). A more complex module may +span multiple implementation units. + +A translation unit is a module interface unit if it contains an \i{exporting +module declaration}: + +\ +export module hello.core; +\ + +A translation unit is a module implementation unit if it contains a +\i{non-exporting module declaration}: + +\ +module hello.core; +\ + +While module interface units may use the same file extension as normal source +files, we recommend that a different extension be used to distinguish them as +such, similar to header files. While the compiler vendors suggest various +extensions, our recommendation is \c{.mxx} for the \c{.hxx/.cxx} source file +naming and \c{.mpp} for \c{.hpp/.cpp} (and if you are using some other naming +scheme, then now is a good opportunity to switch to one of the above). Using +the source file extension for module implementation units appears reasonable +and that's our recommendation. + +A module declaration (exporting or non-exporting) starts a \i{module purview} +that extends until the end of the module translation unit. Any name declared +in a module's purview \i{belongs} to said module. For example: + +\ +#include <string> // Not in purview. + +export module hello.core; + +void +say_hello (const std::string&); // In purview. +\ + +A name that belongs to a module is \i{invisible} to the module's consumers +unless it is \i{exported}. A name can be declared exported only in a module +interface unit, only in the module's purview, and there are several syntactic +ways to accomplish this. We can start the declaration with the \c{export} +specifier, for example: + +\ +export module hello.core; + +export enum class volume {quiet, normal, loud}; + +export void +say_hello (const char*, volume); +\ + +Alternatively, we can enclose one or more declarations into an \i{exported +group}, for example: + +\ +export module hello.core; + +export +{ + enum class volume {quiet, normal, loud}; + + void + say_hello (const char*, volume); +} +\ + +Finally, if a namespace definition is declared exported, then every name +in its body is exported, for example: + +\ +export module hello.core; + +export namespace hello +{ + enum class volume {quiet, normal, loud}; + + void + say (const char*, volume); +} + +namespace hello +{ + void + impl (const char*, volume); // Not exported. +} +\ + +Up until now we've only been talking about module's names. What about module's +symbols? For exported names, the resulting symbols would be the same as if +those names were declared outside of a module's purview (or as if no modules +were used at all). Non-exported names, on the other hand, have \i{module +linkage}: their symbols can be resolved from this module's units but not from +other translation units. They also cannot clash with symbols for identical +names from other modules (and non-modules). This is usually achieved by +decorating the non-exported symbols with a module name. + +This ownership model has one important backwards-compatibility implication: a +library built with modules enabled can be linked to a program that still uses +headers. And vice versa: we can build a module for a library that only uses +headers. For example, if our compiler does not provide a module for the +standard library, we should be able to build our own: + +\ +export module std.core; + +export +{ + #include <string> + //... +} +\ + +What about the preprocessor? Modules do not export preprocessor macros, +only C++ names. A macro defined in the module interface unit cannot affect +the module's consumers. And macros defined by the module's consumers cannot +affect the module interface they are importing. In other words, module +producers and consumers are isolated from each other when the preprocessor +is concerned. This is not to say that the preprocessor cannot be used by +either, it just doesn't \"leak\" through the module interface. One practical +implication of this model is the insignificance of the import order. + +If a module imports another module in its purview, the imported module's +names are not made automatically visible to the consumers of the importing +module. This is unlike headers and can be surprising. Consider this module +interface as an example: + +\ +export module hello; + +import std.core; + +export void +say_hello (const std::string&); +\ + +And this module consumer: + +\ +import hello; + +int +main () +{ + say_hello (\"World\"); +} +\ + +This example will result in a compile error and the diagnostics may +confusingly indicate that there is no known conversion from a C string to +\"something\" called \c{std::string}. But with the understanding of the +difference between \c{import} and \c{#include} the reason should be clear: +while the module interface \"sees\" \c{std::string} (because it imported +its module), we do not (since we did not). So the fix is to explicitly +import \c{std.core}: + +\ +import std.core; +import hello; + +int +main () +{ + say_hello (\"World\"); +} +\ + +A module, however, can choose to re-export a module it imports. In this case, +all the names from the imported module will also be visible to the importing +module's consumers. For example, with this change to the module interface the +first version of our consumer will compile without errors (note that whether +this is a good design choice is debatable): + +\ +export module hello; + +export import std.core; + +export void +say_hello (const std::string&); +\ + +One way to think of re-export is as if a module's import also injecting the +imports of all the modules it re-exported, recursively. That's essentially how +most compilers implement it. + +Module re-export is the mechanism of assembling bigger modules out of +submodules. As an example, let's say we had the \c{hello.core}, +\c{hello.basic}, and \c{hello.extra} modules. To make life easier for users +that want to import all of them we can create the \c{hello} module that +re-exports the three: + +\ +export module hello; + +export +{ + import hello.core; + import hello.basic; + import hello.extra; +} +\ + +The final perspective that we consider is that of the build system. From its +point of view the central piece of the module infrastructure is the \i{binary +module interface}: a binary file that is produced by compiling the module +interface unit and that is required when compiling any translation unit that +imports this module (as well as module's implementation units). + +So, in a nutshel, the main functionality of a build system when it comes to +modules support is figuring out the order in which everything should be +compiled and making sure that every compilation is able to find the binary +module interfaces it needs. + +Predictably, the details are more complex. Compiling a module interface unit +produces two outputs: the binary module interface and the object file. Most +compilers currently implement module re-export as a shallow reference to the +re-exported module name which means that their binary interfaces must be +discoverable as well, recursively. + +While the implementations vary, the contents of the binary interfaces are +sensible to the compiler options. If the options used to produce the binary +interface (for example, when building a library) are sufficiently different +compared to the ones used when compiling the module consumers, the binary +interface may be unusable. So while a build system should strive to reuse +existing binary interfaces, it should also be prepared to compile its own +versions \"on the side\". This suggests that modules are not a distribution +mechanism and binary module interfaces should probably not be installed (for +example, into \c{/usr/include}), instead distributing and installing module +interface units. + +\h2#cxx-modules-build|Building C++ Modules| + +Compiler support for C++ Modules is still experimental. As a result, it is +currently only enabled if the C++ standard is set to \c{experimental}. After +loading the \c{cxx} module we can check if modules are enabled using the +\c{cxx.features.modules} boolean variable. This is what the corresponding +\c{root.build} fragment could look like for a modularized project: + +\ +cxx.std = experimental + +using cxx + +assert $cxx.features.modules 'c++ compiler does not support modules' + +mxx{*}: extension = mxx +cxx{*}: extension = cxx +\ + +To support C++ modules the \c{cxx} (build system) module defines several +additional target types. The \c{mxx{\}} target is a module interface unit. +As you can see from the above \c{root.build} fragment, in this project we +are using the \c{.mxx} extension for our module interface files. While +you can use the same extension as for \c{cxx{\}} (source files), this is +not recommended since some functionality, such as wildcard patterns, will +become unusable. + +The \c{bmi{\}} group and its \c{bmie{\}}, \c{bmia{\}}, and \c{bmis{\}} +members are used for binary module interfaces targets. We normally do +not need to mention them explicitly in our buildfiles except, perhaps, +to specify additional, module interface-specific compile options. We +will see some example of this below. + +To build a modularized executable or library we simply list the module +interfaces as its prerequisites, just as we do source files. As an +example, let's build the \c{hello} example that we have started in the +introduction. Specifically, we assume our project contains the following +files: + +\ +// file: hello.mxx (module interface) + +export module hello; + +import std.core; + +export void +say_hello (const std::string&); +\ + +\ +// file: hello.cxx (module implementation) + +module hello; + +import std.io; + +using namespace std; + +void +say_hello (const string& name) +{ + cout << \"Hello, \" << name << '!' << endl; +} +\ + +\ +// file: driver.cxx + +import std.core; +import hello; + +int +main () +{ + say_hello (\"World\"); +} +\ + +To build a \c{hello} executable from these files we can write the following +\c{buildfile}: + +\ +exe{hello}: cxx{driver} {mxx cxx}{hello} +\ + +Or, if you prefere to use wildcard patterns: + +\ +exe{hello}: {mxx cxx}{*} +\ + +Alternatively, we can package the module into a library and then link the +library to the executable: + +\ +exe{hello}: cxx{driver} lib{hello} +lib{hello}: {mxx cxx}{hello} +\ + +As you might have surmised from the above, the modules support implementation +automatically resolves imports to module interface units that are specified +either as direct prerequisites or as prerequisites of library prerequisites. + +To perform this resolution without a significant overhead the implementation +delays the extraction of the actual module name from module interface units +(since not all available module interfaces are necessarily imported by all the +translation units). Instead, the implementation tries to guess which interface +unit implements each module being imported based on the interface file +path. Or, more precisely, a two-step resolution process is performed: first a +best match between the desired module name and the file path is sought and +then the actual module name is extracted and the correctness of the inital +guess is verified. + +The practical implication of this implementation detail is that our module +interface files must embed a portion of a module name, or, more precisely, a +sufficient amount of \"module name tail\" to unambigously resolve all the +modules used in a project. Note also that this guesswork is only performed for +direct module interface prerequisites; for those that come from libraries the +module names are known and are therefore matched exactly. + +As an example, let's assume our \c{hello} project had two modules: +\c{hello.core} and \c{hello.extra}. While we could call our interface files +\c{hello.core.mxx} and \c{hello.extra.mxx}, respectively, this doesn't look +particularly good and may be contrary to the file naming scheme used in our +project. To resolve this issue the match of module names to file names is +made \"fuzzy\": it is case-insensitive, it treats all separators (dots, dashes, +underscores, etc) as equal, and it treats a case change as an imaginary +separator. As a result, the following naming schemes will all match the +\c{hello.core} module name: + +\ +hello-core.mxx +hello_core.mxx +HelloCore.mxx +hello/core.mxx +\ + +We also don't have to embed the full module name. In our case, for example, it +would be most natural to call the files \c{core.mxx} and \c{extra.mxx} since +they are already in the project directory called \c{hello/}. This will work +since our module names can still be guessed correctly and unambigously. + +If a guess turns out to be incorrect, the implementation issues diagnostics +and exits with an error. To resolve this situation we can either adjust the +interface file names or we can specify the module name explicitly with the +\c{cc.module_name} variable. The latter approach can be used with interface +file names that have nothing in common with module names, for example: + +\ +mxx{foobar}@./: cc.module_name = hello +\ + +Note also that standard library modules (\c{std} and \c{std.*}) are treated +specially: they are not fuzzy-matched and they need not be resolvable to +the corresponding \c{mxx{\}} or \c{bmi{\}} in which case it is assumed +they will be resolved in an ad hoc way by the compiler. This means that if +you want to build your own standard library module (for example, because +your compiler doesn't yet ship one; note that this may not be supported +by all compilers), then you have to specify the module name explicitly. +For example: + +\ +exe{hello}: cxx{driver} {mxx cxx}{hello} mxx{std-core} + +mxx{std-core}@./: cc.module_name = std.core +\ + +Build-system: + +@@ ref mhello examples +@@ symbol exporting (dllexport) + +Guidelines + +@@ One to have (multiple) implementation units. + " |