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Working with Libraries

Working with Libraries

Working with libraries in C++ involves using external code modules or pre-compiled components to extend the functionality of your own C++ projects. Libraries provide reusable code and save you from reinventing the wheel for common tasks. There are two main types of libraries in

  • Static Libraries (lib, a): Static libraries are pre-compiled collections of object code that are linked directly into your operation at compile time. They become part of your final executable, and you do not need the library files during runtime. Stationary libraries are useful when you want to distribute a single standalone executable without external dependencies.

To work with static libraries in C++, you generally follow these steps:

  • Create or obtain the static library file (e.g., libmylibrary.a, libmylibrary.lib).
  • Include the library’s header files in your C++ source code to access its functions and classes.
  • Add the library’s path and name to the linker settings in your project configuration.
  • Compile your project to create the final executable, which will include the functions and code from the static library.

Dynamic Libraries (Shared Libraries, dll, so): Dynamic libraries are external files that are loaded at runtime when your operation is executed. They aren’t linked directly to your executable, allowing them to be shared among multiple operations, reducing executable size.

To work with dynamic libraries in C++, you generally follow these steps:

  • Create or obtain the dynamic library file (e.g., mylibrary.dll, libmylibrary.so).
  • Include the library’s header files in your C++ source code to access its functions and classes.
  • During the build process, configure your project to link against the dynamic library file.
  • At runtime, ensure the dynamic library is present in the system’s library search path or specify its location explicitly.
  • Load the dynamic library dynamically using platform-specific API functions (e.g., dlopen on Linux, LoadLibrary on Windows).
  • Obtain function pointers from the loaded library to access its functions dynamically.

When working with libraries, it’s essential to understand the library’s API, version compatibility, and any licencing considerations. Also, remember to handle error cases gracefully when working with dynamic libraries to avoid crashes if the library is unavailable.

Many C++ libraries are available through package managers like vcpkg, Conan, or Hunter, making it easier to integrate and manage dependencies in your projects. Also, modern build systems like CMake have built-in support for finding and linking against libraries, simplifying the process of working with external code. 

  • Library Inclusion: 

Inclusion in C++ refers to the practice of including header files or other source files in your program to make declarations available for use. The ‘#include’ directive is used for inclusion, and it’s a fundamental mechanism for organising and modularizing your code. Here are some examples of inclusion in C++:

  • Including standard header files
#include <iostream>  

int main() {

    std::cout << "Hello, World!" << std::endl;

    return 0;

}

In this example, we include the ‘<iostream>’ standard header,which provides input and output stream functionality. This allows us to use the ‘std::cout’ stream to display "Hello, World!" on the console.

  • Creating and including your own header file

Suppose you have two separate source files: ‘main.cpp’ and ‘functions.h’.

  • ‘functions.h’:
#ifndef 

#define 

int add(int a, int b);

int subtract(int a, int b);

#endif
  • ‘main.cpp’:
#include <iostream>

#include "functions.h"  

int main() {

    int result = add(10, 5);

    std::cout << "Result: " << result << std::endl;

    return 0;

}

int add(int a, int b) {

    return a + b;

}

int subtract(int a, int b) {

    return a - b;

}

In this example, the ‘functions.h’ header file declares the ‘add’ and ‘subtract’ functions.

  • Conditional Inclusion:
#include <iostream>

#define   

#ifdef 

void myFeature() {

    std::cout << "My feature is enabled." << std::endl;

}

#else

void myFeature() {

    std::cout << "My feature is disabled." << std::endl;

}

#endif

int main() {

    myFeature();

    return 0;

}

In this example, the ‘#ifdef’ directive checks if the macro ‘MY_FEATURE_ENABLED’ is defined.

Depending on whether it’s defined or not, the appropriate version of the ‘myFeature’ function is included in the program.

  • Licencing:

Licencing in C++ refers to the legal terms and conditions that govern the use, distribution, and modification of software written in the C++ programming language. Open-source and proprietary licences are two common categories of software licences that apply to C++ code.

Choosing the right licence for your C++ project is important for defining how others can use and contribute to your software.

Here are some common types of licences used in the C++ community:

  • Open-Source Licences: Open-source licences promote the distribution and modification of software’s source code. They often require derived works to be open-source as well. Some popular open-source licences include:
  • GNU General Public Licence (GPL): Requires derived works to be licenced under the same terms. Often used for projects that want to ensure their code remains open-source,
  • MIT Licence: A permissive licence that allows for free use, modification, distribution, and even integration with proprietary software. It requires the inclusion of the original copyright notice.
  • Apache Licence: A permissive licence with more detailed conditions It allows modification, distribution, and sublicensing but also requires notice of changes and disclaimers.
  • BSD Licences: A family of permissive licences with varying conditions The 3-Clause BSD Licence is commonly used and allows for free use, modification, and redistribution.
  • Proprietary Licences: Proprietary licences impose restrictions on how the software can be used, modified, and distributed. These licences often require users to pay for them or adhere to certain usage terms. Proprietary software is not open-source and typically doesn’t allow access to the source code.
  • Dual Licencing: Some projects offer multiple licencing options, allowing users to choose between open-source and proprietary licenses. This can help cater to different use cases and business models.

Choosing the right licence for your C++ project depends on your goals, preferences, and the community you want to build. It’s important to carefully review and understand the terms of any licence you choose. If you’re working on a project with others, it’s a good idea to include a clear licence notice in your source code and provide a licence file that outlines the terms of use.

  • Libraries

In programming, a library is a collection of pre-written code and resources that can be used to perform common tasks, provide functionality, or solve specific problems. Libraries encapsulate reusable code and allow developers to save time and effort by not having to write everything from scratch. In the context of C++, libraries are collections of header files and compiled object files (or dynamic or shared libraries) that can be linked to your C++ programs.

There are various types of libraries in C++:

  • Standard Libraries (STL): The C++ Standard Library (STL) provides a set of classes and functions that implement common algorithms, data structures, and utilities. It’s an integral part of C++ and includes components like containers (vector, list, map, etc.), algorithms (sorting, searching, etc.), and input and output functionality. The STL is part of the C++ language and is available by default.
  • Third-Party Libraries: Third-party libraries are developed by external parties and provide additional functionality beyond what’s available in the C++ Standard Library. These libraries cover a wide range of domains, including graphics, networking, databases, and more. Some popular C++ third-party libraries include:
  • Boost: A comprehensive set of libraries that extend the functionality of the C++ Standard Library
  • SDL (Simple DirectMedia Layer): A multimedia library for graphics, audio, and input handling
  • Qt: A cross-platform framework for GUI development and more.
  • OpenCV: A computer vision library used for image and video analysis.
  • Platform-Specific Libraries: Some libraries are specific to certain platforms or operating systems. These libraries provide access to system-level functionality, such as file I/O, threading, and hardware interaction.
  • Static and dynamic libraries: Libraries can be compiled as static or dynamic/shared libraries. Static libraries are linked directly into the executable at compile time, while dynamic libraries are loaded at runtime. Dynamic libraries allow for more efficient use of disc space and memory when multiple programs use the same library.
  • Header-Only Libraries: Some libraries consist only of header files and don’t require separate compilation. They provide templates, inline functions, and other code that gets included directly into your source code.

To use a library in your C++ program, you typically follow these steps:

  • Include the necessary header files in your source code.
  • Link your program with the compiled library (object file or dynamic/shared library).
  • Use the provided functions, classes, and resources in your code.

The choice of libraries depends on the requirements of your project and the specific functionality you need. When using third-party libraries, it’s important to understand their licencing terms, compatibility with your project, and community support. Always consult the documentation and resources provided by the library maintainers to learn how to use the library effectively.