C++模板图灵完成

C++ templates Turing-complete?

本文关键字:图灵 C++      更新时间:2023-10-16

我听说C++中的模板系统在编译时是图灵完备的。这在这篇文章和维基百科上都有提及。

你能提供一个利用这个特性的计算的重要例子吗?

这个事实在实践中有用吗?

我在C++11中做了一台图灵机。C++11添加的特性对图灵机器来说并不重要。它只是使用可变模板提供任意长度的规则列表,而不是使用反常的宏元编程:)。条件的名称用于在stdout上输出关系图。我删除了那个代码以保持样本的简短性。

#include <iostream>
template<bool C, typename A, typename B>
struct Conditional {
    typedef A type;
};
template<typename A, typename B>
struct Conditional<false, A, B> {
    typedef B type;
};
template<typename...>
struct ParameterPack;
template<bool C, typename = void>
struct EnableIf { };
template<typename Type>
struct EnableIf<true, Type> {
    typedef Type type;
};
template<typename T>
struct Identity {
    typedef T type;
};
// define a type list 
template<typename...>
struct TypeList;
template<typename T, typename... TT>
struct TypeList<T, TT...>  {
    typedef T type;
    typedef TypeList<TT...> tail;
};
template<>
struct TypeList<> {
};
template<typename List>
struct GetSize;
template<typename... Items>
struct GetSize<TypeList<Items...>> {
    enum { value = sizeof...(Items) };
};
template<typename... T>
struct ConcatList;
template<typename... First, typename... Second, typename... Tail>
struct ConcatList<TypeList<First...>, TypeList<Second...>, Tail...> {
    typedef typename ConcatList<TypeList<First..., Second...>, 
                                Tail...>::type type;
};
template<typename T>
struct ConcatList<T> {
    typedef T type;
};
template<typename NewItem, typename List>
struct AppendItem;
template<typename NewItem, typename...Items>
struct AppendItem<NewItem, TypeList<Items...>> {
    typedef TypeList<Items..., NewItem> type;
};
template<typename NewItem, typename List>
struct PrependItem;
template<typename NewItem, typename...Items>
struct PrependItem<NewItem, TypeList<Items...>> {
    typedef TypeList<NewItem, Items...> type;
};
template<typename List, int N, typename = void>
struct GetItem {
    static_assert(N > 0, "index cannot be negative");
    static_assert(GetSize<List>::value > 0, "index too high");
    typedef typename GetItem<typename List::tail, N-1>::type type;
};
template<typename List>
struct GetItem<List, 0> {
    static_assert(GetSize<List>::value > 0, "index too high");
    typedef typename List::type type;
};
template<typename List, template<typename, typename...> class Matcher, typename... Keys>
struct FindItem {
    static_assert(GetSize<List>::value > 0, "Could not match any item.");
    typedef typename List::type current_type;
    typedef typename Conditional<Matcher<current_type, Keys...>::value, 
                                 Identity<current_type>, // found!
                                 FindItem<typename List::tail, Matcher, Keys...>>
        ::type::type type;
};
template<typename List, int I, typename NewItem>
struct ReplaceItem {
    static_assert(I > 0, "index cannot be negative");
    static_assert(GetSize<List>::value > 0, "index too high");
    typedef typename PrependItem<typename List::type, 
                             typename ReplaceItem<typename List::tail, I-1,
                                                  NewItem>::type>
        ::type type;
};
template<typename NewItem, typename Type, typename... T>
struct ReplaceItem<TypeList<Type, T...>, 0, NewItem> {
    typedef TypeList<NewItem, T...> type;
};
enum Direction {
    Left = -1,
    Right = 1
};
template<typename OldState, typename Input, typename NewState, 
         typename Output, Direction Move>
struct Rule {
    typedef OldState old_state;
    typedef Input input;
    typedef NewState new_state;
    typedef Output output;
    static Direction const direction = Move;
};
template<typename A, typename B>
struct IsSame {
    enum { value = false }; 
};
template<typename A>
struct IsSame<A, A> {
    enum { value = true };
};
template<typename Input, typename State, int Position>
struct Configuration {
    typedef Input input;
    typedef State state;
    enum { position = Position };
};
template<int A, int B>
struct Max {
    enum { value = A > B ? A : B };
};
template<int n>
struct State {
    enum { value = n };
    static char const * name;
};
template<int n>
char const* State<n>::name = "unnamed";
struct QAccept {
    enum { value = -1 };
    static char const* name;
};
struct QReject {
    enum { value = -2 };
    static char const* name; 
};
#define DEF_STATE(ID, NAME) 
    typedef State<ID> NAME ; 
    NAME :: name = #NAME ;
template<int n>
struct Input {
    enum { value = n };
    static char const * name;
    template<int... I>
    struct Generate {
        typedef TypeList<Input<I>...> type;
    };
};
template<int n>
char const* Input<n>::name = "unnamed";
typedef Input<-1> InputBlank;
#define DEF_INPUT(ID, NAME) 
    typedef Input<ID> NAME ; 
    NAME :: name = #NAME ;
template<typename Config, typename Transitions, typename = void> 
struct Controller {
    typedef Config config;
    enum { position = config::position };
    typedef typename Conditional<
        static_cast<int>(GetSize<typename config::input>::value) 
            <= static_cast<int>(position),
        AppendItem<InputBlank, typename config::input>,
        Identity<typename config::input>>::type::type input;
    typedef typename config::state state;
    typedef typename GetItem<input, position>::type cell;
    template<typename Item, typename State, typename Cell>
    struct Matcher {
        typedef typename Item::old_state checking_state;
        typedef typename Item::input checking_input;
        enum { value = IsSame<State, checking_state>::value && 
                       IsSame<Cell,  checking_input>::value
        };
    };
    typedef typename FindItem<Transitions, Matcher, state, cell>::type rule;
    typedef typename ReplaceItem<input, position, typename rule::output>::type new_input;
    typedef typename rule::new_state new_state;
    typedef Configuration<new_input, 
                          new_state, 
                          Max<position + rule::direction, 0>::value> new_config;
    typedef Controller<new_config, Transitions> next_step;
    typedef typename next_step::end_config end_config;
    typedef typename next_step::end_input end_input;
    typedef typename next_step::end_state end_state;
    enum { end_position = next_step::position };
};
template<typename Input, typename State, int Position, typename Transitions>
struct Controller<Configuration<Input, State, Position>, Transitions, 
                  typename EnableIf<IsSame<State, QAccept>::value || 
                                    IsSame<State, QReject>::value>::type> {
    typedef Configuration<Input, State, Position> config;
    enum { position = config::position };
    typedef typename Conditional<
        static_cast<int>(GetSize<typename config::input>::value) 
            <= static_cast<int>(position),
        AppendItem<InputBlank, typename config::input>,
        Identity<typename config::input>>::type::type input;
    typedef typename config::state state;
    typedef config end_config;
    typedef input end_input;
    typedef state end_state;
    enum { end_position = position };
};
template<typename Input, typename Transitions, typename StartState>
struct TuringMachine {
    typedef Input input;
    typedef Transitions transitions;
    typedef StartState start_state;
    typedef Controller<Configuration<Input, StartState, 0>, Transitions> controller;
    typedef typename controller::end_config end_config;
    typedef typename controller::end_input end_input;
    typedef typename controller::end_state end_state;
    enum { end_position = controller::end_position };
};
#include <ostream>
template<>
char const* Input<-1>::name = "_";
char const* QAccept::name = "qaccept";
char const* QReject::name = "qreject";
int main() {
    DEF_INPUT(1, x);
    DEF_INPUT(2, x_mark);
    DEF_INPUT(3, split);
    DEF_STATE(0, start);
    DEF_STATE(1, find_blank);
    DEF_STATE(2, go_back);
    /* syntax:  State, Input, NewState, Output, Move */
    typedef TypeList< 
        Rule<start, x, find_blank, x_mark, Right>,
        Rule<find_blank, x, find_blank, x, Right>,
        Rule<find_blank, split, find_blank, split, Right>,
        Rule<find_blank, InputBlank, go_back, x, Left>,
        Rule<go_back, x, go_back, x, Left>,
        Rule<go_back, split, go_back, split, Left>,
        Rule<go_back, x_mark, start, x, Right>,
        Rule<start, split, QAccept, split, Left>> rules;
    /* syntax: initial input, rules, start state */
    typedef TuringMachine<TypeList<x, x, x, x, split>, rules, start> double_it;
    static_assert(IsSame<double_it::end_input, 
                         TypeList<x, x, x, x, split, x, x, x, x>>::value, 
                "Hmm... This is borky!");
}

示例

#include <iostream>
template <int N> struct Factorial
{
    enum { val = Factorial<N-1>::val * N };
};
template<>
struct Factorial<0>
{
    enum { val = 1 };
};
int main()
{
    // Note this value is generated at compile time.
    // Also note that most compilers have a limit on the depth of the recursion available.
    std::cout << Factorial<4>::val << "n";
}

这有点有趣,但不太实用

回答问题的第二部分:
这个事实在实践中有用吗

简短回答:有点。

长回答:是的,但前提是您是一个模板守护进程。

要使用对其他人真正有用的模板元编程(即库)来制作好的编程真的很难(尽管可以)。To Help boost甚至有MPL aka(元编程库)。但是试着调试模板代码中的编译器错误,你将面临很长的困难。

但一个很好的实际例子是,它被用于一些有用的东西:

Scott Meyers一直在使用模板工具对C++语言进行扩展(我用这个词不太严格)。你可以在这里阅读他的作品"强制执行代码功能"

我的C++有点生疏,所以可能不完美,但很接近。

template <int N> struct Factorial
{
    enum { val = Factorial<N-1>::val * N };
};
template <> struct Factorial<0>
{
    enum { val = 1 };
}
const int num = Factorial<10>::val;    // num set to 10! at compile time.

重点是证明编译器正在完全评估递归定义,直到它得到答案。

举一个简单的例子:https://github.com/phresnel/metatrace,一个C++编译时光线跟踪器。

注意,C++0x将以constexpr:的形式添加一个非模板、编译时、图灵完整工具

constexpr unsigned int fac (unsigned int u) {
        return (u<=1) ? (1) : (u*fac(u-1));
}

您可以在任何需要编译时常数的地方使用constexpr-表达式,但也可以使用非常量参数调用constexpr-函数。

一件很酷的事情是,这将最终启用编译时浮点数学,尽管标准明确规定编译时浮点算法不必与运行时浮点算法匹配:

bool f(){
    char array[1+int(1+0.2-0.1-0.1)]; //Must be evaluated during translation
    int  size=1+int(1+0.2-0.1-0.1); //May be evaluated at runtime
    return sizeof(array)==size;
}

f()的值是真还是假还未确定。

阶乘示例实际上并没有表明模板是图灵完备的,而是表明它们支持Primitive Recursion。证明模板是图灵完备的最简单方法是Church turing命题,即通过实现图灵机(混乱且有点毫无意义)或非类型lambda演算的三条规则(app、abs-var)。后者要简单得多,也有趣得多。

当您了解C++模板允许在编译时进行纯函数式编程时,所讨论的是一个非常有用的功能,这种形式主义具有表达力、强大和优雅,但如果您没有什么经验,编写起来也非常复杂。还要注意,有多少人发现,仅仅获得高度模板化的代码往往需要付出巨大的努力:(纯)函数式语言就是这样,它使编译变得更加困难,但令人惊讶的是,它产生了不需要调试的代码。

我认为它被称为模板元编程。

好吧,这里有一个编译时图灵机实现,运行一个4状态2符号繁忙的海狸

#include <iostream>
#pragma mark - Tape
constexpr int Blank = -1;
template<int... xs>
class Tape {
public:
    using type = Tape<xs...>;
    constexpr static int length = sizeof...(xs);
};
#pragma mark - Print
template<class T>
void print(T);
template<>
void print(Tape<>) {
    std::cout << std::endl;
}
template<int x, int... xs>
void print(Tape<x, xs...>) {
    if (x == Blank) {
        std::cout << "_ ";
    } else {
        std::cout << x << " ";
    }
    print(Tape<xs...>());
}
#pragma mark - Concatenate
template<class, class>
class Concatenate;
template<int... xs, int... ys>
class Concatenate<Tape<xs...>, Tape<ys...>> {
public:
    using type = Tape<xs..., ys...>;
};
#pragma mark - Invert
template<class>
class Invert;
template<>
class Invert<Tape<>> {
public:
    using type = Tape<>;
};
template<int x, int... xs>
class Invert<Tape<x, xs...>> {
public:
    using type = typename Concatenate<
        typename Invert<Tape<xs...>>::type,
        Tape<x>
    >::type;
};
#pragma mark - Read
template<int, class>
class Read;
template<int n, int x, int... xs>
class Read<n, Tape<x, xs...>> {
public:
    using type = typename std::conditional<
        (n == 0),
        std::integral_constant<int, x>,
        Read<n - 1, Tape<xs...>>
    >::type::type;
};
#pragma mark - N first and N last
template<int, class>
class NLast;
template<int n, int x, int... xs>
class NLast<n, Tape<x, xs...>> {
public:
    using type = typename std::conditional<
        (n == sizeof...(xs)),
        Tape<xs...>,
        NLast<n, Tape<xs...>>
    >::type::type;
};
template<int, class>
class NFirst;
template<int n, int... xs>
class NFirst<n, Tape<xs...>> {
public:
    using type = typename Invert<
        typename NLast<
            n, typename Invert<Tape<xs...>>::type
        >::type
    >::type;
};
#pragma mark - Write
template<int, int, class>
class Write;
template<int pos, int x, int... xs>
class Write<pos, x, Tape<xs...>> {
public:
    using type = typename Concatenate<
        typename Concatenate<
            typename NFirst<pos, Tape<xs...>>::type,
            Tape<x>
        >::type,
        typename NLast<(sizeof...(xs) - pos - 1), Tape<xs...>>::type
    >::type;
};
#pragma mark - Move
template<int, class>
class Hold;
template<int pos, int... xs>
class Hold<pos, Tape<xs...>> {
public:
    constexpr static int position = pos;
    using tape = Tape<xs...>;
};
template<int, class>
class Left;
template<int pos, int... xs>
class Left<pos, Tape<xs...>> {
public:
    constexpr static int position = typename std::conditional<
        (pos > 0),
        std::integral_constant<int, pos - 1>,
        std::integral_constant<int, 0>
    >::type();
    using tape = typename std::conditional<
        (pos > 0),
        Tape<xs...>,
        Tape<Blank, xs...>
    >::type;
};
template<int, class>
class Right;
template<int pos, int... xs>
class Right<pos, Tape<xs...>> {
public:
    constexpr static int position = pos + 1;
    using tape = typename std::conditional<
        (pos < sizeof...(xs) - 1),
        Tape<xs...>,
        Tape<xs..., Blank>
    >::type;
};
#pragma mark - States
template <int>
class Stop {
public:
    constexpr static int write = -1;
    template<int pos, class tape> using move = Hold<pos, tape>;
    template<int x> using next = Stop<x>;
};
#define ADD_STATE(_state_)      
template<int>                   
class _state_ { };
#define ADD_RULE(_state_, _read_, _write_, _move_, _next_)          
template<>                                                          
class _state_<_read_> {                                             
public:                                                             
    constexpr static int write = _write_;                           
    template<int pos, class tape> using move = _move_<pos, tape>;   
    template<int x> using next = _next_<x>;                         
};
#pragma mark - Machine
template<template<int> class, int, class>
class Machine;
template<template<int> class State, int pos, int... xs>
class Machine<State, pos, Tape<xs...>> {
    constexpr static int symbol = typename Read<pos, Tape<xs...>>::type();
    using state = State<symbol>;
    template<int x>
    using nextState = typename State<symbol>::template next<x>;
    using modifiedTape = typename Write<pos, state::write, Tape<xs...>>::type;
    using move = typename state::template move<pos, modifiedTape>;
    constexpr static int nextPos = move::position;
    using nextTape = typename move::tape;
public:
    using step = Machine<nextState, nextPos, nextTape>;
};
#pragma mark - Run
template<class>
class Run;
template<template<int> class State, int pos, int... xs>
class Run<Machine<State, pos, Tape<xs...>>> {
    using step = typename Machine<State, pos, Tape<xs...>>::step;
public:
    using type = typename std::conditional<
        std::is_same<State<0>, Stop<0>>::value,
        Tape<xs...>,
        Run<step>
    >::type::type;
};
ADD_STATE(A);
ADD_STATE(B);
ADD_STATE(C);
ADD_STATE(D);
ADD_RULE(A, Blank, 1, Right, B);
ADD_RULE(A, 1, 1, Left, B);
ADD_RULE(B, Blank, 1, Left, A);
ADD_RULE(B, 1, Blank, Left, C);
ADD_RULE(C, Blank, 1, Right, Stop);
ADD_RULE(C, 1, 1, Left, D);
ADD_RULE(D, Blank, 1, Right, D);
ADD_RULE(D, 1, Blank, Right, A);
using tape = Tape<Blank>;
using machine = Machine<A, 0, tape>;
using result = Run<machine>::type;
int main() {
    print(result());
    return 0;
}

Ideone验证运行:https://ideone.com/MvBU3Z

说明:http://victorkomarov.blogspot.ru/2016/03/compile-time-turing-machine.html

Github提供了更多示例:https://github.com/fnz/CTTM

指出它是一种纯粹的函数式语言也很有趣,尽管几乎不可能调试。如果你看看詹姆斯的帖子,你就会明白我所说的功能性是什么意思。一般来说,它不是C++最有用的特性。它的设计初衷并非如此。这是被发现的东西。

如果您想在编译时计算常数,至少在理论上是有用的。查看模板元编程。

一个相当有用的例子是比率类。有一些变体在流传。捕获D==0的情况对于部分重载来说相当简单。真正的计算是计算N和D的GCD以及编译时间。当您在编译时计算中使用这些比率时,这一点至关重要。

示例:当您计算厘米(5)*千米(5)时,在编译时,您将乘以比率<1100>和比率<1000,1>。为了防止溢出,您需要一个比率<10,1>而不是比率<1000100>。

图灵机是图灵完备的,但这并不意味着你应该将其用于生产代码。

根据我的经验,尝试用模板做任何琐碎的事情都是混乱、丑陋和毫无意义的。您没有办法"调试"您的"代码",编译时错误消息将是神秘的,通常在最不可能的地方,您可以通过不同的方式获得相同的性能优势。(提示:4!=24)。更糟糕的是,您的代码对于普通C++程序员来说是不可理解的,并且由于当前编译器中广泛的支持级别,可能是不可移植的。

模板非常适合生成通用代码(容器类、类包装器、mix-ins),但不是——在我看来,模板的图灵完整性在实践中是无用的。

只是如何不编程的另一个例子:

模板<int Depth,int A,typename B>结构K17{静态常量int x=K17<深度+1,0,K17<深度,A,B>gt;:x+K17<深度+1,1,K17<深度,A,B>gt;:x+K17<深度+1,2,K17<深度,A,B>gt;:x+K17<深度+1,3,K17<深度,A,B>gt;:x+K17<深度+1,4,K17<深度,A,B>gt;:x;};模板<int A,typename B>结构K17<16,A,B>{static const int x=1;};静态常量int z=K17<0,0,int>:x;void main(void){}

张贴在C++模板正在图灵完整的