C++ runtime
Genode is implemented in C++ and relies on all C++ features required to use the language in its idiomatic way. This includes the use of exceptions and runtime-type information.
Rationale behind using exceptions
Compared to return-based error handling as prominently used in C programs, the C++ exception mechanism is much more complex. In particular, it requires the use of a C++ runtime library that is called as a back-end by the exception handling code and generated by the compiler. This library contains the functionality needed to unwind the stack and a mechanism for obtaining runtime type information (RTTI). The C++ runtime libraries that come with common tool chains, in turn, rely on a C library for performing dynamic memory allocations, string operations, and I/O operations. Consequently, C++ programs that rely on exceptions and RTTI implicitly depend on a C library. For this reason, the use of those C++ features is universally disregarded for low-level operating-system code that usually does not run in an environment where a complete C library is available.
In principle, C++ can be used without exceptions and RTTI (by passing the arguments -fno-exceptions and -fno-rtti to GCC). However, without those features, it is hardly possible to use the language as designed.
For example, when the operator new is used, it performs two steps: Allocating the memory needed to hold the to-be-created object and calling the constructor of the object with the return value of the allocation as this pointer. In the event that the memory allocation fails, the only way for the allocator to propagate the out-of-memory condition is throwing an exception. If such an exception is not thrown, the constructor would be called with a null as this pointer.
Another example is the handling of errors during the construction of an object. The object construction may consist of several consecutive steps such as the construction of base classes and aggregated objects. If one of those steps fails, the construction of the overall object remains incomplete. This condition must be propagated to the code that issued the object construction. There are two principle approaches:
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The error condition can be kept as an attribute in the object. After constructing the object, the user of the object may detect the error condition by requesting the attribute value. However, this approach is plagued by the following problems.
First, the failure of one step may cause subsequent steps to fail as well. In the worst case, if the failed step initializes a pointer that is passed to subsequent steps, the subsequent steps may use an uninitialized pointer. Consequently, the error condition must eventually be propagated to subsequent steps, which, in turn, need to be implemented in a defensive way.
Second, if the construction failed, the object exists but it is inconsistent. In the worst case, if the user of the object misses to check for the successful construction, it will perform operations on an inconsistent object. But even in the good case, where the user detects the incomplete construction and decides to immediately destruct the object, the destruction is error prone. The already performed steps may have had side effects such as resource allocations. So it is important to revert all the successful steps by invoking their respective destructors. However, when destructing the object, the destructors of the incomplete steps are also called. Consequently, such destructors need to be implemented in a defensive manner to accommodate this situation.
Third, objects cannot have references that depend on potentially failing construction steps. In contrast to a pointer that may be marked as uninitialized by being a null pointer, a reference is, by definition, initialized once it exists. Consequently, the result of such a step can never be passed as reference to subsequent steps. Pointers must be used.
Fourth, the mere existence of incompletely constructed objects introduces many variants of possible failures that need to be considered in the code. There may be many different stages of incompleteness. Because of the third problem, every time a construction step takes the result of a previous step as an argument, it explicitly has to consider the error case. This, in turn, tremendously inflates the test space of the code.
Furthermore, there needs to be a convention of how the completion of an object is indicated. All programmers have to learn and follow the convention.
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The error condition triggers an exception. Thereby, the object construction immediately stops at the erroneous step. Subsequent steps are not executed at all. Furthermore, while unwinding the stack, the exception mechanism reverts all already completed steps by calling their respective destructors. Consequently, the construction of an object can be considered as a transaction. If it succeeds, the object is known to be completely constructed. If it fails, the object immediately ceases to exist.
Thanks to the transactional semantics of the second variant, the state space for potential error conditions (and thereby the test space) remains small. Also, the second variant facilitates the use of references as class members, which can be safely passed as arguments to subsequent constructors. When receiving such a reference as argument (as opposed to a pointer), no validity checks are needed. Consequently, by using exceptions, the robustness of object-oriented code (i.e., code that relies on C++ constructors) can be greatly improved over code that avoids exceptions.
Bare-metal C++ runtime
Acknowledging the rationale given in the previous section, there is still the problem of the complexity added by the exception mechanism. For Genode, the complexity of the trusted computing base is a fundamental metric. The C++ exception mechanism with its dependency to the C library arguably adds significant complexity. The code complexity of a C library exceeds the complexity of the fundamental components (such as the kernel, core, and init) by an order of magnitude. Making the fundamental components depend on such a C library would jeopardize one of Genode's most valuable assets, which is its low complexity.
To enable the use of C++ exceptions and runtime type information but avoid the incorporation of an entire C library into the trusted computing base, Genode comes with a customized C++ runtime that does not depend on a C library. The C++ runtime libraries are provided by the tool chain, which interface with the symbols provided by Genode's C++ support code (repos/base/src/lib/cxx).
Unfortunately, the interface used by the C++ runtime does not reside in a specific namespace but it is rather a subset of the POSIX API. When linking a real C library to a Genode component, the symbols present in the C library would collide with the symbols present in Genode's C++ support code. For this reason, the C++ runtime (of the compiler) and Genode's C++ support code are wrapped in a single library (repos/base/lib/mk/cxx.mk) in a way that all POSIX functions remain hidden. All the references of the C++ runtime are resolved by the C++ support code, both wrapped in the cxx library. To the outside, the cxx library solely exports the CXA ABI as required by the compiler.