The Duck Object Library is an object system and library for "duck-typed" programming in C. It takes many cues from Objective-C, CoreFoundation and COM, yet is small and readable enough to be easily ported to platforms where using those is inconvenient.
The Duck source is free software distributed under the MIT License. The packages in the 'ThirdParty' directory are distributed according to their respective licenses, but are similarly unrestrictive.
- Classes, interfaces, properties and messages.
- Reference counted objects with autorelease pools and zeroing weak references.
- String class with practical UTF-8 support.
- Several container types including lists, dictionaries and sets.
- I/O classes for handling JSON, XML and binary object serialization.
The latest stable version is 1.0.
The majority of the changes happening on the development branch involve filling in gaps and tweaking to match expected/intuitive use. None of this should cause widespread incompatibilites for the foreseeable future.
While Duck is being actively used in several applications, the code has not undergone exhaustive testing in real-world situations, particularly regarding security and thread safety.
Duck is mainly developed in Xcode and includes framework targets for Mac OS and iOS. The Xcode project also contains unit tests.
A Visual Studio project is also available and has configurations for both 32 and 64-bit Windows builds.
A CMakeLists file is included for building from the command line, Visual Studio Code, CLion, Android Studio, etc. That file also contains some documentation on including Duck in another CMake project.
The cmake.sh script is a convenience wrapper for building with CMake from the command line.
From the project directory, run:
./cmake.sh
to build static and shared libraries../cmake.sh --debug
to build debug versions of the library../cmake.sh --examples
to build the HelloWorld example../cmake.sh --install
to install the library to /usr/local.
Duck is known to work on on MacOS, iOS, Linux, Windows, Android, Nintendo Switch1, PlayStation 52, and XBox Series X|S. It should build anywhere with a C11 compliant compiler. Some types and functions--system calls, atomic operations, thread support, etc--will likely need to be ported for non-Apple/POSIX/Microsoft environments.
While Duck objects can be (and are) used in C++ code, C++ compilers will no doubt complain about some of the C11 code that Duck uses--namely explicit casts from void and inline struct initialization. The main workaround for these issues is to add extra casts where needed and avoid any convenience macros that aren't C++ friendly.
Here's a snippet of code that shows what using Duck Objects looks like. This example is included in the HelloWorld directory.
#include <Duck/Duck.h>
int main( int argc, const char * argv[] )
{
// Initialize the library
DKRuntimeInit( 0 );
// Create a mutable list
DKMutableListRef list = DKMutableList();
for( int i = 0; i < 10; i++ )
{
// Create a string
DKMutableStringRef str = DKMutableString();
// Strings support the stream interface so we can print to them thusly
DKSPrintf( str, "Hello World %d", i );
// Add the string to the list
DKListAppendObject( list, str );
}
// Print the list to stdout
DKPrintf( "%@\n", list );
// Release the temporary objects in the autorelease pool
DKDrainAutoreleasePool();
return 0;
}
Duck Classes are similar to classes in any object-oriented system, except they are defined entirely at run time. In fact, you can create and destroy class objects just like any other object.
Interfaces are a cross between COM interfaces and Objective-C methods. As in COM, a Duck interface is a table of function pointers that provide access to an object's methods in a polymorphic way. Like Objective-C methods, interfaces are bound to class objects and identified by Selectors.
Message passing in Duck is a specialization of the interface functionality and works much like Objective-C message passing. A message handler is an interface containing a single method with the following form:
intptr_t MyMethod( DKObjectRef _self, DKSEL sel, ... );
Unlike Objective-C, Duck message handlers are limited to returning a single pointer-sized integer. The Objective-C compiler can look at the expected return type and pick a message dispatch function to deal with non-integer return types; trying to do that in plain C risks stack corruption if the actual value returned doesn't match the type expected by the caller.
Message handlers are most useful for adding one-off methods for target-action paradigms, events, notifications, etc., without having to define a new interface structure.
Duck classes can also define properties to provide an abstract mechanism to access instance data. The runtime handles most property get/set behaviour automatically (including translating between object and base types), but it's also possible to use custom getter/setter/observer methods.
All Duck objects are reference counted with the usual retain, release and autorelease facilities.
Zeroing Weak references are handled by the DKWeakRef type, which stores a weak reference to a target object. The DKResolveWeak() function resolves a weak reference into a strong reference, or returns NULL if the target object has been deallocated.
The library provides several container and data classes:
- DKString for UTF-8 strings.
- DKData for binary data.
- DKNumber for integer and floating-point scalars and vectors.
- DKStruct for storing arbitrary C structs.
- DKArray and DKLinkedList for ordered sequences.
- DKHashTable and DKBinaryTree for key-value storage.
- DKGraph for directed and undirected graphs.
And some common interfaces:
- DKCollection contains foreach style iteration methods for containers.
- DKList is an abstract interface for DKArray and DKLinkedList.
- DKDictionary is the key-value interface to DKHashTable and DKBinaryTree.
- DKSet has methods for set operations on container types.
- DKCopying has methods for creating mutable and immutable copies of objects.
- DKConversion provides methods to convert between strings and numbers.
- DKStream provides stream-style access to DKData, DKString, and DKFile.
And other useful stuff:
- DKThread and friends - wrapper classes for pthreads and thread synchronization.
- DKPredicate - logical predicates.
- DKEgg - object graph serialization.
- DKShell - multipart binary/text aggregates.
- DKJSON - JSON serialization functions.
- DKXML - XML parsing.
Footnotes
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On Ninendo Switch the time, date, and UUID generation functions are implemented using proprietary Nintendo SDK APIs and are not part of this repository. ↩
-
On PlayStation 5 the time, date, and UUID generation functions are implemented using proprietary Sony SDK APIs and are not part of this repository. ↩