Here are ten interesting patterns and tricks I sometime use in my C code, some are well known, some not so much. I am sure all of them work with clang and gcc (after fixing the evetual typos). I didn’t try with MSVC, but except for no 1 and 5, I think it should also work.
[edit]: Here is a link to the hacker news thread.
[edit]: Maybe the title is a bit misleading, this is not strictly about C99. Some items in the list are valid C89, and some others would not compile with -std=c99 -pedantic, and there are also gnu extensions. But pragmatically, all of those will compile with recent gcc and clang compiler.
0. Ternary operator without middle operand (gnu extension)
// Instead of
x = x ? x : 10;
// We can use the shorter form:
x = x ?: 10;
// Advantage: if x is an expression it
// will be evaluated only once.
1. Unamed struct for smart vector type.
typedef union {
struct { float x, y, z; };
struct { vec2_t xy; };
struct { float x_; vec2_t yz; };
float v[3];
} vec3_t;
#define VEC3(x, y, z) { {x, y, z} }
...
vec3_t vec = VEC3(1, 2, 3);
// We can access the attributes in different ways.
float x = vec.x;
vec2_t xy = vec.xy;
float z = vec.v[2];
2. IS_DEFINED
macro
// As used in the linux kernel.
// A macro that expands to 1 if a preprocessor value
// was defined to 1, and 0 if it was not defined or
// defined to an other value.
#define IS_DEFINED(macro) IS_DEFINED_(macro)
#define MACROTEST_1 ,
#define IS_DEFINED_(value) IS_DEFINED__(MACROTEST_##value)
#define IS_DEFINED__(comma) IS_DEFINED___(comma 1, 0)
#define IS_DEFINED___(_, v, ...) v
// Can be used in preprocessor macros:
#if IS_DEFINED(SOMETHING)
...
#endif
// Or even directly in the code.
// Same effect but looks better.
if (IS_DEFINED(SOMETHING)) {
...
}
3. Convenience macro for OpenGL code
// Not really special, but so useful I thought
// I'll put it here. Can also be used with other
// libraries (OpenAL, OpenSLES, ...)
#ifdef DEBUG
# define GL(line) do { \
line; \
assert(glGetError() == GL_NO_ERROR); \
} while(0)
#else
# define GL(line) line
#endif
// Put GL around all your opengl calls:
GL(glClear(GL_COLORS_MASK));
GL(pos_loc = glGetAttribLocation(prog, "pos"));
4. Array size macro
// Is there any C project that does not use it?
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
// Can be used like this:
int a[] = {0, 4, 5, 6};
int n = ARRAY_SIZE(a); // n = 4
// Warning: does not work with array arguments to functions:
int func(int a[]) {
int nb = ARRAY_SIZE(a); // Would not work!
}
5. Safe min macro (uses a gnu extension)
#define min(a, b) ({ \
__typeof__ (a) _a = (a); \
__typeof__ (b) _b = (b); \
_a < _b ? _a : _b; \
})
6. Passing pointer to unnamed variables to function.
// A func that expects a pointer to three int values.
void func(const int *arg);
// Instead of using a local variable.
int tmp[] = {10, 20, 30};
func(tmp);
// We can write.
func( (const int[]){10, 20, 30} )
// Can be useful with a helper macro.
#define VEC(...) ((const int[]){__VA_ARGS__})
func(VEC(10, 20, 30));
// (Also works with struct or any other type).
7. Named initializer, with default values
// I use this one all the time when writing
// video game. One of the reason why I
// don't like to use C++.
// Let say we have this struct
struct obj {
const char *name;
float pos[2];
float color[4];
};
// We can write a macro like this one
#define OBJ(_name, ...) \
(struct obj) { \
.name = _name, \
.color = {1, 1, 1, 1}, \
__VA_ARGS__ \
};
// Now we can use the macro to create new objects.
// This one with color defaulted to {1, 1, 1, 1}.
struct obj o1 = OBJ("o1", .pos = {0, 10});
// This one with pos defaulted to {0, 0}.
struct obj o2 = OBJ("o2", .color = {1, 0, 0, 1});
8. X macros
// Define this once.
#define SPRITES \
X(PLAYER, "atlas_0.png", {0, 0, 128, 128}) \
X(ENEMY0, "atlas_0.png", {128, 0, 128, 128}) \
X(ENEMY1, "atlas_2.png", {0, 0, 64, 64}) \
...
// Create an enum with all the sprites.
emum {
#define X(n, ...) SPR_##n,
SPRITES
#undef X
}
// Create an array with all the sprites values.
struct {
const char *atlas;
int rect[4];
} sprites[] = {
#define X(n, a, r) [SPR_##n] = {a, r},
SPRITES
#undef X
};
// Many other possibilities...
9. State machine helper using __LINE__
// This is a great trick.
// Instead of:
int iter(int state) {
switch (state) {
case 0:
printf("step 0\n");
return 1;
case 1:
printf("step 1\n");
return 2;
case 2:
printf("step 2\n");
return 3;
case 3:
return -1;
}
}
// We can define:
#define START switch(state) { case 0:
#define END return -1; }
#define YIELD return __LINE__; case __LINE__:;
// And now the function can be written
int iter(int state) {
START
printf("step 0\n");
YIELD
printf("step 1\n");
YIELD
printf("step 2\n");
END
}
// It is possible to go totally wild with
// this one.