[docs] add CodingStyle + Coding guidelines, HOS kernel basics, 'Settings' and add external resources, add better docs for dtrace-tool.pl (#3964)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3964
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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# Coding guidelines
These are mostly "suggestions", if you feel like your code is readable, comprehensible to others; and most importantly doesn't result in unreadable spaghetti you're fine to go.
These are **not** stylistic guidelines, they're, for the most part, suggestions on how to architecture new systems or improve upon the existing codebase.
But for new developers you may find that following these guidelines will make everything x10 easier.
# Foreword
## Naming conventions
Don't try to micro-optimize out of the get go, while yes, most of the code is pretty, subpar, most of these are aftertoughts and details that can be glossed over **generally**.
Simply put, types/classes are named as `PascalCase`, same for methods and functions like `AddElement`. Variables are named `like_this_snake_case` and constants are `IN_SCREAMING_CASE`.
Architectural issues are more important, for example an API returning a `std::string` is not as efficient as one that operates on `std::string_view` directly (cost of constructing an `std::string` w/o small-string optimization and all of that).
Except for Qt MOC where `functionName` is preferred.
Regardless of the details, try to keep things simple. As a general rule of thumb.
Template typenames prefer short names like `T`, `I`, `U`, if a longer name is required either `Iterator` or `perform_action` are fine as well. Do not use names like `SS` as systems like solaris define it for registers, in general do not use any of the following for short names:
# C++ guidelines
- `SS`, `DS`, `GS`, `FS`: Segment registers, defined by Solaris `<ucontext.h>`
- `EAX`, `EBX`, `ECX`, `EDX`, `ESI`, `EDI`, `ESP`, `EBP`, `EIP`: Registers, defined by Solaris.
- `X`: Defined by some utility headers, avoid.
- `_`: Defined by gettext, avoid.
- `N`, `M`, `S`: Preferably don't use this for types, use it for numeric constants.
- `TR`: Used by some weird `<ucontext.h>` whom define the Task Register as a logical register to provide to the user... (Need to remember which OS in specific).
Everyone has their own way of viewing good/bad C++ practices, my general outline:
Macros must always be in `SCREAMING_CASE`. Do not use short letter macros as systems like Solaris will conflict with them; a good rule of thumb is >5 characters per macro - i.e `THIS_MACRO_IS_GOOD`, `AND_ALSO_THIS_ONE`.
- At your disposal you may use `boost::container::static_vector<>` (beware it has a ctor/initialization cost which goes up the more elements you add).
- Or you may use `boost::container::small_vector<>` (which has an initialization cost as well, and will use extra book-keeping for heap, try to keep a balance).
- Don't use `[[likely]]` or `[[unlikely]]`; PGO builds exist for that.
- Don't use inline assembly to try to outsmart the compiler unless you're 100% sure the assembly you're writing is actually good.
- And if so, try to restructure your C++ code so the compiler vectorizes it/makes it better, right?
- Or if that fails, use intrinsics instead of raw `asm volatile`.
- Use `std::optional<>` instead of `std::unique_ptr<>` if possible.
- `std::unique_ptr<>` carries indirection cost due to it being memory allocated on the heap.
- It isn't often that objects that contain `std::unique_ptr<>`, are allocated on the heap themselves, allocating even more things on the heap seems redundant.
- Avoid `std::recursive_mutex` at all costs.
- It's basically implemented as a linked list most of the time and has HEAVY performance penalties.
- Exploit the fact `std::atomic<uint32_t>/std::atomic<int32_t>` is basically free on most arches that matter.
- In x86_64, an atomic `uint32_t` is basically `mov [m32], r32`, which is essentially free/cheap.
- Avoid template parameters unless you really need them.
- For small inlineable functions this is fine, for more complex ones, please consider the generated assembly.
- Dont make your own memcpy/memset/strcpy/strncpy/etc.
- Seriously DON'T DO THIS. You will NOT beat the compiler.
- Nor 30 years of writing optimized `mem*`.
- If your code is slow, don't blame `mem*`, blame your code.
- Try to avoid using `virtual` since vtable indirection has a cost
- Avoid `dynamic_cast` and `typeid` at all costs.
- The reason is because the project has `-fno-rtti` disabled by default, due to the costs of dynamic polymorphism.
- Always copy-on-value for objects with `sizeof(void *) >= sizeof(T) * 2`, i.e objects sized as 2 pointers or less, for bigger objects you can use ref/pointer as usual.
- Try using move semantics instead of references, whenever possible.
- Remember function parameters are extremelly cheap as fuck, don't be afraid to place upto 8 parameters on a given function.
- Don't save a reference in structures of a parent object, i.e:
```c++
struct Child {
Parent& parent;
void Mehod() {
parent.Something();
}
};
```
- Instead you can do the following:
```c++
struct Child {
void Mehod(Parent& parent) {
parent.Something();
}
};
```
- This reduces the amount of pointers you have lying around, and also works better because of the aforementioned cheapness of parameter functions.
Try not using hungarian notation, if you're able.
# Engineering guidelines
## Formatting
Coding isn't also writing stuff but architecturing stuff, consider the following:
Formatting is extremelly lax, the general rule of thumb is: Don't add new lines just to increase line count. The less lines we have to look at, the better. This means also packing densely your code while not making it a clusterfuck. Strike a balance of "this is a short and comprehensible piece of code" and "my eyes are actually happy to see this!". Don't just drop the entire thing in a single line and call it "dense code", that's just spaghetti posing as code. In general, be mindful of what other devs need to look at.
Do not put if/while/etc braces after lines:
```c++
// no dont do this
// this is more lines of code for no good reason (why braces need their separate lines?)
// and those take space in someone's screen, cumulatively
if (thing)
{ //<--
some(); // ...
} //<-- 2 lines of code for basically "opening" and "closing" an statment
// do this
if (thing) { //<-- [...] and with your brain you can deduce it's this piece of code
// that's being closed
some(); // ...
} //<-- only one line, and it's clearer since you know its closing something [...]
// or this, albeit the extra line isn't needed (at your discretion of course)
if (thing)
some(); // ...
// this is also ok, keeps things in one line and makes it extremely clear
if (thing) some();
// NOT ok, don't be "clever" and use the comma operator to stash a bunch of statments
// in a single line, doing this will definitely ruin someone's day - just do the thing below
// vvv
if (thing) some(), thing(), a2(a1(), y1(), j1()), do_complex_shit(wa(), wo(), ploo());
// ... and in general don't use the comma operator for "multiple statments", EXCEPT if you think
// that it makes the code more readable (the situation may be rare however)
// Wow so much clearer! Now I can actually see what each statment is meant to do!
if (thing) {
some();
thing();
a2(a1(), y1(), j1());
do_complex_shit(wa(), wo(), ploo());
}
```
Brace rules are lax, if you can get the point across, do it:
```c++
// this is fine
do {
if (thing) {
return 0;
}
} while (other);
// this is also ok --- albeit a bit more dense
do if (thing) return 0; while (other);
// ok as well
do {
if (thing) return 0;
} while (other);
```
There is no 80-column limit but preferably be mindful of other developer's readability (like don't just put everything onto one line).
```c++
// someone is going to be mad due to this
SDL_AudioSpec obtained;
device_name.empty() ? device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false) : device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false);
// maybe consider this
SDL_AudioSpec obtained;
if (device_name.empty()) {
device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false);
} else {
device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false);
}
// or this is fine as well
SDL_AudioSpec obtained;
device = SDL_OpenAudioDevice(device_name.empty() ? nullptr : device_name.c_str(), capture, &spec, &obtained, false);
```
A note about operators: Use them sparingly, yes, the language is lax on them, but some usages can be... tripping to say the least.
```c++
a, b, c; //<-- NOT OK multiple statments with comma operator is definitely a recipe for disaster
return c ? a : b; //<-- OK ternaries at end of return statments are clear and fine
return a, b; //<-- NOT OK return will take value of `b` but also evaluate `a`, just use a separate statment
void f(int a[]) //<-- OK? if you intend to use the pointer as an array, otherwise just mark it as *
```
And about templates, use them sparingly, don't just do meta-templating for the sake of it, do it when you actually need it. This isn't a competition to see who can make the most complicated and robust meta-templating system. Just use what works, and preferably stick to the standard libary instead of reinventing the wheel. Additionally:
```c++
// NOT OK This will create (T * N * C * P) versions of the same function. DO. NOT. DO. THIS.
template<typename T, size_t N, size_t C, size_t P> inline void what() const noexcept;
// OK use parameters like a normal person, don't be afraid to use them :)
template<typename T> inline void what(size_t n, size_t c, size_t p) const noexcept;
```
- Try to reduce dependency on... dependencies
- While some dependencies are useful `boost::container` and `fmt` to name a few, remember each dependency added incurs a cost.
- It may also be subpar with a hand rolled implementation, biggest exemplar of this is `spirv-tools` providing subpar SPIRV optimizations in comparison to the in-house optimizer.
- Try to rely less on indirection for architecturing systems
- If the underlying HLE kernel emulation requires it, try making a solution that keeps things local
- For example, there isn't a need for file descriptors to each be a pointer, when they could be a fixed table size with elements that may be emplaced at will.

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# Coding Style guidelines
These are mostly "suggestions", if you feel like your code is readable, comprehensible to others; and most importantly doesn't result in unreadable spaghetti you're fine to go.
But for new developers you may find that following these guidelines will make everything x10 easier.
## Naming conventions
Simply put, types/classes are named as `PascalCase`, same for methods and functions like `AddElement`. Variables are named `like_this_snake_case` and constants are `IN_SCREAMING_CASE`.
Except for Qt MOC where `functionName` is preferred.
Template typenames prefer short names like `T`, `I`, `U`, if a longer name is required either `Iterator` or `perform_action` are fine as well. Do not use names like `SS` as systems like solaris define it for registers, in general do not use any of the following for short names:
- `SS`, `DS`, `GS`, `FS`: Segment registers, defined by Solaris `<ucontext.h>`
- `EAX`, `EBX`, `ECX`, `EDX`, `ESI`, `EDI`, `ESP`, `EBP`, `EIP`: Registers, defined by Solaris.
- `X`: Defined by some utility headers, avoid.
- `_`: Defined by gettext, avoid.
- `N`, `M`, `S`: Preferably don't use this for types, use it for numeric constants.
- `TR`: Used by some weird `<ucontext.h>` whom define the Task Register as a logical register to provide to the user... (Need to remember which OS in specific).
Macros must always be in `SCREAMING_CASE`. Do not use short letter macros as systems like Solaris will conflict with them; a good rule of thumb is >5 characters per macro - i.e `THIS_MACRO_IS_GOOD`, `AND_ALSO_THIS_ONE`.
Try not using hungarian notation, if you're able.
## Formatting
Formatting is extremelly lax, the general rule of thumb is: Don't add new lines just to increase line count. The less lines we have to look at, the better. This means also packing densely your code while not making it a clusterfuck. Strike a balance of "this is a short and comprehensible piece of code" and "my eyes are actually happy to see this!". Don't just drop the entire thing in a single line and call it "dense code", that's just spaghetti posing as code. In general, be mindful of what other devs need to look at.
Do not put if/while/etc braces after lines:
```c++
// no dont do this
// this is more lines of code for no good reason (why braces need their separate lines?)
// and those take space in someone's screen, cumulatively
if (thing)
{ //<--
some(); // ...
} //<-- 2 lines of code for basically "opening" and "closing" an statment
// do this
if (thing) { //<-- [...] and with your brain you can deduce it's this piece of code
// that's being closed
some(); // ...
} //<-- only one line, and it's clearer since you know its closing something [...]
// or this, albeit the extra line isn't needed (at your discretion of course)
if (thing)
some(); // ...
// this is also ok, keeps things in one line and makes it extremely clear
if (thing) some();
// NOT ok, don't be "clever" and use the comma operator to stash a bunch of statments
// in a single line, doing this will definitely ruin someone's day - just do the thing below
// vvv
if (thing) some(), thing(), a2(a1(), y1(), j1()), do_complex_shit(wa(), wo(), ploo());
// ... and in general don't use the comma operator for "multiple statments", EXCEPT if you think
// that it makes the code more readable (the situation may be rare however)
// Wow so much clearer! Now I can actually see what each statment is meant to do!
if (thing) {
some();
thing();
a2(a1(), y1(), j1());
do_complex_shit(wa(), wo(), ploo());
}
```
Brace rules are lax, if you can get the point across, do it:
```c++
// this is fine
do {
if (thing) {
return 0;
}
} while (other);
// this is also ok --- albeit a bit more dense
do if (thing) return 0; while (other);
// ok as well
do {
if (thing) return 0;
} while (other);
```
There is no 80-column limit but preferably be mindful of other developer's readability (like don't just put everything onto one line).
```c++
// someone is going to be mad due to this
SDL_AudioSpec obtained;
device_name.empty() ? device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false) : device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false);
// maybe consider this
SDL_AudioSpec obtained;
if (device_name.empty()) {
device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false);
} else {
device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false);
}
// or this is fine as well
SDL_AudioSpec obtained;
device = SDL_OpenAudioDevice(device_name.empty() ? nullptr : device_name.c_str(), capture, &spec, &obtained, false);
```
A note about operators: Use them sparingly, yes, the language is lax on them, but some usages can be... tripping to say the least.
```c++
a, b, c; //<-- NOT OK multiple statments with comma operator is definitely a recipe for disaster
return c ? a : b; //<-- OK ternaries at end of return statments are clear and fine
return a, b; //<-- NOT OK return will take value of `b` but also evaluate `a`, just use a separate statment
void f(int a[]) //<-- OK? if you intend to use the pointer as an array, otherwise just mark it as *
```
And about templates, use them sparingly, don't just do meta-templating for the sake of it, do it when you actually need it. This isn't a competition to see who can make the most complicated and robust meta-templating system. Just use what works, and preferably stick to the standard libary instead of reinventing the wheel. Additionally:
```c++
// NOT OK This will create (T * N * C * P) versions of the same function. DO. NOT. DO. THIS.
template<typename T, size_t N, size_t C, size_t P> inline void what() const noexcept;
// OK use parameters like a normal person, don't be afraid to use them :)
template<typename T> inline void what(size_t n, size_t c, size_t p) const noexcept;
```