10个C语言(C99)编程技巧:提高效率与可读性

在C语言编程中,我们经常会遇到一些可以提高代码效率和可读性的技巧。以下是我在编写C代码时常用的十个模式和技巧,它们涵盖了从基础的代码简化到复杂的宏定义和状态管理。

1. GNU扩展中的三元运算符

在C语言中,传统的三元运算符?:可以被GNU扩展中的?:所替代,这样可以减少表达式的计算次数。例如:

int a = 10;
int b = 20;
int max = a > b ? a : b;  // 传统写法
int max = a > b ?: b;    // GNU扩展写法

2. 智能向量类型

通过未命名的结构体,我们可以创建灵活的数据结构,如vec3_t

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];

3. IS_DEFINED宏

这个宏用于检查预处理器值是否定义为1,常用于条件编译:

// 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)) {
    ...
}

4. OpenGL代码便利宏

在调试模式下自动检查OpenGL错误,简化错误处理:

// 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"));

5. 数组大小宏

通过ARRAY_SIZE宏计算数组大小,提高代码复用性:

#define ARRAY_SIZE(a) (sizeof(a) / sizeof((a)[0]))

int array[] = {1, 2, 3, 4, 5};
int size = ARRAY_SIZE(array);

6. 安全最小值宏

使用GNU扩展定义min宏,避免类型不匹配问题:

#define min(a, b) ({ \
    typeof(a) _a = (a); \
    typeof(b) _b = (b); \
    _a < _b ? _a : _b; \
})

7. 传递未命名变量指针

直接将未命名变量作为指针传递给函数,简化代码:

// 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).

8. 命名初始化器

使用宏定义简化结构体的初始化,提供默认值:

// 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},      \__LINE__
        __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});

9. X宏

通过宏定义和枚举创建和管理枚举和数组,提高代码的模块化:

// 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...

10. 状态机助手

使用__LINE__宏简化状态机的实现,减少代码冗余:

// 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.

这些技巧可以帮助你编写更高效、更易于维护的C代码。希望这些技巧对你的项目有所帮助!

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