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# LLCPP tutorials
This section helps learning how to use the Low-Level C++ FIDL bindings. See
[Getting started](#getting-started) for a step-by-step guide to setting up the
build and writing a simple client or server from scratch. See [Topics](#topics)
for more involved guides and recommendations to using the bindings effectively.
See [Terminologies](#terminologies) for names and concepts that come up
frequently in code, and a quick explainer on how to make the right choices.
## Getting started
1. [Include FIDL in a C++ project][using-fidl]
2. [Write a server][server]
3. Write a client ([async][async] or [synchronous][sync])
## Topics
* [Responding asynchronously][async-completers]
* [Memory ownership of domain objects][memory-ownership]
* [Thread safety and memory safety][threading]
* [Communicating over the driver transport][driver-transport]
* [Request pipelining][pipelining]
* [Unified services][services]
## Terminologies
### `Sync` vs no `sync` in clients
Synchronous, or "sync" in short, applies to FIDL calls with a response (two-way
calls), and means the call is blocking: a thread making such a call will not
return from the call until the response comes back. For example,
`fidl::WireSyncClient` is a client where all two-way calls are synchronous.
Similarly, `fidl::WireClient` has a `.sync()` accessor which returns an
interface for making synchronous calls.
One-way calls do not have a response, hence the concept of synchronousness do
not apply to them.
#### Recommendation
If your code is self-contained (not used by many dependents), determine the
level of concurrency required by its business needs:
* If it does not manage lots of concurrent operations, you may use a synchronous
client which leads to easy to read straight-line logic. For example, a
short-running command line tool may use `fidl::WireSyncClient`.
* If your code manages lots of concurrent operations, it typically has access to
an asynchronous dispatcher (`async_dispatcher_t*`). When choosing between
synchronous and asynchronous clients and calls in that case, prefer the
asynchronous counterpart. For example, prefer `fidl::WireClient` without going
through `.sync()` over `fidl::WireSyncClient` or `.sync()`. In particular, do
not make synchronous calls on a dispatcher thread if the dispatcher is single
threaded, to avoid deadlocks.
If your code is a library that's used by many other applications, it will
require more careful thought regarding whether it should expose a synchronous
or asynchronous interface, depending on the needs of its users. For example, a
library using synchronous clients and exposing a synchronous interface will be
more difficult to use by highly concurrent applications that schedules their work
on asynchronous dispatchers.
The above is general advice, and different asynchronous runtimes may have their
own more specific recommendations.
### `Shared` vs no `shared` in clients
When a client type has "shared" in its name, it may be bound and destroyed on
arbitrary threads. See [`WireSharedClient`][wire-shared-client] in the threading
guide. It will have a counterpart without "shared", such as `WireClient`, that
must be bound and destroyed on the dispatcher thread.
#### Recommendation
When choosing between [`WireClient`][wire-client] and `WireSharedClient`, prefer
`WireClient` unless the threading model or performance requirements of your
application necessitates multi-threaded usage of clients. Refer to the
[threading guide][threading] for the many areas of caution when using
`WireSharedClient`. The extra restrictions in `WireClient` are designed to
reduce memory races and use-after-frees. For example, you may use `WireClient`
if your objects all live on the same single-threaded async dispatcher.
### `Then` vs `ThenExactlyOnce` in two-way calls
When an asynchronous call has a response, there are two ways to specify a
callback to receive the result of that call:
* When you use `.ThenExactlyOnce(...)`, the callback is always called exactly
once, delivering the result.
* When you use `.Then(...)`, the callback is silently discarded when the client
object is destroyed, which is suitable for object-oriented code.
#### Motivation for `Then`
When making an asynchronous two-way call, the result of that call is delivered
back to the application at a later time, after the execution had already left
the original scope of making the call. The asynchronous dispatcher would later
invoke the follow-up logic you specified when making the call, called a
_continuation_. This means it's easy to use objects after they are destroyed,
leading to memory corruptions:
```c++
// The following snippet shows an example of use-after-free
// occurring in asynchronous two-way calls.
void Foo(fidl::WireClient<MyProtocol>& client) {
bool call_ok;
client->SomeMethod().Then(
// The following lambda function represents the continuation.
[&call_ok] (fidl::WireUnownedResult<SomeMethod>& result) {
// `call_ok` has already gone out of scope.
// This would lead to memory corruption.
call_ok = result.ok();
});
}
```
A more insidious form of this corruption occurs when the continuation captures
the `this` pointer, and said referenced object also owns the client. Destroying
the outer object (in turn, destroying the client) causes all pending two-way
calls to fail. As their continuation runs, the `this` pointer it captured is no
longer valid.
Both `Then` and `ThenExactlyOnce` registers a continuation for a two-way call.
However, `Then` is designed to mitigate corruption cases like the above.
Specifically:
* `Then` ensures the provided continuation will be called at most once, until
the client is destroyed. You should choose `Then` if your continuation only
captures objects with the same lifetime as the client (e.g. your user object
owns the client). Destroying the user object passivates any outstanding
callbacks. No concerns of use-after-free.
* `ThenExactlyOnce` on the other hand guarantees to call the continuation
exactly once. If the client object is destroyed, the continuation receives a
cancellation error. You need to ensure any referenced objects are still alive
by the time the continuation runs, which may be an unspecified time after the
client object is destroyed. You should choose `ThenExactlyOnce` if your
continuation must be called exactly once, such as when interfacing with
`fpromise` completers or FIDL server completers, or during unit tests.
#### Recommendation
As a rule of thumb:
* If your callback looks like `client_->Foo([this]`, use `Then` (note that
`client_` is a member variable).
* If your callback looks like
* `client->Foo([completer]`, or
* `client->Foo([]`, or
* `client->Foo([&]` (common in unit tests),
* callback captures a weak pointer or a strong pointer,
* use `ThenExactlyOnce`.
Do not capture objects of differing lifetimes such that only a subset of the
objects are alive when the continuation runs.
### Zircon channel transport vs driver transport
A FIDL protocol is associated with a corresponding transport, specified in the
FIDL definition, which determines the kinds of resources that may flow through
the protocol, and may affect the generated API for sending and receiving
messages. The C++ bindings support two transports:
The Zircon channel transport is represented by endpoint types
`fidl::ClientEnd<SomeProtocol>` and `fidl::ServerEnd<SomeProtocol>`.
The driver transport uses endpoint types `fdf::ClientEnd<SomeProtocol>` and
`fdf::ServerEnd<SomeProtocol>`.
### Arenas
Arenas objects manage a pool of memory buffers and provide efficient allocation.
They are used pervasively in wire domain objects and wire messaging to avoid
expensive copies.
You may use `fidl::Arena` to create wire domain objects which live on that arena.
See [memory management][memory-ownership].
When using protocols over the [driver transport][driver-transport] with wire
domain objects, `fdf::Arena` objects should be used to allocate the buffers
needed to encode messages.
<!-- xrefs -->
[using-fidl]: basics/using-fidl.md
[server]: basics/server.md
[async]: basics/client.md
[sync]: basics/sync-client.md
[pipelining]: topics/request-pipelining.md
[services]: topics/services.md
[async-completers]: topics/async-completer.md
[memory-ownership]: topics/memory-ownership.md
[threading]: topics/threading.md
[driver-transport]: topics/driver-transport.md
[wire-client]: topics/threading.md#wireclient
[wire-shared-client]: topics/threading.md#wiresharedclient