Sure, but that doesn't always help readability/clarity. Compare this:
SomeType result;
if (!do_something(&result))
return;
process(result);
with this:
std::tuple<bool, SomeType> ret = do_something();
if (!std::get<0>(ret))
return;
process(std::get<1>(ret));
You could improve it a bit by using `auto` or returning a struct with named members, but quite often I still find it less readable. Especially in situations that are more complex than this example, where e.g. you fallback to another function to fetch `result` if `do_something` failed.
If there are only two status codes (success/failure) then it seems like optional would be more appropriate than a tuple of bool and SomeType.
const std::optional<SomeType> result = do_something();
if (!result.has_value()) {
return;
}
process(result.value());
This is nicer than the output parameter in my opinion, because it may be unclear what the meaning of a default constructed SomeType is. Default values are sometimes dangerous if the default is a real, valid input - errors and invalid states can end up being passed through.
C++ doesn't have great support for sum types, so this is all always going to be pretty non-ergonomic, and the compiler doesn't always warn if you forget to do things. I might even say that the main advantage of using sum types is gone in C++ - you actually can forget to check has_value and call operator* on an empty optional.
It would be so easy for someone to make a mistake and write:
process(*do_something());
And invoke undefined behaviour. Whereas processing a default-constructed SomeType is at least not undefined behaviour (depending on what SomeType is, and what process does...).
This whole thing is a mess, I hate C++, thinking about UB all the time...
for performance-oriented code, the original example, where the argument is stack-allocated in the caller, passed by reference, and used based on the return value, has benefits that can't be replicated in the std::optional<> version.
I like the std::optional<> version and use that pattern some of the time. But if the object being passed/returned to/from do_something() is non-trivial, i don't want the copy overhead.
> for performance-oriented code, the original example, where the argument is stack-allocated in the caller, passed by reference, and used based on the return value, has benefits that can't be replicated in the std::optional<> version.
Can you go into detail? What are the benefits that can't be replicated?
If anything, the std::optional version seems better, since we can avoid an invocation of the SomeType constructor. Otherwise, everything is the same - everything's allocated on the stack, there is no dynamic allocation.
> If an optional<T> contains a value, the value is guaranteed to be allocated as part of the optional object footprint, i.e. no dynamic memory allocation ever takes place. Thus, an optional object models an object, not a pointer, even though operator*() and operator->() are defined.
Yes, in C++17, RVO would fix the issue. Alas, some of us are stuck with project conventions that have not reached "use C++17". Without RVO, there's an extra copy.
Probably many C++ aficionados will run to godbolt.org to prove this in a simple testcase, and they will probably be right. But then maybe it’s because you’ve only tested this for primitive or POD types. Maybe this might not be guaranteed for non-POD types with custom constructors? Or maybe this might be okay because of RVO or something? Hmm, let us read the specs again…
The problem is, C++ is a language that is very unintuitive about how your code is going to get mapped to actual hardware (assembly code). For many systems developers, it isn’t enough that the compiler might optimize this smartly; we instead want predictable compiler behavior. So if you want to make sure, and you’re not confident about the gnarly details of the C++ specification, it will be better for you just use out parameters instead of std::optional, if you are in the situation where you really need to squeeze out performance (which happens a lot for low-level systems programming).
Note that I’m not talking about if std::optional itself allocates more than it needs to at construction (which I know it doesn’t, as cppreference.com says so), but if the compiler might generate an additional copy constructor call if it is value-returned from a function (which I’m worried about since NRVO isn’t in the spec and you can’t rely on it).
It’s more specific to the example code the original commenter posted (and about general out-parameter usage) than the flaws of std::optional itself. Maybe this didn’t get communicated properly from my comment.
For C++17, true. Not so if you're using an earlier compiler and/or language standard. Yes, yes, I know we should all get with the program, but that's alas not how the world operates.
Even for C++ 17, this is only guaranteed if you don't name the variable in your function. NRVO is not guaranteed at all. There is even an example downthread where gcc can't do it even at -O3.
boost::optional has existed for many, many years and does not require compiler/language support. AFAIK, the behavior is substantially identical to std::optional.
Fair enough, in my codebase we always order data in terms of dependencies so that independent data comes before dependent data. In this case the result depends on the error_code, and the error_code is independent, so the error_code must be listed first.
Hmm, is it error, value or value, error? In this situation, I'd prefer something like std::optional or std::variant, which you can't get wrong as easily as swapping two variables in a structured bind.
Those have their problems too, though, and I'd never claim std::variant is "nice" to use.