Why should I not include cpp files and instead use a header?
Solution 1:
To the best of my knowledge, the C++ standard knows no difference between header files and source files. As far as the language is concerned, any text file with legal code is the same as any other. However, although not illegal, including source files into your program will pretty much eliminate any advantages you would've got from separating your source files in the first place.
Essentially, what #include
does is tell the preprocessor to take the entire file you've specified, and copy it into your active file before the compiler gets its hands on it. So when you include all the source files in your project together, there is fundamentally no difference between what you've done, and just making one huge source file without any separation at all.
"Oh, that's no big deal. If it runs, it's fine," I hear you cry. And in a sense, you'd be correct. But right now you're dealing with a tiny tiny little program, and a nice and relatively unencumbered CPU to compile it for you. You won't always be so lucky.
If you ever delve into the realms of serious computer programming, you'll be seeing projects with line counts that can reach millions, rather than dozens. That's a lot of lines. And if you try to compile one of these on a modern desktop computer, it can take a matter of hours instead of seconds.
"Oh no! That sounds horrible! However can I prevent this dire fate?!" Unfortunately, there's not much you can do about that. If it takes hours to compile, it takes hours to compile. But that only really matters the first time -- once you've compiled it once, there's no reason to compile it again.
Unless you change something.
Now, if you had two million lines of code merged together into one giant behemoth, and need to do a simple bug fix such as, say, x = y + 1
, that means you have to compile all two million lines again in order to test this. And if you find out that you meant to do a x = y - 1
instead, then again, two million lines of compile are waiting for you. That's many hours of time wasted that could be better spent doing anything else.
"But I hate being unproductive! If only there was some way to compile distinct parts of my codebase individually, and somehow link them together afterwards!" An excellent idea, in theory. But what if your program needs to know what's going on in a different file? It's impossible to completely separate your codebase unless you want to run a bunch of tiny tiny .exe files instead.
"But surely it must be possible! Programming sounds like pure torture otherwise! What if I found some way to separate interface from implementation? Say by taking just enough information from these distinct code segments to identify them to the rest of the program, and putting them in some sort of header file instead? And that way, I can use the #include
preprocessor directive to bring in only the information necessary to compile!"
Hmm. You might be on to something there. Let me know how that works out for you.
Solution 2:
This is probably a more detailed answer than you wanted, but I think a decent explanation is justified.
In C and C++, one source file is defined as one translation unit. By convention, header files hold function declarations, type definitions and class definitions. The actual function implementations reside in translation units, i.e .cpp files.
The idea behind this is that functions and class/struct member functions are compiled and assembled once, then other functions can call that code from one place without making duplicates. Your functions are declared as "extern" implicitly.
/* Function declaration, usually found in headers. */
/* Implicitly 'extern', i.e the symbol is visible everywhere, not just locally.*/
int add(int, int);
/* function body, or function definition. */
int add(int a, int b)
{
return a + b;
}
If you want a function to be local for a translation unit, you define it as 'static'. What does this mean? It means that if you include source files with extern functions, you will get redefinition errors, because the compiler comes across the same implementation more than once. So, you want all your translation units to see the function declaration but not the function body.
So how does it all get mashed together at the end? That is the linker's job. A linker reads all the object files which is generated by the assembler stage and resolves symbols. As I said earlier, a symbol is just a name. For example, the name of a variable or a function. When translation units which call functions or declare types do not know the implementation for those functions or types, those symbols are said to be unresolved. The linker resolves the unresolved symbol by connecting the translation unit which holds the undefined symbol together with the one which contains the implementation. Phew. This is true for all externally visible symbols, whether they are implemented in your code, or provided by an additional library. A library is really just an archive with reusable code.
There are two notable exceptions. First, if you have a small function, you can make it inline. This means that the generated machine code does not generate an extern function call, but is literally concatenated in-place. Since they usually are small, the size overhead does not matter. You can imagine them to be static in the way they work. So it is safe to implement inline functions in headers. Function implementations inside a class or struct definition are also often inlined automatically by the compiler.
The other exception is templates. Since the compiler needs to see the whole template type definition when instantiating them, it is not possible to decouple the implementation from the definition as with standalone functions or normal classes. Well, perhaps this is possible now, but getting widespread compiler support for the "export" keyword took a long, long time. So without support for 'export', translation units get their own local copies of instantiated templated types and functions, similar to how inline functions work. With support for 'export', this is not the case.
For the two exceptions, some people find it "nicer" to put the implementations of inline functions, templated functions and templated types in .cpp files, and then #include the .cpp file. Whether this is a header or a source file doesn't really matter; the preprocessor does not care and is just a convention.
A quick summary of the whole process from C++ code (several files) and to a final executable:
- The preprocessor is run, which parses all the directives which starts with a '#'. The #include directive concatenates the included file with inferior, for example. It also does macro-replacement and token-pasting.
- The actual compiler runs on the intermediate text file after the preprocessor stage, and emits assembler code.
- The assembler runs on the assembly file and emits machine code, this is usually called an object file and follows the binary executable format of the operative system in question. For example, Windows uses the PE (portable executable format), while Linux uses the Unix System V ELF format, with GNU extensions. At this stage, symbols are still marked as undefined.
- Finally, the linker is run. All the previous stages were run on each translation unit in order. However, the linker stage works on all the generated object files which were generated by the assembler. The linker resolves symbols and does a lot of magic like creating sections and segments, which is dependent on the target platform and binary format. Programmers aren't required to know this in general, but it surely helps in some cases.
Again, this was definetely more than you asked for, but I hope the nitty-gritty details helps you to see the bigger picture.
Solution 3:
The typical solution is to use .h
files for declarations only and .cpp
files for implementation. If you need to reuse the implementation you include the corresponding .h
file into the .cpp
file where the necessary class/function/whatever is used and link against an already compiled .cpp
file (either an .obj
file - usually used within one project - or .lib file - usually used for reusing from multiple projects). This way you don't need to recompile everything if only the implementation changes.