Enabling Swift in Nimble Commander

I’m quite interested in introducing Swift in Nimble Commander’s codebase and gradually replacing its UI components with code written in this language. Integrating Swift into this codebase is not straightforward, as there is almost no pure Objective-C code. Instead, all UI-level code is compiled as Objective-C++, which gives transparent access to components written in C++ and its standard library. Frankly, this is often much more efficient and pleasant to use than [Core]Foundation. The challenge before was that interoperability between C++ and Swift was essentially non-existent, and the only solution was to manually write bridges in plain C, which was a showstopper for me. Last year, with Xcode 15, some reasonable C++ <-> Swift interoperability finally became available, but it was missing crucial parts to be meaningfully used in an established codebase. However, with Xcode 16, it seems that the interop is now mature enough to be taken seriously. This week, I converted a small Objective-C component to Swift and submitted the change to Nimble Commander’s repository. It was a rather bumpy ride and took quite a few hours to iron out the problems, so I decided to write down my notes to help someone else spare a few brain cells while going through a similar journey.

The start was promising: enable ObjC++ interop (SWIFT_OBJC_INTEROP_MODE=objcxx), add a Swift file, and Xcode automatically enables Clang modules and creates a dummy bridging header. I had to tweak some C++ code with SWIFT_UNSAFE_REFERENCE to allow the Swift compiler to import the required type, but after that, the setup worked like a charm – the Objective-C++ side created a view now implemented in Swift, and the Swift side seamlessly accessed the component written in [Objective]C++. All of this was fully supported by Xcode: navigation, auto-completion—it all worked! Well, until it didn’t. Trivial functions, like printing “Hello, World!” worked fine, but the actual UI component re-written in Swift greeted me with a crash:

Nimble Commander`@objc PanelListViewTableHeaderCell.init(textCell:):
    0x10128ed74 <+0>:   sub    sp, sp, #0x50
    0x10128ed78 <+4>:   stp    x20, x19, [sp, #0x30]
    0x10128ed7c <+8>:   stp    x29, x30, [sp, #0x40]
    0x10128ed80 <+12>:  add    x29, sp, #0x40
    0x10128ed84 <+16>:  str    x0, [sp, #0x10]
    0x10128ed88 <+20>:  str    x2, [sp, #0x18]
    0x10128ed8c <+24>:  mov    x0, #0x0                  ; =0
    0x10128ed90 <+28>:  bl     0x10149cf84               ; symbol stub for: type metadata accessor for Swift.MainActor
->  0x10128ed94 <+32>:  mov    x20, x0
    0x10128ed98 <+36>:  str    x20, [sp, #0x8]
  ...

This left me quite puzzled—the Swift runtime was clearly loaded, as I could write a function using its standard library, and it was executed correctly when called from the C++ side. Yet the UI code simply refused to work, with parts of it clearly not being loaded—the pointers to the functions were NULL. Normally, I’d expect a runtime to either work correctly or fail entirely with a load-time error, but this was something new. As I don’t have much (or frankly, any) reasonable understanding of Swift’s runtime machinery under the hood, I tried searching online for any answers related to these symptoms and found essentially none. It’s not the kind of experience one would expect from a user-friendly language.

While searching for what other projects do, I stumbled upon a suspicious libswift_Concurrency.dylib located in the Frameworks directory, which gave me a hint—the actors model is related to concurrency, and the presence of this specific library couldn’t be a coincidence. So, out of desperation and curiosity, I blindly copied this library into Nimble Commander’s own Frameworks directory, and lo and behold—it finally worked! There is an option to make Xcode copy this library automatically: ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES. Another piece of the puzzle was that my @rpath only contained @executable_path/../Frameworks when it should have also included /usr/lib/swift. With these changes, Nimble Commander can now run correctly on macOS 10.15 through macOS 15.

With that done and the actual application built, it was time to tackle the tooling around the project. While Xcode’s toolchain is used to compile Nimble Commander, a separate LLVM installation from Homebrew is used for linting. That’s because Xcode doesn’t include eitherclang-format or clang-tidy (seriously, weird!). Since Apple ships a modified toolchain, consuming the same source code with an external toolchain can be rather problematic. I had to make the following changes to get clang-tidy to pass again after integrating the Swift source:

  • Disable the explicit-specialization-storage-class diagnostic, as the automatically generated bridging code from the Swift compiler seems to contain incorrect declarations.
  • Disable Clang modules by manually removing the -fmodules and -fmodules-cache-path= flags from the response files.
  • Remove framework imports (e.g., @import AppKit;) from the automatically generated bridging headers.
  • Add the paths to the Swift toolchain to the project’s search paths, i.e., $(TOOLCHAIN_DIR)/usr/lib/swift and $(TOOLCHAIN_DIR)/usr/include.
  • Explicitly include the Swift interop machinery before including the bridging header, i.e., #include <swiftToCxx/_SwiftCxxInteroperability.h>.

Such a number of hacks is unfortunate, and I hope to gradually make it easier to maintain.

This concludes the bumpy road to making Swift usable in Nimble Commander, though I’m sure more active use of the language will reveal other rough edges—no interop is seamless.

Compilation time: Boost vs Std

This is a small experiment to compare compilation times of some Boost facilities against their standardised counterparts. The goal was to assess the time penalty which comes with vast compilers and platforms support.
Each measured file contains a minimal code snippet to employ some facility. The difference between Boost and Std versions boils down to including another header and picking the right namespace. Both preprocessing/parsing and instantiation contribute to the timing, so technically speaking it’s not exactly only compilation time. Each source file was compiled a hundred times to minimise measurement errors.
Boost version is 1.69.
Std implementation is libc++ coming with Xcode10.1.
Both were compiled using clang-1000.11.45.5 using C++17 mode and -O2 optimisation level.
The snippets themselves and the driver script are available here.

Measuring templates bloat

Recently I’ve been investigating slow compilation of source files which used one particular library. The library was written in-house and has its roots in pre-C++11 era, including abundant usage of Boost. The library itself provides a sophisticated mechanism of reflection and operates with type-erased objects. Obviously, it heavily relies on the C++ type system and has a lot of template code.
Boost became my primary suspect almost immediately – it’s notorious for compiler torture and I personally try to avoid it wherever possible. So the most prominent red flags like Boost.MPL were almost completely removed and other pieces were converted to their C++11 standardised counterparts. Results, however, weren’t inspiring – compilation time moved a bit, but only marginally. The bottleneck was somewhere else.

Looking at MSVC’s time report (“/d2cgsummary”) didn’t provide anything meaningful –  it basically stated that each file contained dozens of functions with “Anomalistic Compile Times”™️. No details why though.
GCC’s time report (“-ftime-report”), on the other hand, was much more helpful. It clearly showed that the lion’s share of time was spent on “phase opt and generate”, which, to my understanding, is actual instructions generation. That was somewhat surprising given the fact that the majority of these source files weren’t large nor performed any rocket surgery.

It should be mentioned that almost all reflection code in that library was written in templates, which makes sense. And, apparently, the compiler was spending time generating instructions for these methods per each instantiation type over and over again for each translation unit, to be later simply thrown away by the linker. It’s hard to estimate the number of instantiation types in the final product itself, but 50-100 can serve as ballpark estimation. So I decided to make an experiment and tried offloading some portions of templated code into a private non-templated “base” class. It immediately became evident that removing even tiny pieces of code, like the formatting of an exception message, results in a reduction of overall object files size (*.obj) by literally megabytes.

In this post I, roughly model the situation with synthetic code generation. Imagine the following pattern (let’s call it Pattern 1):

struct Base {
    virtual ~Base() = default;
    virtual void Method(int v) = 0;
};

template <typename T>
struct Impl : Base {
    void Method( int v ) override {
        if( v == 0 ) // some error checking
            throw std::logic_error
            ( "you're so unlucky with Method() for \'"s + typeid(T).name() + "\'!" );
        // some useful stuff
    }
};

struct Type{};

Base *Spawn_Type() { return new Impl<Type>; }

It’s quite easy to generate such code for a given number of class methods and instantiation types. Each additional method adds an entry in a virtual methods table and a templated implementation in Impl<T> by analogy with Method(). Each additional instantiation type introduces a new type and a new spawning function by analogy with Type / Spawn_Type().
And, for comparison, below is a slightly altered version (Pattern 2). ImplBase provides non-templated functionality and Impl<T> does just the same but redirects the exception composing and throwing to the ImplBase class. Performance hit introduced by additional function call can be neglected in 99.9% of cases.

// [...]
struct ImplBase {
    static void ThrowLogicErrorAtMethod( const std::type_info& typeid_t );
};

template <typename T>
struct Impl : Base, private ImplBase {
    void Method( int v ) override {
        if( v == 0 ) // some error checking
            ThrowLogicErrorAtMethod( typeid(T) );
        // some useful stuff
    }
};
// [...]

This repo contains generators and measurement scripts for both patterns. Scripts execute these generators for each of combinations of [1..20] methods by [1..20] instantiations and measure compilation of produced source code. The measurements shown below were made with “Apple LLVM version 10.0.0 (clang-1000.11.45.5)” on i7-3520M with “-std=c++17 -O2 -c” flags.

These are the compilation times and the object file sizes for the first pattern. Both compilation time and file size scale roughly proportionally to both number of methods and types. In the worst case scenario (20 methods x 20 types) it takes almost 3 seconds to compile the code which does basically nothing apart from error reporting. If there would be any actual code instead of “// some useful stuff” the graph will look much scarier.

The graphs below show the scaling of the second pattern. The worst-case scenario takes 0.75s to compile instead of 2.73s with the first pattern. The object file is 4 times smaller in that case.

Of course, both patterns generated a completely synthetic code which is far too simple to look at concrete absolute numbers. Adding any reasonable logic into these methods would radically shift the results. But I guess it’s safe to assume that delta between these two patterns will not go anywhere – a compiler will still have to generate these instructions regardless of other complexity. So it should be fair to look at delta numbers:

These delta numbers show something interesting. For instance, for the case of 10 methods and 10 instantiation types (which doesn’t seem too extreme), the difference is about half a second of compilation time per file. Or, to rephrase, there is a choice of two approaches:
a) Pattern I: clearer code – easier to maintain, but it costs 0.4 seconds of wait time per compilation per file;
b) Pattern II: a bit more obfuscated code – harder to maintain, but doesn’t introduce additional cost in terms of compilation time.
This choice, as usual in engineering, doesn’t provide a “right” option – it’s always a tradeoff. Often times, however, such choices are being done unconsciously just because something is considered to be a “default” way by the C++ community.

The “zero-cost abstractions” are sometimes being presented as the main C++ feature, but there are many hidden costs – graphs above show just one aspect of such penalties. The recent debate on Modern C++ vs. GameDev touched this problem and the ascetic approach of “C with classes” definitely has many valid points. At least such code compiles fast.

IO2D demo: Maps

Introduction
This blog post describes another IO2D demo I wrote as a showcase of the library’s capabilities. The demo is a simple yet working GIS renderer. The OpenStreetMap service is used as a raw data provider, allowing for the visualization of any reasonably sized rectangular region. The demo supports querying OSM servers directly or loading existing data files. The entire source code of the sample is less than 800 lines of code, of which 250 lines deal with the rendering itself and another 360 lines handle the data model.

OpenStreetMap API
OpenStreetMap has an API which lets you download map data specified by an arbitrary coordinate bounding box. This interface has a number of limitations related to data transfer. For instance, the API might not fetch more than 50K nodes in some cases. Also, the interface may provide an incomplete geometry, which happens when a complex region is only partially covered by the bounding box. The latter is especially apparent with water regions like rivers, lakes and coasts. These limitations are however quite tolerable for sample code.
The API is accessible via the following HTTP GET request: /api/0.6/map?bbox=MinLong,MinLatt,MaxLong,MaxLatt. For example, these are coordinates for Rapperswil:

wget https://api.openstreetmap.org/api/0.6/map?bbox=8.81598,47.22277,8.83,47.23

The returned data will contain a raw OpenStreetMap XML file with nodes, ways and relations between them.

External libraries
Obviously (no sarcasm implied), C++ has no standard networking capabilities, so some external facility is required to download map data. Boost.Beast was chosen to talk with OSM servers in the sample code. Once a file is received, that XML has to be parsed. PugiXML was employed to deal with it.

Data representation
This demo uses a very simple interpretation of OpenStreetMap data. Instead of trying to handle myriads of different tags, it grabs objects of several types and ignores everything else. The Model class transforms the input XML file into a set of linear containers which hold all information required to render the map. The OSM format uses 64-bit integers to uniquely identify entities and to maintain connections, which assumes storing objects in some kind of a hash map. The Model class transforms these unordered identifiers into raw array indices to reduce the impact on the memory subsystem and to enforce consistency.
The transformed map data is accessible via several POD types. A Node object represents some point of interest and carries just a pair of coordinates. A Way object represents a collection of Nodes. A Road and a Railway point at some Way to describe an underlying geometry. A Road also has its enumeration type, like Motorway or Footway, to visually distinguish between different types of roads. A Multipolygon represents a set of outer and inner polygons, which basically means two sets of Way objects. Building, Leisure, Landuse and Water are different types of Multipolygon objects. Landuse also has type information, like Commercial, Construction, Industrial etc. The overall logic model looks like this:

Coordinates transformations
OpenStreetMap works with latitudes and longitudes, so these coordinates must be projected into the convenient Cartesian coordinate system. A simple Pseudo-Mercator metric projection is used to transform input coordinates:

auto pi = 3.14159265358979323846264338327950288;
auto deg_to_rad = 2. * pi / 360.;
auto earth_radius = 6378137.;
auto lat2ym = [&](double lat) { return log(tan(lat * deg_to_rad / 2 + pi/4)) / 2 * earth_radius; };
auto lon2xm = [&](double lon) { return lon * deg_to_rad / 2 * earth_radius; };

It is also worth noting that a precision of 32-bit float values is not enough, so 64-bit double values are used for initial storage and projection. Once Cartesian coordinates are calculated, they are translated and scaled into the range of [0..1].

Polygons composition
OSM lets polygons to be defined as a composition of multiple non-closed Ways. The idea behind this is a sharing of Ways data between several adjacent areas to remove the necessity to declare the same border twice. Such an approach leads to an intermediate step of composing polygons out of pieces. To complicate matters, OSM does not mandate a strict order of Ways declaration and only requires that a closed polygon should be composable out of a given set. This even includes a possible interpretation of Way’s nodes in the reversed order: ABC + EDC + AFE = ABCDEF. The goal of this step is to get a set of closed Ways, so this data can be fed to a graphics API later. The sample code implements the polygons composition in a pretty blunt brute-force manner. This implementation works well enough on real data, but in theory, its performance may significantly degrade due to the high algorithmic complexity.

Rendering
Once the data is parsed and transformed, the Render class can start drawing the map. The drawing process is sequential and follows this order: landuse regions, leisure regions, water regions, railways, highways and buildings.
Each object has to be represented as a path before it can be drawn. Two methods do that: PathFromWay and PathFromMP. The difference between them is that PathFromWay deals with non-closed ways while PathFromMP composes a path from a collection of closed Ways. Straight lines are used to connect nodes along a Way:

io2d::interpreted_path Render::PathFromWay(const Model::Way &way) const { 
  if( way.nodes.empty() )
    return {};

  const auto nodes = m_Model.Nodes().data(); 

  auto pb = io2d::path_builder{};
  pb.matrix(m_Matrix);
  pb.new_figure( ToPoint2D(nodes[way.nodes.front()]) );
  for( auto it = ++way.nodes.begin(); it != std::end(way.nodes); ++it )
    pb.line( ToPoint2D(nodes[*it]) ); 
  return io2d::interpreted_path{pb};
}

Each region type has its visual properties like fill color, outline color, stroke width and dashes pattern. These properties are defined once during construction of a Render object and most of the times are used as-is. The exception is road/railroad width, which is defined in meters and has to be scaled into pixel width according to a map scale and a window size.
This render code utilizes only solid color brushes, however nothing stops us from using image brushes instead. The main issue with them is that such images need to be drawn by someone and IMHO the programmer art should be avoided like the plague.
Some regions might have holes inside, which is specified via separation of outer and inner polygons. The demo combines such polygons into a single path which is drawn under io2d::fill_rule::winding rule.
The drawing itself is pretty straightforward, for example, these 7 lines of code display the buildings on the map:

void Render::DrawBuildings(io2d::output_surface &surface) const {
  for( auto &building: m_Model.Buildings() ) {
    auto path = PathFromMP(building);
    surface.fill(m_BuildingFillBrush, path);
    surface.stroke(m_BuildingOutlineBrush, path, std::nullopt, m_BuildingOutlineStrokeProps);
  }
}

Examples

Central Park:
./maps -b -73.9866,40.7635,-73.9613,40.7775

Acropolis of Athens:
./maps -b 23.7125,37.9647,23.7332,37.9765

Vatican:
./maps -b 12.44609,41.897,12.46575,41.907

Performance statistics
This demo renders the entire graphics set from scratch every frame. This, of course, is not how such software usually behaves, but for the sake of simplicity, the choice was not to introduce any caching. So how does the Reference Implementation cope with this task? For testing purposes, I used the Core Graphics backend running on macOS 10.13. The source code was compiled in Xcode9.3 in Release configuration. The hardware underneath is an old 2012 MacMini with a 2,3GHz Core i7 processor. The maps were rendered at the resolution of 1920 x 1080.

Dataset Central Park Acropolis of Athens Vatican
Nodes 36,909 51,126 27,614
Ways 4,636 6,105 3,410
Roads 1,082 989 1,060
Railroads 41 42 44
Buildings 2,329 4,336 889
Leisures 44 77 101
Waters 13 0 31
Landuses 23 66 66
FPS 11 9 14

Conclusion
So, it takes 90ms to display the Central Park dataset, which consists of ~37K points in ~3,5K paths. Not a terrible result for a software rendering engine, which shows that the library is clearly capable of handling a casual graphics output. Of course, a hardware-accelerated backend like Direct2D would perform much faster, but it’s not here yet.

The sample’s source code is available here: https://github.com/mikebmcl/P0267_RefImpl/tree/master/P0267_RefImpl/Samples/Maps.