C++ Core Guidelines PDF
C++ Core Guidelines PDF
C++ Core Guidelines PDF
Editors:
Bjarne Stroustrup
Herb Sutter
Comments and suggestions for improvements are most welcome. We plan to modify and
extend this document as our understanding improves and the language and the set of
available libraries improve. When commenting, please note the introduction that
outlines our aims and general approach. The list of contributors is here.
Problems:
The sets of rules have not been completely checked for completeness, consistency,
or enforceability.
Triple question marks (???) mark known missing information
Update reference sections; many pre-C++11 sources are too old.
For a more-or-less up-to-date to-do list see: To-do: Unclassi ed proto-rules
You can read an explanation of the scope and structure of this Guide or just jump
straight in:
In: Introduction
P: Philosophy
I: Interfaces
F: Functions
C: Classes and class hierarchies
Enum: Enumerations
R: Resource management
ES: Expressions and statements
Per: Performance
CP: Concurrency and parallelism
E: Error handling
Con: Constants and immutability
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Supporting sections:
A: Architectural ideas
NR: Non-Rules and myths
RF: References
Pro: Pro les
GSL: Guidelines support library
NL: Naming and layout rules
FAQ: Answers to frequently asked questions
Appendix A: Libraries
Appendix B: Modernizing code
Appendix C: Discussion
Appendix D: Supporting tools
Glossary
To-do: Unclassi ed proto-rules
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assertion: ???
error: ???
exception: exception guarantee (???)
failure: ???
invariant: ???
leak: ???
library: ???
precondition: ???
postcondition: ???
resource: ???
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Abstract
This document is a set of guidelines for using C++ well. The aim of this document is to
help people to use modern C++ effectively. By “modern C++” we mean effective use of
the ISO C++ standard (currently C++17, but almost all of our recommendations also apply
to C++14 and C++11). In other words, what would you like your code to look like in 5
years’ time, given that you can start now? In 10 years’ time?
The guidelines are focused on relatively high-level issues, such as interfaces, resource
management, memory management, and concurrency. Such rules affect application
architecture and library design. Following the rules will lead to code that is statically
type safe, has no resource leaks, and catches many more programming logic errors than
is common in code today. And it will run fast – you can afford to do things right.
We are less concerned with low-level issues, such as naming conventions and
indentation style. However, no topic that can help a programmer is out of bounds.
Our initial set of rules emphasizes safety (of various forms) and simplicity. They may very
well be too strict. We expect to have to introduce more exceptions to better
accommodate real-world needs. We also need more rules.
You will nd some of the rules contrary to your expectations or even contrary to your
experience. If we haven’t suggested you change your coding style in any way, we have
failed! Please try to verify or disprove rules! In particular, we’d really like to have some
of our rules backed up with measurements or better examples.
You will nd some of the rules obvious or even trivial. Please remember that one
purpose of a guideline is to help someone who is less experienced or coming from a
different background or language to get up to speed.
Many of the rules are designed to be supported by an analysis tool. Violations of rules
will be agged with references (or links) to the relevant rule. We do not expect you to
memorize all the rules before trying to write code. One way of thinking about these
guidelines is as a speci cation for tools that happens to be readable by humans.
The rules are meant for gradual introduction into a code base. We plan to build tools for
that and hope others will too.
Comments and suggestions for improvements are most welcome. We plan to modify and
extend this document as our understanding improves and the language and the set of
available libraries improve.
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In: Introduction
This is a set of core guidelines for modern C++ (currently C++17) taking likely future
enhancements and ISO Technical Speci cations (TSs) into account. The aim is to help
C++ programmers to write simpler, more ef cient, more maintainable code.
Introduction summary:
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In.aims: Aims
The purpose of this document is to help developers to adopt modern C++ (currently
C++17) and to achieve a more uniform style across code bases.
We do not suffer the delusion that every one of these rules can be effectively applied to
every code base. Upgrading old systems is hard. However, we do believe that a program
that uses a rule is less error-prone and more maintainable than one that does not. Often,
rules also lead to faster/easier initial development. As far as we can tell, these rules lead
to code that performs as well or better than older, more conventional techniques; they
are meant to follow the zero-overhead principle (“what you don’t use, you don’t pay for”
or “when you use an abstraction mechanism appropriately, you get at least as good
performance as if you had handcoded using lower-level language constructs”). Consider
these rules ideals for new code, opportunities to exploit when working on older code,
and try to approximate these ideals as closely as feasible. Remember:
The rules emphasize static type safety and resource safety. For that reason, they
emphasize possibilities for range checking, for avoiding dereferencing nullptr , for
avoiding dangling pointers, and the systematic use of exceptions (via RAII). Partly to
achieve that and partly to minimize obscure code as a source of errors, the rules also
emphasize simplicity and the hiding of necessary complexity behind well-speci ed
interfaces.
Many of the rules are prescriptive. We are uncomfortable with rules that simply state
“don’t do that!” without offering an alternative. One consequence of that is that some
rules can be supported only by heuristics, rather than precise and mechanically
veri able checks. Other rules articulate general principles. For these more general rules,
more detailed and speci c rules provide partial checking.
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These guidelines address the core of C++ and its use. We expect that most large
organizations, speci c application areas, and even large projects will need further rules,
possibly further restrictions, and further library support. For example, hard-real-time
programmers typically can’t use free store (dynamic memory) freely and will be
restricted in their choice of libraries. We encourage the development of such more
speci c rules as addenda to these core guidelines. Build your ideal small foundation
library and use that, rather than lowering your level of programming to glori ed
assembly code.
Some rules aim to increase various forms of safety while others aim to reduce the
likelihood of accidents, many do both. The guidelines aimed at preventing accidents
often ban perfectly legal C++. However, when there are two ways of expressing an idea
and one has shown itself a common source of errors and the other has not, we try to
guide programmers towards the latter.
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In.not: Non-aims
The rules are not intended to be minimal or orthogonal. In particular, general rules can
be simple, but unenforceable. Also, it is often hard to understand the implications of a
general rule. More specialized rules are often easier to understand and to enforce, but
without general rules, they would just be a long list of special cases. We provide rules
aimed at helping novices as well as rules supporting expert use. Some rules can be
completely enforced, but others are based on heuristics.
These rules are not meant to be read serially, like a book. You can browse through them
using the links. However, their main intended use is to be targets for tools. That is, a tool
looks for violations and the tool returns links to violated rules. The rules then provide
reasons, examples of potential consequences of the violation, and suggested remedies.
These guidelines are not intended to be a substitute for a tutorial treatment of C++. If
you need a tutorial for some given level of experience, see the references.
This is not a guide on how to convert old C++ code to more modern code. It is meant to
articulate ideas for new code in a concrete fashion. However, see the modernization
section for some possible approaches to modernizing/rejuvenating/upgrading.
Importantly, the rules support gradual adoption: It is typically infeasible to completely
convert a large code base all at once.
The rules are not intended to force you to write in an impoverished subset of C++. They
are emphatically not meant to de ne a, say, Java-like subset of C++. They are not meant
to de ne a single “one true C++” language. We value expressiveness and uncompromised
performance.
The rules are not value-neutral. They are meant to make code simpler and more
correct/safer than most existing C++ code, without loss of performance. They are meant
to inhibit perfectly valid C++ code that correlates with errors, spurious complexity, and
poor performance.
The rules are not precise to the point where a person (or machine) can follow them
blindly. The enforcement parts try to be that, but we would rather leave a rule or a
de nition a bit vague and open to interpretation than specify something precisely and
wrong. Sometimes, precision comes only with time and experience. Design is not (yet) a
form of Math.
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The rules are not perfect. A rule can do harm by prohibiting something that is useful in a
given situation. A rule can do harm by failing to prohibit something that enables a
serious error in a given situation. A rule can do a lot of harm by being vague, ambiguous,
unenforceable, or by enabling every solution to a problem. It is impossible to completely
meet the “do no harm” criteria. Instead, our aim is the less ambitious: “Do the most good
for most programmers”; if you cannot live with a rule, object to it, ignore it, but don’t
water it down until it becomes meaningless. Also, suggest an improvement.
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In.force: Enforcement
Rules with no enforcement are unmanageable for large code bases. Enforcement of all
rules is possible only for a small weak set of rules or for a speci c user community.
But we want lots of rules, and we want rules that everybody can use.
But different people have different needs.
But people don’t like to read lots of rules.
But people can’t remember many rules.
We want guidelines that help a lot of people, make code more uniform, and strongly
encourage people to modernize their code. We want to encourage best practices, rather
than leave all to individual choices and management pressures. The ideal is to use all
rules; that gives the greatest bene ts.
This adds up to quite a few dilemmas. We try to resolve those using tools. Each rule has
an Enforcement section listing ideas for enforcement. Enforcement might be done by
code review, by static analysis, by compiler, or by run-time checks. Wherever possible, we
prefer “mechanical” checking (humans are slow, inaccurate, and bore easily) and static
checking. Run-time checks are suggested only rarely where no alternative exists; we do
not want to introduce “distributed fat”. Where appropriate, we label a rule (in the
Enforcement sections) with the name of groups of related rules (called “pro les”). A rule
can be part of several pro les, or none. For a start, we have a few pro les corresponding
to common needs (desires, ideals):
The pro les are intended to be used by tools, but also serve as an aid to the human
reader. We do not limit our comment in the Enforcement sections to things we know how
to enforce; some comments are mere wishes that might inspire some tool builder.
Tools that implement these rules shall respect the following syntax to explicitly
suppress a rule:
[[gsl::suppress(tag)]]
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where “tag” is the anchor name of the item where the Enforcement rule appears (e.g., for
C.134 it is “Rh-public”), the name of a pro le group-of-rules (“type”, “bounds”, or
“lifetime”), or a speci c rule in a pro le (type.4, or bounds.2).
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Some rules are hard to check mechanically, but they all meet the minimal criteria that an
expert programmer can spot many violations without too much trouble. We hope that
“mechanical” tools will improve with time to approximate what such an expert
programmer notices. Also, we assume that the rules will be re ned over time to make
them more precise and checkable.
A rule is aimed at being simple, rather than carefully phrased to mention every
alternative and special case. Such information is found in the Alternative paragraphs and
the Discussion sections. If you don’t understand a rule or disagree with it, please visit its
Discussion. If you feel that a discussion is missing or incomplete, enter an Issue
explaining your concerns and possibly a corresponding PR.
This is not a language manual. It is meant to be helpful, rather than complete, fully
accurate on technical details, or a guide to existing code. Recommended information
sources can be found in the references.
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Supporting sections:
A: Architectural ideas
NR: Non-Rules and myths
RF: References
Pro: Pro les
GSL: Guidelines support library
NL: Naming and layout rules
FAQ: Answers to frequently asked questions
Appendix A: Libraries
Appendix B: Modernizing code
Appendix C: Discussion
Appendix D: Supporting tools
Glossary
To-do: Unclassi ed proto-rules
Each section (e.g., “P” for “Philosophy”) and each subsection (e.g., “C.hier” for “Class
Hierarchies (OOP)”) have an abbreviation for ease of searching and reference. The main
section abbreviations are also used in rule numbers (e.g., “C.11” for “Make concrete types
regular”).
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P: Philosophy
The rules in this section are very general.
Philosophical rules are generally not mechanically checkable. However, individual rules
re ecting these philosophical themes are. Without a philosophical basis, the more
concrete/speci c/checkable rules lack rationale.
Reason Compilers don’t read comments (or design documents) and neither do many
programmers (consistently). What is expressed in code has de ned semantics and can (in
principle) be checked by compilers and other tools.
Example
class Date {
// ...
public:
Month month() const; // do
int month(); // don't
// ...
};
The rst declaration of month is explicit about returning a Month and about not
modifying the state of the Date object. The second version leaves the reader guessing
and opens more possibilities for uncaught bugs.
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void f(vector<string>& v)
{
string val;
cin >> val;
// ...
int index = -1; // bad, plus should use gsl::index
for (int i = 0; i < v.size(); ++i) {
if (v[i] == val) {
index = i;
break;
}
}
// ...
}
A well-designed library expresses intent (what is to be done, rather than just how
something is being done) far better than direct use of language features.
A C++ programmer should know the basics of the standard library, and use it where
appropriate. Any programmer should know the basics of the foundation libraries of the
project being worked on, and use them appropriately. Any programmer using these
guidelines should know the guidelines support library, and use it appropriately.
Example
change_speed(double s); // bad: what does s signify?
// ...
change_speed(2.3);
A better approach is to be explicit about the meaning of the double (new speed or delta
on old speed?) and the unit used:
We could have accepted a plain (unit-less) double as a delta, but that would have been
error-prone. If we wanted both absolute speed and deltas, we would have de ned a Del
ta type.
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use const consistently (check if member functions modify their object; check if
functions modify arguments passed by pointer or reference)
ag uses of casts (casts neuter the type system)
detect code that mimics the standard library (hard)
Note There are environments where extensions are necessary, e.g., to access system
resources. In such cases, localize the use of necessary extensions and control their use
with non-core Coding Guidelines. If possible, build interfaces that encapsulate the
extensions so they can be turned off or compiled away on systems that do not support
those extensions.
Extensions often do not have rigorously de ned semantics. Even extensions that are
common and implemented by multiple compilers may have slightly different behaviors
and edge case behavior as a direct result of not having a rigorous standard de nition.
With suf cient use of any such extension, expected portability will be impacted.
Note Using valid ISO C++ does not guarantee portability (let alone correctness). Avoid
dependence on unde ned behavior (e.g., unde ned order of evaluation) and be aware of
constructs with implementation de ned meaning (e.g., sizeof(int) ).
Note There are environments where restrictions on use of standard C++ language or
library features are necessary, e.g., to avoid dynamic memory allocation as required by
aircraft control software standards. In such cases, control their (dis)use with an extension
of these Coding Guidelines customized to the speci c environment.
Enforcement Use an up-to-date C++ compiler (currently C++17, C++14, or C++11) with a
set of options that do not accept extensions.
Reason Unless the intent of some code is stated (e.g., in names or comments), it is
impossible to tell whether the code does what it is supposed to do.
Example
gsl::index i = 0;
while (i < v.size()) {
// ... do something with v[i] ...
}
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The intent of “just” looping over the elements of v is not expressed here. The
implementation detail of an index is exposed (so that it might be misused), and i
outlives the scope of the loop, which may or may not be intended. The reader cannot
know from just this section of code.
Better:
Now, there is no explicit mention of the iteration mechanism, and the loop operates on a
reference to const elements so that accidental modi cation cannot happen. If
modi cation is desired, say so:
For more details about for-statements, see ES.71. Sometimes better still, use a named
algorithm. This example uses the for_each from the Ranges TS because it directly
expresses the intent:
The last variant makes it clear that we are not interested in the order in which the
elements of v are handled.
Note Alternative formulation: Say what should be done, rather than just how it should be
done.
Example If two int s are meant to be the coordinates of a 2D point, say so:
draw_line(int, int, int, int); // obscure
draw_line(Point, Point); // clearer
Enforcement Look for common patterns for which there are better alternatives
simple for loops vs. range- for loops
f(T*, int) interfaces vs. f(span<T>) interfaces
loop variables in too large a scope
naked new and delete
functions with many parameters of built-in types
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Note These areas are sources of serious problems (e.g., crashes and security violations).
We try to provide alternative techniques.
Reason Code clarity and performance. You don’t need to write error handlers for errors
caught at compile time.
Example
// Int is an alias used for integers
int bits = 0; // don't: avoidable code
for (Int i = 1; i; i <<= 1)
++bits;
if (bits < 32)
cerr << "Int too small\n";
This example fails to achieve what it is trying to achieve (because over ow is unde ned)
and should be replaced with a simple static_assert :
Or better still just use the type system and replace Int with int32_t .
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Example
void read(int* p, int n); // read max n integers into *p
int a[100];
read(a, 1000); // bad, off the end
better
int a[100];
read(a); // better: let the compiler figure out the number of elements
Alternative formulation: Don’t postpone to run time what can be done well at compile
time.
Enforcement
Look for pointer arguments.
Look for run-time checks for range violations.
Reason Leaving hard-to-detect errors in a program is asking for crashes and bad results.
Note Ideally, we catch all errors (that are not errors in the programmer’s logic) at either
compile time or run time. It is impossible to catch all errors at compile time and often
not affordable to catch all remaining errors at run time. However, we should endeavor to
write programs that in principle can be checked, given suf cient resources (analysis
programs, run-time checks, machine resources, time).
Example, bad
// separately compiled, possibly dynamically loaded
extern void f(int* p);
void g(int n)
{
// bad: the number of elements is not passed to f()
f(new int[n]);
}
Here, a crucial bit of information (the number of elements) has been so thoroughly
“obscured” that static analysis is probably rendered infeasible and dynamic checking can
be very dif cult when f() is part of an ABI so that we cannot “instrument” that pointer.
We could embed helpful information into the free store, but that requires global changes
to a system and maybe to the compiler. What we have here is a design that makes error
detection very hard.
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Example, bad We can of course pass the number of elements along with the pointer:
// separately compiled, possibly dynamically loaded
extern void f2(int* p, int n);
void g2(int n)
{
f2(new int[n], m); // bad: a wrong number of elements can be passed to f()
}
Passing the number of elements as an argument is better (and far more common) than
just passing the pointer and relying on some (unstated) convention for knowing or
discovering the number of elements. However (as shown), a simple typo can introduce a
serious error. The connection between the two arguments of f2() is conventional,
rather than explicit.
Also, it is implicit that f2() is supposed to delete its argument (or did the caller make
a second mistake?).
Example, bad The standard library resource management pointers fail to pass the size
when they point to an object:
// separately compiled, possibly dynamically loaded
// NB: this assumes the calling code is ABI-compatible, using a
// compatible C++ compiler and the same stdlib implementation
extern void f3(unique_ptr<int[]>, int n);
void g3(int n)
{
f3(make_unique<int[]>(n), m); // bad: pass ownership and size separately
}
Example We need to pass the pointer and the number of elements as an integral object:
extern void f4(vector<int>&); // separately compiled, possibly dynamically loaded
extern void f4(span<int>); // separately compiled, possibly dynamically loaded
// NB: this assumes the calling code is ABI-compatible, using a
// compatible C++ compiler and the same stdlib implementation
void g3(int n)
{
vector<int> v(n);
f4(v); // pass a reference, retain ownership
f4(span<int>{v}); // pass a view, retain ownership
}
This design carries the number of elements along as an integral part of an object, so
that errors are unlikely and dynamic (run-time) checking is always feasible, if not always
affordable.
Example How do we transfer both ownership and all information needed for validating
use?
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Example
???
show how possible checks are avoided by interfaces that pass polymorphic base
classes around, when they actually know what they need? Or strings as “free-style”
options
Enforcement
Flag (pointer, count)-style interfaces (this will ag a lot of examples that can’t be
xed for compatibility reasons)
???
Example
void increment1(int* p, int n) // bad: error-prone
{
for (int i = 0; i < n; ++i) ++p[i];
}
void use1(int m)
{
const int n = 10;
int a[n] = {};
// ...
increment1(a, m); // maybe typo, maybe m <= n is supposed
// but assume that m == 20
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// ...
}
Here we made a small error in use1 that will lead to corrupted data or a crash. The
(pointer, count)-style interface leaves increment1() with no realistic way of defending
itself against out-of-range errors. If we could check subscripts for out of range access,
then the error would not be discovered until p[10] was accessed. We could check
earlier and improve the code:
void increment2(span<int> p)
{
for (int& x : p) ++x;
}
void use2(int m)
{
const int n = 10;
int a[n] = {};
// ...
increment2({a, m}); // maybe typo, maybe m <= n is supposed
// ...
}
Now, m <= n can be checked at the point of call (early) rather than later. If all we had
was a typo so that we meant to use n as the bound, the code could be further simpli ed
(eliminating the possibility of an error):
void use3(int m)
{
const int n = 10;
int a[n] = {};
// ...
increment2(a); // the number of elements of a need not be repeated
// ...
}
Example, bad Don’t repeatedly check the same value. Don’t pass structured data as
strings:
Date read_date(istream& is); // read date from istream
void user2()
{
Date d = read_date(cin);
// ...
user1(d.to_string());
// ...
}
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The date is validated twice (by the Date constructor) and passed as a character string
(unstructured data).
Example Excess checking can be costly. There are cases where checking early is dumb
because you may not ever need the value, or may only need part of the value that is
more easily checked than the whole. Similarly, don’t add validity checks that change the
asymptotic behavior of your interface (e.g., don’t add a O(n) check to an interface with
an average complexity of O(1) ).
class Jet { // Physics says: e * e < x * x + y * y + z * z
float x;
float y;
float z;
float e;
public:
Jet(float x, float y, float z, float e)
:x(x), y(y), z(z), e(e)
{
// Should I check here that the values are physically meaningful?
}
???
};
???
Enforcement
Look at pointers and arrays: Do range-checking early and not repeatedly
Look at conversions: Eliminate or mark narrowing conversions
Look for unchecked values coming from input
Look for structured data (objects of classes with invariants) being converted into
strings
???
Reason Even a slow growth in resources will, over time, exhaust the availability of those
resources. This is particularly important for long-running programs, but is an essential
piece of responsible programming behavior.
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Example, bad
void f(char* name)
{
FILE* input = fopen(name, "r");
// ...
if (something) return; // bad: if something == true, a file handle is leaked
// ...
fclose(input);
}
Prefer RAII:
Note A leak is colloquially “anything that isn’t cleaned up.” The more important
classi cation is “anything that can no longer be cleaned up.” For example, allocating an
object on the heap and then losing the last pointer that points to that allocation. This
rule should not be taken as requiring that allocations within long-lived objects must be
returned during program shutdown. For example, relying on system guaranteed cleanup
such as le closing and memory deallocation upon process shutdown can simplify code.
However, relying on abstractions that implicitly clean up can be as simple, and often
safer.
Note Enforcing the lifetime safety pro le eliminates leaks. When combined with
resource safety provided by RAII, it eliminates the need for “garbage collection” (by
generating no garbage). Combine this with enforcement of the type and bounds pro les
and you get complete type- and resource-safety, guaranteed by tools.
Enforcement
Look at pointers: Classify them into non-owners (the default) and owners. Where
feasible, replace owners with standard-library resource handles (as in the example
above). Alternatively, mark an owner as such using owner from the GSL.
Look for naked new and delete
Look for known resource allocating functions returning raw pointers (such as fop
en , malloc , and strdup )
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Note Time and space that you spend well to achieve a goal (e.g., speed of development,
resource safety, or simpli cation of testing) is not wasted. “Another bene t of striving for
ef ciency is that the process forces you to understand the problem in more depth.” - Alex
Stepanov
Example, bad
struct X {
char ch;
int i;
string s;
char ch2;
X waste(const char* p)
{
if (!p) throw Nullptr_error{};
int n = strlen(p);
auto buf = new char[n];
if (!buf) throw Allocation_error{};
for (int i = 0; i < n; ++i) buf[i] = p[i];
// ... manipulate buffer ...
X x;
x.ch = 'a';
x.s = string(n); // give x.s space for *p
for (gsl::index i = 0; i < x.s.size(); ++i) x.s[i] = buf[i]; // copy buf into x.s
delete[] buf;
return x;
}
void driver()
{
X x = waste("Typical argument");
// ...
}
Yes, this is a caricature, but we have seen every individual mistake in production code,
and worse. Note that the layout of X guarantees that at least 6 bytes (and most likely
more) are wasted. The spurious de nition of copy operations disables move semantics so
that the return operation is slow (please note that the Return Value Optimization, RVO, is
not guaranteed here). The use of new and delete for buf is redundant; if we really
needed a local string, we should use a local string . There are several more
performance bugs and gratuitous complication.
Example, bad
void lower(zstring s)
{
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Yes, this is an example from production code. We leave it to the reader to gure out
what’s wasted.
Note An individual example of waste is rarely signi cant, and where it is signi cant, it is
typically easily eliminated by an expert. However, waste spread liberally across a code
base can easily be signi cant and experts are not always as available as we would like.
The aim of this rule (and the more speci c rules that support it) is to eliminate most
waste related to the use of C++ before it happens. After that, we can look at waste
related to algorithms and requirements, but that is beyond the scope of these guidelines.
Enforcement Many more speci c rules aim at the overall goals of simplicity and
elimination of gratuitous waste.
Flag an unused return value from a user-de ned non-defaulted post x operator
++ or operator-- function. Prefer using the pre x form instead. (Note: “User-
de ned non-defaulted” is intended to reduce noise. Review this enforcement if it’s
still too noisy in practice.)
Reason Messy code is more likely to hide bugs and harder to write. A good interface is
easier and safer to use. Messy, low-level code breeds more such code.
Example
int sz = 100;
int* p = (int*) malloc(sizeof(int) * sz);
int count = 0;
// ...
for (;;) {
// ... read an int into x, exit loop if end of file is reached ...
// ... check that x is valid ...
if (count == sz)
p = (int*) realloc(p, sizeof(int) * sz * 2);
p[count++] = x;
// ...
}
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This is low-level, verbose, and error-prone. For example, we “forgot” to test for memory
exhaustion. Instead, we could use vector :
vector<int> v;
v.reserve(100);
// ...
for (int x; cin >> x; ) {
// ... check that x is valid ...
v.push_back(x);
}
Note The standards library and the GSL are examples of this philosophy. For example,
instead of messing with the arrays, unions, cast, tricky lifetime issues, gsl::owner , etc.,
that are needed to implement key abstractions, such as vector , span , lock_guard ,
and future , we use the libraries designed and implemented by people with more time
and expertise than we usually have. Similarly, we can and should design and implement
more specialized libraries, rather than leaving the users (often ourselves) with the
challenge of repeatedly getting low-level code well. This is a variant of the subset of
superset principle that underlies these guidelines.
Enforcement
Look for “messy code” such as complex pointer manipulation and casting outside
the implementation of abstractions.
Reason There are many things that are done better “by machine”. Computers don’t tire or
get bored by repetitive tasks. We typically have better things to do than repeatedly do
routine tasks.
Example Run a static analyzer to verify that your code follows the guidelines you want it
to follow.
Note See
Static analysis tools
Concurrency tools
Testing tools
There are many other kinds of tools, such as source code repositories, build tools, etc.,
but those are beyond the scope of these guidelines.
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Example
std::sort(begin(v), end(v), std::greater<>());
Unless you are an expert in sorting algorithms and have plenty of time, this is more
likely to be correct and to run faster than anything you write for a speci c application.
You need a reason not to use the standard library (or whatever foundational libraries
your application uses) rather than a reason to use it.
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I: Interfaces
An interface is a contract between two parts of a program. Precisely stating what is
expected of a supplier of a service and a user of that service is essential. Having good
(easy-to-understand, encouraging ef cient use, not error-prone, supporting testing, etc.)
interfaces is probably the most important single aspect of code organization.
See also:
F: Functions
C.concrete: Concrete types
C.hier: Class hierarchies
C.over: Overloading and overloaded operators
C.con: Containers and other resource handles
E: Error handling
T: Templates and generic programming
Reason Correctness. Assumptions not stated in an interface are easily overlooked and
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hard to test.
Example, bad Controlling the behavior of a function through a global (namespace scope)
variable (a call mode) is implicit and potentially confusing. For example:
int round(double d)
{
return (round_up) ? ceil(d) : d; // don't: "invisible" dependency
}
It will not be obvious to a caller that the meaning of two calls of round(7.2) might
give different results.
Example, bad Reporting through non-local variables (e.g., errno ) is easily ignored. For
example:
// don't: no test of printf's return value
fprintf(connection, "logging: %d %d %d\n", x, y, s);
What if the connection goes down so that no logging output is produced? See I.???.
Enforcement
(Simple) A function should not make control- ow decisions based on the values of
variables declared at namespace scope.
(Simple) A function should not write to variables declared at namespace scope.
Reason Non- const global variables hide dependencies and make the dependencies
subject to unpredictable changes.
Example
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struct Data {
// ... lots of stuff ...
} data; // non-const data
Note The rule against global variables applies to namespace scope variables as well.
Alternative: If you use global (more generally namespace scope) data to avoid copying,
consider passing the data as an object by reference to const . Another solution is to
de ne the data as the state of some object and the operations as member functions.
Warning: Beware of data races: If one thread can access nonlocal data (or data passed by
reference) while another thread executes the callee, we can have a data race. Every
pointer or reference to mutable data is a potential data race.
Note The rule is “avoid”, not “don’t use.” Of course there will be (rare) exceptions, such as
cin , cout , and cerr .
Enforcement (Simple) Report all non- const variables declared at namespace scope.
Example
class Singleton {
// ... lots of stuff to ensure that only one Singleton object is created,
// that it is initialized properly, etc.
};
There are many variants of the singleton idea. That’s part of the problem.
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Note If you don’t want a global object to change, declare it const or constexpr .
Exception You can use the simplest “singleton” (so simple that it is often not considered
a singleton) to get initialization on rst use, if any:
X& myX()
{
static X my_x {3};
return my_x;
}
This is one of the most effective solutions to problems related to initialization order. In a
multi-threaded environment, the initialization of the static object does not introduce a
race condition (unless you carelessly access a shared object from within its constructor).
Note that the initialization of a local static does not imply a race condition. However,
if the destruction of X involves an operation that needs to be synchronized we must use
a less simple solution. For example:
X& myX()
{
static auto p = new X {3};
return *p; // potential leak
}
Now someone must delete that object in some suitably thread-safe way. That’s error-
prone, so we don’t use that technique unless
If you, as many do, de ne a singleton as a class for which only one object is created,
functions like myX are not singletons, and this useful technique is not an exception to
the no-singleton rule.
Reason Types are the simplest and best documentation, improve legibility due to their
well-de ned meaning, and are checked at compile time. Also, precisely typed code is
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Callers are unsure what types are allowed and if the data may be mutated as const is
not speci ed. Note all pointer types implicitly convert to void*, so it is easy for callers to
provide this value.
The callee must static_cast data to an unveri ed type to use it. That is error-prone
and verbose.
Only use const void* for passing in data in designs that are indescribable in C++.
Consider using a variant or a pointer to base instead.
Alternative: Often, a template parameter can eliminate the void* turning it into a T*
or T& . For generic code these T s can be general or concept constrained template
parameters.
It is clear that the caller is describing a rectangle, but it is unclear what parts they relate
to. Also, an int can carry arbitrary forms of information, including values of many units,
so we must guess about the meaning of the four int s. Most likely, the rst two are an
x , y coordinate pair, but what are the last two?
Obviously, we cannot catch all errors through the static type system (e.g., the fact that a
rst argument is supposed to be a top-left point is left to convention (naming and
comments)).
The parameter types and their values do not communicate what settings are being
speci ed or what those values mean.
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alarm_settings s{};
s.enabled = true;
s.displayMode = alarm_settings::mode::spinning_light;
s.frequency = alarm_settings::every_10_seconds;
set_settings(s);
For the case of a set of boolean values consider using a ags enum; a pattern that
expresses a set of boolean values.
enable_lamp_options(lamp_option::on | lamp_option::animate_state_transitions);
Example, bad In the following example, it is not clear from the interface what time_to_
blink means: Seconds? Milliseconds?
void blink_led(int time_to_blink) // bad -- the unit is ambiguous
{
// ...
// do something with time_to_blink
// ...
}
void use()
{
blink_led(2);
}
Example, good std::chrono::duration types (C++11) helps making the unit of time
duration explicit.
void blink_led(milliseconds time_to_blink) // good -- the unit is explicit
{
// ...
// do something with time_to_blink
// ...
}
void use()
{
blink_led(1500ms);
}
The function can also be written in such a way that it will accept any time duration unit.
void use()
{
blink_led(2s);
blink_led(1500ms);
}
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Enforcement
(Simple) Report the use of void* as a parameter or return type.
(Simple) Report the use of more than one bool parameter.
(Hard to do well) Look for functions that use too many primitive type arguments.
Reason Arguments have meaning that may constrain their proper use in the callee.
Example Consider:
double sqrt(double x);
Here x must be nonnegative. The type system cannot (easily and naturally) express that,
so we must use other means. For example:
Ideally, that Expects(x >= 0) should be part of the interface of sqrt() but that’s not
easily done. For now, we place it in the de nition (function body).
Note Most member functions have as a precondition that some class invariant holds.
That invariant is established by a constructor and must be reestablished upon exit by
every member function called from outside the class. We don’t need to mention it for
each member function.
Reason To make it clear that the condition is a precondition and to enable tool use.
Example
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Note Preconditions should be part of the interface rather than part of the
implementation, but we don’t yet have the language facilities to do that. Once language
support becomes available (e.g., see the contract proposal) we will adopt the standard
version of preconditions, postconditions, and assertions.
Note Expects() can also be used to check a condition in the middle of an algorithm.
Note No, using unsigned is not a good way to sidestep the problem of ensuring that a
value is nonnegative.
Enforcement (Not enforceable) Finding the variety of ways preconditions can be asserted
is not feasible. Warning about those that can be easily identi ed ( assert() ) has
questionable value in the absence of a language facility.
Reason To detect misunderstandings about the result and possibly catch erroneous
implementations.
Here, we (incautiously) left out the precondition speci cation, so it is not explicit that
height and width must be positive. We also left out the postcondition speci cation, so it
is not obvious that the algorithm ( height * width ) is wrong for areas larger than the
largest integer. Over ow can happen. Consider using:
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There was no postcondition stating that the buffer should be cleared and the optimizer
eliminated the apparently redundant memset() call:
Note Postconditions are often informally stated in a comment that states the purpose of
a function; Ensures() can be used to make this more systematic, visible, and
checkable.
Note Postconditions are especially important when they relate to something that is not
directly re ected in a returned result, such as a state of a data structure used.
Example Consider a function that manipulates a Record , using a mutex to avoid race
conditions:
mutex m;
Here, we “forgot” to state that the mutex should be released, so we don’t know if the
failure to ensure release of the mutex was a bug or a feature. Stating the postcondition
would have made it clear:
Better still, use RAII to ensure that the postcondition (“the lock must be released”) is
enforced in code:
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Note Ideally, postconditions are stated in the interface/declaration so that users can
easily see them. Only postconditions related to the users can be stated in the interface.
Postconditions related only to internal state belongs in the de nition/implementation.
Reason To make it clear that the condition is a postcondition and to enable tool use.
Example
void f()
{
char buffer[MAX];
// ...
memset(buffer, 0, MAX);
Ensures(buffer[0] == 0);
}
Note Ideally, that Ensures should be part of the interface, but that’s not easily done.
For now, we place it in the de nition (function body). Once language support becomes
available (e.g., see the contract proposal) we will adopt the standard version of
preconditions, postconditions, and assertions.
Reason Make the interface precisely speci ed and compile-time checkable in the (not so
distant) future.
Example Use the ISO Concepts TS style of requirements speci cation. For example:
template<typename Iter, typename Val>
// requires InputIterator<Iter> && EqualityComparable<ValueType<Iter>>, Val>
Iter find(Iter first, Iter last, Val v)
{
// ...
}
Note Soon (maybe in 2018), most compilers will be able to check requires clauses
once the // is removed. Concepts are supported in GCC 6.1 and later.
See also: Generic programming and concepts.
Enforcement (Not yet enforceable) A language facility is under speci cation. When the
language facility is available, warn if any non-variadic template parameter is not
constrained by a concept (in its declaration or mentioned in a requires clause).
Reason It should not be possible to ignore an error because that could leave the system
or a computation in an unde ned (or unexpected) state. This is a major source of errors.
Example
int printf(const char* ...); // bad: return negative number if output fails
Exception Many traditional interface functions (e.g., UNIX signal handlers) use error
codes (e.g., errno ) to report what are really status codes, rather than errors. You don’t
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have a good alternative to using such, so calling these does not violate the rule.
Alternative If you can’t use exceptions (e.g., because your code is full of old-style raw-
pointer use or because there are hard-real-time constraints), consider using a style that
returns a pair of values:
int val;
int error_code;
tie(val, error_code) = do_something();
if (error_code) {
// ... handle the error or exit ...
}
// ... use val ...
See also: I.5 and I.7 for reporting precondition and postcondition violations.
Enforcement
(Not enforceable) This is a philosophical guideline that is infeasible to check
directly.
Look for errno .
Reason If there is any doubt whether the caller or the callee owns an object, leaks or
premature destruction will occur.
Example Consider:
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X* compute(args) // don't
{
X* res = new X{};
// ...
return res;
}
Who deletes the returned X ? The problem would be harder to spot if compute returned
a reference. Consider returning the result by value (use move semantics if the result is
large):
Alternative: Pass ownership using a “smart pointer”, such as unique_ptr (for exclusive
ownership) and shared_ptr (for shared ownership). However, that is less elegant and
often less ef cient than returning the object itself, so use smart pointers only if
reference semantics are needed.
This tells analysis tools that res is an owner. That is, its value must be delete d or
transferred to another owner, as is done here by the return .
Note Every object passed as a raw pointer (or iterator) is assumed to be owned by the
caller, so that its lifetime is handled by the caller. Viewed another way: ownership
transferring APIs are relatively rare compared to pointer-passing APIs, so the default is
“no ownership transfer.”
See also: Argument passing, use of smart pointer arguments, and value return.
Enforcement
(Simple) Warn on delete of a raw pointer that is not an owner<T> . Suggest use
of standard-library resource handle or use of owner<T> .
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Example
int length(const char* p); // it is not clear whether length(nullptr) is valid
length(nullptr); // OK?
int length(not_null<const char*> p); // better: we can assume that p cannot be nullptr
By stating the intent in source, implementers and tools can provide better diagnostics,
such as nding some classes of errors through static analysis, and perform
optimizations, such as removing branches and null tests.
Note The assumption that the pointer to char pointed to a C-style string (a zero-
terminated string of characters) was still implicit, and a potential source of confusion
and errors. Use czstring in preference to const char* .
// we can assume that p cannot be nullptr
// we can assume that p points to a zero-terminated array of characters
int length(not_null<zstring> p);
Enforcement
(Simple) ((Foundation)) If a function checks a pointer parameter against nullptr
before access, on all control- ow paths, then warn it should be declared not_nul
l.
(Complex) If a function with pointer return value ensures it is not nullptr on all
return paths, then warn the return type should be declared not_null .
Reason (pointer, size)-style interfaces are error-prone. Also, a plain pointer (to array)
must rely on some convention to allow the callee to determine the size.
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Example Consider:
void copy_n(const T* p, T* q, int n); // copy from [p:p+n) to [q:q+n)
What if there are fewer than n elements in the array pointed to by q ? Then, we
overwrite some probably unrelated memory. What if there are fewer than n elements in
the array pointed to by p ? Then, we read some probably unrelated memory. Either is
unde ned behavior and a potentially very nasty bug.
Alternative: Use a support class that ensures that the number of elements is correct and
prevents dangerous implicit conversions. For example:
void draw2(span<Circle>);
Circle arr[10];
// ...
draw2(span<Circle>(arr)); // deduce the number of elements
draw2(arr); // deduce the element type and array size
void draw3(span<Shape>);
draw3(arr); // error: cannot convert Circle[10] to span<Shape>
This draw2() passes the same amount of information to draw() , but makes the fact
that it is supposed to be a range of Circle s explicit. See ???.
Enforcement
(Simple) ((Bounds)) Warn for any expression that would rely on implicit conversion
of an array type to a pointer type. Allow exception for zstring/czstring pointer
types.
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Example
// file1.c
extern const X x;
// file2.c
extern const Y y;
Since x and y are in different translation units the order of calls to f() and g() is
unde ned; one will access an uninitialized const . This shows that the order-of-
initialization problem for global (namespace scope) objects is not limited to global
variables.
Enforcement
Flag initializers of globals that call non- constexpr functions
Flag initializers of globals that access extern objects
Reason Having many arguments opens opportunities for confusion. Passing lots of
arguments is often costly compared to alternatives.
Discussion The two most common reasons why functions have too many parameters are:
1. Missing an abstraction. There is an abstraction missing, so that a compound value is
being passed as individual elements instead of as a single object that enforces an
invariant. This not only expands the parameter list, but it leads to errors because
the component values are no longer protected by an enforced invariant.
2. Violating “one function, one responsibility.” The function is trying to do more than
one job and should probably be refactored.
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Note that this is because of problem 1 above – missing abstraction. Instead of passing a
range (abstraction), STL passed iterator pairs (unencapsulated component values).
Here, we have four template arguments and six function arguments. To simplify the most
frequent and simplest uses, the comparison argument can be defaulted to < :
This doesn’t reduce the total complexity, but it reduces the surface complexity presented
to many users. To really reduce the number of arguments, we need to bundle the
arguments into higher-level abstractions:
Alternatively, we could use concepts (as de ned by the ISO TS) to de ne the notion of
three types that must be usable for merging:
with
Here, using an abstraction has safety and robustness bene ts, and naturally also reduces
the number of parameters.
Note How many parameters are too many? Try to use fewer than four (4) parameters.
There are functions that are best expressed with four individual parameters, but not
many.
Alternative: Use better abstraction: Group arguments into meaningful objects and pass
the objects (by value or by reference).
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Alternative: Use default arguments or overloads to allow the most common forms of
calls to be done with fewer arguments.
Enforcement
Warn when a function declares two iterators (including pointers) of the same type
instead of a range or a view.
(Not enforceable) This is a philosophical guideline that is infeasible to check
directly.
Reason Adjacent arguments of the same type are easily swapped by mistake.
This is a nasty variant of a K&R C-style interface. It is easy to reverse the “to” and “from”
arguments.
Alternative Don’t pass arrays as pointers, pass an object representing a range (e.g., a sp
an ):
void copy_n(span<const T> p, span<T> q); // copy from p to q
Alternative De ne a struct as the parameter type and name the elds for those
parameters accordingly:
struct SystemParams {
string config_file;
string output_path;
seconds timeout;
};
void initialize(SystemParams p);
This tends to make invocations of this clear to future readers, as the parameters are
often lled in by name at the call site.
Enforcement (Simple) Warn if two consecutive parameters share the same type.
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Reason Abstract classes are more likely to be stable than base classes with state.
Example, bad You just knew that Shape would turn up somewhere :-)
class Shape { // bad: interface class loaded with data
public:
Point center() const { return c; }
virtual void draw() const;
virtual void rotate(int);
// ...
private:
Point c;
vector<Point> outline;
Color col;
};
This will force every derived class to compute a center – even if that’s non-trivial and the
center is never used. Similarly, not every Shape has a Color , and many Shape s are
best represented without an outline de ned as a sequence of Point s. Abstract classes
were invented to discourage users from writing such classes:
Reason Different compilers implement different binary layouts for classes, exception
handling, function names, and other implementation details.
Exception You can carefully craft an interface using a few carefully selected higher-level
C++ types. See ???.
Exception Common ABIs are emerging on some platforms freeing you from the more
draconian restrictions.
Note If you use a single compiler, you can use full C++ in interfaces. That may require
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Enforcement (Not enforceable) It is dif cult to reliably identify where an interface forms
part of an ABI.
Reason Because private data members participate in class layout and private member
functions participate in overload resolution, changes to those implementation details
require recompilation of all users of a class that uses them. A non-polymorphic interface
class holding a pointer to implementation (Pimpl) can isolate the users of a class from
changes in its implementation at the cost of an indirection.
implementation (widget.cpp)
class widget::impl {
int n; // private data
public:
void draw(const widget& w) { /* ... */ }
impl(int n) : n(n) {}
};
void widget::draw() { pimpl->draw(*this); }
widget::widget(int n) : pimpl{std::make_unique<impl>(n)} {}
widget::~widget() = default;
widget& widget::operator=(widget&&) = default;
Notes See GOTW #100 and cppreference for the trade-offs and additional
implementation details associated with this idiom.
Enforcement (Not enforceable) It is dif cult to reliably identify where an interface forms
part of an ABI.
Reason To keep code simple and safe. Sometimes, ugly, unsafe, or error-prone
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techniques are necessary for logical or performance reasons. If so, keep them local,
rather than “infecting” interfaces so that larger groups of programmers have to be aware
of the subtleties. Implementation complexity should, if at all possible, not leak through
interfaces into user code.
Example Consider a program that, depending on some form of input (e.g., arguments to
main ), should consume input from a le, from the command line, or from standard
input. We might write
bool owned;
owner<istream*> inp;
switch (source) {
case std_in: owned = false; inp = &cin; break;
case command_line: owned = true; inp = new istringstream{argv[2]}; break;
case file: owned = true; inp = new ifstream{argv[2]}; break;
}
istream& in = *inp;
This violated the rule against uninitialized variables, the rule against ignoring
ownership, and the rule against magic constants. In particular, someone has to
remember to somewhere write
We could handle this particular example by using unique_ptr with a special deleter
that does nothing for cin , but that’s complicated for novices (who can easily encounter
this problem) and the example is an example of a more general problem where a
property that we would like to consider static (here, ownership) needs infrequently be
addressed at run time. The common, most frequent, and safest examples can be handled
statically, so we don’t want to add cost and complexity to those. But we must also cope
with the uncommon, less-safe, and necessarily more expensive cases. Such examples are
discussed in [Str15].
Now, the dynamic nature of istream ownership has been encapsulated. Presumably, a
bit of checking for potential errors would be added in real code.
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Enforcement
Hard, it is hard to decide what rule-breaking code is essential
Flag rule suppression that enable rule-violations to cross interfaces
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F: Functions
A function speci es an action or a computation that takes the system from one
consistent state to the next. It is the fundamental building block of programs.
F.50: Use a lambda when a function won’t do (to capture local variables, or to write
a local function)
F.51: Where there is a choice, prefer default arguments over overloading
F.52: Prefer capturing by reference in lambdas that will be used locally, including
passed to algorithms
F.53: Avoid capturing by reference in lambdas that will be used nonlocally,
including returned, stored on the heap, or passed to another thread
F.54: If you capture this , capture all variables explicitly (no default capture)
F.55: Don’t use va_arg arguments
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Reason Factoring out common code makes code more readable, more likely to be reused,
and limit errors from complex code. If something is a well-speci ed action, separate it
out from its surrounding code and give it a name.
Example, don’t
void read_and_print(istream& is) // read and print an int
{
int x;
if (is >> x)
cout << "the int is " << x << '\n';
else
cerr << "no int on input\n";
}
Almost everything is wrong with read_and_print . It reads, it writes (to a xed ostre
am ), it writes error messages (to a xed ostream ), it handles only int s. There is
nothing to reuse, logically separate operations are intermingled and local variables are
in scope after the end of their logical use. For a tiny example, this looks OK, but if the
input operation, the output operation, and the error handling had been more
complicated the tangled mess could become hard to understand.
Note If you write a non-trivial lambda that potentially can be used in more than one
place, give it a name by assigning it to a (usually non-local) variable.
Example
sort(a, b, [](T x, T y) { return x.rank() < y.rank() && x.value() < y.value(); });
Naming that lambda breaks up the expression into its logical parts and provides a strong
hint to the meaning of the lambda.
auto lessT = [](T x, T y) { return x.rank() < y.rank() && x.value() < y.value(); };
sort(a, b, lessT);
find_if(a, b, lessT);
The shortest code is not always the best for performance or maintainability.
Exception Loop bodies, including lambdas used as loop bodies, rarely need to be named.
However, large loop bodies (e.g., dozens of lines or dozens of pages) can be a problem.
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The rule Keep functions short and simple implies “Keep loop bodies short.” Similarly,
lambdas used as callback arguments are sometimes non-trivial, yet unlikely to be
reusable.
Enforcement
See Keep functions short and simple
Flag identical and very similar lambdas used in different places.
Reason A function that performs a single operation is simpler to understand, test, and
reuse.
Example Consider:
void read_and_print() // bad
{
int x;
cin >> x;
// check for errors
cout << x << "\n";
}
This is a monolith that is tied to a speci c input and will never nd another (different)
use. Instead, break functions up into suitable logical parts and parameterize:
void read_and_print()
{
auto x = read(cin);
print(cout, x);
}
If there was a need, we could further templatize read() and print() on the data
type, the I/O mechanism, the response to errors, etc. Example:
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};
Enforcement
Consider functions with more than one “out” parameter suspicious. Use return
values instead, including tuple for multiple return values.
Consider “large” functions that don’t t on one editor screen suspicious. Consider
factoring such a function into smaller well-named suboperations.
Consider functions with 7 or more parameters suspicious.
Reason Large functions are hard to read, more likely to contain complex code, and more
likely to have variables in larger than minimal scopes. Functions with complex control
structures are more likely to be long and more likely to hide logical errors
Example Consider:
double simple_func(double val, int flag1, int flag2)
// simple_func: takes a value and calculates the expected ASIC output,
// given the two mode flags.
{
double intermediate;
if (flag1 > 0) {
intermediate = func1(val);
if (flag2 % 2)
intermediate = sqrt(intermediate);
}
else if (flag1 == -1) {
intermediate = func1(-val);
if (flag2 % 2)
intermediate = sqrt(-intermediate);
flag1 = -flag1;
}
if (abs(flag2) > 10) {
intermediate = func2(intermediate);
}
switch (flag2 / 10) {
case 1: if (flag1 == -1) return finalize(intermediate, 1.171);
break;
case 2: return finalize(intermediate, 13.1);
default: break;
}
return finalize(intermediate, 0.);
}
This is too complex. How would you know if all possible alternatives have been correctly
handled? Yes, it breaks other rules also.
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We can refactor:
Note “It doesn’t t on a screen” is often a good practical de nition of “far too large.” One-
to- ve-line functions should be considered normal.
Note Break large functions up into smaller cohesive and named functions. Small simple
functions are easily inlined where the cost of a function call is signi cant.
Enforcement
Flag functions that do not “ t on a screen.” How big is a screen? Try 60 lines by
140 characters; that’s roughly the maximum that’s comfortable for a book page.
Flag functions that are too complex. How complex is too complex? You could use
cyclomatic complexity. Try “more than 10 logical path through.” Count a simple
switch as one path.
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Note constexpr does not guarantee compile-time evaluation; it just guarantees that
the function can be evaluated at compile time for constant expression arguments if the
programmer requires it or the compiler decides to do so to optimize.
constexpr int min(int x, int y) { return x < y ? x : y; }
void test(int v)
{
int m1 = min(-1, 2); // probably compile-time evaluation
constexpr int m2 = min(-1, 2); // compile-time evaluation
int m3 = min(-1, v); // run-time evaluation
constexpr int m4 = min(-1, v); // error: cannot evaluate at compile time
}
Note Don’t try to make all functions constexpr . Most computation is best done at run
time.
Note Any API that may eventually depend on high-level run-time con guration or
business logic should not be made constexpr . Such customization can not be
evaluated by the compiler, and any constexpr functions that depended upon that API
would have to be refactored or drop constexpr .
Enforcement Impossible and unnecessary. The compiler gives an error if a non- constex
pr function is called where a constant is required.
Reason Some optimizers are good at inlining without hints from the programmer, but
don’t rely on it. Measure! Over the last 40 years or so, we have been promised compilers
that can inline better than humans without hints from humans. We are still waiting.
Specifying inline encourages the compiler to do a better job.
Example
inline string cat(const string& s, const string& s2) { return s + s2; }
Exception Template functions (incl. template member functions) are normally de ned in
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Enforcement Flag inline functions that are more than three statements and could
have been declared out of line (such as class member functions).
Note constexpr functions can throw when evaluated at run time, so you may need no
except for some of those.
Example You can use noexcept even on functions that can throw:
vector<string> collect(istream& is) noexcept
{
vector<string> res;
for (string s; is >> s;)
res.push_back(s);
return res;
}
If collect() runs out of memory, the program crashes. Unless the program is crafted
to survive memory exhaustion, that may be just the right thing to do; terminate()
may generate suitable error log information (but after memory runs out it is hard to do
anything clever).
Note You must be aware of the execution environment that your code is running when
deciding whether to tag a function noexcept , especially because of the issue of
throwing and allocation. Code that is intended to be perfectly general (like the standard
library and other utility code of that sort) needs to support environments where a bad_a
lloc exception may be handled meaningfully. However, most programs and execution
environments cannot meaningfully handle a failure to allocate, and aborting the
program is the cleanest and simplest response to an allocation failure in those cases. If
you know that your application code cannot respond to an allocation failure, it may be
appropriate to add noexcept even on functions that allocate.
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Put another way: In most programs, most functions can throw (e.g., because they use ne
w , call functions that do, or use library functions that reports failure by throwing), so
don’t just sprinkle noexcept all over the place without considering whether the
possible exceptions can be handled.
noexcept is most useful (and most clearly correct) for frequently used, low-level
functions.
Note Destructors, swap functions, move operations, and default constructors should
never throw.
Enforcement
Flag functions that are not noexcept , yet cannot throw.
Flag throwing swap , move , destructors, and default constructors.
F.7: For general use, take T* or T& arguments rather than smart
pointers
Reason Passing a smart pointer transfers or shares ownership and should only be used
when ownership semantics are intended (see R.30). Passing by smart pointer restricts the
use of a function to callers that use smart pointers. Passing a shared smart pointer (e.g.,
std::shared_ptr ) implies a run-time cost.
Example
// accepts any int*
void f(int*);
// can only accept ints for which you want to transfer ownership
void g(unique_ptr<int>);
// can only accept ints for which you are willing to share ownership
void g(shared_ptr<int>);
Example, bad
// callee
void f(shared_ptr<widget>& w)
{
// ...
use(*w); // only use of w -- the lifetime is not used at all
// ...
};
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Note We can catch dangling pointers statically, so we don’t need to rely on resource
management to avoid violations from dangling pointers.
See also:
Enforcement Flag a parameter of a smart pointer type (a type that overloads operator-
> or operator* ) for which the ownership semantics are not used; that is
copyable but never copied/moved from or movable but never moved
and that is never modi ed or passed along to another function that could do so.
Reason Pure functions are easier to reason about, sometimes easier to optimize (and
even parallelize), and sometimes can be memoized.
Example
template<class T>
auto square(T t) { return t * t; }
Example
X* find(map<Blob>& m, const string& s, Hint); // once upon a time, a hint was used
Note Allowing parameters to be unnamed was introduced in the early 1980 to address
this problem.
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Reason Using “unusual and clever” techniques causes surprises, slows understanding by
other programmers, and encourages bugs. If you really feel the need for an optimization
beyond the common techniques, measure to ensure that it really is an improvement, and
document/comment because the improvement may not be portable.
The following tables summarize the advice in the following Guidelines, F.16-21.
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Use the advanced techniques only after demonstrating need, and document that need in
a comment.
Reason Both let the caller know that a function will not modify the argument, and both
allow initialization by rvalues.
What is “cheap to copy” depends on the machine architecture, but two or three words
(doubles, pointers, references) are usually best passed by value. When copying is cheap,
nothing beats the simplicity and safety of copying, and for small objects (up to two or
three words) it is also faster than passing by reference because it does not require an
extra indirection to access from the function.
Example
void f1(const string& s); // OK: pass by reference to const; always cheap
For advanced uses (only), where you really need to optimize for rvalues passed to “input-
only” parameters:
If the function is going to unconditionally move from the argument, take it by && .
See F.18.
If the function is going to keep a copy of the argument, in addition to passing by c
onst& (for lvalues), add an overload that passes the parameter by && (for rvalues)
and in the body std::move s it to its destination. Essentially this overloads a
“will-move-from”; see F.18.
In special cases, such as multiple “input + copy” parameters, consider using perfect
forwarding. See F.19.
Example
int multiply(int, int); // just input ints, pass by value
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Example Assuming that Matrix has move operations (possibly by keeping its elements
in a std::vector ):
Matrix operator+(const Matrix& a, const Matrix& b)
{
Matrix res;
// ... fill res with the sum ...
return res;
}
Notes The return value optimization doesn’t handle the assignment case, but the move
assignment does.
A reference may be assumed to refer to a valid object (language rule). There is no
(legitimate) “null reference.” If you need the notion of an optional value, use a pointer, s
td::optional , or a special value used to denote “no value.”
Enforcement
(Simple) ((Foundation)) Warn when a parameter being passed by value has a size
greater than 2 * sizeof(void*) . Suggest using a reference to const instead.
(Simple) ((Foundation)) Warn when a parameter passed by reference to const has
a size less than 2 * sizeof(void*) . Suggest passing by value instead.
(Simple) ((Foundation)) Warn when a parameter passed by reference to const is m
ove d.
Reason This makes it clear to callers that the object is assumed to be modi ed.
Example
void update(Record& r); // assume that update writes to r
Note A T& argument can pass information into a function as well as out of it. Thus T&
could be an in-out-parameter. That can in itself be a problem and a source of errors:
void f(string& s)
{
s = "New York"; // non-obvious error
}
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void g()
{
string buffer = ".................................";
f(buffer);
// ...
}
Here, the writer of g() is supplying a buffer for f() to ll, but f() simply replaces it
(at a somewhat higher cost than a simple copy of the characters). A bad logic error can
happen if the writer of g() incorrectly assumes the size of the buffer .
Enforcement
(Moderate) ((Foundation)) Warn about functions regarding reference to non- const
parameters that do not write to them.
(Simple) ((Foundation)) Warn when a non- const parameter being passed by
reference is move d.
Reason It’s ef cient and eliminates bugs at the call site: X&& binds to rvalues, which
requires an explicit std::move at the call site if passing an lvalue.
Example
void sink(vector<int>&& v) { // sink takes ownership of whatever the argument owned
// usually there might be const accesses of v here
store_somewhere(std::move(v));
// usually no more use of v here; it is moved-from
}
Exception Unique owner types that are move-only and cheap-to-move, such as unique_
ptr , can also be passed by value which is simpler to write and achieves the same effect.
Passing by value does generate one extra (cheap) move operation, but prefer simplicity
and clarity rst.
For example:
Enforcement
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Flag all X&& parameters (where X is not a template type parameter name) where
the function body uses them without std::move .
Flag access to moved-from objects.
Don’t conditionally move from objects
Reason If the object is to be passed onward to other code and not directly used by this
function, we want to make this function agnostic to the argument const -ness and
rvalue-ness.
In that case, and only that case, make the parameter TP&& where TP is a template type
parameter – it both ignores and preserves const -ness and rvalue-ness. Therefore any
code that uses a TP&& is implicitly declaring that it itself doesn’t care about the
variable’s const -ness and rvalue-ness (because it is ignored), but that intends to pass
the value onward to other code that does care about const -ness and rvalue-ness
(because it is preserved). When used as a parameter TP&& is safe because any temporary
objects passed from the caller will live for the duration of the function call. A parameter
of type TP&& should essentially always be passed onward via std::forward in the
body of the function.
Example
template <class F, class... Args>
inline auto invoke(F f, Args&&... args) {
return f(forward<Args>(args)...);
}
Enforcement
Flag a function that takes a TP&& parameter (where TP is a template type
parameter name) and does anything with it other than std::forward ing it
exactly once on every static path.
Reason A return value is self-documenting, whereas a & could be either in-out or out-
only and is liable to be misused.
This includes large objects like standard containers that use implicit move operations for
performance and to avoid explicit memory management.
If you have multiple values to return, use a tuple or similar multi-member type.
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Example
// OK: return pointers to elements with the value x
vector<const int*> find_all(const vector<int>&, int x);
const vector<int> fct(); // bad: that "const" is more trouble than it is worth
The argument for adding const to a return value is that it prevents (very rare)
accidental access to a temporary. The argument against is prevents (very frequent) use of
move semantics.
Exceptions
For non-value types, such as types in an inheritance hierarchy, return the object by
unique_ptr or shared_ptr .
If a type is expensive to move (e.g., array<BigPOD> ), consider allocating it on the
free store and return a handle (e.g., unique_ptr ), or passing it in a reference to
non- const target object to ll (to be used as an out-parameter).
To reuse an object that carries capacity (e.g., std::string , std::vector ) across
multiple calls to the function in an inner loop: treat it as an in/out parameter and
pass by reference.
Example
struct Package { // exceptional case: expensive-to-move object
char header[16];
char load[2024 - 16];
};
int val(); // OK
void val(int&); // Bad: Is val reading its argument
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Enforcement
Flag reference to non- const parameters that are not read before being written to
and are a type that could be cheaply returned; they should be “out” return values.
Flag returning a const value. To x: Remove const to return a non- const value
instead.
Reason A return value is self-documenting as an “output-only” value. Note that C++ does
have multiple return values, by convention of using a tuple (including pair ), possibly
with the extra convenience of tie at the call site. Prefer using a named struct where
there are semantics to the returned value. Otherwise, a nameless tuple is useful in
generic code.
Example
// BAD: output-only parameter documented in a comment
int f(const string& input, /*output only*/ string& output_data)
{
// ...
output_data = something();
return status;
}
// GOOD: self-documenting
tuple<int, string> f(const string& input)
{
// ...
return make_tuple(status, something());
}
C++98’s standard library already used this style, because a pair is like a two-element t
uple . For example, given a set<string> my_set , consider:
// C++98
result = my_set.insert("Hello");
if (result.second) do_something_with(result.first); // workaround
With C++11 we can write this, putting the results directly in existing local variables:
With C++17 we are able to use “structured bindings” to declare and initialize the
multiple variables:
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Here, both s and cin are used as in-out parameters. We pass cin by (non- const )
reference to be able to manipulate its state. We pass s to avoid repeated allocations. By
reusing s (passed by reference), we allocate new memory only when we need to expand
s ’s capacity. This technique is sometimes called the “caller-allocated out” pattern and is
particularly useful for types, such as string and vector , that needs to do free store
allocations.
To compare, if we passed out all values as return values, we would something like this:
We consider that signi cantly less elegant with signi cantly less performance.
For a truly strict reading of this rule (F.21), the exception isn’t really an exception
because it relies on in-out parameters, rather than the plain out parameters mentioned
in the rule. However, we prefer to be explicit, rather than subtle.
Note In many cases, it may be useful to return a speci c, user-de ned type. For example:
struct Distance {
int value;
int unit = 1; // 1 means meters
};
The overly-generic pair and tuple should be used only when the value returned
represents to independent entities rather than an abstraction.
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Another example, use a speci c type along the lines of variant<T, error_code> ,
rather than using the generic tuple .
Enforcement
Output parameters should be replaced by return values. An output parameter is
one that the function writes to, invokes a non- const member function, or passes
on as a non- const .
Reason Readability: it makes the meaning of a plain pointer clear. Enables signi cant
tool support.
Note In traditional C and C++ code, plain T* is used for many weakly-related purposes,
such as:
Identify a (single) object (not to be deleted by this function)
Point to an object allocated on the free store (and delete it later)
Hold the nullptr
Identify a C-style string (zero-terminated array of characters)
Identify an array with a length speci ed separately
Identify a location in an array
This makes it hard to understand what the code does and is supposed to do. It
complicates checking and tool support.
Example
void use(int* p, int n, char* s, int* q)
{
p[n - 1] = 666; // Bad: we don't know if p points to n elements;
// assume it does not or use span<int>
cout << s; // Bad: we don't know if that s points to a zero-terminated array of char;
// assume it does not or use zstring
delete q; // Bad: we don't know if *q is allocated on the free store;
// assume it does not or use owner
}
better
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Enforcement
(Simple) ((Bounds)) Warn for any arithmetic operation on an expression of pointer
type that results in a value of pointer type.
Reason Clarity. A function with a not_null<T> parameter makes it clear that the caller
of the function is responsible for any nullptr checks that may be necessary. Similarly,
a function with a return value of not_null<T> makes it clear that the caller of the
function does not need to check for nullptr .
Example not_null<T*> makes it obvious to a reader (human or machine) that a test for
nullptr is not necessary before dereference. Additionally, when debugging, owner<T*
> and not_null<T> can be instrumented to check for correctness.
Consider:
Note not_null is not just for built-in pointers. It works for unique_ptr , shared_ptr ,
and other pointer-like types.
Enforcement
(Simple) Warn if a raw pointer is dereferenced without being tested against nullp
tr (or equivalent) within a function, suggest it is declared not_null instead.
(Simple) Error if a raw pointer is sometimes dereferenced after rst being tested
against nullptr (or equivalent) within the function and sometimes is not.
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Example
X* find(span<X> r, const X& v); // find v in r
vector<X> vec;
// ...
auto p = find({vec.begin(), vec.end()}, X{}); // find X{} in vec
Note Ranges are extremely common in C++ code. Typically, they are implicit and their
correct use is very hard to ensure. In particular, given a pair of arguments (p, n)
designating an array [p:p+n) , it is in general impossible to know if there really are n
elements to access following *p . span<T> and span_p<T> are simple helper classes
designating a [p:q) range and a range starting with p and ending with the rst
element for which a predicate is true, respectively.
Note A span<T> object does not own its elements and is so small that it can be passed
by value.
Passing a span object as an argument is exactly as ef cient as passing a pair of pointer
arguments or passing a pointer and an integer count.
Reason C-style strings are ubiquitous. They are de ned by convention: zero-terminated
arrays of characters. We must distinguish C-style strings from a pointer to a single
character or an old-fashioned pointer to an array of characters.
Example Consider:
int length(const char* p);
Example
unique_ptr<Shape> get_shape(istream& is) // assemble shape from input stream
{
auto kind = read_header(is); // read header and identify the next shape on input
switch (kind) {
case kCircle:
return make_unique<Circle>(is);
case kTriangle:
return make_unique<Triangle>(is);
// ...
}
}
Note You need to pass a pointer rather than an object if what you are transferring is an
object from a class hierarchy that is to be used through an interface (base class).
Enforcement (Simple) Warn if a function returns a locally allocated raw pointer. Suggest
using either unique_ptr or shared_ptr instead.
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Example
shared_ptr<const Image> im { read_image(somewhere) };
// detach threads
// last thread to finish deletes the image
Note Prefer a unique_ptr over a shared_ptr if there is never more than one owner
at a time. shared_ptr is for shared ownership.
Note that pervasive use of shared_ptr has a cost (atomic operations on the shared_p
tr ’s reference count have a measurable aggregate cost).
Alternative Have a single object own the shared object (e.g. a scoped object) and destroy
that (preferably implicitly) when all users have completed.
Reason A pointer ( T* ) can be a nullptr and a reference ( T& ) cannot, there is no valid
“null reference”. Sometimes having nullptr as an alternative to indicated “no object” is
useful, but if it is not, a reference is notationally simpler and might yield better code.
Example
string zstring_to_string(zstring p) // zstring is a char*; that is a C-style string
{
if (!p) return string{}; // p might be nullptr; remember to check
return string{p};
}
Note It is possible, but not valid C++ to construct a reference that is essentially a nullp
tr (e.g., T* p = nullptr; T& r = (T&)*p; ). That error is very uncommon.
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Note If you prefer the pointer notation ( -> and/or * vs. . ), not_null<T*> provides
the same guarantee as T& .
Enforcement
Flag ???
Reason That’s what pointers are good for. Returning a T* to transfer ownership is a
misuse.
Example
Node* find(Node* t, const string& s) // find s in a binary tree of Nodes
{
if (!t || t->name == s) return t;
if ((auto p = find(t->left, s))) return p;
if ((auto p = find(t->right, s))) return p;
return nullptr;
}
If it isn’t the nullptr , the pointer returned by find indicates a Node holding s .
Importantly, that does not imply a transfer of ownership of the pointed-to object to the
caller.
Note Positions can also be transferred by iterators, indices, and references. A reference is
often a superior alternative to a pointer if there is no need to use nullptr or if the
object referred to should not change.
Note Do not return a pointer to something that is not in the caller’s scope; see F.43.
See also: discussion of dangling pointer prevention
Enforcement
Flag delete , std::free() , etc. applied to a plain T* . Only owners should be
deleted.
Flag new , malloc() , etc. assigned to a plain T* . Only owners should be
responsible for deletion.
Reason To avoid the crashes and data corruption that can result from the use of such a
dangling pointer.
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Example, bad After the return from a function its local objects no longer exist:
int* f()
{
int fx = 9;
return &fx; // BAD
}
void h()
{
int* p = f();
int z = *p; // read from abandoned stack frame (bad)
g(p); // pass pointer to abandoned stack frame to function (bad)
}
*p == 999
gx == 999
I expected that because the call of g() reuses the stack space abandoned by the call of
f() so *p refers to the space now occupied by gx .
Fortunately, most (all?) modern compilers catch and warn against this simple case.
Note This applies only to non- static local variables. All static variables are (as their
name indicates) statically allocated, so that pointers to them cannot dangle.
Example, bad Not all examples of leaking a pointer to a local variable are that obvious:
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template<class T>
void steal(T x)
{
glob = x(); // BAD
}
void f()
{
int i = 99;
steal([&] { return &i; });
}
int main()
{
f();
cout << *glob << '\n';
}
Here I managed to read the location abandoned by the call of f . The pointer stored in
glob could be used much later and cause trouble in unpredictable ways.
Note Similar examples can be constructed “leaking” a pointer from an inner scope to an
outer one; such examples are handled equivalently to leaks of pointers out of a function.
A slightly different variant of the problem is placing pointers in a container that outlives
the objects pointed to.
See also: Another way of getting dangling pointers is pointer invalidation. It can be
detected/prevented with similar techniques.
Enforcement
Compilers tend to catch return of reference to locals and could in many cases catch
return of pointers to locals.
Static analysis can catch many common patterns of the use of pointers indicating
positions (thus eliminating dangling pointers)
Reason The language guarantees that a T& refers to an object, so that testing for null
ptr isn’t necessary.
See also: The return of a reference must not imply transfer of ownership: discussion of
dangling pointer prevention and discussion of ownership.
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Example
class Car
{
array<wheel, 4> w;
// ...
public:
wheel& get_wheel(int i) { Expects(i < w.size()); return w[i]; }
// ...
};
void use()
{
Car c;
wheel& w0 = c.get_wheel(0); // w0 has the same lifetime as c
}
Example A returned rvalue reference goes out of scope at the end of the full expression
to which it is returned:
auto&& x = max(0, 1); // OK, so far
foo(x); // Undefined behavior
This kind of use is a frequent source of bugs, often incorrectly reported as a compiler
bug. An implementer of a function should avoid setting such traps for users.
The lifetime safety pro le will (when completely implemented) catch such problems.
template<class F>
auto&& wrapper(F f)
{
log_call(typeid(f)); // or whatever instrumentation
return f(); // BAD: returns a reference to a temporary
}
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Better:
template<class F>
auto wrapper(F f)
{
log_call(typeid(f)); // or whatever instrumentation
return f(); // OK
}
Exception std::move and std::forward do return && , but they are just casts – used
by convention only in expression contexts where a reference to a temporary object is
passed along within the same expression before the temporary is destroyed. We don’t
know of any other good examples of returning && .
Enforcement Flag any use of && as a return type, except in std::move and std::forw
ard .
Reason It’s a language rule, but violated through “language extensions” so often that it is
worth mentioning. Declaring main (the one global main of a program) void limits
portability.
Example
void main() { /* ... */ }; // bad, not C++
int main()
{
std::cout << "This is the way to do it\n";
}
Note We mention this only because of the persistence of this error in the community.
Enforcement
The compiler should do it
If the compiler doesn’t do it, let tools ag it
Reason The convention for operator overloads (especially on value types) is for operato
r=(const T&) to perform the assignment and then return (non- const ) *this . This
ensures consistency with standard-library types and follows the principle of “do as the
ints do.”
Note Historically there was some guidance to make the assignment operator return con
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st T& . This was primarily to avoid code of the form (a = b) = c – such code is not
common enough to warrant violating consistency with standard types.
Example
class Foo
{
public:
...
Foo& operator=(const Foo& rhs) {
// Copy members.
...
return *this;
}
};
Enforcement This should be enforced by tooling by checking the return type (and return
value) of any assignment operator.
Example, bad
S f()
{
S result;
return std::move(result);
}
Example, good
S f()
{
S result;
return result;
}
Reason Functions can’t capture local variables or be declared at local scope; if you need
those things, prefer a lambda where possible, and a handwritten function object where
not. On the other hand, lambdas and function objects don’t overload; if you need to
overload, prefer a function (the workarounds to make lambdas overload are ornate). If
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either will work, prefer writing a function; use the simplest tool necessary.
Example
// writing a function that should only take an int or a string
// -- overloading is natural
void f(int);
void f(const string&);
// writing a function object that needs to capture local state and appear
// at statement or expression scope -- a lambda is natural
vector<work> v = lots_of_work();
for (int tasknum = 0; tasknum < max; ++tasknum) {
pool.run([=, &v]{
/*
...
... process 1 / max - th of v, the tasknum - th chunk
...
*/
});
}
pool.join();
Exception Generic lambdas offer a concise way to write function templates and so can
be useful even when a normal function template would do equally well with a little
more syntax. This advantage will probably disappear in the future once all functions
gain the ability to have Concept parameters.
Enforcement
Warn on use of a named non-generic lambda (e.g., auto x = [](int i){ /*...
*/; }; ) that captures nothing and appears at global scope. Write an ordinary
function instead.
Note There is a choice between using default argument and overloading when the
alternatives are from a set of arguments of the same types. For example:
void print(const string& s, format f = {});
as opposed to
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There is not a choice when a set of functions are used to do a semantically equivalent
operation to a set of types. For example:
Enforcement
Warn on an overload set where the overloads have a common pre x of parameters
(e.g., f(int) , f(int, const string&) , f(int, const string&, double) ).
(Note: Review this enforcement if it’s too noisy in practice.)
Reason For ef ciency and correctness, you nearly always want to capture by reference
when using the lambda locally. This includes when writing or calling parallel algorithms
that are local because they join before returning.
Discussion The ef ciency consideration is that most types are cheaper to pass by
reference than by value.
The correctness consideration is that many calls want to perform side effects on the
original object at the call site (see example below). Passing by value prevents this.
Note Unfortunately, there is no simple way to capture by reference to const to get the
ef ciency for a local call but also prevent side effects.
Example This is a simple three-stage parallel pipeline. Each stage object encapsulates
a worker thread and a queue, has a process function to enqueue work, and in its
destructor automatically blocks waiting for the queue to empty before ending the
thread.
void send_packets(buffers& bufs)
{
stage encryptor([] (buffer& b){ encrypt(b); });
stage compressor([&](buffer& b){ compress(b); encryptor.process(b); });
stage decorator([&](buffer& b){ decorate(b); compressor.process(b); });
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Enforcement Flag a lambda that captures by reference, but is used other than locally
within the function scope or passed to a function by reference. (Note: This rule is an
approximation, but does ag passing by pointer as those are more likely to be stored by
the callee, writing to a heap location accessed via a parameter, returning the lambda,
etc. The Lifetime rules will also provide general rules that ag escaping pointers and
references including via lambdas.)
Reason Pointers and references to locals shouldn’t outlive their scope. Lambdas that
capture by reference are just another place to store a reference to a local object, and
shouldn’t do so if they (or a copy) outlive the scope.
Example, bad
int local = 42;
Example, good
int local = 42;
// Want a copy of local.
// Since a copy of local is made, it will
// always be available for the call.
thread_pool.queue_work([=]{ process(local); });
Enforcement
(Simple) Warn when capture-list contains a reference to a locally declared variable
(Complex) Flag when capture-list contains a reference to a locally declared
variable and the lambda is passed to a non- const and non-local context
F.54: If you capture this , capture all variables explicitly (no default
capture)
Reason It’s confusing. Writing [=] in a member function appears to capture by value,
but actually captures data members by reference because it actually captures the
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invisible this pointer by value. If you meant to do that, write this explicitly.
Example
class My_class {
int x = 0;
// ...
void f() {
int i = 0;
// ...
auto lambda = [=]{ use(i, x); }; // BAD: "looks like" copy/value capture
// [&] has identical semantics and copies the this pointer under the current rules
// [=,this] and [&,this] are not much better, and confusing
x = 42;
lambda(); // calls use(0, 42);
x = 43;
lambda(); // calls use(0, 43);
// ...
auto lambda2 = [i, this]{ use(i, x); }; // ok, most explicit and least confusing
// ...
}
};
Note This is under active discussion in standardization, and may be addressed in a future
version of the standard by adding a new capture mode or possibly adjusting the
meaning of [=] . For now, just be explicit.
Enforcement
Flag any lambda capture-list that speci es a default capture and also captures th
is (whether explicitly or via default capture)
Reason Reading from a va_arg assumes that the correct type was actually passed.
Passing to varargs assumes the correct type will be read. This is fragile because it cannot
generally be enforced to be safe in the language and so relies on programmer discipline
to get it right.
Example
int sum(...) {
// ...
while (/*...*/)
result += va_arg(list, int); // BAD, assumes it will be passed ints
// ...
}
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sum(3, 2); // ok
sum(3.14159, 2.71828); // BAD, undefined
template<class ...Args>
auto sum(Args... args) { // GOOD, and much more flexible
return (... + args); // note: C++17 "fold expression"
}
Alternatives
overloading
variadic templates
variant arguments
initializer_list (homogeneous)
Note Declaring a ... parameter is sometimes useful for techniques that don’t involve
actual argument passing, notably to declare “take-anything” functions so as to disable
“everything else” in an overload set or express a catchall case in a template
metaprogram.
Enforcement
Issue a diagnostic for using va_list , va_start , or va_arg .
Issue a diagnostic for passing an argument to a vararg parameter of a function that
does not offer an overload for a more speci c type in the position of the vararg. To
x: Use a different function, or [[suppress(types)]] .
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Subsections:
Reason Ease of comprehension. If data is related (for fundamental reasons), that fact
should be re ected in code.
Example
void draw(int x, int y, int x2, int y2); // BAD: unnecessary implicit relationships
void draw(Point from, Point to); // better
Note A simple class without virtual functions implies no space or time overhead.
Note From a language perspective class and struct differ only in the default
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Enforcement Probably impossible. Maybe a heuristic looking for data items used
together is possible.
C.2: Use class if the class has an invariant; use struct if the data
members can vary independently
Reason Readability. Ease of comprehension. The use of class alerts the programmer to
the need for an invariant. This is a useful convention.
Note An invariant is a logical condition for the members of an object that a constructor
must establish for the public member functions to assume. After the invariant is
established (typically by a constructor) every member function can be called for the
object. An invariant can be stated informally (e.g., in a comment) or more formally using
Expects .
If all data members can vary independently of each other, no invariant is possible.
Example
struct Pair { // the members can vary independently
string name;
int volume;
};
but:
class Date {
public:
// validate that {yy, mm, dd} is a valid date and initialize
Date(int yy, Month mm, char dd);
// ...
private:
int y;
Month m;
char d; // day
};
Note If a class has any private data, a user cannot completely initialize an object
without the use of a constructor. Hence, the class de ner will provide a constructor and
must specify its meaning. This effectively means the de ner need to de ne an invariant.
See also:
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Enforcement Look for struct s with all data private and class es with public members.
Example
class Date {
// ... some representation ...
public:
Date();
// validate that {yy, mm, dd} is a valid date and initialize
Date(int yy, Month mm, char dd);
For example, we can now change the representation of a Date without affecting its
users (recompilation is likely, though).
Note Using a class in this way to represent the distinction between interface and
implementation is of course not the only way. For example, we can use a set of
declarations of freestanding functions in a namespace, an abstract base class, or a
template function with concepts to represent an interface. The most important issue is
to explicitly distinguish between an interface and its implementation “details.” Ideally,
and typically, an interface is far more stable than its implementation(s).
Enforcement ???
Reason Less coupling than with member functions, fewer functions that can cause
trouble by modifying object state, reduces the number of functions that needs to be
modi ed after a change in representation.
Example
class Date {
// ... relatively small interface ...
};
// helper functions:
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Date next_weekday(Date);
bool operator==(Date, Date);
The “helper functions” have no need for direct access to the representation of a Date .
Note This rule becomes even better if C++ gets “uniform function call”.
Exception The language requires virtual functions to be members, and not all virtu
al functions directly access data. In particular, members of an abstract class rarely do.
Note multi-methods.
Exception An overload set may have some members that do not directly access privat
e data:
class Foobar {
public:
void foo(long x) { /* manipulate private data */ }
void foo(double x) { foo(std::lround(x)); }
// ...
private:
// ...
};
Typically, some but not all of such functions directly access private data.
Enforcement
Look for non- virtual member functions that do not touch data members
directly. The snag is that many member functions that do not need to touch data
members directly do.
Ignore virtual functions.
Ignore functions that are part of an overload set out of which at least one function
accesses private members.
Ignore functions returning this .
C.5: Place helper functions in the same namespace as the class they
support
Reason A helper function is a function (usually supplied by the writer of a class) that
does not need direct access to the representation of the class, yet is seen as part of the
useful interface to the class. Placing them in the same namespace as the class makes
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their relationship to the class obvious and allows them to be found by argument
dependent lookup.
Example
namespace Chrono { // here we keep time-related services
// helper functions:
bool operator==(Date, Date);
Date next_weekday(Date);
// ...
}
Enforcement
Flag global functions taking argument types from a single namespace.
Reason Mixing a type de nition and the de nition of another entity in the same
declaration is confusing and unnecessary.
Example, bad
struct Data { /*...*/ } data{ /*...*/ };
Example, good
struct Data { /*...*/ };
Data data{ /*...*/ };
Enforcement
Flag if the } of a class or enumeration de nition is not followed by a ; . The ; is
missing.
Example, bad
struct Date {
int d, m;
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There is nothing wrong with this code as far as the C++ language rules are concerned,
but nearly everything is wrong from a design perspective. The private data is hidden far
from the public data. The data is split in different parts of the class declaration. Different
parts of the data have different access. All of this decreases readability and complicates
maintenance.
Example
template<typename T, typename U>
struct pair {
T a;
U b;
// ...
};
class Distance {
public:
// ...
double meters() const { return magnitude*unit; }
void set_unit(double u)
{
// ... check that u is a factor of 10 ...
// ... change magnitude appropriately ...
unit = u;
}
// ...
private:
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double magnitude;
double unit; // 1 is meters, 1000 is kilometers, 0.001 is millimeters, etc.
};
Note If the set of direct users of a set of variables cannot be easily determined, the type
or usage of that set cannot be (easily) changed/improved. For public and protected
data, that’s usually the case.
Example A class can provide two interfaces to its users. One for derived classes ( protec
ted ) and one for general users ( public ). For example, a derived class might be allowed
to skip a run-time check because it has already guaranteed correctness:
class Foo {
public:
int bar(int x) { check(x); return do_bar(x); }
// ...
protected:
int do_bar(int x); // do some operation on the data
// ...
private:
// ... data ...
};
void user(Foo& x)
{
int r1 = x.bar(1); // OK, will check
int r2 = x.do_bar(2); // error: would bypass check
// ...
}
Note Prefer the order public members before protected members before private
members see.
Enforcement
Flag protected data.
Flag mixtures of public and private data
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Example
class Point1 {
int x, y;
// ... operations ...
// ... no virtual functions ...
};
class Point2 {
int x, y;
// ... operations, some virtual ...
virtual ~Point2();
};
void use()
{
Point1 p11 {1, 2}; // make an object on the stack
Point1 p12 {p11}; // a copy
If a class can be part of a hierarchy, we (in real code if not necessarily in small examples)
must manipulate its objects through pointers or references. That implies more memory
overhead, more allocations and deallocations, and more run-time overhead to perform
the resulting indirections.
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Note The use of indirection is fundamental for run-time polymorphic interfaces. The
allocation/deallocation overhead is not (that’s just the most common case). We can use a
base class as the interface of a scoped object of a derived class. This is done where
dynamic allocation is prohibited (e.g. hard-real-time) and to provide a stable interface to
some kinds of plug-ins.
Enforcement ???
Reason Regular types are easier to understand and reason about than types that are not
regular (irregularities requires extra effort to understand and use).
Example
struct Bundle {
string name;
vector<Record> vr;
};
In particular, if a concrete type has an assignment also give it an equals operator so that
a = b implies a == b .
Note Handles for resources that cannot be cloned, e.g., a scoped_lock for a mutex ,
resemble concrete types in that they most often are stack-allocated. However, objects of
such types typically cannot be copied (instead, they can usually be moved), so they can’t
be regular ; instead, they tend to be semiregular . Often, such types are referred to
as “move-only types”.
Enforcement ???
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By default, the compiler de nes each of these operations if it is used, but the default can
be suppressed.
The default operations are a set of related operations that together implement the
lifecycle semantics of an object. By default, C++ treats classes as value-like types, but
not all types are value-like.
Destructor rules:
Constructor rules:
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C.45: Don’t de ne a default constructor that only initializes data members; use
member initializers instead
C.46: By default, declare single-argument constructors explicit
C.47: De ne and initialize member variables in the order of member declaration
C.48: Prefer in-class initializers to member initializers in constructors for constant
initializers
C.49: Prefer initialization to assignment in constructors
C.50: Use a factory function if you need “virtual behavior” during initialization
C.51: Use delegating constructors to represent common actions for all constructors
of a class
C.52: Use inheriting constructors to import constructors into a derived class that
does not need further explicit initialization
C.60: Make copy assignment non- virtual , take the parameter by const& , and
return by non- const&
C.61: A copy operation should copy
C.62: Make copy assignment safe for self-assignment
C.63: Make move assignment non- virtual , take the parameter by && , and return
by non- const&
C.64: A move operation should move and leave its source in a valid state
C.65: Make move assignment safe for self-assignment
C.66: Make move operations noexcept
C.67: A polymorphic class should suppress copying
C.80: Use =default if you have to be explicit about using the default semantics
C.81: Use =delete when you want to disable default behavior (without wanting
an alternative)
C.82: Don’t call virtual functions in constructors and destructors
C.83: For value-like types, consider providing a noexcept swap function
C.84: A swap may not fail
C.85: Make swap noexcept
C.86: Make == symmetric with respect of operand types and noexcept
C.87: Beware of == on base classes
C.89: Make a hash noexcept
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Example
struct Named_map {
public:
// ... no default operations declared ...
private:
string name;
map<int, int> rep;
};
Since std::map and string have all the special functions, no further work is needed.
Enforcement (Not enforceable) While not enforceable, a good static analyzer can detect
patterns that indicate a possible improvement to meet this rule. For example, a class
with a (pointer, size) pair of member and a destructor that delete s the pointer could
probably be converted to a vector .
Reason The special member functions are the default constructor, copy constructor, copy
assignment operator, move constructor, move assignment operator, and destructor.
The semantics of the special functions are closely related, so if one needs to be
declared, the odds are that others need consideration too.
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Declaring any special member function except a default constructor, even as =default
or =delete , will suppress the implicit declaration of a move constructor and move
assignment operator. Declaring a move constructor or move assignment operator, even
as =default or =delete , will cause an implicitly generated copy constructor or
implicitly generated copy assignment operator to be de ned as deleted. So as soon as
any of the special functions is declared, the others should all be declared to avoid
unwanted effects like turning all potential moves into more expensive copies, or making
a class move-only.
Example, bad
struct M2 { // bad: incomplete set of default operations
public:
// ...
// ... no copy or move operations ...
~M2() { delete[] rep; }
private:
pair<int, int>* rep; // zero-terminated set of pairs
};
void use()
{
M2 x;
M2 y;
// ...
x = y; // the default assignment
// ...
}
Given that “special attention” was needed for the destructor (here, to deallocate), the
likelihood that copy and move assignment (both will implicitly destroy an object) are
correct is low (here, we would get double deletion).
Note This is known as “the rule of ve” or “the rule of six”, depending on whether you
count the default constructor.
Example, good When a destructor needs to be declared just to make it virtual , it can
be de ned as defaulted. To avoid suppressing the implicit move operations they must
also be declared, and then to avoid the class becoming move-only (and not copyable)
the copy operations must be declared:
class AbstractBase {
public:
virtual ~AbstractBase() = default;
AbstractBase(const AbstractBase&) = default;
AbstractBase& operator=(const AbstractBase&) = default;
AbstractBase(AbstractBase&&) = default;
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Alternatively to prevent slicing as per C.67, the copy and move operations can all be
deleted:
class ClonableBase {
public:
virtual unique_ptr<ClonableBase> clone() const;
virtual ~ClonableBase() = default;
ClonableBase(const ClonableBase&) = delete;
ClonableBase& operator=(const ClonableBase&) = delete;
ClonableBase(ClonableBase&&) = delete;
ClonableBase& operator=(ClonableBase&&) = delete;
};
De ning only the move operations or only the copy operations would have the same
effect here, but stating the intent explicitly for each special member makes it more
obvious to the reader.
Note Compilers enforce much of this rule and ideally warn about any violation.
Note Writing the six special member functions can be error prone. Note their argument
types:
class X {
public:
// ...
virtual ~X() = default; // destructor (virtual if X is meant to be a base class)
X(const X&) = default; // copy constructor
X& operator=(const X&) = default; // copy assignment
X(X&&) = default; // move constructor
X& operator=(X&&) = default; // move assignment
};
A minor mistake (such as a misspelling, leaving out a const , using & instead of && , or
leaving out a special function) can lead to errors or warnings. To avoid the tedium and
the possibility of errors, try to follow the rule of zero.
Enforcement (Simple) A class should have a declaration (even a =delete one) for either
all or none of the special functions.
Reason The default operations are conceptually a matched set. Their semantics are
interrelated. Users will be surprised if copy/move construction and copy/move
assignment do logically different things. Users will be surprised if constructors and
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Example, bad
class Silly { // BAD: Inconsistent copy operations
class Impl {
// ...
};
shared_ptr<Impl> p;
public:
Silly(const Silly& a) : p{a.p} { *p = *a.p; } // deep copy
Silly& operator=(const Silly& a) { p = a.p; } // shallow copy
// ...
};
These operations disagree about copy semantics. This will lead to confusion and bugs.
Enforcement
(Complex) A copy/move constructor and the corresponding copy/move assignment
operator should write to the same member variables at the same level of
dereference.
(Complex) Any member variables written in a copy/move constructor should also
be initialized by all other constructors.
(Complex) If a copy/move constructor performs a deep copy of a member variable,
then the destructor should modify the member variable.
(Complex) If a destructor is modifying a member variable, that member variable
should be written in any copy/move constructors or assignment operators.
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C.dtor: Destructors
“Does this class need a destructor?” is a surprisingly powerful design question. For most
classes the answer is “no” either because the class holds no resources or because
destruction is handled by the rule of zero; that is, its members can take care of
themselves as concerns destruction. If the answer is “yes”, much of the design of the
class follows (see the rule of ve).
Reason A destructor is implicitly invoked at the end of an object’s lifetime. If the default
destructor is suf cient, use it. Only de ne a non-default destructor if a class needs to
execute code that is not already part of its members’ destructors.
Example
template<typename A>
struct final_action { // slightly simplified
A act;
final_action(A a) :act{a} {}
~final_action() { act(); }
};
template<typename A>
final_action<A> finally(A act) // deduce action type
{
return final_action<A>{act};
}
void test()
{
auto act = finally([]{ cout << "Exit test\n"; }); // establish exit action
// ...
if (something) return; // act done here
// ...
} // act done here
Note There are two general categories of classes that need a user-de ned destructor:
A class with a resource that is not already represented as a class with a destructor,
e.g., a vector or a transaction class.
A class that exists primarily to execute an action upon destruction, such as a tracer
or final_action .
Example, bad
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The default destructor does it better, more ef ciently, and can’t get it wrong.
Note If the default destructor is needed, but its generation has been suppressed (e.g., by
de ning a move constructor), use =default .
Enforcement Look for likely “implicit resources”, such as pointers and references. Look for
classes with destructors even though all their data members have destructors.
Note For resources represented as classes with a complete set of default operations, this
happens automatically.
Example
class X {
ifstream f; // may own a file
// ... no default operations defined or =deleted ...
};
X ’s ifstream implicitly closes any le it may have open upon destruction of its X .
Example, bad
class X2 { // bad
FILE* f; // may own a file
// ... no default operations defined or =deleted ...
};
Note What about a sockets that won’t close? A destructor, close, or cleanup operation
should never fail. If it does nevertheless, we have a problem that has no really good
solution. For starters, the writer of a destructor does not know why the destructor is
called and cannot “refuse to act” by throwing an exception. See discussion. To make the
problem worse, many “close/release” operations are not retryable. Many have tried to
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solve this problem, but no general solution is known. If at all possible, consider failure
to close/cleanup a fundamental design error and terminate.
Note A class can hold pointers and references to objects that it does not own. Obviously,
such objects should not be delete d by the class’s destructor. For example:
Preprocessor pp { /* ... */ };
Parser p { pp, /* ... */ };
Type_checker tc { p, /* ... */ };
Enforcement
(Simple) If a class has pointer or reference member variables that are owners (e.g.,
deemed owners by using gsl::owner ), then they should be referenced in its
destructor.
(Hard) Determine if pointer or reference member variables are owners when there
is no explicit statement of ownership (e.g., look into the constructors).
Example
???
Note If the T* or T& is owning, mark it owning . If the T* is not owning, consider
marking it ptr . This will aid documentation and analysis.
Enforcement Look at the initialization of raw member pointers and member references
and see if an allocation is used.
Reason An owned object must be deleted upon destruction of the object that owns it.
Example A pointer member may represent a resource. A T* should not do so, but in
older code, that’s common. Consider a T* a possible owner and therefore suspect.
template<typename T>
class Smart_ptr {
T* p; // BAD: vague about ownership of *p
// ...
public:
// ... no user-defined default operations ...
};
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Note that if you de ne a destructor, you must de ne or delete all default operations:
template<typename T>
class Smart_ptr2 {
T* p; // BAD: vague about ownership of *p
// ...
public:
// ... no user-defined copy operations ...
~Smart_ptr2() { delete p; } // p is an owner!
};
The default copy operation will just copy the p1.p into p2.p leading to a double
destruction of p1.p . Be explicit about ownership:
template<typename T>
class Smart_ptr3 {
owner<T*> p; // OK: explicit about ownership of *p
// ...
public:
// ...
// ... copy and move operations ...
~Smart_ptr3() { delete p; }
};
Note Often the simplest way to get a destructor is to replace the pointer with a smart
pointer (e.g., std::unique_ptr ) and let the compiler arrange for proper destruction to
be done implicitly.
Note Why not just require all owning pointers to be “smart pointers”? That would
sometimes require non-trivial code changes and may affect ABIs.
Enforcement
A class with a pointer data member is suspect.
A class with an owner<T> should de ne its default operations.
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Reason To prevent unde ned behavior. If the destructor is public, then calling code can
attempt to destroy a derived class object through a base class pointer, and the result is
unde ned if the base class’s destructor is non-virtual. If the destructor is protected, then
calling code cannot destroy through a base class pointer and the destructor does not
need to be virtual; it does need to be protected, not private, so that derived destructors
can invoke it. In general, the writer of a base class does not know the appropriate action
to be done upon destruction.
Example, bad
struct Base { // BAD: implicitly has a public nonvirtual destructor
virtual void f();
};
struct D : Base {
string s {"a resource needing cleanup"};
~D() { /* ... do some cleanup ... */ }
// ...
};
void use()
{
unique_ptr<Base> p = make_unique<D>();
// ...
} // p's destruction calls ~Base(), not ~D(), which leaks D::s and possibly more
Note A virtual function de nes an interface to derived classes that can be used without
looking at the derived classes. If the interface allows destroying, it should be safe to do
so.
void use()
{
X a; // error: cannot destroy
auto p = make_unique<X>(); // error: cannot destroy
}
Exception We can imagine one case where you could want a protected virtual destructor:
When an object of a derived type (and only of such a type) should be allowed to destroy
another object (not itself) through a pointer to base. We haven’t seen such a case in
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practice, though.
Enforcement
A class with any virtual functions should have a destructor that is either public and
virtual or else protected and nonvirtual.
Reason In general we do not know how to write error-free code if a destructor should
fail. The standard library requires that all classes it deals with have destructors that do
not exit by throwing.
Example
class X {
public:
~X() noexcept;
// ...
};
X::~X() noexcept
{
// ...
if (cannot_release_a_resource) terminate();
// ...
}
Note Many have tried to devise a fool-proof scheme for dealing with failure in
destructors. None have succeeded to come up with a general scheme. This can be a real
practical problem: For example, what about a socket that won’t close? The writer of a
destructor does not know why the destructor is called and cannot “refuse to act” by
throwing an exception. See discussion. To make the problem worse, many “close/release”
operations are not retryable. If at all possible, consider failure to close/cleanup a
fundamental design error and terminate.
Note Declare a destructor noexcept . That will ensure that it either completes normally
or terminate the program.
Note If a resource cannot be released and the program may not fail, try to signal the
failure to the rest of the system somehow (maybe even by modifying some global state
and hope something will notice and be able to take care of the problem). Be fully aware
that this technique is special-purpose and error-prone. Consider the “my connection will
not close” example. Probably there is a problem at the other end of the connection and
only a piece of code responsible for both ends of the connection can properly handle the
problem. The destructor could send a message (somehow) to the responsible part of the
system, consider that to have closed the connection, and return normally.
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Note If a destructor uses operations that may fail, it can catch exceptions and in some
cases still complete successfully (e.g., by using a different clean-up mechanism from the
one that threw an exception).
Reason A destructor may not fail. If a destructor tries to exit with an exception, it’s a bad
design error and the program had better terminate.
Example Not all destructors are noexcept by default; one throwing member poisons the
whole class hierarchy
struct X {
Details x; // happens to have a throwing destructor
// ...
~X() { } // implicitly noexcept(false); aka can throw
};
Note Why not then declare all destructors noexcept? Because that would in many cases
– especially simple cases – be distracting clutter.
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C.ctor: Constructors
A constructor de nes how an object is initialized (constructed).
Example
class Date { // a Date represents a valid date
// in the January 1, 1900 to December 31, 2100 range
Date(int dd, int mm, int yy)
:d{dd}, m{mm}, y{yy}
{
if (!is_valid(d, m, y)) throw Bad_date{}; // enforce invariant
}
// ...
private:
int d, m, y;
};
Note A constructor can be used for convenience even if a class does not have an
invariant. For example:
struct Rec {
string s;
int i {0};
Rec(const string& ss) : s{ss} {}
Rec(int ii) :i{ii} {}
};
Rec r1 {7};
Rec r2 {"Foo bar"};
Note The C++11 initializer list rule eliminates the need for many constructors. For
example:
struct Rec2{
string s;
int i;
Rec2(const string& ss, int ii = 0) :s{ss}, i{ii} {} // redundant
};
The Rec2 constructor is redundant. Also, the default for int would be better done as a
member initializer.
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Enforcement
Flag classes with user-de ned copy operations but no constructor (a user-de ned
copy is a good indicator that the class has an invariant)
Reason A constructor establishes the invariant for a class. A user of a class should be
able to assume that a constructed object is usable.
Example, bad
class X1 {
FILE* f; // call init() before any other function
// ...
public:
X1() {}
void init(); // initialize f
void read(); // read from f
// ...
};
void f()
{
X1 file;
file.read(); // crash or bad read!
// ...
file.init(); // too late
// ...
}
Enforcement
(Simple) Every constructor should initialize every member variable (either
explicitly, via a delegating ctor call or via default construction).
(Unknown) If a constructor has an Ensures contract, try to see if it holds as a
postcondition.
Note If a constructor acquires a resource (to create a valid object), that resource should
be released by the destructor. The idiom of having constructors acquire resources and
destructors release them is called RAII (“Resource Acquisition Is Initialization”).
Example
class X2 {
FILE* f;
// ...
public:
X2(const string& name)
:f{fopen(name.c_str(), "r")}
{
if (!f) throw runtime_error{"could not open" + name};
// ...
}
void f()
{
X2 file {"Zeno"}; // throws if file isn't open
file.read(); // fine
// ...
}
Example, bad
class X3 { // bad: the constructor leaves a non-valid object behind
FILE* f; // call is_valid() before any other function
bool valid;
// ...
public:
X3(const string& name)
:f{fopen(name.c_str(), "r")}, valid{false}
{
if (f) valid = true;
// ...
}
void f()
{
X3 file {"Heraclides"};
file.read(); // crash or bad read!
// ...
if (file.is_valid()) {
file.read();
// ...
}
else {
// ... handle error ...
}
// ...
}
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Note For a variable de nition (e.g., on the stack or as a member of another object) there
is no explicit function call from which an error code could be returned. Leaving behind
an invalid object and relying on users to consistently check an is_valid() function
before use is tedious, error-prone, and inef cient.
Exception There are domains, such as some hard-real-time systems (think airplane
controls) where (without additional tool support) exception handling is not suf ciently
predictable from a timing perspective. There the is_valid() technique must be used.
In such cases, check is_valid() consistently and immediately to simulate RAII.
Note One reason people have used init() functions rather than doing the
initialization work in a constructor has been to avoid code replication. Delegating
constructors and default member initialization do that better. Another reason has been
to delay initialization until an object is needed; the solution to that is often not to
declare a variable until it can be properly initialized
Enforcement ???
Reason Many language and library facilities rely on default constructors to initialize their
elements, e.g. T a[10] and std::vector<T> v(10) . A default constructor often
simpli es the task of de ning a suitable moved-from state for a type that is also
copyable.
Note A value type is a class that is copyable (and usually also comparable). It is closely
related to the notion of Regular type from EoP and the Palo Alto TR.
Example
class Date { // BAD: no default constructor
public:
Date(int dd, int mm, int yyyy);
// ...
};
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Date is chosen to encourage thought: There is no “natural” default date (the big bang is
too far back in time to be useful for most people), so this example is non-trivial. {0, 0,
0} is not a valid date in most calendar systems, so choosing that would be introducing
something like oating-point’s NaN . However, most realistic Date classes have a “ rst
date” (e.g. January 1, 1970 is popular), so making that the default is usually trivial.
class Date {
public:
Date(int dd, int mm, int yyyy);
Date() = default; // [See also](#Rc-default)
// ...
private:
int dd = 1;
int mm = 1;
int yyyy = 1970;
// ...
};
vector<Date> vd1(1000);
Note A class with members that all have default constructors implicitly gets a default
constructor:
struct X {
string s;
vector<int> v;
};
X x; // means X{{}, {}}; that is the empty string and the empty vector
struct X {
string s;
int i;
};
void f()
{
X x; // x.s is initialized to the empty string; x.i is uninitialized
cout << x.s << ' ' << x.i << '\n';
++x.i;
}
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Statically allocated objects of built-in types are by default initialized to 0 , but local
built-in variables are not. Beware that your compiler may default initialize local built-in
variables, whereas an optimized build will not. Thus, code like the example above may
appear to work, but it relies on unde ned behavior. Assuming that you want
initialization, an explicit default initialization can help:
struct X {
string s;
int i {}; // default initialize (to 0)
};
Notes Classes that don’t have a reasonable default construction are usually not copyable
either, so they don’t fall under this guideline.
For example, a base class is not a value type (base classes should not be copyable) and
so does not necessarily need a default constructor:
A class that must acquire a caller-provided resource during construction often cannot
have a default constructor, but it does not fall under this guideline because such a class
is usually not copyable anyway:
A class that has a “special state” that must be handled separately from other states by
member functions or users causes extra work (and most likely more errors). Such a type
can naturally use the special state as a default constructed value, whether or not it is
copyable:
Similar special-state types that are copyable, such as copyable smart pointers that have
the special state “==nullptr”, should use the special state as their default constructed
value.
Enforcement
Flag classes that are copyable by = without a default constructor
Flag classes that are comparable with == but not copyable
Reason Being able to set a value to “the default” without operations that might fail
simpli es error handling and reasoning about move operations.
Example, problematic
template<typename T>
// elem points to space-elem element allocated using new
class Vector0 {
public:
Vector0() :Vector0{0} {}
Vector0(int n) :elem{new T[n]}, space{elem + n}, last{elem} {}
// ...
private:
own<T*> elem;
T* space;
T* last;
};
This is nice and general, but setting a Vector0 to empty after an error involves an
allocation, which may fail. Also, having a default Vector represented as {new T[0],
0, 0} seems wasteful. For example, Vector0<int> v[100] costs 100 allocations.
Example
template<typename T>
// elem is nullptr or elem points to space-elem element allocated using new
class Vector1 {
public:
// sets the representation to {nullptr, nullptr, nullptr}; doesn't throw
Vector1() noexcept {}
Vector1(int n) :elem{new T[n]}, space{elem + n}, last{elem} {}
// ...
private:
own<T*> elem = nullptr;
T* space = nullptr;
T* last = nullptr;
};
Using {nullptr, nullptr, nullptr} makes Vector1{} cheap, but a special case
and implies run-time checks. Setting a Vector1 to empty after detecting an error is
trivial.
Enforcement
Flag throwing default constructors
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Reason Using in-class member initializers lets the compiler generate the function for
you. The compiler-generated function can be more ef cient.
Example, bad
class X1 { // BAD: doesn't use member initializers
string s;
int i;
public:
X1() :s{"default"}, i{1} { }
// ...
};
Example
class X2 {
string s = "default";
int i = 1;
public:
// use compiler-generated default constructor
// ...
};
Enforcement (Simple) A default constructor should do more than just initialize member
variables with constants.
Example, bad
class String {
// ...
public:
String(int); // BAD
// ...
};
Exception If you really want an implicit conversion from the constructor argument type
to the class type, don’t use explicit :
class Complex {
// ...
public:
Complex(double d); // OK: we want a conversion from d to {d, 0}
// ...
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};
Note Copy and move constructors should not be made explicit because they do not
perform conversions. Explicit copy/move constructors make passing and returning by
value dif cult.
Reason To minimize confusion and errors. That is the order in which the initialization
happens (independent of the order of member initializers).
Example, bad
class Foo {
int m1;
int m2;
public:
Foo(int x) :m2{x}, m1{++x} { } // BAD: misleading initializer order
// ...
};
Enforcement (Simple) A member initializer list should mention the members in the same
order they are declared.
See also: Discussion
Reason Makes it explicit that the same value is expected to be used in all constructors.
Avoids repetition. Avoids maintenance problems. It leads to the shortest and most
ef cient code.
Example, bad
class X { // BAD
int i;
string s;
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int j;
public:
X() :i{666}, s{"qqq"} { } // j is uninitialized
X(int ii) :i{ii} {} // s is "" and j is uninitialized
// ...
};
Example
class X2 {
int i {666};
string s {"qqq"};
int j {0};
public:
X2() = default; // all members are initialized to their defaults
X2(int ii) :i{ii} {} // s and j initialized to their defaults
// ...
};
Alternative: We can get part of the bene ts from default arguments to constructors, and
that is not uncommon in older code. However, that is less explicit, causes more
arguments to be passed, and is repetitive when there is more than one constructor:
Enforcement
(Simple) Every constructor should initialize every member variable (either
explicitly, via a delegating ctor call or via default construction).
(Simple) Default arguments to constructors suggest an in-class initializer may be
more appropriate.
Example, good
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class A { // Good
string s1;
public:
A(czstring p) : s1{p} { } // GOOD: directly construct (and the C-string is explicitly na
med)
// ...
};
Example, bad
class B { // BAD
string s1;
public:
B(const char* p) { s1 = p; } // BAD: default constructor followed by assignment
// ...
};
Example, better still Instead of those const char* s we could use gsl::string_span
or (in C++17) std::string_view` as a more general way to present arguments to a
function:
class D { // Good
string s1;
public:
A(string_view v) : s1{v} { } // GOOD: directly construct
// ...
};
Reason If the state of a base class object must depend on the state of a derived part of
the object, we need to use a virtual function (or equivalent) while minimizing the
window of opportunity to misuse an imperfectly constructed object.
Note The return type of the factory should normally be unique_ptr by default; if some
uses are shared, the caller can move the unique_ptr into a shared_ptr . However, if
the factory author knows that all uses of the returned object will be shared uses, return
shared_ptr and use make_shared in the body to save an allocation.
Example, bad
class B {
public:
B()
{
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// ...
f(); // BAD: virtual call in constructor
// ...
}
// ...
};
Example
class B {
protected:
B() { /* ... */ } // create an imperfectly initialized object
public:
virtual void f() = 0;
template<class T>
static shared_ptr<T> Create() // interface for creating shared objects
{
auto p = make_shared<T>();
p->PostInitialize();
return p;
}
};
Note Conventional factory functions allocate on the free store, rather than on the stack
or in an enclosing object.
See also: Discussion
Example, bad
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The common action gets tedious to write and may accidentally not be common.
Example
class Date2 {
int d;
Month m;
int y;
public:
Date2(int dd, Month mm, year yy)
:d{dd}, m{mm}, y{yy}
{ if (!valid(d, m, y)) throw Bad_date{}; }
See also: If the “repeated action” is a simple initialization, consider an in-class member
initializer.
Reason If you need those constructors for a derived class, re-implementing them is
tedious and error-prone.
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Example, bad
struct Rec2 : public Rec {
int x;
using Rec::Rec;
};
Enforcement Make sure that every member of the derived class is initialized.
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Reason It is simple and ef cient. If you want to optimize for rvalues, provide an overload
that takes a && (see F.18).
Example
class Foo {
public:
Foo& operator=(const Foo& x)
{
// GOOD: no need to check for self-assignment (other than performance)
auto tmp = x;
swap(tmp); // see C.83
return *this;
}
// ...
};
Foo a;
Foo b;
Foo f();
Example But what if you can get signi cantly better performance by not making a
temporary copy? Consider a simple Vector intended for a domain where assignment of
large, equal-sized Vector s is common. In this case, the copy of elements implied by the
swap implementation technique could cause an order of magnitude increase in cost:
template<typename T>
class Vector {
public:
Vector& operator=(const Vector&);
// ...
private:
T* elem;
int sz;
};
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By writing directly to the target elements, we will get only the basic guarantee rather
than the strong guarantee offered by the swap technique. Beware of self-assignment.
Alternatives: If you think you need a virtual assignment operator, and understand why
that’s deeply problematic, don’t call it operator= . Make it a named function like virtu
al void assign(const Foo&) . See copy constructor vs. clone() .
Enforcement
(Simple) An assignment operator should not be virtual. Here be dragons!
(Simple) An assignment operator should return T& to enable chaining, not
alternatives like const T& which interfere with composability and putting objects
in containers.
(Moderate) An assignment operator should (implicitly or explicitly) invoke all base
and member assignment operators. Look at the destructor to determine if the type
has pointer semantics or value semantics.
Example
class X { // OK: value semantics
public:
X();
X(const X&); // copy X
void modify(); // change the value of X
// ...
~X() { delete[] p; }
private:
T* p;
int sz;
};
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X::X(const X& a)
:p{new T[a.sz]}, sz{a.sz}
{
copy(a.p, a.p + sz, p);
}
X x;
X y = x;
if (x != y) throw Bad{};
x.modify();
if (x == y) throw Bad{}; // assume value semantics
Example
class X2 { // OK: pointer semantics
public:
X2();
X2(const X2&) = default; // shallow copy
~X2() = default;
void modify(); // change the pointed-to value
// ...
private:
T* p;
int sz;
};
X2 x;
X2 y = x;
if (x != y) throw Bad{};
x.modify();
if (x != y) throw Bad{}; // assume pointer semantics
Note Prefer copy semantics unless you are building a “smart pointer”. Value semantics is
the simplest to reason about and what the standard-library facilities expect.
Reason If x = x changes the value of x , people will be surprised and bad errors will
occur (often including leaks).
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Note The default assignment generated from members that handle self-assignment
correctly handles self-assignment.
struct Bar {
vector<pair<int, int>> v;
map<string, int> m;
string s;
};
Bar b;
// ...
b = b; // correct and efficient
Note You can handle self-assignment by explicitly testing for self-assignment, but often
it is faster and more elegant to cope without such a test (e.g., using swap ).
class Foo {
string s;
int i;
public:
Foo& operator=(const Foo& a);
// ...
};
This is obviously safe and apparently ef cient. However, what if we do one self-
assignment per million assignments? That’s about a million redundant tests (but since
the answer is essentially always the same, the computer’s branch predictor will guess
right essentially every time). Consider:
std::string is safe for self-assignment and so are int . All the cost is carried by the
(rare) case of self-assignment.
Enforcement (Simple) Assignment operators should not contain the pattern if (this =
= &a) return *this; ???
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C.64: A move operation should move and leave its source in a valid
state
Reason That is the generally assumed semantics. After y = std::move(x) the value of
y should be the value x had and x should be in a valid state.
Example
template<typename T>
class X { // OK: value semantics
public:
X();
X(X&& a) noexcept; // move X
void modify(); // change the value of X
// ...
~X() { delete[] p; }
private:
T* p;
int sz;
};
X::X(X&& a)
:p{a.p}, sz{a.sz} // steal representation
{
a.p = nullptr; // set to "empty"
a.sz = 0;
}
void use()
{
X x{};
// ...
X y = std::move(x);
x = X{}; // OK
} // OK: x can be destroyed
Note Ideally, that moved-from should be the default value of the type. Ensure that
unless there is an exceptionally good reason not to. However, not all types have a
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default value and for some types establishing the default value can be expensive. The
standard requires only that the moved-from object can be destroyed. Often, we can
easily and cheaply do better: The standard library assumes that it is possible to assign to
a moved-from object. Always leave the moved-from object in some (necessarily
speci ed) valid state.
Note Unless there is an exceptionally strong reason not to, make x = std::move(y);
y = z; work with the conventional semantics.
Enforcement (Not enforceable) Look for assignments to members in the move operation.
If there is a default constructor, compare those assignments to the initializations in the
default constructor.
Reason If x = x changes the value of x , people will be surprised and bad errors may
occur. However, people don’t usually directly write a self-assignment that turn into a
move, but it can occur. However, std::swap is implemented using move operations so
if you accidentally do swap(a, b) where a and b refer to the same object, failing to
handle self-move could be a serious and subtle error.
Example
class Foo {
string s;
int i;
public:
Foo& operator=(Foo&& a);
// ...
};
The one-in-a-million argument against if (this == &a) return *this; tests from
the discussion of self-assignment is even more relevant for self-move.
Note There is no known general way of avoiding a if (this == &a) return *this;
test for a move assignment and still get a correct answer (i.e., after x = x the value of
x is unchanged).
Note The ISO standard guarantees only a “valid but unspeci ed” state for the standard-
library containers. Apparently this has not been a problem in about 10 years of
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experimental and production use. Please contact the editors if you nd a counter
example. The rule here is more caution and insists on complete safety.
Example Here is a way to move a pointer without a test (imagine it as code in the
implementation a move assignment):
// move from other.ptr to this->ptr
T* temp = other.ptr;
other.ptr = nullptr;
delete ptr;
ptr = temp;
Enforcement
(Moderate) In the case of self-assignment, a move assignment operator should not
leave the object holding pointer members that have been delete d or set to nul
lptr .
(Not enforceable) Look at the use of standard-library container types (incl.
string ) and consider them safe for ordinary (not life-critical) uses.
Example
template<typename T>
class Vector {
// ...
Vector(Vector&& a) noexcept :elem{a.elem}, sz{a.sz} { a.sz = 0; a.elem = nullptr; }
Vector& operator=(Vector&& a) noexcept { elem = a.elem; sz = a.sz; a.sz = 0; a.elem = nullp
tr; }
// ...
public:
T* elem;
int sz;
};
Example, bad
template<typename T>
class Vector2 {
// ...
Vector2(Vector2&& a) { *this = a; } // just use the copy
Vector2& operator=(Vector2&& a) { *this = a; } // just use the copy
// ...
public:
T* elem;
int sz;
};
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This Vector2 is not just inef cient, but since a vector copy requires allocation, it can
throw.
Reason A polymorphic class is a class that de nes or inherits at least one virtual function.
It is likely that it will be used as a base class for other derived classes with polymorphic
behavior. If it is accidentally passed by value, with the implicitly generated copy
constructor and assignment, we risk slicing: only the base portion of a derived object
will be copied, and the polymorphic behavior will be corrupted.
Example, bad
class B { // BAD: polymorphic base class doesn't suppress copying
public:
virtual char m() { return 'B'; }
// ... nothing about copy operations, so uses default ...
};
class D : public B {
public:
char m() override { return 'D'; }
// ...
};
void f(B& b) {
auto b2 = b; // oops, slices the object; b2.m() will return 'B'
}
D d;
f(d);
Example
class B { // GOOD: polymorphic class suppresses copying
public:
B(const B&) = delete;
B& operator=(const B&) = delete;
virtual char m() { return 'B'; }
// ...
};
class D : public B {
public:
char m() override { return 'D'; }
// ...
};
void f(B& b) {
auto b2 = b; // ok, compiler will detect inadvertent copying, and protest
}
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D d;
f(d);
Note If you need to create deep copies of polymorphic objects, use clone() functions:
see C.130.
Exception Classes that represent exception objects need both to be polymorphic and
copy-constructible.
Enforcement
Flag a polymorphic class with a non-deleted copy operation.
Flag an assignment of polymorphic class objects.
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C.80: Use =default if you have to be explicit about using the default
semantics
Reason The compiler is more likely to get the default semantics right and you cannot
implement these functions better than the compiler.
Example
class Tracer {
string message;
public:
Tracer(const string& m) : message{m} { cerr << "entering " << message << '\n'; }
~Tracer() { cerr << "exiting " << message << '\n'; }
Because we de ned the destructor, we must de ne the copy and move operations. The =
default is the best and simplest way of doing that.
Example, bad
class Tracer2 {
string message;
public:
Tracer2(const string& m) : message{m} { cerr << "entering " << message << '\n'; }
~Tracer2() { cerr << "exiting " << message << '\n'; }
Writing out the bodies of the copy and move operations is verbose, tedious, and error-
prone. A compiler does it better.
Enforcement (Moderate) The body of a special operation should not have the same
accessibility and semantics as the compiler-generated version, because that would be
redundant
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Example
class Immortal {
public:
~Immortal() = delete; // do not allow destruction
// ...
};
void use()
{
Immortal ugh; // error: ugh cannot be destroyed
Immortal* p = new Immortal{};
delete p; // error: cannot destroy *p
}
Example A unique_ptr can be moved, but not copied. To achieve that its copy
operations are deleted. To avoid copying it is necessary to =delete its copy operations
from lvalues:
template <class T, class D = default_delete<T>> class unique_ptr {
public:
// ...
constexpr unique_ptr() noexcept;
explicit unique_ptr(pointer p) noexcept;
// ...
unique_ptr(unique_ptr&& u) noexcept; // move constructor
// ...
unique_ptr(const unique_ptr&) = delete; // disable copy from lvalue
// ...
};
void f()
{
unique_ptr<int> pi {};
auto pi2 {pi}; // error: no move constructor from lvalue
auto pi3 {make()}; // OK, move: the result of make() is an rvalue
}
Enforcement The elimination of a default operation is (should be) based on the desired
semantics of the class. Consider such classes suspect, but maintain a “positive list” of
classes where a human has asserted that the semantics is correct.
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Reason The function called will be that of the object constructed so far, rather than a
possibly overriding function in a derived class. This can be most confusing. Worse, a
direct or indirect call to an unimplemented pure virtual function from a constructor or
destructor results in unde ned behavior.
Example, bad
class Base {
public:
virtual void f() = 0; // not implemented
virtual void g(); // implemented with Base version
virtual void h(); // implemented with Base version
};
Derived()
{
// BAD: attempt to call an unimplemented virtual function
f();
Note that calling a speci c explicitly quali ed function is not a virtual call even if the
function is virtual .
See also factory functions for how to achieve the effect of a call to a derived class
function without risking unde ned behavior.
Note There is nothing inherently wrong with calling virtual functions from constructors
and destructors. The semantics of such calls is type safe. However, experience shows
that such calls are rarely needed, easily confuse maintainers, and become a source of
errors when used by novices.
Enforcement
Flag calls of virtual functions from constructors and destructors.
Reason A swap can be handy for implementing a number of idioms, from smoothly
moving objects around to implementing assignment easily to providing a guaranteed
commit function that enables strongly error-safe calling code. Consider using swap to
implement copy assignment in terms of copy construction. See also destructors,
deallocation, and swap must never fail.
Example, good
class Foo {
// ...
public:
void swap(Foo& rhs) noexcept
{
m1.swap(rhs.m1);
std::swap(m2, rhs.m2);
}
private:
Bar m1;
int m2;
};
Providing a nonmember swap function in the same namespace as your type for callers’
convenience.
Enforcement
(Simple) A class without virtual functions should have a swap member function
declared.
(Simple) When a class has a swap member function, it should be declared noexc
ept .
Reason swap is widely used in ways that are assumed never to fail and programs cannot
easily be written to work correctly in the presence of a failing swap . The standard-
library containers and algorithms will not work correctly if a swap of an element type
fails.
Example, bad
void swap(My_vector& x, My_vector& y)
{
auto tmp = x; // copy elements
x = y;
y = tmp;
}
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This is not just slow, but if a memory allocation occurs for the elements in tmp , this sw
ap may throw and would make STL algorithms fail if used with them.
Enforcement (Simple) When a class has a swap member function, it should be declared
noexcept .
Reason A swap may not fail. If a swap tries to exit with an exception, it’s a bad design
error and the program had better terminate.
Enforcement (Simple) When a class has a swap member function, it should be declared
noexcept .
Example
struct X {
string name;
int number;
};
Example, bad
class B {
string name;
int number;
bool operator==(const B& a) const {
return name == a.name && number == a.number;
}
// ...
};
B ’s comparison accepts conversions for its second operand, but not its rst.
Note If a class has a failure state, like double ’s NaN , there is a temptation to make a
comparison against the failure state throw. The alternative is to make two failure states
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compare equal and any valid state compare false against the failure state.
Note This rule applies to all the usual comparison operators: != , < , <= , > , and >= .
Enforcement
Flag an operator==() for which the argument types differ; same for other
comparison operators: != , < , <= , > , and >= .
Flag member operator==() s; same for other comparison operators: != , < , <= ,
> , and >= .
Example, bad
class B {
string name;
int number;
virtual bool operator==(const B& a) const
{
return name == a.name && number == a.number;
}
// ...
};
B ’s comparison accepts conversions for its second operand, but not its rst.
class D :B {
char character;
virtual bool operator==(const D& a) const
{
return name == a.name && number == a.number && character == a.character;
}
// ...
};
B b = ...
D d = ...
b == d; // compares name and number, ignores d's character
d == b; // error: no == defined
D d2;
d == d2; // compares name, number, and character
B& b2 = d2;
b2 == d; // compares name and number, ignores d2's and d's character
Of course there are ways of making == work in a hierarchy, but the naive approaches do
not scale
Note This rule applies to all the usual comparison operators: != , < , <= , > , and >= .
Enforcement
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Flag a virtual operator==() ; same for other comparison operators: != , < , <= ,
> , and >= .
Reason Users of hashed containers use hash indirectly and don’t expect simple access to
throw. It’s a standard-library requirement.
Example, bad
template<>
struct hash<My_type> { // thoroughly bad hash specialization
using result_type = size_t;
using argument_type = My_type;
int main()
{
unordered_map<My_type, int> m;
My_type mt{ "asdfg" };
m[mt] = 7;
cout << m[My_type{ "asdfg" }] << '\n';
}
Enforcement
Flag throwing hash es.
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Reason The STL containers are familiar to most C++ programmers and a fundamentally
sound design.
Note There are of course other fundamentally sound design styles and sometimes
reasons to depart from the style of the standard library, but in the absence of a solid
reason to differ, it is simpler and easier for both implementers and users to follow the
standard.
In particular, std::vector and std::map provide useful relatively simple models.
Example
// simplified (e.g., no allocators):
template<typename T>
class Sorted_vector {
using value_type = T;
// ... iterator types ...
Sorted_vector() = default;
Sorted_vector(initializer_list<T>); // initializer-list constructor: sort and store
Sorted_vector(const Sorted_vector&) = default;
Sorted_vector(Sorted_vector&&) = default;
Sorted_vector& operator=(const Sorted_vector&) = default; // copy assignment
Sorted_vector& operator=(Sorted_vector&&) = default; // move assignment
~Sorted_vector() = default;
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void push_back(const T&); // insert in the right place (not necessarily at back)
void push_back(T&&); // insert in the right place (not necessarily at back)
Here, the STL style is followed, but incompletely. That’s not uncommon. Provide only as
much functionality as makes sense for a speci c container. The key is to de ne the
conventional constructors, assignments, destructors, and iterators (as meaningful for the
speci c container) with their conventional semantics. From that base, the container can
be expanded as needed. Here, special constructors from std::vector were added.
Enforcement ???
Reason Regular objects are simpler to think and reason about than irregular ones.
Familiarity.
Note If meaningful, make a container Regular (the concept). In particular, ensure that
an object compares equal to its copy.
Example
void f(const Sorted_vector<string>& v)
{
Sorted_vector<string> v2 {v};
if (v != v2)
cout << "insanity rules!\n";
// ...
}
Enforcement ???
Reason Containers tend to get large; without a move constructor and a copy constructor
an object can be expensive to move around, thus tempting people to pass pointers to it
around and getting into resource management problems.
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Example
Sorted_vector<int> read_sorted(istream& is)
{
vector<int> v;
cin >> v; // assume we have a read operation for vectors
Sorted_vector<int> sv = v; // sorts
return sv;
}
Enforcement ???
Reason People expect to be able to initialize a container with a set of values. Familiarity.
Example
Sorted_vector<int> sv {1, 3, -1, 7, 0, 0}; // Sorted_vector sorts elements as needed
Enforcement ???
Example
vector<Sorted_sequence<string>> vs(100); // 100 Sorted_sequences each with the value ""
Enforcement ???
Example
???
Enforcement ???
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Summary:
F.50: Use a lambda when a function won’t do (to capture local variables, or to write
a local function)
F.52: Prefer capturing by reference in lambdas that will be used locally, including
passed to algorithms
F.53: Avoid capturing by reference in lambdas that will be used nonlocally,
including returned, stored on the heap, or passed to another thread
ES.28: Use lambdas for complex initialization, especially of const variables
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Example
class DrawableUIElement {
public:
virtual void render() const = 0;
// ...
};
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// vector operations:
virtual T& operator[](int) = 0;
virtual void sort() = 0;
// ...
// tree operations:
virtual void balance() = 0;
// ...
};
Here most overriding classes cannot implement most of the functions required in the
interface well. Thus the base class becomes an implementation burden. Furthermore, the
user of Container cannot rely on the member functions actually performing
meaningful operations reasonably ef ciently; it may throw an exception instead. Thus
users have to resort to run-time checking and/or not using this (over)general interface in
favor of a particular interface found by a run-time type inquiry (e.g., a dynamic_cast ).
Enforcement
Look for classes with lots of members that do nothing but throw.
Flag every use of a nonpublic base class B where the derived class D does not
override a virtual function or access a protected member in B , and B is not one of
the following: empty, a template parameter or parameter pack of D , a class
template specialized with D .
Reason A class is more stable (less brittle) if it does not contain data. Interfaces should
normally be composed entirely of public pure virtual functions and a default/empty
virtual destructor.
Example
class My_interface {
public:
// ...only pure virtual functions here ...
virtual ~My_interface() {} // or =default
};
Example, bad
class Goof {
public:
// ...only pure virtual functions here ...
// no virtual destructor
};
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void use()
{
unique_ptr<Goof> p {new Derived{"here we go"}};
f(p.get()); // use Derived through the Goof interface
g(p.get()); // use Derived through the Goof interface
} // leak
The Derived is delete d through its Goof interface, so its string is leaked. Give Go
of a virtual destructor and all is well.
Enforcement
Warn on any class that contains data members and also has an overridable (non- f
inal ) virtual function.
Example
struct Device {
virtual ~Device() = default;
virtual void write(span<const char> outbuf) = 0;
virtual void read(span<char> inbuf) = 0;
};
A user can now use D1 s and D2 s interchangeably through the interface provided by De
vice . Furthermore, we can update D1 and D2 in ways that are not binary compatible
with older versions as long as all access goes through Device .
Enforcement
???
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Reason An abstract class typically does not have any data for a constructor to initialize.
Example
???
Exception
A base class constructor that does work, such as registering an object somewhere,
may need a constructor.
In extremely rare cases, you might nd it reasonable for an abstract class to have a
bit of data shared by all derived classes (e.g., use statistics data, debug
information, etc.); such classes tend to have constructors. But be warned: Such
classes also tend to be prone to requiring virtual inheritance.
Reason A class with a virtual function is usually (and in general) used via a pointer to
base. Usually, the last user has to call delete on a pointer to base, often via a smart
pointer to base, so the destructor should be public and virtual. Less commonly, if
deletion through a pointer to base is not intended to be supported, the destructor
should be protected and nonvirtual; see C.35.
Example, bad
struct B {
virtual int f() = 0;
// ... no user-written destructor, defaults to public nonvirtual ...
};
void use()
{
unique_ptr<B> p = make_unique<D>();
// ...
} // undefined behavior. May call B::~B only and leak the string
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Note There are people who don’t follow this rule because they plan to use a class only
through a shared_ptr : std::shared_ptr<B> p = std::make_shared<D>(args);
Here, the shared pointer will take care of deletion, so no leak will occur from an
inappropriate delete of the base. People who do this consistently can get a false
positive, but the rule is important – what if one was allocated using make_unique ? It’s
not safe unless the author of B ensures that it can never be misused, such as by making
all constructors private and providing a factory function to enforce the allocation with m
ake_shared .
Enforcement
A class with any virtual functions should have a destructor that is either public and
virtual or else protected and nonvirtual.
Flag delete of a class with a virtual function but no virtual destructor.
If a base class destructor is declared virtual , one should avoid declaring derived class
destructors virtual or override . Some code base and tools might insist on overrid
e for destructors, but that is not the recommendation of these guidelines.
Example, bad
struct B {
void f1(int);
virtual void f2(int) const;
virtual void f3(int);
// ...
};
struct D : B {
void f1(int); // bad (hope for a warning): D::f1() hides B::f1()
void f2(int) const; // bad (but conventional and valid): no explicit override
void f3(double); // bad (hope for a warning): D::f3() hides B::f3()
// ...
};
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Example, good
struct Better : B {
void f1(int) override; // error (caught): D::f1() hides B::f1()
void f2(int) const override;
void f3(double) override; // error (caught): D::f3() hides B::f3()
// ...
};
Discussion
We want to eliminate two particular classes of errors:
implicit virtual: the programmer intended the function to be implicitly virtual and
it is (but readers of the code can’t tell); or the programmer intended the function to
be implicitly virtual but it isn’t (e.g., because of a subtle parameter list mismatch);
or the programmer did not intend the function to be virtual but it is (because it
happens to have the same signature as a virtual in the base class)
implicit override: the programmer intended the function to be implicitly an
overrider and it is (but readers of the code can’t tell); or the programmer intended
the function to be implicitly an overrider but it isn’t (e.g., because of a subtle
parameter list mismatch); or the programmer did not intend the function to be an
overrider but it is (because it happens to have the same signature as a virtual in
the base class – note this problem arises whether or not the function is explicitly
declared virtual, because the programmer may have intended to create either a
new virtual function or a new nonvirtual function)
Enforcement
Compare names in base and derived classes and ag uses of the same name that
does not override.
Flag overrides with neither override nor final .
Flag function declarations that use more than one of virtual , override , and f
inal .
Reason Implementation details in an interface make the interface brittle; that is, make
its users vulnerable to having to recompile after changes in the implementation. Data in
a base class increases the complexity of implementing the base and can lead to
replication of code.
Note De nition:
interface inheritance is the use of inheritance to separate users from
implementations, in particular to allow derived classes to be added and changed
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A pure interface class is simply a set of pure virtual functions; see I.25.
In early OOP (e.g., in the 1980s and 1990s), implementation inheritance and interface
inheritance were often mixed and bad habits die hard. Even now, mixtures are not
uncommon in old code bases and in old-style teaching material.
Example, bad
class Shape { // BAD, mixed interface and implementation
public:
Shape();
Shape(Point ce = {0, 0}, Color co = none): cent{ce}, col {co} { /* ... */}
// ...
private:
Point cent;
Color col;
};
// ...
private:
int rad;
};
Problems:
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As the hierarchy grows and more data is added to Shape , the constructors gets
harder to write and maintain.
Why calculate the center for the Triangle ? we may never us it.
Add a data member to Shape (e.g., drawing style or canvas) and all derived
classes and all users needs to be reviewed, possibly changes, and probably
recompiled.
// ...
};
Note that a pure interface rarely have constructors: there is nothing to construct.
// ...
private:
Point cent;
int rad;
Color col;
};
The interface is now less brittle, but there is more work in implementing the member
functions. For example, center has to be implemented by every class derived from Sh
ape .
Example, dual hierarchy How can we gain the bene t of the stable hierarchies from
implementation hierarchies and the bene t of implementation reuse from
implementation inheritance. One popular technique is dual hierarchies. There are many
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// ...
};
To make this interface useful, we must provide its implementation classes (here, named
equivalently, but in the Impl namespace):
// ...
};
Now Shape is a poor example of a class with an implementation, but bear with us
because this is just a simple example of a technique aimed at more complex hierarchies.
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Since each implementation is derived from its interface as well as its implementation
base class we get a lattice (DAG):
The implementation hierarchy can be used directly, rather than through the abstract
interface.
void work_with_shape(Shape&);
int user()
{
Impl::Smiley my_smiley{ /* args */ }; // create concrete shape
// ...
my_smiley.some_member(); // use implementation class directly
// ...
work_with_shape(my_smiley); // use implementation through abstract interface
// ...
}
This can be useful when the implementation class has members that are not offered in
the abstract interface or if direct use of a member offers optimization opportunities (e.g.,
if an implementation member function is final )
Note Another (related) technique for separating interface and implementation is Pimpl.
Enforcement
Flag a derived to base conversion to a base with both data and virtual functions
(except for calls from a derived class member to a base class member)
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???
Reason Copying a polymorphic class is discouraged due to the slicing problem, see C.67.
If you really need copy semantics, copy deeply: Provide a virtual clone function that
will copy the actual most-derived type and return an owning pointer to the new object,
and then in derived classes return the derived type (use a covariant return type).
Example
class B {
public:
virtual owner<B*> clone() = 0;
virtual ~B() = 0;
class D : public B {
public:
owner<D*> clone() override;
virtual ~D() override;
};
Reason A trivial getter or setter adds no semantic value; the data item could just as well
be public .
Example
class Point { // Bad: verbose
int x;
int y;
public:
Point(int xx, int yy) : x{xx}, y{yy} { }
int get_x() const { return x; }
void set_x(int xx) { x = xx; }
int get_y() const { return y; }
void set_y(int yy) { y = yy; }
// no behavioral member functions
};
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Consider making such a class a struct – that is, a behaviorless bunch of variables, all
public data and no member functions.
struct Point {
int x {0};
int y {0};
};
Note that we can put default initializers on member variables: C.49: Prefer initialization
to assignment in constructors.
Note The key to this rule is whether the semantics of the getter/setter are trivial. While
it is not a complete de nition of “trivial”, consider whether there would be any difference
beyond syntax if the getter/setter was a public data member instead. Examples of non-
trivial semantics would be: maintaining a class invariant or converting between an
internal type and an interface type.
Enforcement Flag multiple get and set member functions that simply access a
member without additional semantics.
Reason Redundant virtual increases run-time and object-code size. A virtual function
can be overridden and is thus open to mistakes in a derived class. A virtual function
ensures code replication in a templated hierarchy.
Example, bad
template<class T>
class Vector {
public:
// ...
virtual int size() const { return sz; } // bad: what good could a derived class do?
private:
T* elem; // the elements
int sz; // number of elements
};
Enforcement
Flag a class with virtual functions but no derived classes.
Flag a class where all member functions are virtual and have implementations.
Example, bad
class Shape {
public:
// ... interface functions ...
protected:
// data for use in derived classes:
Color fill_color;
Color edge_color;
Style st;
};
Now it is up to every derived Shape to manipulate the protected data correctly. This has
been popular, but also a major source of maintenance problems. In a large class
hierarchy, the consistent use of protected data is hard to maintain because there can be
a lot of code, spread over a lot of classes. The set of classes that can touch that data is
open: anyone can derive a new class and start manipulating the protected data. Often, it
is not possible to examine the complete set of classes, so any change to the
representation of the class becomes infeasible. There is no enforced invariant for the
protected data; it is much like a set of global variables. The protected data has de facto
become global to a large body of code.
Note Protected data often looks tempting to enable arbitrary improvements through
derivation. Often, what you get is unprincipled changes and errors. Prefer private data
with a well-speci ed and enforced invariant. Alternative, and often better, keep data out
of any class used as an interface.
C.134: Ensure all non- const data members have the same access
level
Reason Prevention of logical confusion leading to errors. If the non- const data
members don’t have the same access level, the type is confused about what it’s trying to
do. Is it a type that maintains an invariant or simply a collection of values?
Discussion The core question is: What code is responsible for maintaining a
meaningful/correct value for that variable?
There are exactly two kinds of data members:
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A: Ones that don’t participate in the object’s invariant. Any combination of values
for these members is valid.
B: Ones that do participate in the object’s invariant. Not every combination of
values is meaningful (else there’d be no invariant). Therefore all code that has
write access to these variables must know about the invariant, know the
semantics, and know (and actively implement and enforce) the rules for keeping
the values correct.
Data members in category A should just be public (or, more rarely, protected if you
only want derived classes to see them). They don’t need encapsulation. All code in the
system might as well see and manipulate them.
Exception Occasionally classes will mix A and B, usually for debug reasons. An
encapsulated object may contain something like non- const debug instrumentation that
isn’t part of the invariant and so falls into category A – it isn’t really part of the object’s
value or meaningful observable state either. In that case, the A parts should be treated
as A’s (made public , or in rarer cases protected if they should be visible only to
derived classes) and the B parts should still be treated like B’s ( private or const ).
Enforcement Flag any class that has non- const data members with different access
levels.
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Reason Not all classes will necessarily support all interfaces, and not all callers will
necessarily want to deal with all operations. Especially to break apart monolithic
interfaces into “aspects” of behavior supported by a given derived class.
Example
class iostream : public istream, public ostream { // very simplified
// ...
};
istream provides the interface to input operations; ostream provides the interface to
output operations. iostream provides the union of the istream and ostream
interfaces and the synchronization needed to allow both on a single stream.
Note This is a very common use of inheritance because the need for multiple different
interfaces to an implementation is common and such interfaces are often not easily or
naturally organized into a single-rooted hierarchy.
Enforcement ???
Reason Some forms of mixins have state and often operations on that state. If the
operations are virtual the use of inheritance is necessary, if not using inheritance can
avoid boilerplate and forwarding.
Example
class iostream : public istream, public ostream { // very simplified
// ...
};
istream provides the interface to input operations (and some data); ostream provides
the interface to output operations (and some data). iostream provides the union of the
istream and ostream interfaces and the synchronization needed to allow both on a
single stream.
Note This a relatively rare use because implementation can often be organized into a
single-rooted hierarchy.
Enforcement ???
Reason Allow separation of shared data and interface. To avoid all shared data to being
put into an ultimate base class.
Example
struct Interface {
virtual void f();
virtual int g();
// ... no data here ...
};
Factoring out Utility makes sense if many derived classes share signi cant
“implementation details.”
Note Obviously, the example is too “theoretical”, but it is hard to nd a small realistic
example. Interface is the root of an interface hierarchy and Utility is the root of an
implementation hierarchy. Here is a slightly more realistic example with an explanation.
C.138: Create an overload set for a derived class and its bases with us
ing
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Reason Without a using declaration, member functions in the derived class hide the
entire inherited overload sets.
Example, bad
#include <iostream>
class B {
public:
virtual int f(int i) { std::cout << "f(int): "; return i; }
virtual double f(double d) { std::cout << "f(double): "; return d; }
};
class D: public B {
public:
int f(int i) override { std::cout << "f(int): "; return i + 1; }
};
int main()
{
D d;
std::cout << d.f(2) << '\n'; // prints "f(int): 3"
std::cout << d.f(2.3) << '\n'; // prints "f(int): 3"
}
Example, good
class D: public B {
public:
int f(int i) override { std::cout << "f(int): "; return i + 1; }
using B::f; // exposes f(double)
};
Note This issue affects both virtual and nonvirtual member functions
For variadic bases, C++17 introduced a variadic form of the using-declaration,
Reason Capping a hierarchy with final is rarely needed for logical reasons and can be
damaging to the extensibility of a hierarchy.
Example, bad
class Widget { /* ... */ };
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Note Not every class is meant to be a base class. Most standard-library classes are
examples of that (e.g., std::vector and std::string are not designed to be derived
from). This rule is about using final on classes with virtual functions meant to be
interfaces for a class hierarchy.
Note Capping an individual virtual function with final is error-prone as final can
easily be overlooked when de ning/overriding a set of functions. Fortunately, the
compiler catches such mistakes: You cannot re-declare/re-open a final member in a
derived class.
Reason That can cause confusion: An overrider does not inherit default arguments.
Example, bad
class Base {
public:
virtual int multiply(int value, int factor = 2) = 0;
};
Derived d;
Base& b = d;
b.multiply(10); // these two calls will call the same function but
d.multiply(10); // with different arguments and so different results
Enforcement Flag default arguments on virtual functions if they differ between base and
derived declarations.
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Reason If you have a class with a virtual function, you don’t (in general) know which
class provided the function to be used.
Example
struct B { int a; virtual int f(); };
struct D : B { int b; int f() override; };
void use(B b)
{
D d;
B b2 = d; // slice
B b3 = b;
}
void use2()
{
D d;
use(d); // slice
}
Exception You can safely access a named polymorphic object in the scope of its
de nition, just don’t slice it.
void use3()
{
D d;
d.f(); // OK
}
Example
struct B { // an interface
virtual void f();
virtual void g();
};
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Use of the other casts can violate type safety and cause the program to access a variable
that is actually of type X to be accessed as if it were of an unrelated type Z :
void f()
{
B b;
user(&b); // OK
user2(&b); // bad error
user3(&b); // OK *if* the programmer got the some_condition check right
}
Note Like other casts, dynamic_cast is overused. Prefer virtual functions to casting.
Prefer static polymorphism to hierarchy navigation where it is possible (no run-time
resolution necessary) and reasonably convenient.
Note Some people use dynamic_cast where a typeid would have been more
appropriate; dynamic_cast is a general “is kind of” operation for discovering the best
interface to an object, whereas typeid is a “give me the exact type of this object”
operation to discover the actual type of an object. The latter is an inherently simpler
operation that ought to be faster. The latter ( typeid ) is easily hand-crafted if necessary
(e.g., if working on a system where RTTI is – for some reason – prohibited), the former
( dynamic_cast ) is far harder to implement correctly in general.
Consider:
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struct B {
const char* name {"B"};
// if pb1->id() == pb2->id() *pb1 is the same type as *pb2
virtual const char* id() const { return name; }
// ...
};
struct D : B {
const char* name {"D"};
const char* id() const override { return name; }
// ...
};
void use()
{
B* pb1 = new B;
B* pb2 = new D;
Exception If your implementation provided a really slow dynamic_cast , you may have
to use a workaround. However, all workarounds that cannot be statically resolved
involve explicit casting (typically static_cast ) and are error-prone. You will basically
be crafting your own special-purpose dynamic_cast . So, rst make sure that your dyna
mic_cast really is as slow as you think it is (there are a fair number of unsupported
rumors about) and that your use of dynamic_cast is really performance critical.
We are of the opinion that current implementations of dynamic_cast are unnecessarily
slow. For example, under suitable conditions, it is possible to perform a dynamic_cast
in fast constant time. However, compatibility makes changes dif cult even if all agree
that an effort to optimize is worthwhile.
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In very rare cases, if you have measured that the dynamic_cast overhead is material,
you have other means to statically guarantee that a downcast will succeed (e.g., you are
using CRTP carefully), and there is no virtual inheritance involved, consider tactically
resorting static_cast with a prominent comment and disclaimer summarizing this
paragraph and that human attention is needed under maintenance because the type
system can’t verify correctness. Even so, in our experience such “I know what I’m doing”
situations are still a known bug source.
Exception Consider:
template<typename B>
class Dx : B {
// ...
};
Enforcement
Flag all uses of static_cast for downcasts, including C-style casts that perform
a static_cast .
This rule is part of the type-safety pro le.
Reason Casting to a reference expresses that you intend to end up with a valid object, so
the cast must succeed. dynamic_cast will then throw if it does not succeed.
Example
???
Enforcement ???
Example The example below describes the add function of a Shape_owner that takes
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ownership of constructed Shape objects. The objects are also sorted into views,
according to their geometric attributes. In this example, Shape does not inherit from Ge
ometric_attributes . Only its subclasses do.
void add(Shape* const item)
{
// Ownership is always taken
owned_shapes.emplace_back(item);
// Check the Geometric_attributes and add the shape to none/one/some/all of the views
Notes A failure to nd the required class will cause dynamic_cast to return a null
value, and de-referencing a null-valued pointer will lead to unde ned behavior.
Therefore the result of the dynamic_cast should always be treated as if it may contain
a null value, and tested.
Enforcement
(Complex) Unless there is a null test on the result of a dynamic_cast of a pointer
type, warn upon dereference of the pointer.
Example
void use(int i)
{
auto p = new int {7}; // bad: initialize local pointers with new
auto q = make_unique<int>(9); // ok: guarantee the release of the memory-allocated for 9
if (0 < i) return; // maybe return and leak
delete p; // too late
}
Enforcement
Flag initialization of a naked pointer with the result of a new
Flag delete of local variable
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Example
unique_ptr<Foo> p {new<Foo>{7}}; // OK: but repetitive
// Not exception-safe: the compiler may interleave the computations of arguments as follows:
//
// 1. allocate memory for Foo,
// 2. construct Foo,
// 3. call bar,
// 4. construct unique_ptr<Foo>.
//
// If bar throws, Foo will not be destroyed, and the memory-allocated for it will leak.
f(unique_ptr<Foo>(new Foo()), bar());
Enforcement
Flag the repetitive usage of template specialization list <Foo>
Flag variables declared to be unique_ptr<Foo>
Reason make_shared gives a more concise statement of the construction. It also gives
an opportunity to eliminate a separate allocation for the reference counts, by placing the
shared_ptr ’s use counts next to its object.
Example
void test() {
// OK: but repetitive; and separate allocations for the Bar and shared_ptr's use count
shared_ptr<Bar> p {new<Bar>{7}};
Enforcement
Flag the repetitive usage of template specialization list <Bar>
Flag variables declared to be shared_ptr<Bar>
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Reason Subscripting the resulting base pointer will lead to invalid object access and
probably to memory corruption.
Example
struct B { int x; };
struct D : B { int y; };
void use(B*);
Enforcement
Flag all combinations of array decay and base to derived conversions.
Pass an array as a span rather than as a pointer, and don’t let the array name
suffer a derived-to-base conversion before getting into the span
Reason A virtual function call is safe, whereas casting is error-prone. A virtual function
call reaches the most derived function, whereas a cast may reach an intermediate class
and therefore give a wrong result (especially as a hierarchy is modi ed during
maintenance).
Example
???
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Example
class X {
public:
// ...
X& operator=(const X&); // member function defining assignment
friend bool operator==(const X&, const X&); // == needs access to representation
// after a = b we have a == b
// ...
};
Example, bad
X operator+(X a, X b) { return a.v - b.v; } // bad: makes + subtract
Note Nonmember operators should be either friends or de ned in the same namespace
as their operands. Binary operators should treat their operands equivalently.
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Reason If you use member functions, you need two. Unless you use a nonmember
function for (say) == , a == b and b == a will be subtly different.
Example
bool operator==(Point a, Point b) { return a.x == b.x && a.y == b.y; }
Reason Having different names for logically equivalent operations on different argument
types is confusing, leads to encoding type information in function names, and inhibits
generic programming.
Example Consider:
void print(int a);
void print(int a, int base);
void print(const string&);
These three functions all print their arguments (appropriately). Adding to the name just
introduced verbosity and inhibits generic code.
Enforcement ???
Reason Having the same name for logically different functions is confusing and leads to
errors when using generic programming.
Example Consider:
void open_gate(Gate& g); // remove obstacle from garage exit lane
void fopen(const char* name, const char* mode); // open file
The two operations are fundamentally different (and unrelated) so it is good that their
names differ. Conversely:
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The two operations are still fundamentally different (and unrelated) but the names have
been reduced to their (common) minimum, opening opportunities for confusion.
Fortunately, the type system will catch many such mistakes.
Note Be particularly careful about common and popular names, such as open , move , + ,
and == .
Enforcement ???
Reason Implicit conversions can be essential (e.g., double to int ) but often cause
surprises (e.g., String to C-style string).
Example
struct S1 {
string s;
// ...
operator char*() { return s.data(); } // BAD, likely to cause surprises
};
struct S2 {
string s;
// ...
explicit operator char*() { return s.data(); }
};
The surprising and potentially damaging implicit conversion can occur in arbitrarily
hard-to spot contexts, e.g.,
S1 ff();
char* g()
{
return ff();
}
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The string returned by ff() is destroyed before the returned pointer into it can be
used.
The std::swap() in f1() does exactly what we asked it to do: it calls the swap() in
namespace std . Unfortunately, that’s probably not what we wanted. How do we get
N::X considered?
But that may not be what we wanted for generic code. There, we typically want the
speci c function if it exists and the general function if not. This is done by including the
general function in the lookup for the function:
Enforcement Unlikely, except for known customization points, such as swap . The
problem is that the unquali ed and quali ed lookups both have uses.
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C.166: Overload unary & only as part of a system of smart pointers and
references
Reason The & operator is fundamental in C++. Many parts of the C++ semantics assumes
its default meaning.
Example
class Ptr { // a somewhat smart pointer
Ptr(X* pp) :p(pp) { /* check */ }
X* operator->() { /* check */ return p; }
X operator[](int i);
X operator*();
private:
T* p;
};
class X {
Ptr operator&() { return Ptr{this}; }
// ...
};
Note If you “mess with” operator & be sure that its de nition has matching meanings for
-> , [] , * , and . on the result type. Note that operator . currently cannot be
overloaded so a perfect system is impossible. We hope to remedy that: http://www.open-
std.org/jtc1/sc22/wg21/docs/papers/2015/n4477.pdf. Note that std::addressof()
always yields a built-in pointer.
Enforcement Tricky. Warn if & is user-de ned without also de ning -> for the result
type.
Example
void cout_my_class(const My_class& c) // confusing, not conventional,not generic
{
std::cout << /* class members here */;
}
By itself, cout_my_class would be OK, but it is not usable/composable with code that
rely on the << convention for output:
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Note There are strong and vigorous conventions for the meaning most operators, such as
comparisons ( == , != , < , <= , > , and >= ),
arithmetic operations ( + , - , * , / , and % )
access operations ( . , -> , unary * , and [] )
assignment ( = )
Don’t de ne those unconventionally and don’t invent your own names for them.
Reason Readability. Ability for nd operators using ADL. Avoiding inconsistent de nition
in different namespaces
Example
struct S { };
bool operator==(S, S); // OK: in the same namespace as S, and even next to S
S s;
bool x = (s == s);
Example
namespace N {
struct S { };
bool operator==(S, S); // OK: in the same namespace as S, and even next to S
}
N::S s;
Example, bad
struct S { };
S s;
namespace N {
S::operator!(S a) { return true; }
S not_s = !s;
}
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namespace M {
S::operator!(S a) { return false; }
S not_s = !s;
}
Here, the meaning of !s differs in N and M . This can be most confusing. Remove the
de nition of namespace M and the confusion is replaced by an opportunity to make the
mistake.
Note If a binary operator is de ned for two types that are de ned in different
namespaces, you cannot follow this rule. For example:
Vec::Vector operator*(const Vec::Vector&, const Mat::Matrix&);
See also This is a special case of the rule that helper functions should be de ned in the
same namespace as their class.
Enforcement
Flag operator de nitions that are not it the namespace of their operands
Reason You cannot overload by de ning two different lambdas with the same name.
Example
void f(int);
void f(double);
auto f = [](char); // error: cannot overload variable and function
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C.union: Unions
A union is a struct where all members start at the same address so that it can hold
only one member at a time. A union does not keep track of which member is stored so
the programmer has to get it right; this is inherently error-prone, but there are ways to
compensate.
A type that is a union plus an indicator of which member is currently held is called a
tagged union, a discriminated union, or a variant.
Reason A union allows a single piece of memory to be used for different types of
objects at different times. Consequently, it can be used to save memory when we have
several objects that are never used at the same time.
Example
union Value {
int x;
double d;
};
Example
// Short-string optimization
constexpr size_t buffer_size = 16; // Slightly larger than the size of a pointer
class Immutable_string {
public:
Immutable_string(const char* str) :
size(strlen(str))
{
if (size < buffer_size)
strcpy_s(string_buffer, buffer_size, str);
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else {
string_ptr = new char[size + 1];
strcpy_s(string_ptr, size + 1, str);
}
}
~Immutable_string()
{
if (size >= buffer_size)
delete string_ptr;
}
private:
// If the string is short enough, we store the string itself
// instead of a pointer to the string.
union {
char* string_ptr;
char string_buffer[buffer_size];
};
Enforcement ???
Reason A naked union is a union without an associated indicator which member (if any) it
holds, so that the programmer has to keep track. Naked unions are a source of type
errors.
Example, bad
union Value {
int x;
double d;
};
Value v;
v.d = 987.654; // v holds a double
cout << v.x << '\n'; // BAD, undefined behavior: v holds a double, but we read it as an int
Note that the type error happened without any explicit cast. When we tested that
program the last value printed was 1683627180 which it the integer value for the bit
pattern for 987.654 . What we have here is an “invisible” type error that happens to give
a result that could easily look innocent.
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v.x = 123;
cout << v.d << '\n'; // BAD: undefined behavior
variant<int, double> v;
v = 123; // v holds an int
int x = get<int>(v);
v = 123.456; // v holds a double
w = get<double>(v);
Enforcement ???
Reason A well-designed tagged union is type safe. An anonymous union simpli es the
de nition of a class with a (tag, union) pair.
Example This example is mostly borrowed from TC++PL4 pp216-218. You can look there
for an explanation.
The code is somewhat elaborate. Handling a type with user-de ned assignment and
destructor is tricky. Saving programmers from having to write such code is one reason for
including variant in the standard.
~Value();
Value& operator=(const Value&); // necessary because of the string variant
Value(const Value&);
// ...
int number() const;
string text() const;
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{
if (type != Tag::number) throw Bad_entry{};
return i;
}
void Value::set_number(int n)
{
if (type == Tag::text) {
s.~string(); // explicitly destroy string
type = Tag::number;
}
i = n;
}
switch (e.type) {
case Tag::number:
i = e.i;
break;
case Tag::text:
new(&s) string(e.s); // placement new: explicit construct
}
type = e.type;
return *this;
}
Value::~Value()
{
if (type == Tag::text) s.~string(); // explicit destroy
}
Enforcement ???
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Reason It is unde ned behavior to read a union member with a different type from the
one with which it was written. Such punning is invisible, or at least harder to spot than
using a named cast. Type punning using a union is a source of errors.
Example, bad
union Pun {
int x;
unsigned char c[sizeof(int)];
};
void bad(Pun& u)
{
u.x = 'x';
cout << u.c[0] << '\n'; // undefined behavior
}
void if_you_must_pun(int& x)
{
auto p = reinterpret_cast<unsigned char*>(&x);
cout << p[0] << '\n'; // OK; better
// ...
}
Note Unfortunately, union s are commonly used for type punning. We don’t consider
“sometimes, it works as expected” a strong argument.
C++17 introduced a distinct type std::byte to facilitate operations on raw object
representation. Use that type instead of unsigned char or char for these operations.
Enforcement ???
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Enum: Enumerations
Enumerations are used to de ne sets of integer values and for de ning types for such
sets of values. There are two kind of enumerations, “plain” enum s and class enum s.
Reason Macros do not obey scope and type rules. Also, macro names are removed during
preprocessing and so usually don’t appear in tools like debuggers.
// productinfo.h
// The following define product subtypes based on color
#define RED 0
#define PURPLE 1
#define BLUE 2
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Reason An enumeration shows the enumerators to be related and can be a named type.
Example
enum class Web_color { red = 0xFF0000, green = 0x00FF00, blue = 0x0000FF };
Note Switching on an enumeration is common and the compiler can warn against
unusual patterns of case labels. For example:
enum class Product_info { red = 0, purple = 1, blue = 2 };
Such off-by-one switch`statements are often the results of an added enumerator and
insuf cient testing.
Enforcement
Flag switch -statements where the case s cover most but not all enumerators of
an enumeration.
Flag switch -statements where the case s cover a few enumerators of an
enumeration, but has no default .
Example
void Print_color(int color);
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Example
enum Day { mon, tue, wed, thu, fri, sat, sun };
Day& operator++(Day& d)
{
return d = (d == Day::sun) ? Day::mon : static_cast<Day>(static_cast<int>(d)+1);
}
Day& operator++(Day& d)
{
return d = (d == Day::sun) ? Day::mon : Day{++d}; // error
}
is an in nite recursion, and writing it without a cast, using a switch on all cases is
long-winded.
Example, bad
// webcolors.h (third party header)
#define RED 0xFF0000
#define GREEN 0x00FF00
#define BLUE 0x0000FF
// productinfo.h
// The following define product subtypes based on color
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Reason If you can’t name an enumeration, the values are not related
Example, bad
enum { red = 0xFF0000, scale = 4, is_signed = 1 };
Such code is not uncommon in code written before there were convenient alternative
ways of specifying integer constants.
Reason The default is the easiest to read and write. int is the default integer type. int
is compatible with C enum s.
Example
enum class Direction : char { n, s, e, w,
ne, nw, se, sw }; // underlying type saves space
void f(Flags);
// ....
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Enforcement ????
Reason It’s the simplest. It avoids duplicate enumerator values. The default gives a
consecutive set of values that is good for switch -statement implementations.
Example
enum class Col1 { red, yellow, blue };
enum class Col2 { red = 1, yellow = 2, blue = 2 }; // typo
enum class Month { jan = 1, feb, mar, apr, may, jun,
jul, august, sep, oct, nov, dec }; // starting with 1 is conventional
enum class Base_flag { dec = 1, oct = dec << 1, hex = dec << 2 }; // set of bits
Specifying values is necessary to match conventional values (e.g., Month ) and where
consecutive values are undesirable (e.g., to get separate bits as in Base_flag ).
Enforcement
Flag duplicate enumerator values
Flag explicitly speci ed all-consecutive enumerator values
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R: Resource management
This section contains rules related to resources. A resource is anything that must be
acquired and (explicitly or implicitly) released, such as memory, le handles, sockets, and
locks. The reason it must be released is typically that it can be in short supply, so even
delayed release may do harm. The fundamental aim is to ensure that we don’t leak any
resources and that we don’t hold a resource longer than we need to. An entity that is
responsible for releasing a resource is called an owner.
There are a few cases where leaks can be acceptable or even optimal: If you are writing
a program that simply produces an output based on an input and the amount of memory
needed is proportional to the size of the input, the optimal strategy (for performance
and ease of programming) is sometimes simply never to delete anything. If you have
enough memory to handle your largest input, leak away, but be sure to give a good error
message if you are wrong. Here, we ignore such cases.
Reason To avoid leaks and the complexity of manual resource management. C++’s
language-enforced constructor/destructor symmetry mirrors the symmetry inherent in
resource acquire/release function pairs such as fopen / fclose , lock / unlock , and n
ew / delete . Whenever you deal with a resource that needs paired acquire/release
function calls, encapsulate that resource in an object that enforces pairing for you –
acquire the resource in its constructor, and release it in its destructor.
In this code, you have to remember to unlock , close_port , and delete on all paths,
and do each exactly once. Further, if any of the code marked ... throws an exception,
then x is leaked and my_mutex remains locked.
Example Consider:
void send(unique_ptr<X> x, cstring_span destination) // x owns the X
{
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Now all resource cleanup is automatic, performed once on all paths whether or not there
is an exception. As a bonus, the function now advertises that it takes over ownership of
the pointer.
class Port {
PortHandle port;
public:
Port(cstring_span destination) : port{open_port(destination)} { }
~Port() { close_port(port); }
operator PortHandle() { return port; }
// port handles can't usually be cloned, so disable copying and assignment if necessary
Port(const Port&) = delete;
Port& operator=(const Port&) = delete;
};
Reason Arrays are best represented by a container type (e.g., vector (owning)) or a sp
an (non-owning). Such containers and views hold suf cient information to do range
checking.
Example, bad
void f(int* p, int n) // n is the number of elements in p[]
{
// ...
p[2] = 7; // bad: subscript raw pointer
// ...
}
The compiler does not read comments, and without reading other code you do not know
whether p really points to n elements. Use a span instead.
Example
void g(int* p, int fmt) // print *p using format #fmt
{
// ... uses *p and p[0] only ...
}
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Note Many current uses of pointers to a single element could be references. However,
where nullptr is a possible value, a reference may not be a reasonable alternative.
Enforcement
Flag pointer arithmetic (including ++ ) on a pointer that is not part of a container,
view, or iterator. This rule would generate a huge number of false positives if
applied to an older code base.
Flag array names passed as simple pointers
Reason There is nothing (in the C++ standard or in most code) to say otherwise and most
raw pointers are non-owning. We want owning pointers identi ed so that we can reliably
and ef ciently delete the objects pointed to by owning pointers.
Example
void f()
{
int* p1 = new int{7}; // bad: raw owning pointer
auto p2 = make_unique<int>(7); // OK: the int is owned by a unique pointer
// ...
}
The unique_ptr protects against leaks by guaranteeing the deletion of its object (even
in the presence of exceptions). The T* does not.
Example
template<typename T>
class X {
// ...
public:
T* p; // bad: it is unclear whether p is owning or not
T* q; // bad: it is unclear whether q is owning or not
};
template<typename T>
class X2 {
// ...
public:
owner<T*> p; // OK: p is owning
T* q; // OK: q is not owning
};
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Exception A major class of exception is legacy code, especially code that must remain
compilable as C or interface with C and C-style C++ through ABIs. The fact that there are
billions of lines of code that violate this rule against owning T* s cannot be ignored.
We’d love to see program transformation tools turning 20-year-old “legacy” code into
shiny modern code, we encourage the development, deployment and use of such tools,
we hope the guidelines will help the development of such tools, and we even
contributed (and contribute) to the research and development in this area. However, it
will take time: “legacy code” is generated faster than we can renovate old code, and so it
will be for a few years.
This code cannot all be rewritten (ever assuming good code transformation software),
especially not soon. This problem cannot be solved (at scale) by transforming all owning
pointers to unique_ptr s and shared_ptr s, partly because we need/use owning “raw
pointers” as well as simple pointers in the implementation of our fundamental resource
handles. For example, common vector implementations have one owning pointer and
two non-owning pointers. Many ABIs (and essentially all interfaces to C code) use T* s,
some of them owning. Some interfaces cannot be simply annotated with owner because
they need to remain compilable as C (although this would be a rare good use for a
macro, that expands to owner in C++ mode only).
Note owner<T*> has no default semantics beyond T* . It can be used without changing
any code using it and without affecting ABIs. It is simply a indicator to programmers and
analysis tools. For example, if an owner<T*> is a member of a class, that class better
have a destructor that delete s it.
void caller(int n)
{
auto p = make_gadget(n); // remember to delete p
// ...
delete p;
}
In addition to suffering from the problem from leak, this adds a spurious allocation and
deallocation operation, and is needlessly verbose. If Gadget is cheap to move out of a
function (i.e., is small or has an ef cient move operation), just return it “by value” (see
“out” return values):
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Gadget make_gadget(int n)
{
Gadget g{n};
// ...
return g;
}
Note If pointer semantics are required (e.g., because the return type needs to refer to a
base class of a class hierarchy (an interface)), return a “smart pointer.”
Enforcement
(Simple) Warn on delete of a raw pointer that is not an owner<T> .
(Moderate) Warn on failure to either reset or explicitly delete an owner<T>
pointer on every code path.
(Simple) Warn if the return value of new is assigned to a raw pointer.
(Simple) Warn if a function returns an object that was allocated within the function
but has a move constructor. Suggest considering returning it by value instead.
Reason There is nothing (in the C++ standard or in most code) to say otherwise and most
raw references are non-owning. We want owners identi ed so that we can reliably and
ef ciently delete the objects pointed to by owning pointers.
Example
void f()
{
int& r = *new int{7}; // bad: raw owning reference
// ...
delete &r; // bad: violated the rule against deleting raw pointers
}
Reason A scoped object is a local object, a global object, or a member. This implies that
there is no separate allocation and deallocation cost in excess of that already used for
the containing scope or object. The members of a scoped object are themselves scoped
and the scoped object’s constructor and destructor manage the members’ lifetimes.
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Example The following example is inef cient (because it has unnecessary allocation and
deallocation), vulnerable to exception throws and returns in the ... part (leading to
leaks), and verbose:
void f(int n)
{
auto p = new Gadget{n};
// ...
delete p;
}
void f(int n)
{
Gadget g{n};
// ...
}
Enforcement
(Moderate) Warn if an object is allocated and then deallocated on all paths within
a function. Suggest it should be a local auto stack object instead.
(Simple) Warn if a local Unique_ptr or Shared_ptr is not moved, copied,
reassigned or reset before its lifetime ends.
Reason Global variables can be accessed from everywhere so they can introduce
surprising dependencies between apparently unrelated objects. They are a notable
source of errors.
Warning: The initialization of global objects is not totally ordered. If you use a global
object initialize it with a constant. Note that it is possible to get unde ned initialization
order even for const objects.
Exception An immutable ( const ) global does not introduce the problems we try to
avoid by banning global objects.
Enforcement (??? NM: Obviously we can warn about non- const statics … do we want
to?)
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Reason malloc() and free() do not support construction and destruction, and do not
mix well with new and delete .
Example
class Record {
int id;
string name;
// ...
};
void use()
{
// p1 may be nullptr
// *p1 is not initialized; in particular,
// that string isn't a string, but a string-sized bag of bits
Record* p1 = static_cast<Record*>(malloc(sizeof(Record)));
// ...
In some implementations that delete and that free() might work, or maybe they will
cause run-time errors.
Exception There are applications and sections of code where exceptions are not
acceptable. Some of the best such examples are in life-critical hard-real-time code.
Beware that many bans on exception use are based on superstition (bad) or by concerns
for older code bases with unsystematic resource management (unfortunately, but
sometimes necessary). In such cases, consider the nothrow versions of new .
Reason The pointer returned by new should belong to a resource handle (that can call d
elete ). If the pointer returned by new is assigned to a plain/naked pointer, the object
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can be leaked.
Note In a large program, a naked delete (that is a delete in application code, rather
than part of code devoted to resource management) is a likely bug: if you have N delet
e s, how can you be certain that you don’t need N+1 or N-1? The bug may be latent: it
may emerge only during maintenance. If you have a naked new , you probably need a
naked delete somewhere, so you probably have a bug.
Enforcement (Simple) Warn on any explicit use of new and delete . Suggest using mak
e_unique instead.
Example, bad
void f(const string& name)
{
FILE* f = fopen(name, "r"); // open the file
vector<char> buf(1024);
auto _ = finally([f] { fclose(f); }); // remember to close the file
// ...
}
Example
void f(const string& name)
{
ifstream f{name}; // open the file
vector<char> buf(1024);
// ...
}
The use of the le handle (in ifstream ) is simple, ef cient, and safe.
Enforcement
Flag explicit allocations used to initialize pointers (problem: how many direct
resource allocations can we recognize?)
Reason If you perform two explicit resource allocations in one statement, you could leak
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Example
void fun(shared_ptr<Widget> sp1, shared_ptr<Widget> sp2);
This is exception-unsafe because the compiler may reorder the two expressions building
the function’s two arguments. In particular, the compiler can interleave execution of the
two expressions: Memory allocation (by calling operator new ) could be done rst for
both objects, followed by attempts to call the two Widget constructors. If one of the
constructor calls throws an exception, then the other object’s memory will never be
released!
This subtle problem has a simple solution: Never perform more than one explicit
resource allocation in a single expression statement. For example:
The best solution is to avoid explicit allocation entirely use factory functions that return
owning objects:
Enforcement
Flag expressions with multiple explicit resource allocations (problem: how many
direct resource allocations can we recognize?)
Reason An array decays to a pointer, thereby losing its size, opening the opportunity for
range errors. Use span to preserve size information.
Example
void f(int[]); // not recommended
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Example
class X {
// ...
void* operator new(size_t s);
void operator delete(void*);
// ...
};
Note If you want memory that cannot be deallocated, =delete the deallocation
operation. Don’t leave it undeclared.
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Example Consider:
void f()
{
X x;
X* p1 { new X }; // see also ???
unique_ptr<T> p2 { new X }; // unique ownership; see also ???
shared_ptr<T> p3 { new X }; // shared ownership; see also ???
auto p4 = make_unique<X>(); // unique_ownership, preferable to the explicit use "new"
auto p5 = make_shared<X>(); // shared ownership, preferable to the explicit use "new"
}
Enforcement (Simple) Warn if the return value of new or a function call with return
value of pointer type is assigned to a raw pointer.
Reason A unique_ptr is conceptually simpler and more predictable (you know when
destruction happens) and faster (you don’t implicitly maintain a use count).
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Reason If you rst make an object and then give it to a shared_ptr constructor, you
(most likely) do one more allocation (and later deallocation) than if you use make_shar
ed() because the reference counts must be allocated separately from the object.
Example Consider:
shared_ptr<X> p1 { new X{2} }; // bad
auto p = make_shared<X>(2); // good
The make_shared() version mentions X only once, so it is usually shorter (as well as
faster) than the version with the explicit new .
Note make_unique() is C++14, but widely available (as well as simple to write).
Reason shared_ptr ’s rely on use counting and the use count for a cyclic structure
never goes to zero, so we need a mechanism to be able to destroy a cyclic structure.
Example
#include <memory>
class bar;
class foo
{
public:
explicit foo(const std::shared_ptr<bar>& forward_reference)
: forward_reference_(forward_reference)
{ }
private:
std::shared_ptr<bar> forward_reference_;
};
class bar
{
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public:
explicit bar(const std::weak_ptr<foo>& back_reference)
: back_reference_(back_reference)
{ }
void do_something()
{
if (auto shared_back_reference = back_reference_.lock()) {
// Use *shared_back_reference
}
}
private:
std::weak_ptr<foo> back_reference_;
};
Note ??? (HS: A lot of people say “to break cycles”, while I think “temporary shared
ownership” is more to the point.) ???(BS: breaking cycles is what you must do;
temporarily sharing ownership is how you do it. You could “temporarily share ownership”
simply by using another shared_ptr .)
Reason Accepting a smart pointer to a widget is wrong if the function just needs the w
idget itself. It should be able to accept any widget object, not just ones whose
lifetimes are managed by a particular kind of smart pointer. A function that does not
manipulate lifetime should take raw pointers or references instead.
Example, bad
// callee
void f(shared_ptr<widget>& w)
{
// ...
use(*w); // only use of w -- the lifetime is not used at all
// ...
};
// caller
shared_ptr<widget> my_widget = /* ... */;
f(my_widget);
widget stack_widget;
f(stack_widget); // error
Example, good
// callee
void f(widget& w)
{
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// ...
use(w);
// ...
};
// caller
shared_ptr<widget> my_widget = /* ... */;
f(*my_widget);
widget stack_widget;
f(stack_widget); // ok -- now this works
Enforcement
(Simple) Warn if a function takes a parameter of a smart pointer type (that
overloads operator-> or operator* ) that is copyable but the function only
calls any of: operator* , operator-> or get() . Suggest using a T* or T&
instead.
Flag a parameter of a smart pointer type (a type that overloads operator-> or o
perator* ) that is copyable/movable but never copied/moved from in the function
body, and that is never modi ed, and that is not passed along to another function
that could do so. That means the ownership semantics are not used. Suggest using
a T* or T& instead.
R.31: If you have non- std smart pointers, follow the basic pattern
from std
Reason The rules in the following section also work for other kinds of third-party and
custom smart pointers and are very useful for diagnosing common smart pointer errors
that cause performance and correctness problems. You want the rules to work on all the
smart pointers you use.
Any type (including primary template or specialization) that overloads unary * and ->
is considered a smart pointer:
Example
// use Boost's intrusive_ptr
#include <boost/intrusive_ptr.hpp>
void f(boost::intrusive_ptr<widget> p) // error under rule 'sharedptrparam'
{
p->foo();
}
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p->foo();
}
Both cases are an error under the sharedptrparam guideline: p is a Shared_ptr , but
nothing about its sharedness is used here and passing it by value is a silent
pessimization; these functions should accept a smart pointer only if they need to
participate in the widget’s lifetime management. Otherwise they should accept a widge
t* , if it can be nullptr . Otherwise, and ideally, the function should accept a widget& .
These smart pointers match the Shared_ptr concept, so these guideline enforcement
rules work on them out of the box and expose this common pessimization.
Reason Using unique_ptr in this way both documents and enforces the function call’s
ownership transfer.
Example
void sink(unique_ptr<widget>); // takes ownership of the widget
Example, bad
void thinko(const unique_ptr<widget>&); // usually not what you want
Enforcement
(Simple) Warn if a function takes a Unique_ptr<T> parameter by lvalue reference
and does not either assign to it or call reset() on it on at least one code path.
Suggest taking a T* or T& instead.
(Simple) ((Foundation)) Warn if a function takes a Unique_ptr<T> parameter by
reference to const . Suggest taking a const T* or const T& instead.
Reason Using unique_ptr in this way both documents and enforces the function call’s
reseating semantics.
Note “reseat” means “making a pointer or a smart pointer refer to a different object.”
Example
void reseat(unique_ptr<widget>&); // "will" or "might" reseat pointer
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Example, bad
void thinko(const unique_ptr<widget>&); // usually not what you want
Enforcement
(Simple) Warn if a function takes a Unique_ptr<T> parameter by lvalue reference
and does not either assign to it or call reset() on it on at least one code path.
Suggest taking a T* or T& instead.
(Simple) ((Foundation)) Warn if a function takes a Unique_ptr<T> parameter by
reference to const . Suggest taking a const T* or const T& instead.
Example, good
void share(shared_ptr<widget>); // share -- "will" retain refcount
Enforcement
(Simple) Warn if a function takes a Shared_ptr<T> parameter by lvalue reference
and does not either assign to it or call reset() on it on at least one code path.
Suggest taking a T* or T& instead.
(Simple) ((Foundation)) Warn if a function takes a Shared_ptr<T> by value or by
reference to const and does not copy or move it to another Shared_ptr on at
least one code path. Suggest taking a T* or T& instead.
(Simple) ((Foundation)) Warn if a function takes a Shared_ptr<T> by rvalue
reference. Suggesting taking it by value instead.
Note “reseat” means “making a reference or a smart pointer refer to a different object.”
Example, good
void share(shared_ptr<widget>); // share -- "will" retain refcount
Enforcement
(Simple) Warn if a function takes a Shared_ptr<T> parameter by lvalue reference
and does not either assign to it or call reset() on it on at least one code path.
Suggest taking a T* or T& instead.
(Simple) ((Foundation)) Warn if a function takes a Shared_ptr<T> by value or by
reference to const and does not copy or move it to another Shared_ptr on at
least one code path. Suggest taking a T* or T& instead.
(Simple) ((Foundation)) Warn if a function takes a Shared_ptr<T> by rvalue
reference. Suggesting taking it by value instead.
Example, good
void share(shared_ptr<widget>); // share -- "will" retain refcount
Enforcement
(Simple) Warn if a function takes a Shared_ptr<T> parameter by lvalue reference
and does not either assign to it or call reset() on it on at least one code path.
Suggest taking a T* or T& instead.
(Simple) ((Foundation)) Warn if a function takes a Shared_ptr<T> by value or by
reference to const and does not copy or move it to another Shared_ptr on at
least one code path. Suggest taking a T* or T& instead.
(Simple) ((Foundation)) Warn if a function takes a Shared_ptr<T> by rvalue
reference. Suggesting taking it by value instead.
Reason Violating this rule is the number one cause of losing reference counts and
nding yourself with a dangling pointer. Functions should prefer to pass raw pointers
and references down call chains. At the top of the call tree where you obtain the raw
pointer or reference from a smart pointer that keeps the object alive. You need to be sure
that the smart pointer cannot inadvertently be reset or reassigned from within the call
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tree below.
Note To do this, sometimes you need to take a local copy of a smart pointer, which rmly
keeps the object alive for the duration of the function and the call tree.
void f(widget& w)
{
g();
use(w); // A
}
void g()
{
g_p = ...; // oops, if this was the last shared_ptr to that widget, destroys the widget
}
void my_code()
{
// BAD: passing pointer or reference obtained from a nonlocal smart pointer
// that could be inadvertently reset somewhere inside f or it callees
f(*g_p);
The x is simple – take a local copy of the pointer to “keep a ref count” for your call tree:
void my_code()
{
// cheap: 1 increment covers this entire function and all the call trees below us
auto pin = g_p;
// GOOD: passing pointer or reference obtained from a local unaliased smart pointer
f(*pin);
Enforcement
(Simple) Warn if a pointer or reference obtained from a smart pointer variable ( Uni
que_ptr or Shared_ptr ) that is nonlocal, or that is local but potentially aliased,
is used in a function call. If the smart pointer is a Shared_ptr then suggest
taking a local copy of the smart pointer and obtain a pointer or reference from that
instead.
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For naming, commenting, and indentation rules, see NL: Naming and layout.
General rules:
ES.1: Prefer the standard library to other libraries and to “handcrafted code”
ES.2: Prefer suitable abstractions to direct use of language features
Declaration rules:
Expression rules:
Statement rules:
Arithmetic rules:
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Reason Code using a library can be much easier to write than code working directly with
language features, much shorter, tend to be of a higher level of abstraction, and the
library code is presumably already tested. The ISO C++ Standard Library is among the
most widely known and best tested libraries. It is available as part of all C++
Implementations.
Example
auto sum = accumulate(begin(a), end(a), 0.0); // good
Exception Large parts of the standard library rely on dynamic allocation (free store).
These parts, notably the containers but not the algorithms, are unsuitable for some
hard-real-time and embedded applications. In such cases, consider providing/using
similar facilities, e.g., a standard-library-style container implemented using a pool
allocator.
Enforcement Not easy. ??? Look for messy loops, nested loops, long functions, absence of
function calls, lack of use of non-built-in types. Cyclomatic complexity?
Reason A “suitable abstraction” (e.g., library or class) is closer to the application concepts
than the bare language, leads to shorter and clearer code, and is likely to be better
tested.
Example
vector<string> read1(istream& is) // good
{
vector<string> res;
for (string s; is >> s;)
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res.push_back(s);
return res;
}
The more traditional and lower-level near-equivalent is longer, messier, harder to get
right, and most likely slower:
char** read2(istream& is, int maxelem, int maxstring, int* nread) // bad: verbose and incomp
lete
{
auto res = new char*[maxelem];
int elemcount = 0;
while (is && elemcount < maxelem) {
auto s = new char[maxstring];
is.read(s, maxstring);
res[elemcount++] = s;
}
nread = &elemcount;
return res;
}
Once the checking for over ow and error handling has been added that code gets quite
messy, and there is the problem remembering to delete the returned pointer and the
C-style strings that array contains.
Enforcement Not easy. ??? Look for messy loops, nested loops, long functions, absence of
function calls, lack of use of non-built-in types. Cyclomatic complexity?
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ES.dcl: Declarations
A declaration is a statement. A declaration introduces a name into a scope and may
cause the construction of a named object.
Example
void use()
{
int i; // bad: i is needlessly accessible after loop
for (i = 0; i < 20; ++i) { /* ... */ }
// no intended use of i here
for (int i = 0; i < 20; ++i) { /* ... */ } // good: i is local to for-loop
Example, bad
void use(const string& name)
{
string fn = name + ".txt";
ifstream is {fn};
Record r;
is >> r;
// ... 200 lines of code without intended use of fn or is ...
}
This function is by most measure too long anyway, but the point is that the resources
used by fn and the le handle held by is are retained for much longer than needed
and that unanticipated use of is and fn could happen later in the function. In this
case, it might be a good idea to factor out the read:
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{
Record r = load_record(name);
// ... 200 lines of code ...
}
Enforcement
Flag loop variable declared outside a loop and not used after the loop
Flag when expensive resources, such as le handles and locks are not used for N-
lines (for some suitable N)
Example
void use()
{
for (string s; cin >> s;)
v.push_back(s);
Enforcement
Flag loop variables declared before the loop and not used after the loop
(hard) Flag loop variables declared before the loop and used after the loop for an
unrelated purpose.
C++17 and C++20 example Note: C++17 and C++20 also add if , switch , and range- fo
r initializer statements. These require C++17 and C++20 support.
map<int, string> mymap;
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ES.7: Keep common and local names short, and keep uncommon and
nonlocal names longer
Reason Readability. Lowering the chance of clashes between unrelated non-local names.
An index is conventionally called i and there is no hint about the meaning of the vector
in this generic function, so v is as good name as any. Compare
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Here, there is a chance that the reader knows what trim_tail means and that the
reader can remember it after looking it up.
Example, bad Argument names of large functions are de facto non-local and should be
meaningful:
void complicated_algorithm(vector<Record>& vr, const vector<int>& vi, map<string, int>& out)
// read from events in vr (marking used Records) for the indices in
// vi placing (name, index) pairs into out
{
// ... 500 lines of code using vr, vi, and out ...
}
We recommend keeping functions short, but that rule isn’t universally adhered to and
naming should re ect that.
Enforcement Check length of local and non-local names. Also take function length into
account.
Reason Code clarity and readability. Too-similar names slow down comprehension and
increase the likelihood of error.
Example, bad
if (readable(i1 + l1 + ol + o1 + o0 + ol + o1 + I0 + l0)) surprise();
Example, bad Do not declare a non-type with the same name as a type in the same
scope. This removes the need to disambiguate with a keyword such as struct or enum .
It also removes a source of errors, as struct X can implicitly declare X if lookup fails.
struct foo { int n; };
struct foo foo(); // BAD, foo is a type already in scope
struct foo x = foo(); // requires disambiguation
Exception Antique header les might declare non-types and types with the same name
in the same scope.
Enforcement
Check names against a list of known confusing letter and digit combinations.
Flag a declaration of a variable, function, or enumerator that hides a class or
enumeration declared in the same scope.
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Reason Such names are commonly used for macros. Thus, ALL_CAPS name are
vulnerable to unintended macro substitution.
Example
// somewhere in some header:
#define NE !=
Note Do not use ALL_CAPS for constants just because constants used to be macros.
Enforcement Flag all uses of ALL CAPS. For older code, accept ALL CAPS for macro
names and ag all non-ALL-CAPS macro names.
Reason One declaration per line increases readability and avoids mistakes related to the
C/C++ grammar. It also leaves room for a more descriptive end-of-line comment.
Example, bad
char *p, c, a[7], *pp[7], **aa[10]; // yuck!
Example
template <class InputIterator, class Predicate>
bool any_of(InputIterator first, InputIterator last, Predicate pred);
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Example
double scalbn(double x, int n); // OK: x * pow(FLT_RADIX, n); FLT_RADIX is usually 2
or:
or:
Example
int a = 7, b = 9, c, d = 10, e = 3;
Enforcement Flag variable and constant declarations with multiple declarators (e.g., int
* p, q; )
Reason
Simple repetition is tedious and error-prone.
When you use auto , the name of the declared entity is in a xed position in the
declaration, increasing readability.
In a template function declaration the return type can be a member type.
Example Consider:
auto p = v.begin(); // vector<int>::iterator
auto h = t.future();
auto q = make_unique<int[]>(s);
auto f = [](int x){ return x + 10; };
In each case, we save writing a longish, hard-to-remember type that the compiler
already knows but a programmer could get wrong.
Example
template<class T>
auto Container<T>::first() -> Iterator; // Container<T>::Iterator
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Exception Avoid auto for initializer lists and in cases where you know exactly which
type you want and where an initializer might require conversion.
Example
auto lst = { 1, 2, 3 }; // lst is an initializer list
auto x{1}; // x is an int (in C++17; initializer_list in C++11)
Note When concepts become available, we can (and should) be more speci c about the
type we are deducing:
// ...
ForwardIterator p = algo(x, y, z);
Example (C++17)
auto [ quotient, remainder ] = div(123456, 73); // break out the members of the div_t result
Reason It is easy to get confused about which variable is used. Can cause maintenance
problems.
Example, bad
int d = 0;
// ...
if (cond) {
// ...
d = 9;
// ...
}
else {
// ...
int d = 7;
// ...
d = value_to_be_returned;
// ...
}
return d;
If this is a large if -statement, it is easy to overlook that a new d has been introduced
in the inner scope. This is a known source of bugs. Sometimes such reuse of a name in
an inner scope is called “shadowing”.
Note Shadowing is primarily a problem when functions are too large and too complex.
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if (x) {
int x = 7; // allowed, but bad
// ...
}
}
Example, bad Reuse of a member name as a local variable can also be a problem:
struct S {
int m;
void f(int x);
};
void S::f(int x)
{
m = 7; // assign to member
if (x) {
int m = 9;
// ...
m = 99; // assign to local variable
// ...
}
}
Exception We often reuse function names from a base class in a derived class:
struct B {
void f(int);
};
struct D : B {
void f(double);
using B::f;
};
This is error-prone. For example, had we forgotten the using declaration, a call d.f(1)
would not have found the int version of f .
Enforcement
Flag reuse of a name in nested local scopes
Flag reuse of a member name as a local variable in a member function
Flag reuse of a global name as a local variable or a member name
Flag reuse of a base class member name in a derived class (except for function
names)
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Reason Avoid used-before-set errors and their associated unde ned behavior. Avoid
problems with comprehension of complex initialization. Simplify refactoring.
Example
void use(int arg)
{
int i; // bad: uninitialized variable
// ...
i = 7; // initialize i
}
No, i = 7 does not initialize i ; it assigns to it. Also, i can be read in the ... part.
Better:
Note The always initialize rule is deliberately stronger than the an object must be set
before used language rule. The latter, more relaxed rule, catches the technical bugs, but:
It leads to less readable code
It encourages people to declare names in greater than necessary scopes
It leads to harder to read code
It leads to logic bugs by encouraging complex code
It hampers refactoring
The always initialize rule is a style rule aimed to improve maintainability as well as a rule
protecting against used-before-set errors.
Example Here is an example that is often considered to demonstrate the need for a more
relaxed rule for initialization
widget i; // "widget" a type that's expensive to initialize, possibly a large POD
widget j;
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This cannot trivially be rewritten to initialize i and j with initializers. Note that for
types with a default constructor, attempting to postpone initialization simply leads to a
default initialization followed by an assignment. A popular reason for such examples is
“ef ciency”, but a compiler that can detect whether we made a used-before-set error can
also eliminate any redundant double initialization.
Assuming that there is a logical connection between i and j , that connection should
probably be expressed in code:
Note Complex initialization has been popular with clever programmers for decades. It
has also been a major source of errors and complexity. Many such errors are introduced
during maintenance years after the initial implementation.
private:
int m1 = 7;
int m2;
int m3;
The compiler will ag the uninitialized cm3 because it is a const , but it will not catch
the lack of initialization of m3 . Usually, a rare spurious member initialization is worth
the absence of errors from lack of initialization and often an optimizer can eliminate a
redundant initialization (e.g., an initialization that occurs immediately before an
assignment).
Exception If you are declaring an object that is just about to be initialized from input,
initializing it would cause a double initialization. However, beware that this may leave
uninitialized data beyond the input – and that has been a fertile source of errors and
security breaches:
constexpr int max = 8 * 1024;
int buf[max]; // OK, but suspicious: uninitialized
f.read(buf, max);
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The cost of initializing that array could be signi cant in some situations. However, such
examples do tend to leave uninitialized variables accessible, so they should be treated
with suspicion.
When feasible use a library function that is known not to over ow. For example:
Don’t consider simple variables that are targets for input operations exceptions to this
rule:
int i; // bad
// ...
cin >> i;
In the not uncommon case where the input target and the input operation get separated
(as they should not) the possibility of used-before-set opens up.
A good optimizer should know about input operations and eliminate the redundant
operation.
// ...
use(i); // possibly used before set
// ...
Now the compiler cannot even simply detect a used-before-set. Further, we’ve
introduced complexity in the state space for widget: which operations are valid on an un
init widget and which are not?
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or maybe:
Value v = [] {
auto p = get_value(); // get_value() returns a pair<error_code, Value>
if (p.first) throw Bad_value{p.first};
return p.second;
}();
Enforcement
Flag every uninitialized variable. Don’t ag variables of user-de ned types with
default constructors.
Check that an uninitialized buffer is written into immediately after declaration.
Passing an uninitialized variable as a reference to non- const argument can be
assumed to be a write into the variable.
ES.21: Don’t introduce a variable (or constant) before you need to use
it
Reason Readability. To limit the scope in which the variable can be used.
Example
int x = 7;
// ... no use of x here ...
++x;
Enforcement Flag declarations that are distant from their rst use.
Reason Readability. Limit the scope in which a variable can be used. Don’t risk used-
before-set. Initialization is often more ef cient than assignment.
Example, bad
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string s;
// ... no use of s here ...
s = "what a waste";
Example, bad
SomeLargeType var; // ugly CaMeLcAsEvArIaBlE
// use var; that this isn't done too early can be enforced statically with only control flow
This would be ne if there was a default initialization for SomeLargeType that wasn’t
too expensive. Otherwise, a programmer might very well wonder if every possible path
through the maze of conditions has been covered. If not, we have a “use before set” bug.
This is a maintenance trap.
For initializers of moderate complexity, including for const variables, consider using a
lambda to express the initializer; see ES.28.
Enforcement
Flag declarations with default initialization that are assigned to before they are
rst read.
Flag any complicated computation after an uninitialized variable and before its
use.
Reason The rules for {} initialization are simpler, more general, less ambiguous, and
safer than for other forms of initialization.
Example
int x {f(99)};
vector<int> v = {1, 2, 3, 4, 5, 6};
Exception For containers, there is a tradition for using {...} for a list of elements and
(...) for sizes:
vector<int> v1(10); // vector of 10 elements with the default value 0
vector<int> v2 {10}; // vector of 1 element with the value 10
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Note {} -initializers do not allow narrowing conversions (and that is usually a good
thing).
Example
int x {7.9}; // error: narrowing
int y = 7.9; // OK: y becomes 7. Hope for a compiler warning
int z = gsl::narrow_cast<int>(7.9); // OK: you asked for it
Note {} initialization can be used for all initialization; other forms of initialization can’t:
auto p = new vector<int> {1, 2, 3, 4, 5}; // initialized vector
D::D(int a, int b) :m{a, b} { // member initializer (e.g., m might be a pair)
// ...
};
X var {}; // initialize var to be empty
struct S {
int m {7}; // default initializer for a member
// ...
};
For that reason, {} -initialization is often called “uniform initialization” (though there
unfortunately are a few irregularities left).
Note Initialization of a variable declared using auto with a single value, e.g., {v} , had
surprising results until C++17. The C++17 rules are somewhat less surprising:
auto x1 {7}; // x1 is an int with the value 7
auto x2 = {7}; // x2 is an initializer_list<int> with an element 7
Note ={} gives copy initialization whereas {} gives direct initialization. Like the
distinction between copy-initialization and direct-initialization itself, this can lead to
surprises. {} accepts explicit constructors; ={} does not`. For example:
struct Z { explicit Z() {} };
Use plain {} -initialization unless you speci cally want to disable explicit constructors.
Note Old habits die hard, so this rule is hard to apply consistently, especially as there are
so many cases where = is innocent.
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Example
template<typename T>
void f()
{
T x1(1); // T initialized with 1
T x0(); // bad: function declaration (often a mistake)
Enforcement Tricky.
Don’t ag uses of = for simple initializers.
Look for = after auto has been seen.
Example
void use(bool leak)
{
auto p1 = make_unique<int>(7); // OK
int* p2 = new int{7}; // bad: might leak
// ... no assignment to p2 ...
if (leak) return;
// ... no assignment to p2 ...
vector<int> v(7);
v.at(7) = 0; // exception thrown
// ...
}
If leak == true the object pointed to by p2 is leaked and the object pointed to by p1
is not. The same is the case when at() throws.
Enforcement Look for raw pointers that are targets of new , malloc() , or functions that
may return such pointers.
Reason That way you can’t change the value by mistake. That way may offer the
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Example
void f(int n)
{
const int bufmax = 2 * n + 2; // good: we can't change bufmax by accident
int xmax = n; // suspicious: is xmax intended to change?
// ...
}
Example, bad
void use()
{
int i;
for (i = 0; i < 20; ++i) { /* ... */ }
for (i = 0; i < 200; ++i) { /* ... */ } // bad: i recycled
}
Note As an optimization, you may want to reuse a buffer as a scratch pad, but even then
prefer to limit the variable’s scope as much as possible and be careful not to cause bugs
from data left in a recycled buffer as this is a common source of security bugs.
void write_to_file() {
std::string buffer; // to avoid reallocations on every loop iteration
for (auto& o : objects)
{
// First part of the work.
generate_first_String(buffer, o);
write_to_file(buffer);
// etc...
}
}
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Reason They are readable and don’t implicitly convert to pointers. They are not confused
with non-standard extensions of built-in arrays.
Example, bad
const int n = 7;
int m = 9;
void f()
{
int a1[n];
int a2[m]; // error: not ISO C++
// ...
}
Note The de nition of a1 is legal C++ and has always been. There is a lot of such code.
It is error-prone, though, especially when the bound is non-local. Also, it is a “popular”
source of errors (buffer over ow, pointers from array decay, etc.). The de nition of a2 is
C but not C++ and is considered a security risk
Example
const int n = 7;
int m = 9;
void f()
{
array<int, n> a1;
stack_array<int> a2(m);
// ...
}
Enforcement
Flag arrays with non-constant bounds (C-style VLAs)
Flag arrays with non-local constant bounds
Example, bad
widget x; // should be const, but:
for (auto i = 2; i <= N; ++i) { // this could be some
x += some_obj.do_something_with(i); // arbitrarily long code
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} // needed to initialize x
// from here, x should be const, but we can't say so in code in this style
Example, good
const widget x = [&]{
widget val; // assume that widget has a default constructor
for (auto i = 2; i <= N; ++i) { // this could be some
val += some_obj.do_something_with(i); // arbitrarily long code
} // needed to initialize x
return val;
}();
Example
string var = [&]{
if (!in) return ""; // default
string s;
for (char c : in >> c)
s += toupper(c);
return s;
}(); // note ()
If at all possible, reduce the conditions to a simple set of alternatives (e.g., an enum )
and don’t mix up selection and initialization.
Reason Macros are a major source of bugs. Macros don’t obey the usual scope and type
rules. Macros ensure that the human reader sees something different from what the
compiler sees. Macros complicate tool building.
Example, bad
#define Case break; case /* BAD */
This innocuous-looking macro makes a single lower case c instead of a C into a bad
ow-control bug.
Note This rule does not ban the use of macros for “con guration control” use in
#ifdef s, etc.
In the future, modules are likely to eliminate the need for macros in con guration
control.
Note This rule is meant to also discourage use of # for stringi cation and ## for
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concatenation. As usual for macros, there are uses that are “mostly harmless”, but even
these can create problems for tools, such as auto completers, static analyzers, and
debuggers. Often the desire to use fancy macros is a sign of an overly complex design.
Also, # and ## encourages the de nition and use of macros:
#define CAT(a, b) a ## b
#define STRINGIFY(a) #a
There are workarounds for low-level string manipulation using macros. For example:
enum E { a, b };
template<int x>
constexpr const char* stringify()
{
switch (x) {
case a: return "a";
case b: return "b";
}
}
This is not as convenient as a macro to de ne, but as easy to use, has zero overhead, and
is typed and scoped.
In the future, static re ection is likely to eliminate the last needs for the preprocessor for
program text manipulation.
Enforcement Scream when you see a macro that isn’t just used for source control (e.g., #
ifdef )
Reason Macros are a major source of bugs. Macros don’t obey the usual scope and type
rules. Macros don’t obey the usual rules for argument passing. Macros ensure that the
human reader sees something different from what the compiler sees. Macros complicate
tool building.
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Example, bad
#define PI 3.14
#define SQUARE(a, b) (a * b)
Even if we hadn’t left a well-known bug in SQUARE there are much better behaved
alternatives; for example:
Enforcement Scream when you see a macro that isn’t just used for source control (e.g., #
ifdef )
Example
#define forever for (;;) /* very BAD */
#define FOREVER for (;;) /* Still evil, but at least visible to humans */
Example
#define MYCHAR /* BAD, will eventually clash with someone else's MYCHAR*/
Note Avoid macros if you can: ES.30, ES.31, and ES.32. However, there are billions of
lines of code littered with macros and a long tradition for using and overusing macros. If
you are forced to use macros, use long names and supposedly unique pre xes (e.g., your
organization’s name) to lower the likelihood of a clash.
Reason Not type safe. Requires messy cast-and-macro-laden code to get working right.
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Example
#include <cstdarg>
// "severity" followed by a zero-terminated list of char*s; write the C-style strings to cerr
void error(int severity ...)
{
va_list ap; // a magic type for holding arguments
va_start(ap, severity); // arg startup: "severity" is the first argument of error()
for (;;) {
// treat the next var as a char*; no checking: a cast in disguise
char* p = va_arg(ap, char*);
if (!p) break;
cerr << p << ' ';
}
void use()
{
error(7, "this", "is", "an", "error", nullptr);
error(7); // crash
error(7, "this", "is", "an", "error"); // crash
const char* is = "is";
string an = "an";
error(7, "this", "is", an, "error"); // crash
}
void use()
{
error(7); // No crash!
error(5, "this", "is", "not", "an", "error"); // No crash!
std::string an = "an";
error(7, "this", "is", "not", an, "error"); // No crash!
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Enforcement
Flag de nitions of C-style variadic functions.
Flag #include <cstdarg> and #include <stdarg.h>
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ES.expr: Expressions
Expressions manipulate values.
Example
// bad: assignment hidden in subexpression
while ((c = getc()) != -1)
// OK: if i != j and i != k
v[i] = v[j] + v[k];
Some of these expressions are unconditionally bad (e.g., they rely on unde ned
behavior). Others are simply so complicated and/or unusual that even good
programmers could misunderstand them or overlook a problem when in a hurry.
Note C++17 tightens up the rules for the order of evaluation (left-to-right except right-
to-left in assignments, and the order of evaluation of function arguments is unspeci ed;
see ES.43), but that doesn’t change the fact that complicated expressions are potentially
confusing.
Note A programmer should know and use the basic rules for expressions.
Example
x = k * y + z; // OK
Reason Avoid errors. Readability. Not everyone has the operator table memorized.
Example
const unsigned int flag = 2;
unsigned int a = flag;
Note: We recommend that programmers know their precedence table for the arithmetic
operations, the logical operations, but consider mixing bitwise logical operations with
other operators in need of parentheses.
Enforcement
Flag combinations of bitwise-logical operators and other operators.
Flag assignment operators not as the leftmost operator.
???
Note Use gsl::span instead. Pointers should only refer to single objects. Pointer
arithmetic is fragile and easy to get wrong, the source of many, many bad bugs and
security violations. span is a bounds-checked, safe type for accessing arrays of data.
Access into an array with known bounds using a constant as a subscript can be validated
by the compiler.
Example, bad
void f(int* p, int count)
{
if (count < 2) return;
int* q = p + 1; // BAD
ptrdiff_t d;
int n;
d = (p - &n); // OK
d = (q - p); // OK
p[4] = 1; // BAD
p[count - 1] = 2; // BAD
Example, good
void f(span<int> a) // BETTER: use span in the function declaration
{
if (a.size() < 2) return;
int n = a[0]; // OK
span<int> q = a.subspan(1); // OK
a[4] = 1; // OK
a[a.size() - 1] = 2; // OK
use(a.data(), 3); // OK
}
Note Subscripting with a variable is dif cult for both tools and humans to validate as
safe. span is a run-time bounds-checked, safe type for accessing arrays of data. at() is
another alternative that ensures single accesses are bounds-checked. If iterators are
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needed to access an array, use the iterators from a span constructed over the array.
Example, bad
void f(array<int, 10> a, int pos)
{
a[pos / 2] = 1; // BAD
a[pos - 1] = 2; // BAD
a[-1] = 3; // BAD (but easily caught by tools) -- no replacement, just don't do this
a[10] = 4; // BAD (but easily caught by tools) -- no replacement, just don't do this
}
void f2(array<int, 10> arr, int pos) // A2: Add local span and use that
{
span<int> a = {arr.data(), pos};
a[pos / 2] = 1; // OK
a[pos - 1] = 2; // OK
}
Use at() :
void f3(array<int, 10> a, int pos) // ALTERNATIVE B: Use at() for access
{
at(a, pos / 2) = 1; // OK
at(a, pos - 1) = 2; // OK
}
Example, bad
void f()
{
int arr[COUNT];
for (int i = 0; i < COUNT; ++i)
arr[i] = i; // BAD, cannot use non-constant indexer
}
void f1a()
{
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int arr[COUNT];
span<int, COUNT> av = arr;
int i = 0;
for (auto& e : av)
e = i++;
}
void f2()
{
int arr[COUNT];
for (int i = 0; i < COUNT; ++i)
at(arr, i) = i;
}
void f3()
{
int arr[COUNT];
for (auto& e : arr)
e = i++;
}
Note Tooling can offer rewrites of array accesses that involve dynamic index expressions
to use at() instead:
static int a[10];
Example Turning an array into a pointer (as the language does essentially always)
removes opportunities for checking, so avoid it
void g(int* p);
void f()
{
int a[5];
g(a); // BAD: are we trying to pass an array?
g(&a[0]); // OK: passing one object
}
void f2()
{
int a[5];
span<int> av = a;
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Enforcement
Flag any arithmetic operation on an expression of pointer type that results in a
value of pointer type.
Flag any indexing expression on an expression or variable of array type (either
static array or std::array ) where the indexer is not a compile-time constant
expression with a value between 0 and the upper bound of the array.
Flag any expression that would rely on implicit conversion of an array type to a
pointer type.
Reason You have no idea what such code does. Portability. Even if it does something
sensible for you, it may do something different on another compiler (e.g., the next
release of your compiler) or with a different optimizer setting.
Note C++17 tightens up the rules for the order of evaluation: left-to-right except right-
to-left in assignments, and the order of evaluation of function arguments is unspeci ed.
However, remember that your code may be compiled with a pre-C++17 compiler (e.g.,
through cut-and-paste) so don’t be too clever.
Example
v[i] = ++i; // the result is undefined
A good rule of thumb is that you should not read a value twice in an expression where
you write to it.
Note C++17 tightens up the rules for the order of evaluation, but the order of evaluation
of function arguments is still unspeci ed.
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Example
int i = 0;
f(++i, ++i);
The call will most likely be f(0, 1) or f(1, 0) , but you don’t know which.
Technically, the behavior is unde ned. In C++17, this code does not have unde ned
behavior, but it is still not speci ed which argument is evaluated rst.
In C++17, these examples work as expected (left to right) and assignments are evaluated
right to left (just as =’s binding is right-to-left)
f1() = f2(); // undefined behavior in C++14; in C++17, f2() is evaluated before f1()
Reason Unnamed constants embedded in expressions are easily overlooked and often
hard to understand:
Example
for (int m = 1; m <= 12; ++m) // don't: magic constant 12
cout << month[m] << '\n';
No, we don’t all know that there are 12 months, numbered 1..12, in a year. Better:
Enforcement Flag literals in code. Give a pass to 0 , 1 , nullptr , \n , "" , and others on
a positive list.
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Note The guidelines support library offers a narrow_cast operation for specifying that
narrowing is acceptable and a narrow (“narrow if”) that throws an exception if a
narrowing would throw away information:
i = narrow_cast<int>(d); // OK (you asked for it): narrowing: i becomes 7
i = narrow<int>(d); // OK: throws narrowing_error
We also include lossy arithmetic casts, such as from a negative oating point type to an
unsigned integral type:
double d = -7.9;
unsigned u = 0;
u = d; // BAD
u = narrow_cast<unsigned>(d); // OK (you asked for it): u becomes 0
u = narrow<unsigned>(d); // OK: throws narrowing_error
Enforcement A good analyzer can detect all narrowing conversions. However, agging all
narrowing conversions will lead to a lot of false positives. Suggestions:
ag all oating-point to integer conversions (maybe only float -> char and dou
ble -> int . Here be dragons! we need data)
ag all long -> char (I suspect int -> char is very common. Here be dragons! we
need data)
consider narrowing conversions for function arguments especially suspect
Reason Readability. Minimize surprises: nullptr cannot be confused with an int . nul
lptr also has a well-speci ed (very restrictive) type, and thus works in more scenarios
where type deduction might do the wrong thing on NULL or 0 .
Example Consider:
void f(int);
void f(char*);
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Enforcement Flag uses of 0 and NULL for pointers. The transformation may be helped
by simple program transformation.
Reason Casts are a well-known source of errors. Make some optimizations unreliable.
Example, bad
double d = 2;
auto p = (long*)&d;
auto q = (long long*)&d;
cout << d << ' ' << *p << ' ' << *q << '\n';
What would you think this fragment prints? The result is at best implementation de ned.
I got
2 0 4611686018427387904
Adding
*q = 666;
cout << d << ' ' << *p << ' ' << *q << '\n';
I got
Note Programmers who write casts typically assume that they know what they are doing,
or that writing a cast makes the program “easier to read”. In fact, they often disable the
general rules for using values. Overload resolution and template instantiation usually
pick the right function if there is a right function to pick. If there is not, maybe there
ought to be, rather than applying a local x (cast).
Note Casts are necessary in a systems programming language. For example, how else
would we get the address of a device register into a pointer? However, casts are
seriously overused as well as a major source of errors.
Note If you feel the need for a lot of casts, there may be a fundamental design problem.
good idea (there is usually a good reason the author of the function or of the return type
used [[nodiscard]] in the rst place), but if you still think it’s appropriate and your
code reviewer agrees, write (void) to turn off the warning.
Alternatives Casts are widely (mis) used. Modern C++ has rules and constructs that
eliminate the need for casts in many contexts, such as
Use templates
Use std::variant
Rely on the well-de ned, safe, implicit conversions between pointer types
Enforcement
Force the elimination of C-style casts, except on a function with a [[nodiscar
d]] return
Warn if there are many functional style casts (there is an obvious problem in
quantifying ‘many’)
The type pro le bans reinterpret_cast .
Warn against identity casts between pointer types, where the source and target
types are the same (#Pro-type-identitycast)
Warn if a pointer cast could be implicit
Reason Readability. Error avoidance. Named casts are more speci c than a C-style or
functional cast, allowing the compiler to catch some errors.
The named casts are:
static_cast
const_cast
reinterpret_cast
dynamic_cast
std::move // move(x) is an rvalue reference to x
std::forward // forward(x) is an rvalue reference to x
gsl::narrow_cast // narrow_cast<T>(x) is static_cast<T>(x)
gsl::narrow // narrow<T>(x) is static_cast<T>(x) if static_cast<T>
(x) == x or it throws narrowing_error
Example
class B { /* ... */ };
class D { /* ... */ };
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The example was synthesized from real-world bugs where D used to be derived from B ,
but someone refactored the hierarchy. The C-style cast is dangerous because it can do
any kind of conversion, depriving us of any protection from mistakes (now or in the
future).
Note When converting between types with no information loss (e.g. from float to dou
ble or int64 from int32 ), brace initialization may be used instead.
double d {some_float};
int64_t i {some_int32};
This makes it clear that the type conversion was intended and also prevents conversions
between types that might result in loss of precision. (It is a compilation error to try to
initialize a float from a double in this fashion, for example.)
Note reinterpret_cast can be essential, but the essential uses (e.g., turning a
machine address into pointer) are not type safe:
auto p = reinterpret_cast<Device_register>(0x800); // inherently dangerous
Enforcement
Flag C-style and functional casts.
The type pro le bans reinterpret_cast .
The type pro le warns when using static_cast between arithmetic types.
Reason It makes a lie out of const . If the variable is actually declared const , the
result of “casting away const ” is unde ned behavior.
Example, bad
void f(const int& x)
{
const_cast<int&>(x) = 42; // BAD
}
static int i = 0;
static const int j = 0;
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class Foo {
public:
// BAD, duplicates logic
Bar& get_bar() {
/* complex logic around getting a non-const reference to my_bar */
}
Instead, prefer to share implementations. Normally, you can just have the non- const
function call the const function. However, when there is complex logic this can lead to
the following pattern that still resorts to a const_cast :
class Foo {
public:
// not great, non-const calls const version but resorts to const_cast
Bar& get_bar() {
return const_cast<Bar&>(static_cast<const Foo&>(*this).get_bar());
}
const Bar& get_bar() const {
/* the complex logic around getting a const reference to my_bar */
}
private:
Bar my_bar;
};
Although this pattern is safe when applied correctly, because the caller must have had a
non- const object to begin with, it’s not ideal because the safety is hard to enforce
automatically as a checker rule.
Instead, prefer to put the common code in a common helper function – and make it a
template so that it deduces const . This doesn’t use any const_cast at all:
class Foo {
public: // good
Bar& get_bar() { return get_bar_impl(*this); }
const Bar& get_bar() const { return get_bar_impl(*this); }
private:
Bar my_bar;
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Exception You may need to cast away const when calling const -incorrect functions.
Prefer to wrap such functions in inline const -correct wrappers to encapsulate the cast
in one place.
Example Sometimes, “cast away const ” is to allow the updating of some transient
information of an otherwise immutable object. Examples are caching, memoization, and
precomputation. Such examples are often handled as well or better using mutable or
an indirection than with a const_cast .
Consider keeping previously computed results around for a costly operation:
class X {
public:
int get_val(int x)
{
auto p = cache.find(x);
if (p.first) return p.second;
int val = compute(x);
cache.set(x, val); // insert value for x
return val;
}
// ...
private:
Cache cache;
};
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Fortunately, there is a better solution: State that cache is mutable even for a const
object:
That solution is the most exible, but requires explicit construction and destruction of *
cache (most likely in the constructor and destructor of X ).
In any variant, we must guard against data races on the cache in multi-threaded code,
possibly using a std::mutex .
Enforcement
Flag const_cast s.
This rule is part of the type-safety pro le for the related Pro le.
Reason Constructs that cannot over ow do not over ow (and usually run faster):
Example
for (auto& x : v) // print all elements of v
cout << x << '\n';
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Enforcement Look for explicit range checks and heuristically suggest alternatives.
Reason We move, rather than copy, to avoid duplication and for improved performance.
A move typically leaves behind an empty object (C.64), which can be surprising or even
dangerous, so we try to avoid moving from lvalues (they might be accessed later).
Notes Moving is done implicitly when the source is an rvalue (e.g., value in a return
treatment or a function result), so don’t pointlessly complicate code in those cases by
writing move explicitly. Instead, write short functions that return values, and both the
function’s return and the caller’s accepting of the return will be optimized naturally.
In general, following the guidelines in this document (including not making variables’
scopes needlessly large, writing short functions that return values, returning local
variables) help eliminate most need for explicit std::move .
Explicit move is needed to explicitly move an object to another scope, notably to pass it
to a “sink” function and in the implementations of the move operations themselves
(move constructor, move assignment operator) and swap operations.
Example, bad
void sink(X&& x); // sink takes ownership of x
void user()
{
X x;
// error: cannot bind an lvalue to a rvalue reference
sink(x);
// OK: sink takes the contents of x, x must now be assumed to be empty
sink(std::move(x));
// ...
// probably a mistake
use(x);
}
void f() {
string s1 = "supercalifragilisticexpialidocious";
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Example
void sink(unique_ptr<widget> p); // pass ownership of p to sink()
void f() {
auto w = make_unique<widget>();
// ...
sink(std::move(w)); // ok, give to sink()
// ...
sink(w); // Error: unique_ptr is carefully designed so that you cannot copy it
}
Notes std::move() is a cast to && in disguise; it doesn’t itself move anything, but
marks a named object as a candidate that can be moved from. The language already
knows the common cases where objects can be moved from, especially when returning
values from functions, so don’t complicate code with redundant std::move() ’s.
Never write std::move() just because you’ve heard “it’s more ef cient.” In general,
don’t believe claims of “ef ciency” without data (???). In general, don’t complicate your
code without reason (??)
Example, bad
vector<int> make_vector() {
vector<int> result;
// ... load result with data
return std::move(result); // bad; just write "return result;"
}
Example, bad
vector<int> v = std::move(make_vector()); // bad; the std::move is entirely redundant
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Example
void mover(X&& x) {
call_something(std::move(x)); // ok
call_something(std::forward<X>(x)); // bad, don't std::forward an rvalue reference
call_something(x); // suspicious, why not std::move?
}
template<class T>
void forwarder(T&& t) {
call_something(std::move(t)); // bad, don't std::move a forwarding reference
call_something(std::forward<T>(t)); // ok
call_something(t); // suspicious, why not std::forward?
}
Enforcement
Flag use of std::move(x) where x is an rvalue or the language will already
treat it as an rvalue, including return std::move(local_variable); and st
d::move(f()) on a function that returns by value.
Flag functions taking an S&& parameter if there is no const S& overload to take
care of lvalues.
Flag a std::move s argument passed to a parameter, except when the parameter
type is one of the following: an X&& rvalue reference; a T&& forwarding reference
where T is a template parameter type; or by value and the type is move-only.
Flag when std::move is applied to a forwarding reference ( T&& where T is a
template parameter type). Use std::forward instead.
Flag when std::move is applied to other than an rvalue reference. (More general
case of the previous rule to cover the non-forwarding cases.)
Flag when std::forward is applied to an rvalue reference ( X&& where X is a
concrete type). Use std::move instead.
Flag when std::forward is applied to other than a forwarding reference. (More
general case of the previous rule to cover the non-moving cases.)
Flag when an object is potentially moved from and the next operation is a const
operation; there should rst be an intervening non- const operation, ideally
assignment, to rst reset the object’s value.
Example, bad
void f(int n)
{
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There can be code in the ... part that causes the delete never to happen.
Reason That’s what the language requires and mistakes can lead to resource release
errors and/or memory corruption.
Example, bad
void f(int n)
{
auto p = new X[n]; // n default constructed Xs
// ...
delete p; // error: just delete the object p, rather than delete the array p[]
}
Note This example not only violates the no naked new rule as in the previous example,
it has many more problems.
Enforcement
If the new and the delete are in the same scope, mistakes can be agged.
If the new and the delete are in a constructor/destructor pair, mistakes can be
agged.
Example, bad
void f()
{
int a1[7];
int a2[9];
if (&a1[5] < &a2[7]) {} // bad: undefined
if (0 < &a1[5] - &a2[7]) {} // bad: undefined
}
Enforcement ???
Reason Slicing – that is, copying only part of an object using assignment or initialization
– most often leads to errors because the object was meant to be considered as a whole.
In the rare cases where the slicing was deliberate the code can be surprising.
Example
class Shape { /* ... */ };
class Circle : public Shape { /* ... */ Point c; int r; };
The result will be meaningless because the center and radius will not be copied from c
into s . The rst defense against this is to de ne the base class Shape not to allow this.
Alternative If you mean to slice, de ne an explicit operation to do so. This saves readers
from confusion. For example:
class Smiley : public Circle {
public:
Circle copy_circle();
// ...
};
Smiley sm { /* ... */ };
Circle c1 {sm}; // ideally prevented by the definition of Circle
Circle c2 {sm.copy_circle()};
Reason The T{e} construction syntax makes it explicit that construction is desired. The
T{e} construction syntax doesn’t allow narrowing. T{e} is the only safe and general
expression for constructing a value of type T from an expression e . The casts notations
T(e) and (T)e are neither safe nor general.
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Example For built-in types, the construction notation protects against narrowing and
reinterpretation
void use(char ch, int i, double d, char* p, long long lng)
{
int x1 = int{ch}; // OK, but redundant
int x2 = int{d}; // error: double->int narrowing; use a cast if you need to
int x3 = int{p}; // error: pointer to->int; use a reinterpret_cast if you really need
to
int x4 = int{lng}; // error: long long->int narrowing; use a cast if you need to
The integer to/from pointer conversions are implementation de ned when using the T
(e) or (T)e notations, and non-portable between platforms with different integer and
pointer sizes.
Note Avoid casts (explicit type conversion) and if you must prefer named casts.
The use of () rather than {} for number of elements is conventional (going back to the
early 1980s), hard to change, but still a design error: for a container where the element
type can be confused with the number of elements, we have an ambiguity that must be
resolved. The conventional resolution is to interpret {10} as a list of one element and
use (10) to distinguish a size.
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This mistake need not be repeated in new code. We can de ne a type to represent the
number of elements:
template<typename T>
class Vector {
public:
Vector(Count n); // n default-initialized elements
Vector(initializer_list<T> init); // init.size() elements
// ...
};
Vector<int> v1{10};
Vector<int> v2{Count{10}};
Vector<Count> v3{Count{10}}; // yes, there is still a very minor problem
Note This rule is an obvious and well-known language rule, but can be hard to follow. It
takes good coding style, library support, and static analysis to eliminate violations
without major overhead. This is a major part of the discussion of C++’s resource- and
type-safety model.
See also:
Example
void f()
{
int x = 0;
int* p = &x;
if (condition()) {
int y = 0;
p = &y;
} // invalidates p
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To resolve the problem, either extend the lifetime of the object the pointer is intended
to refer to, or shorten the lifetime of the pointer (move the dereference to before the
pointed-to object’s lifetime ends).
void f1()
{
int x = 0;
int* p = &x;
int y = 0;
if (condition()) {
p = &y;
}
Unfortunately, most invalid pointer problems are harder to spot and harder to x.
Example
void f(int* p)
{
int x = *p; // BAD: how do we know that p is valid?
}
There is a huge amount of such code. Most works – after lots of testing – but in
isolation it is impossible to tell whether p could be the nullptr . Consequently, this is
also a major source of errors. There are many approaches to dealing with this potential
problem:
void f2(int* p) // state that p is not supposed to be nullptr { assert(p); int x = *p; }
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This would carry a cost only when the assertion checking was enabled and would give a
compiler/analyzer useful information. This would work even better if/when C++ gets
direct support for contracts:
void f(not_null<int*> p)
{
int x = *p;
}
These remedies take care of nullptr only. Remember that there are other ways of
getting an invalid pointer.
Example
void f(int* p) // old code, doesn't use owner
{
delete p;
}
Example
void f()
{
vector<int> v(10);
int* p = &v[5];
v.push_back(99); // could reallocate v's elements
int x = *p; // BAD: dereferences potentially invalid pointer
}
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ES.stmt: Statements
Statements control the ow of control (except for function calls and exception throws,
which are expressions).
Reason
Readability.
Ef ciency: A switch compares against constants and is usually better optimized
than a series of tests in an if - then - else chain.
A switch enables some heuristic consistency checking. For example, have all
values of an enum been covered? If not, is there a default ?
Example
void use(int n)
{
switch (n) { // good
case 0:
// ...
break;
case 7:
// ...
break;
default:
// ...
break;
}
}
rather than:
void use2(int n)
{
if (n == 0) // bad: if-then-else chain comparing against a set of constants
// ...
else if (n == 7)
// ...
}
Enforcement Flag if - then - else chains that check against constants (only).
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Example
for (gsl::index i = 0; i < v.size(); ++i) // bad
cout << v[i] << '\n';
for (auto& x : v) // OK
cout << x << '\n';
for (gsl::index i = 1; i < v.size(); ++i) // touches two elements: can't be a range-for
cout << v[i] + v[i - 1] << '\n';
for (gsl::index i = 0; i < v.size(); ++i) // possible side effect: can't be a range-for
cout << f(v, &v[i]) << '\n';
for (gsl::index i = 0; i < v.size(); ++i) { // body messes with loop variable: can't be a range
-for
if (i % 2 == 0)
continue; // skip even elements
else
cout << v[i] << '\n';
}
A human or a good static analyzer may determine that there really isn’t a side effect on
v in f(v, &v[i]) so that the loop can be rewritten.
“Messing with the loop variable” in the body of a loop is typically best avoided.
Note Don’t use expensive copies of the loop variable of a range- for loop:
for (string s : vs) // ...
Enforcement Look at loops, if a traditional loop just looks at each element of a sequence,
and there are no side effects on what it does with the elements, rewrite the loop to a
ranged- for loop.
Reason Readability: the complete logic of the loop is visible “up front”. The scope of the
loop variable can be limited.
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Example
for (gsl::index i = 0; i < vec.size(); i++) {
// do work
}
Example, bad
int i = 0;
while (i < vec.size()) {
// do work
i++;
}
Enforcement ???
Reason Readability.
Example
int events = 0;
for (; wait_for_event(); ++events) { // bad, confusing
// ...
}
The “event loop” is misleading because the events counter has nothing to do with the
loop condition ( wait_for_event() ). Better
int events = 0;
while (wait_for_event()) { // better
++events;
// ...
}
Enforcement Flag actions in for -initializers and for -increments that do not relate to
the for -condition.
Reason Limit the loop variable visibility to the scope of the loop. Avoid using the loop
variable for other purposes after the loop.
Example
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for (int i = 0; i < 100; ++i) { // GOOD: i var is visible only inside the loop
// ...
}
Example, don’t
int j; // BAD: j is visible outside the loop
for (j = 0; j < 100; ++j) {
// ...
}
// j is still visible here and isn't needed
Example
for (string s; cin >> s; ) {
cout << s << '\n';
}
Enforcement Warn when a variable modi ed inside the for -statement is declared
outside the loop and not being used outside the loop.
Discussion: Scoping the loop variable to the loop body also helps code optimizers
greatly. Recognizing that the induction variable is only accessible in the loop body
unblocks optimizations such as hoisting, strength reduction, loop-invariant code motion,
etc.
Reason Readability, avoidance of errors. The termination condition is at the end (where it
can be overlooked) and the condition is not checked the rst time through.
Example
int x;
do {
cin >> x;
// ...
} while (x < 0);
Note Yes, there are genuine examples where a do -statement is a clear statement of a
solution, but also many bugs.
Reason Readability, avoidance of errors. There are better control structures for humans;
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Exception Breaking out of a nested loop. In that case, always jump forwards.
for (int i = 0; i < imax; ++i)
for (int j = 0; j < jmax; ++j) {
if (a[i][j] > elem_max) goto finished;
// ...
}
finished:
// ...
This is an ad-hoc simulation of destructors. Declare your resources with handles with
destructors that clean up. If for some reason you cannot handle all cleanup with
destructors for the variables used, consider gsl::finally() as a cleaner and more
reliable alternative to goto exit
Enforcement
Flag goto . Better still ag all goto s that do not jump from a nested loop to the
statement immediately after a nest of loops.
Example
???
Alternative Often, a loop that requires a break is a good candidate for a function
(algorithm), in which case the break becomes a return .
???
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Often, a loop that uses continue can equivalently and as clearly be expressed by an i
f -statement.
???
Note If you really need to break out a loop, a break is typically better than alternatives
such as modifying the loop variable or a goto :
Enforcement ???
Example
switch (eventType) {
case Information:
update_status_bar();
break;
case Warning:
write_event_log();
// Bad - implicit fallthrough
case Error:
display_error_window();
break;
}
switch (eventType) {
case Information:
update_status_bar();
break;
case Warning:
write_event_log();
// fallthrough
case Error:
display_error_window();
break;
}
switch (eventType) {
case Information:
update_status_bar();
break;
case Warning:
write_event_log();
[[fallthrough]]; // C++17
case Error:
display_error_window();
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break;
}
Example
enum E { a, b, c , d };
void f1(E x)
{
switch (x) {
case a:
do_something();
break;
case b:
do_something_else();
break;
default:
take_the_default_action();
break;
}
}
Here it is clear that there is a default action and that cases a and b are special.
Example But what if there is no default action and you mean to handle only speci c
cases? In that case, have an empty default or else it is impossible to know if you meant
to handle all cases:
void f2(E x)
{
switch (x) {
case a:
do_something();
break;
case b:
do_something_else();
break;
default:
// do nothing for the rest of the cases
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break;
}
}
If you leave out the default , a maintainer and/or a compiler may reasonably assume
that you intended to handle all cases:
void f2(E x)
{
switch (x) {
case a:
do_something();
break;
case b:
case c:
do_something_else();
break;
}
}
Did you forget case d or deliberately leave it out? Forgetting a case typically happens
when a case is added to an enumeration and the person doing so fails to add it to every
switch over the enumerators.
Enforcement Flag switch -statements over an enumeration that don’t handle all
enumerators and do not have a default . This may yield too many false positives in
some code bases; if so, ag only switch es that handle most but not all cases (that was
the strategy of the very rst C++ compiler).
Reason There is no such thing. What looks to a human like a variable without a name is
to the compiler a statement consisting of a temporary that immediately goes out of
scope. To avoid unpleasant surprises.
Example, bad
void f()
{
lock<mutex>{mx}; // Bad
// ...
}
This declares an unnamed lock object that immediately goes out of scope at the point
of the semicolon. This is not an uncommon mistake. In particular, this particular example
can lead to hard-to nd race conditions. There are exceedingly clever uses of this
“idiom”, but they are far rarer than the mistakes.
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Reason Readability.
Example
for (i = 0; i < max; ++i); // BAD: the empty statement is easily overlooked
v[i] = f(v[i]);
Enforcement Flag empty statements that are not blocks and don’t contain comments.
ES.86: Avoid modifying loop control variables inside the body of raw
for-loops
Reason The loop control up front should enable correct reasoning about what is
happening inside the loop. Modifying loop counters in both the iteration-expression and
inside the body of the loop is a perennial source of surprises and bugs.
Example
for (int i = 0; i < 10; ++i) {
// no updates to i -- ok
}
Enforcement Flag variables that are potentially updated (have a non- const use) in both
the loop control iteration-expression and the loop body.
Reason Doing so avoids verbosity and eliminates some opportunities for mistakes. Helps
make style consistent and conventional.
Often, if (p) is read as “if p is valid” which is a direct expression of the programmers
intent, whereas if (p != nullptr) would be a long-winded workaround.
Example Note that implicit conversions to bool are applied in conditions. For example:
for (string s; cin >> s; ) v.push_back(s);
Always remember that an integer can have more than two values.
is a common beginners error. If you use C-style strings, you must know the <cstring>
functions well. Being verbose and writing
if(strcmp(p1, p2) != 0) { ... } // are the two C-style strings equal? (mistake!)
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Arithmetic
Example
int x = -3;
unsigned int y = 7;
Note Unfortunately, C++ uses signed integers for array subscripts and the standard
library uses unsigned integers for container subscripts. This precludes consistency. Use g
sl::index for subscripts; see ES.107.
Enforcement
Compilers already know and sometimes warn.
(To avoid noise) Do not ag on a mixed signed/unsigned comparison where one of
the arguments is sizeof or a call to container .size() and the other is ptrdif
f_t .
Reason Unsigned types support bit manipulation without surprises from sign bits.
Example
unsigned char x = 0b1010'1010;
unsigned char y = ~x; // y == 0b0101'0101;
Note Unsigned types can also be useful for modulo arithmetic. However, if you want
modulo arithmetic add comments as necessary noting the reliance on wraparound
behavior, as such code can be surprising for many programmers.
Enforcement
Just about impossible in general because of the use of unsigned subscripts in the
standard library
???
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Example Unsigned arithmetic can yield surprising results if you are not expecting it. This
is even more true for mixed signed and unsigned arithmetic.
template<typename T, typename T2>
T subtract(T x, T2 y)
{
return x - y;
}
void test()
{
int s = 5;
unsigned int us = 5;
cout << subtract(s, 7) << '\n'; // -2
cout << subtract(us, 7u) << '\n'; // 4294967294
cout << subtract(s, 7u) << '\n'; // -2
cout << subtract(us, 7) << '\n'; // 4294967294
cout << subtract(s, us + 2) << '\n'; // -2
cout << subtract(us, s + 2) << '\n'; // 4294967294
}
Here we have been very explicit about what’s happening, but if you had seen us - (s
+ 2) or s += 2; ...; us - s , would you reliably have suspected that the result
would print as 4294967294 ?
Exception Use unsigned types if you really want modulo arithmetic - add comments as
necessary noting the reliance on over ow behavior, as such code is going to be
surprising for many programmers.
Example The standard library uses unsigned types for subscripts. The built-in array uses
signed types for subscripts. This makes surprises (and bugs) inevitable.
int a[10];
for (int i = 0; i < 10; ++i) a[i] = i;
vector<int> v(10);
// compares signed to unsigned; some compilers warn, but we should not
for (gsl::index i = 0; i < v.size(); ++i) v[i] = i;
// OK, but the number of ints (4294967294) is so large that we should get an exception
vector<int> v2(-2);
Enforcement
Flag mixed signed and unsigned arithmetic
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Example, bad
int a[10];
a[10] = 7; // bad
int n = 0;
while (n++ < 10)
a[n - 1] = 9; // bad (twice)
Example, bad
int n = numeric_limits<int>::max();
int m = n + 1; // bad
Example, bad
int area(int h, int w) { return h * w; }
Enforcement ???
Reason Decrementing a value beyond a minimum value can lead to memory corruption
and unde ned behavior.
Example, bad
int a[10];
a[-2] = 7; // bad
int n = 101;
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while (n--)
a[n - 1] = 9; // bad (twice)
Enforcement ???
Example, bad
double divide(int a, int b) {
// BAD, should be checked (e.g., in a precondition)
return a / b;
}
Example, good
double divide(int a, int b) {
// good, address via precondition (and replace with contracts once C++ gets them)
Expects(b != 0);
return a / b;
}
Alternative: For critical applications that can afford some overhead, use a range-checked
integer and/or oating-point type.
Enforcement
Flag division by an integral value that could be zero
Reason Choosing unsigned implies many changes to the usual behavior of integers,
including modulo arithmetic, can suppress warnings related to over ow, and opens the
door for errors related to signed/unsigned mixes. Using unsigned doesn’t actually
eliminate the possibility of negative values.
Example
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These problems with such (perfectly legal) constructs are hard to spot in real code and
are the source of many real-world errors. Consider:
Remember that -1 when assigned to an unsigned int becomes the largest unsigne
d int . Also, since unsigned arithmetic is modulo arithmetic the multiplication didn’t
over ow, it wrapped around.
Example
unsigned max = 100000; // "accidental typo", I mean to say 10'000
unsigned short x = 100;
while (x < max) x += 100; // infinite loop
Had x been a signed short , we could have warned about the unde ned behavior upon
over ow.
Alternatives
use signed integers and check for x >= 0
use a positive integer type
use an integer subrange type
Assert(-1 < x)
For example
struct Positive {
int val;
Positive(int x) :val{x} { Assert(0 < x); }
operator int() { return val; }
};
int r1 = f(2);
int r2 = f(-2); // throws
Note ???
Enforcement Hard: there is a lot of code using unsigned and we don’t offer a practical
positive number type.
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Example, bad
vector<int> vec = /*...*/;
Example, good
vector<int> vec = /*...*/;
Note The built-in array uses signed subscripts. The standard-library containers use
unsigned subscripts. Thus, no perfect and fully compatible solution is possible (unless
and until the standard-library containers change to use signed subscripts someday in the
future). Given the known problems with unsigned and signed/unsigned mixtures, better
stick to (signed) integers of a suf cient size, which is guaranteed by gsl::index .
Example
template<typename T>
struct My_container {
public:
// ...
T& operator[](gsl::index i); // not unsigned
// ...
};
Example
??? demonstrate improved code generation and potential for error detection ???
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use algorithms
use range-for
use iterators/pointers
Enforcement
Very tricky as long as the standard-library containers get it wrong.
(To avoid noise) Do not ag on a mixed signed/unsigned comparison where one of
the arguments is sizeof or a call to container .size() and the other is ptrdif
f_t .
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Per: Performance
??? should this section be in the main guide???
This section contains rules for people who need high performance or low-latency. That
is, these are rules that relate to how to use as little time and as few resources as
possible to achieve a task in a predictably short time. The rules in this section are more
restrictive and intrusive than what is needed for many (most) applications. Do not
blindly try to follow them in general code: achieving the goals of low latency requires
extra work.
Reason If there is no need for optimization, the main result of the effort will be more
errors and higher maintenance costs.
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Reason Elaborately optimized code is usually larger and harder to change than
unoptimized code.
???
Note If your program spends most of its time waiting for the web or for a human,
optimization of in-memory computation is probably useless.
Put another way: If your program spends 4% of its processing time doing computation A
and 40% of its time doing computation B, a 50% improvement on A is only as impactful
as a 5% improvement on B. (If you don’t even know how much time is spent on A or B,
see Per.1 and Per.2.)
Reason Simple code can be very fast. Optimizers sometimes do marvels with simple
code
Example, good
// clear expression of intent, fast execution
vector<uint8_t> v(100000);
for (auto& c : v)
c = ~c;
Example, bad
// intended to be faster, but is actually slower
vector<uint8_t> v(100000);
Note ???
???
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Per.5: Don’t assume that low-level code is necessarily faster than high-
level code
Note ???
???
Reason The eld of performance is littered with myth and bogus folklore. Modern
hardware and optimizers defy naive assumptions; even experts are regularly surprised.
Note Getting good performance measurements can be hard and require specialized
tools.
Note A few simple microbenchmarks using Unix time or the standard-library <chrono
> can help dispel the most obvious myths. If you can’t measure your complete system
accurately, at least try to measure a few of your key operations and algorithms. A pro ler
can help tell you which parts of your system are performance critical. Often, you will be
surprised.
???
Reason Because we often need to optimize the initial design. Because a design that
ignores the possibility of later improvement is hard to change.
When did you even want to sort memory? Really, we sort sequences of elements,
typically stored in containers. A call to qsort throws away much useful information
(e.g., the element type), forces the user to repeat information already known (e.g., the
element size), and forces the user to write extra code (e.g., a function to compare doubl
e s). This implies added work for the programmer, is error-prone, and deprives the
compiler of information needed for optimization.
double data[100];
// ... fill a ...
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From the point of view of interface design is that qsort throws away useful
information.
template<typename Iter>
void sort(Iter b, Iter e); // sort [b:e)
Here, we use the compiler’s knowledge about the size of the array, the type of elements,
and how to compare double s.
sort(c);
The key is to pass suf cient information for a good implementation to be chosen. In this,
the sort interfaces shown here still have a weakness: They implicitly rely on the
element type having less-than ( < ) de ned. To complete the interface, we need a second
version that accepts a comparison criteria:
The standard-library speci cation of sort offers those two versions, but the semantics
is expressed in English rather than code using concepts.
Note Premature optimization is said to be the root of all evil, but that’s not a reason to
despise performance. It is never premature to consider what makes a design amenable to
improvement, and improved performance is a commonly desired improvement. Aim to
build a set of habits that by default results in ef cient, maintainable, and optimizable
code. In particular, when you write a function that is not a one-off implementation
detail, consider
Information passing: Prefer clean interfaces carrying suf cient information for later
improvement of implementation. Note that information ows into and out of an
implementation through the interfaces we provide.
Compact data: By default, use compact data, such as std::vector and access it
in a systematic fashion. If you think you need a linked structure, try to craft the
interface so that this structure isn’t seen by users.
Function argument passing and return: Distinguish between mutable and non-
mutable data. Don’t impose a resource management burden on your users. Don’t
impose spurious run-time indirections on your users. Use conventional ways of
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Example Consider:
template <class ForwardIterator, class T>
bool binary_search(ForwardIterator first, ForwardIterator last, const T& val);
Sometimes, just passing the minimal amount of information back (here, true or
false ) is suf cient, but a good interface passes needed information back to the caller.
Therefore, the standard library also offers
lower_bound returns an iterator to the rst match if any, otherwise to the rst element
greater than val , or last if no such element is found.
However, lower_bound still doesn’t return enough information for all uses, so the
standard library also offers
equal_range returns a pair of iterators specifying the rst and one beyond last
match.
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Obviously, these three interfaces are implemented by the same basic code. They are
simply three ways of presenting the basic binary search algorithm to users, ranging from
the simplest (“make simple things simple!”) to returning complete, but not always
needed, information (“don’t hide useful information”). Naturally, crafting such a set of
interfaces requires experience and domain knowledge.
Note Do not simply craft the interface to match the rst implementation and the rst use
case you think of. Once your rst initial implementation is complete, review it; once you
deploy it, mistakes will be hard to remedy.
Note A need for ef ciency does not imply a need for low-level code. High-level code
does not imply slow or bloated.
Note Things have costs. Don’t be paranoid about costs (modern computers really are very
fast), but have a rough idea of the order of magnitude of cost of what you use. For
example, have a rough idea of the cost of a memory access, a function call, a string
comparison, a system call, a disk access, and a message through a network.
Note If you can only think of one implementation, you probably don’t have something
for which you can devise a stable interface. Maybe, it is just an implementation detail -
not every piece of code needs a stable interface - but pause and consider. One question
that can be useful is “what interface would be needed if this operation should be
implemented using multiple threads? be vectorized?”
Note This rule does not contradict the Don’t optimize prematurely rule. It complements
it encouraging developers enable later - appropriate and non-premature - optimization,
if and where needed.
Enforcement Tricky. Maybe looking for void* function arguments will nd examples of
interfaces that hinder later optimization.
Reason Type violations, weak types (e.g. void* s), and low-level code (e.g., manipulation
of sequences as individual bytes) make the job of the optimizer much harder. Simple
code often optimizes better than hand-crafted complex code.
???
Reason To decrease code size and run time. To avoid data races by using constants. To
catch errors at compile time (and thus eliminate the need for error-handling code).
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Example
double square(double d) { return d*d; }
static double s2 = square(2); // old-style: dynamic initialization
Code like the initialization of s2 isn’t uncommon, especially for initialization that’s a bit
more complicated than square() . However, compared to the initialization of s3 there
are two problems:
Example Consider a popular technique for providing a handle for storing small objects in
the handle itself and larger ones on the heap.
constexpr int on_stack_max = 20;
template<typename T>
struct Scoped { // store a T in Scoped
// ...
T obj;
};
template<typename T>
struct On_heap { // store a T on the free store
// ...
T* objp;
};
template<typename T>
using Handle = typename std::conditional<(sizeof(T) <= on_stack_max),
Scoped<T>, // first alternative
On_heap<T> // second alternative
>::type;
void f()
{
Handle<double> v1; // the double goes on the stack
Handle<std::array<double, 200>> v2; // the array goes on the free store
// ...
}
Assume that Scoped and On_heap provide compatible user interfaces. Here we
compute the optimal type to use at compile time. There are similar techniques for
selecting the optimal function to call.
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Note The ideal is {not} to try execute everything at compile time. Obviously, most
computations depend on inputs so they can’t be moved to compile time, but beyond that
logical constraint is the fact that complex compile-time computation can seriously
increase compile times and complicate debugging. It is even possible to slow down code
by compile-time computation. This is admittedly rare, but by factoring out a general
computation into separate optimal sub-calculations it is possible to render the
instruction cache less effective.
Enforcement
Look for simple functions that might be constexpr (but are not).
Look for functions called with all constant-expression arguments.
Look for macros that could be constexpr.
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Reason Performance is very sensitive to cache performance and cache algorithms favor
simple (usually linear) access to adjacent data.
Example
int matrix[rows][cols];
// bad
for (int c = 0; c < cols; ++c)
for (int r = 0; r < rows; ++r)
sum += matrix[r][c];
// good
for (int r = 0; r < rows; ++r)
for (int c = 0; c < cols; ++c)
sum += matrix[r][c];
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The core machine support for concurrent and parallel programming is the thread.
Threads allow you to run multiple instances of your program independently, while
sharing the same memory. Concurrent programming is tricky for many reasons, most
importantly that it is unde ned behavior to read data in one thread after it was written
by another thread, if there is no proper synchronization between those threads. Making
existing single-threaded code execute concurrently can be as trivial as adding std::as
ync or std::thread strategically, or it can necessitate a full rewrite, depending on
whether the original code was written in a thread-friendly way.
The concurrency/parallelism rules in this document are designed with three goals in
mind:
To help you write code that is amenable to being used in a threaded environment
To show clean, safe ways to use the threading primitives offered by the standard
library
To offer guidance on what to do when concurrency and parallelism aren’t giving
you the performance gains you need
This section needs a lot of work (obviously). Please note that we start with rules for
relative non-experts. Real experts must wait a bit; contributions are welcome, but please
think about the majority of programmers who are struggling to get their concurrent
programs correct and performant.
CP.1: Assume that your code will run as part of a multi-threaded program
CP.2: Avoid data races
CP.3: Minimize explicit sharing of writable data
CP.4: Think in terms of tasks, rather than threads
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See also:
CP.con: Concurrency
CP.par: Parallelism
CP.mess: Message passing
CP.vec: Vectorization
CP.free: Lock-free programming
CP.etc: Etc. concurrency rules
Reason It is hard to be certain that concurrency isn’t used now or will be sometime in
the future. Code gets reused. Libraries using threads may be used from some other part
of the program. Note that this applies most urgently to library code and least urgently to
stand-alone applications. However, thanks to the magic of cut-and-paste, code fragments
can turn up in unexpected places.
Example
double cached_computation(double x)
{
static double cached_x = 0.0;
static double cached_result = COMPUTATION_OF_ZERO;
double result;
if (cached_x == x)
return cached_result;
result = computation(x);
cached_x = x;
cached_result = result;
return result;
}
There are several ways that this example could be made safe for a multi-threaded
environment:
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Have the caller provide the memory to be used for the cache, thereby delegating
both memory allocation and concurrency concerns upwards to the caller.
Refuse to build and/or run in a multi-threaded environment.
Provide two implementations, one which is used in single-threaded environments
and another which is used in multi-threaded environments.
Reason Unless you do, nothing is guaranteed to work and subtle errors will persist.
Note In a nutshell, if two threads can access the same object concurrently (without
synchronization), and at least one is a writer (performing a non- const operation), you
have a data race. For further information of how to use synchronization well to eliminate
data races, please consult a good book about concurrency.
Example, bad There are many examples of data races that exist, some of which are
running in production software at this very moment. One very simple example:
int get_id() {
static int id = 1;
return id++;
}
The increment here is an example of a data race. This can go wrong in many ways,
including:
Thread A loads the value of id , the OS context switches A out for some period,
during which other threads create hundreds of IDs. Thread A is then allowed to run
again, and id is written back to that location as A’s read of id plus one.
Thread A and B load id and increment it simultaneously. They both get the same
ID.
Example, bad:
void f(fstream& fs, regex pat)
{
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Here, we have a (nasty) data race on the elements of buf ( sort will both read and
write). All data races are nasty. Here, we managed to get a data race on data on the
stack. Not all data races are as easy to spot as this one.
Example, bad:
// code not controlled by a lock
unsigned val;
if (val < 5) {
// ... other thread can change val here ...
switch (val) {
case 0: // ...
case 1: // ...
case 2: // ...
case 3: // ...
case 4: // ...
}
}
Now, a compiler that does not know that val can change will most likely implement
that switch using a jump table with ve entries. Then, a val outside the [0..4]
range will cause a jump to an address that could be anywhere in the program, and
execution would proceed there. Really, “all bets are off” if you get a data race. Actually, it
can be worse still: by looking at the generated code you may be able to determine where
the stray jump will go for a given value; this can be a security risk.
Enforcement Some is possible, do at least something. There are commercial and open-
source tools that try to address this problem, but be aware that solutions have costs and
blind spots. Static tools often have many false positives and run-time tools often have a
signi cant cost. We hope for better tools. Using multiple tools can catch more problems
than a single one.
There are other ways you can mitigate the chance of data races:
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Reason If you don’t share writable data, you can’t have a data race. The less sharing you
do, the less chance you have to forget to synchronize access (and get data races). The
less sharing you do, the less chance you have to wait on a lock (so performance can
improve).
Example
bool validate(const vector<Reading>&);
Graph<Temp_node> temperature_gradiants(const vector<Reading>&);
Image altitude_map(const vector<Reading>&);
// ...
Without those const s, we would have to review every asynchronously invoked function
for potential data races on surface_readings . Making surface_readings be cons
t (with respect to this function) allow reasoning using only the function body.
Note Immutable data can be safely and ef ciently shared. No locking is needed: You
can’t have a data race on a constant. See also CP.mess: Message Passing and CP.31:
prefer pass by value.
Enforcement ???
Example
void some_fun() {
std::string msg, msg2;
std::thread publisher([&] { msg = "Hello"; }); // bad: less expressive
// and more error-prone
auto pubtask = std::async([&] { msg2 = "Hello"; }); // OK
// ...
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publisher.join();
}
Note With the exception of async() , the standard-library facilities are low-level,
machine-oriented, threads-and-lock level. This is a necessary foundation, but we have to
try to raise the level of abstraction: for productivity, for reliability, and for performance.
This is a potent argument for using higher level, more applications-oriented libraries (if
possibly, built on top of standard-library facilities).
Enforcement ???
Reason In C++, unlike some other languages, volatile does not provide atomicity,
does not synchronize between threads, and does not prevent instruction reordering
(neither compiler nor hardware). It simply has nothing to do with concurrency.
Example, bad:
int free_slots = max_slots; // current source of memory for objects
Pool* use()
{
if (int n = free_slots--) return &pool[n];
}
Here we have a problem: This is perfectly good code in a single-threaded program, but
have two threads execute this and there is a race condition on free_slots so that two
threads might get the same value and free_slots . That’s (obviously) a bad data race,
so people trained in other languages may try to x it like this:
Pool* use()
{
if (int n = free_slots--) return &pool[n];
}
Pool* use()
{
if (int n = free_slots--) return &pool[n];
}
Alternative Use atomic types where you might have used volatile in some other
language. Use a mutex for more complicated examples.
Example
???
Note Thread safety is challenging, often getting the better of experienced programmers:
tooling is an important strategy to mitigate those risks. There are many tools “out there”,
both commercial and open-source tools, both research and production tools.
Unfortunately people’s needs and constraints differ so dramatically that we cannot make
speci c recommendations, but we can mention:
Static enforcement tools: both clang and some older versions of GCC have some
support for static annotation of thread safety properties. Consistent use of this
technique turns many classes of thread-safety errors into compile-time errors. The
annotations are generally local (marking a particular member variable as guarded
by a particular mutex), and are usually easy to learn. However, as with many static
tools, it can often present false negatives; cases that should have been caught but
were allowed.
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CP.con: Concurrency
This section focuses on relatively ad-hoc uses of multiple threads communicating
through shared data.
Example, bad
mutex mtx;
void do_stuff()
{
mtx.lock();
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Sooner or later, someone will forget the mtx.unlock() , place a return in the ... do
stuff ... , throw an exception, or something.
mutex mtx;
void do_stuff()
{
unique_lock<mutex> lck {mtx};
// ... do stuff ...
}
// thread 2
lock_guard<mutex> lck2(m2);
lock_guard<mutex> lck1(m1);
// thread 1
lock(m1, m2);
lock_guard<mutex> lck1(m1, adopt_lock);
lock_guard<mutex> lck2(m2, adopt_lock);
// thread 2
lock(m2, m1);
lock_guard<mutex> lck2(m2, adopt_lock);
lock_guard<mutex> lck1(m1, adopt_lock);
// thread 1
scoped_lock<mutex, mutex> lck1(m1, m2);
// thread 2
scoped_lock<mutex, mutex> lck2(m2, m1);
Here, the writers of thread1 and thread2 are still not agreeing on the order of the m
utex es, but order no longer matters.
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Note In real code, mutex es are rarely named to conveniently remind the programmer of
an intended relation and intended order of acquisition. In real code, mutex es are not
always conveniently acquired on consecutive lines.
In C++17 it’s possible to write plain
Enforcement Detect the acquisition of multiple mutex es. This is undecidable in general,
but catching common simple examples (like the one above) is easy.
CP.22: Never call unknown code while holding a lock (e.g., a callback)
Reason If you don’t know what a piece of code does, you are risking deadlock.
Example
void do_this(Foo* p)
{
lock_guard<mutex> lck {my_mutex};
// ... do something ...
p->act(my_data);
// ...
}
If you don’t know what Foo::act does (maybe it is a virtual function invoking a derived
class member of a class not yet written), it may call do_this (recursively) and cause a
deadlock on my_mutex . Maybe it will lock on a different mutex and not return in a
reasonable time, causing delays to any code calling do_this .
template<typename Action>
void do_something(Action f)
{
unique_lock<recursive_mutex> lck {my_mutex};
// ... do something ...
f(this); // f will do something to *this
// ...
}
If, as it is likely, f() invokes operations on *this , we must make sure that the object’s
invariant holds before the call.
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Enforcement
Flag calling a virtual function with a non-recursive mutex held
Flag calling a callback with a non-recursive mutex held
Reason To maintain pointer safety and avoid leaks, we need to consider what pointers
are used by a thread . If a thread joins, we can safely pass pointers to objects in the
scope of the thread and its enclosing scopes.
Example
void f(int* p)
{
// ...
*p = 99;
// ...
}
int glob = 33;
void some_fct(int* p)
{
int x = 77;
joining_thread t0(f, &x); // OK
joining_thread t1(f, p); // OK
joining_thread t2(f, &glob); // OK
auto q = make_unique<int>(99);
joining_thread t3(f, q.get()); // OK
// ...
}
Enforcement Ensure that joining_thread s don’t detach() . After that, the usual
lifetime and ownership (for local objects) enforcement applies.
Reason To maintain pointer safety and avoid leaks, we need to consider what pointers
are used by a thread . If a thread is detached, we can safely pass pointers to static
and free store objects (only).
Example
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void f(int* p)
{
// ...
*p = 99;
// ...
}
void some_fct(int* p)
{
int x = 77;
std::thread t0(f, &x); // bad
std::thread t1(f, p); // bad
std::thread t2(f, &glob); // OK
auto q = make_unique<int>(99);
std::thread t3(f, q.get()); // bad
// ...
t0.detach();
t1.detach();
t2.detach();
t3.detach();
// ...
}
By “OK” we mean that the object will be in scope (“live”) for as long as a thread can
use the pointers to it. By “bad” we mean that a thread may use a pointer after the
pointed-to object is destroyed. The fact that thread s run concurrently doesn’t affect the
lifetime or ownership issues here; these thread s can be seen as just a function object
called from some_fct .
Note Even objects with static storage duration can be problematic if used from detached
threads: if the thread continues until the end of the program, it might be running
concurrently with the destruction of objects with static storage duration, and thus
accesses to such objects might race.
Note This rule is redundant if you don’t detach() and use gsl::joining_thread .
However, converting code to follow those guidelines could be dif cult and even
impossible for third-party libraries. In such cases, the rule becomes essential for lifetime
safety and type safety.
In general, it is undecidable whether a detach() is executed for a thread , but simple
common cases are easily detected. If we cannot prove that a thread does not detach
() , we must assume that it does and that it outlives the scope in which it was
constructed; After that, the usual lifetime and ownership (for global objects)
enforcement applies.
Enforcement Flag attempts to pass local variables to a thread that might detach() .
Reason A joining_thread is a thread that joins at the end of its scope. Detached
threads are hard to monitor. It is harder to ensure absence of errors in detached threads
(and potentially detached threads)
Example, bad
void f() { std::cout << "Hello "; }
struct F {
void operator()() { std::cout << "parallel world "; }
};
int main()
{
std::thread t1{f}; // f() executes in separate thread
std::thread t2{F()}; // F()() executes in separate thread
} // spot the bugs
Example
void f() { std::cout << "Hello "; }
struct F {
void operator()() { std::cout << "parallel world "; }
};
int main()
{
std::thread t1{f}; // f() executes in separate thread
std::thread t2{F()}; // F()() executes in separate thread
t1.join();
t2.join();
} // one bad bug left
void use(int n)
{
thread t { tricky, this, n };
// ...
// ... should I join here? ...
}
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This seriously complicates lifetime analysis, and in not too unlikely cases makes lifetime
analysis impossible. This implies that we cannot safely refer to local objects in use()
from the thread or refer to local objects in the thread from use() .
Note Make “immortal threads” globals, put them in an enclosing scope, or put them on
the free store rather than detach() . don’t detach .
Note Because of old code and third party libraries using std::thread this rule can be
hard to introduce.
Reason Often, the need to outlive the scope of its creation is inherent in the thread s
task, but implementing that idea by detach makes it harder to monitor and
communicate with the detached thread. In particular, it is harder (though not impossible)
to ensure that the thread completed as expected or lives for as long as expected.
Example
void heartbeat();
void use()
{
std::thread t(heartbeat); // don't join; heartbeat is meant to run forever
t.detach();
// ...
}
This is a reasonable use of a thread, for which detach() is commonly used. There are
problems, though. How do we monitor the detached thread to see if it is alive?
Something might go wrong with the heartbeat, and losing a heartbeat can be very
serious in a system for which it is needed. So, we need to communicate with the
heartbeat thread (e.g., through a stream of messages or noti cation events using a cond
ition_variable ).
void heartbeat();
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This heartbeat will (barring error, hardware problems, etc.) run for as long as the
program does.
Sometimes, we need to separate the point of creation from the point of ownership:
void heartbeat();
void use()
{
// heartbeat is meant to run as long as tick_tock lives
tick_tock = make_unique<gsl::joining_thread>(heartbeat);
// ...
}
Enforcement
Flag detach() .
Reason Copying a small amount of data is cheaper to copy and access than to share it
using some locking mechanism. Copying naturally gives unique ownership (simpli es
code) and eliminates the possibility of data races.
Example
string modify1(string);
void modify2(string&);
void fct(string& s)
{
auto res = async(modify1, s);
async(modify2, s);
}
The call of modify1 involves copying two string values; the call of modify2 does
not. On the other hand, the implementation of modify1 is exactly as we would have
written it for single-threaded code, whereas the implementation of modify2 will need
some form of locking to avoid data races. If the string is short (say 10 characters), the
call of modify1 can be surprisingly fast; essentially all the cost is in the thread
switch. If the string is long (say 1,000,000 characters), copying it twice is probably not a
good idea.
Note that this argument has nothing to do with async as such. It applies equally to
considerations about whether to use message passing or shared memory.
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Enforcement ???
Reason If threads are unrelated (that is, not known to be in the same scope or one within
the lifetime of the other) and they need to share free store memory that needs to be
deleted, a shared_ptr (or equivalent) is the only safe way to ensure proper deletion.
Example
???
Note
A static object (e.g. a global) can be shared because it is not owned in the sense
that some thread is responsible for its deletion.
An object on free store that is never to be deleted can be shared.
An object owned by one thread can be safely shared with another as long as that
second thread doesn’t outlive the owner.
Enforcement ???
Example
???
Enforcement ???
Example
void worker(Message m)
{
// process
}
This spawns a thread per message, and the run_list is presumably managed to
destroy those tasks once they are nished.
Instead, we could have a set of pre-created worker threads processing the messages
Sync_queue<Message> work;
void worker()
{
for (Message m; m = work.get(); ) {
// process
}
}
Note If your system has a good thread pool, use it. If your system has a good message
queue, use it.
Enforcement ???
Reason A wait without a condition can miss a wakeup or wake up simply to nd that
there is no work to do.
Example, bad
std::condition_variable cv;
std::mutex mx;
void thread1()
{
while (true) {
// do some work ...
std::unique_lock<std::mutex> lock(mx);
cv.notify_one(); // wake other thread
}
}
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void thread2()
{
while (true) {
std::unique_lock<std::mutex> lock(mx);
cv.wait(lock); // might block forever
// do work ...
}
}
Here, if some other thread consumes thread1 ’s noti cation, thread2 can wait
forever.
Example
template<typename T>
class Sync_queue {
public:
void put(const T& val);
void put(T&& val);
void get(T& val);
private:
mutex mtx;
condition_variable cond; // this controls access
list<T> q;
};
template<typename T>
void Sync_queue<T>::put(const T& val)
{
lock_guard<mutex> lck(mtx);
q.push_back(val);
cond.notify_one();
}
template<typename T>
void Sync_queue<T>::get(T& val)
{
unique_lock<mutex> lck(mtx);
cond.wait(lck, [this]{ return !q.empty(); }); // prevent spurious wakeup
val = q.front();
q.pop_front();
}
Now if the queue is empty when a thread executing get() wakes up (e.g., because
another thread has gotten to get() before it), it will immediately go back to sleep,
waiting.
Reason The less time is spent with a mutex taken, the less chance that another thread
has to wait, and thread suspension and resumption are expensive.
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Example
void do_something() // bad
{
unique_lock<mutex> lck(my_lock);
do0(); // preparation: does not need lock
do1(); // transaction: needs locking
do2(); // cleanup: does not need locking
}
Here, we are holding the lock for longer than necessary: We should not have taken the
lock before we needed it and should have released it again before starting the cleanup.
We could rewrite this to
But that compromises safety and violates the use RAII rule. Instead, add a block for the
critical section:
void do_something() // OK
{
do0(); // preparation: does not need lock
{
unique_lock<mutex> lck(my_lock);
do1(); // transaction: needs locking
}
do2(); // cleanup: does not need locking
}
Reason An unnamed local objects is a temporary that immediately goes out of scope.
Example
unique_lock<mutex>(m1);
lock_guard<mutex> {m2};
lock(m1, m2);
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Reason It should be obvious to a reader that the data is to be guarded and how. This
decreases the chance of the wrong mutex being locked, or the mutex not being locked.
Using a synchronized_value<T> ensures that the data has a mutex, and the right
mutex is locked when the data is accessed. See the WG21 proposal) to add synchroniz
ed_value to a future TS or revision of the C++ standard.
Example
struct Record {
std::mutex m; // take this mutex before accessing other members
// ...
};
class MyClass {
struct DataRecord {
// ...
};
synchronized_value<DataRecord> data; // Protect the data with a mutex
};
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CP.par: Parallelism
By “parallelism” we refer to performing a task (more or less) simultaneously (“in parallel
with”) on many data items.
???
???
Where appropriate, prefer the standard-library parallel algorithms
Use algorithms that are designed for parallelism, not algorithms with unnecessary
dependency on linear evaluation
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???? should there be a “use X rather than std::async ” where X is something that
would use a better speci ed thread pool?
??? Is std::async worth using in light of future (and even existing, as libraries)
parallelism facilities? What should the guidelines recommend if someone wants to
parallelize, e.g., std::accumulate (with the additional precondition of commutativity),
or merge sort?
Reason A future preserves the usual function call return semantics for asynchronous
tasks. There is no explicit locking and both correct (value) return and error (exception)
return are handled simply.
Example
???
Note ???
Enforcement ???
Reason A future preserves the usual function call return semantics for asynchronous
tasks. There is no explicit locking and both correct (value) return and error (exception)
return are handled simply.
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Example
???
Note Unfortunately, async() is not perfect. For example, there is no guarantee that a
thread pool is used to minimize thread construction. In fact, most current async()
implementations don’t. However, async() is simple and logically correct so until
something better comes along and unless you really need to optimize for many
asynchronous tasks, stick with async() .
Enforcement ???
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CP.vec: Vectorization
Vectorization is a technique for executing a number of tasks concurrently without
introducing explicit synchronization. An operation is simply applied to elements of a
data structure (a vector, an array, etc.) in parallel. Vectorization has the interesting
property of often requiring no non-local changes to a program. However, vectorization
works best with simple data structures and with algorithms speci cally crafted to enable
it.
???
???
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Reason It’s error-prone and requires expert level knowledge of language features,
machine architecture, and data structures.
Example, bad
extern atomic<Link*> head; // the shared head of a linked list
do {
if (h->data <= data) break; // if so, insert elsewhere
nh->next = h; // next element is the previous head
} while (!head.compare_exchange_weak(h, nh)); // write nh to head or to h
Spot the bug. It would be really hard to nd through testing. Read up on the ABA
problem.
Exception Atomic variables can be used simply and safely, as long as you are using the
sequentially consistent memory model (memory_order_seq_cst), which is the default.
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Reason The low-level hardware interfaces used by lock-free programming are among the
hardest to implement well and among the areas where the most subtle portability
problems occur. If you are doing lock-free programming for performance, you need to
check for regressions.
Note Instruction reordering (static and dynamic) makes it hard for us to think effectively
at this level (especially if you use relaxed memory models). Experience, (semi)formal
models and model checking can be useful. Testing - often to an extreme extent - is
essential. “Don’t y too close to the sun.”
Enforcement Have strong rules for re-testing in place that covers any change in
hardware, operating system, compiler, and libraries.
Reason With the exception of atomics and a few use standard patterns, lock-free
programming is really an expert-only topic. Become an expert before shipping lock-free
code for others to use.
References
Anthony Williams: C++ concurrency in action. Manning Publications.
Boehm, Adve, You Don’t Know Jack About Shared Variables or Memory Models ,
Communications of the ACM, Feb 2012.
Boehm, “Threads Basics”, HPL TR 2009-259.
Adve, Boehm, “Memory Models: A Case for Rethinking Parallel Languages and
Hardware”, Communications of the ACM, August 2010.
Boehm, Adve, “Foundations of the C++ Concurrency Memory Model”, PLDI 08.
Mark Batty, Scott Owens, Susmit Sarkar, Peter Sewell, and Tjark Weber,
“Mathematizing C++ Concurrency”, POPL 2011.
Damian Dechev, Peter Pirkelbauer, and Bjarne Stroustrup: Understanding and
Effectively Preventing the ABA Problem in Descriptor-based Lock-free Designs.
13th IEEE Computer Society ISORC 2010 Symposium. May 2010.
Damian Dechev and Bjarne Stroustrup: Scalable Non-blocking Concurrent Objects
for Mission Critical Code. ACM OOPSLA’09. October 2009
Damian Dechev, Peter Pirkelbauer, Nicolas Rouquette, and Bjarne Stroustrup:
Semantically Enhanced Containers for Concurrent Real-Time Systems. Proc. 16th
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Reason Since C++11, static local variables are now initialized in a thread-safe way. When
combined with the RAII pattern, static local variables can replace the need for writing
your own double-checked locking for initialization. std::call_once can also achieve the
same purpose. Use either static local variables of C++11 or std::call_once instead of
writing your own double-checked locking for initialization.
void f()
{
// Assuming the compiler is compliant with C++11
static My_class my_object; // Constructor called only once
// ...
}
class My_class
{
public:
My_class()
{
// do this only once
}
};
Reason Double-checked locking is easy to mess up. If you really need to write your own
double-checked locking, in spite of the rules CP.110: Do not write your own double-
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checked locking for initialization and CP.100: Don’t use lock-free programming unless
you absolutely have to, then do it in a conventional pattern.
The uses of the double-checked locking pattern that are not in violation of CP.110: Do
not write your own double-checked locking for initialization arise when a non-thread-
safe action is both hard and rare, and there exists a fast thread-safe test that can be
used to guarantee that the action is not needed, but cannot be used to guarantee the
converse.
Example, bad The use of volatile does not make the rst check thread-safe, see also
CP.200: Use volatile only to talk to non-C++ memory
mutex action_mutex;
volatile bool action_needed;
if (action_needed) {
std::lock_guard<std::mutex> lock(action_mutex);
if (action_needed) {
take_action();
action_needed = false;
}
}
Example, good
mutex action_mutex;
atomic<bool> action_needed;
if (action_needed) {
std::lock_guard<std::mutex> lock(action_mutex);
if (action_needed) {
take_action();
action_needed = false;
}
}
Fine-tuned memory order may be bene cial where acquire load is more ef cient than
sequentially-consistent load
mutex action_mutex;
atomic<bool> action_needed;
if (action_needed.load(memory_order_acquire)) {
lock_guard<std::mutex> lock(action_mutex);
if (action_needed.load(memory_order_relaxed)) {
take_action();
action_needed.store(false, memory_order_release);
}
}
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Reason volatile is used to refer to objects that are shared with “non-C++” code or
hardware that does not follow the C++ memory model.
Example
const volatile long clock;
long t1 = clock;
// ... no use of clock here ...
long t2 = clock;
clock is const because the program should not try to write to clock .
Note Unless you are writing the lowest level code manipulating hardware directly,
consider volatile an esoteric feature that is best avoided.
Example Usually C++ code receives volatile memory that is owned Elsewhere
(hardware or another language):
int volatile* vi = get_hardware_memory_location();
// note: we get a pointer to someone else's memory here
// volatile says "treat this with extra respect"
Sometimes C++ code allocates the volatile memory and shares it with “elsewhere”
(hardware or another language) by deliberately escaping a pointer:
Example, bad volatile local variables are nearly always wrong – how can they be
shared with other languages or hardware if they’re ephemeral? The same applies almost
as strongly to member variables, for the same reason.
void f() {
volatile int i = 0; // bad, volatile local variable
// etc.
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class My_type {
volatile int i = 0; // suspicious, volatile member variable
// etc.
};
Note In C++, unlike in some other languages, volatile has nothing to do with
synchronization.
Enforcement
Flag volatile T local and member variables; almost certainly you intended to
use atomic<T> instead.
???
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E: Error handling
Error handling involves:
Detecting an error
Transmitting information about an error to some handler code
Preserve the state of a program in a valid state
Avoid resource leaks
It is not possible to recover from all errors. If recovery from an error is not possible, it is
important to quickly “get out” in a well-de ned way. A strategy for error handling must
be simple, or it becomes a source of even worse errors. Untested and rarely executed
error-handling code is itself the source of many bugs.
E.25: If you can’t throw exceptions, simulate RAII for resource management
E.26: If you can’t throw exceptions, consider failing fast
E.27: If you can’t throw exceptions, use error codes systematically
E.28: Avoid error handling based on global state (e.g. errno )
Reason A consistent and complete strategy for handling errors and resource leaks is hard
to retro t into a system.
Example
struct Foo {
vector<Thing> v;
File_handle f;
string s;
};
void use()
{
Foo bar {{Thing{1}, Thing{2}, Thing{monkey}}, {"my_file", "r"}, "Here we go!"};
// ...
}
Here, vector and string s constructors may not be able to allocate suf cient memory
for their elements, vector s constructor may not be able copy the Thing s in its
initializer list, and File_handle may not be able to open the required le. In each
case, they throw an exception for use() ’s caller to handle. If use() could handle the
failure to construct bar it can take control using try / catch . In either case, Foo ’s
constructor correctly destroys constructed members before passing control to whatever
tried to create a Foo . Note that there is no return value that could contain an error code.
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Note It is often said that exceptions are meant to signal exceptional events and failures.
However, that’s a bit circular because “what is exceptional?” Examples:
A precondition that cannot be met
A constructor that cannot construct an object (failure to establish its class’s
invariant)
An out-of-range error (e.g., v[v.size()] = 7 )
Inability to acquire a resource (e.g., the network is down)
In contrast, termination of an ordinary loop is not exceptional. Unless the loop was
meant to be in nite, termination is normal and expected.
Note Don’t use a throw as simply an alternative way of returning a value from a
function.
Note Before deciding that you cannot afford or don’t like exception-based error
handling, have a look at the alternatives; they have their own complexities and
problems. Also, as far as possible, measure before making claims about ef ciency.
Reason To keep error handling separated from “ordinary code.” C++ implementations tend
to be optimized based on the assumption that exceptions are rare.
Example, don’t
// don't: exception not used for error handling
int find_index(vector<string>& vec, const string& x)
{
try {
for (gsl::index i = 0; i < vec.size(); ++i)
if (vec[i] == x) throw i; // found x
} catch (int i) {
return i;
}
return -1; // not found
}
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This is more complicated and most likely runs much slower than the obvious alternative.
There is nothing exceptional about nding a value in a vector .
Enforcement Would need to be heuristic. Look for exception values “leaked” out of catc
h clauses.
Reason To use an object it must be in a valid state (de ned formally or informally by an
invariant) and to recover from an error every object not destroyed must be in a valid
state.
Note An invariant is logical condition for the members of an object that a constructor
must establish for the public member functions to assume.
Enforcement ???
Reason Leaving an object without its invariant established is asking for trouble. Not all
member functions can be called.
Example
class Vector { // very simplified vector of doubles
// if elem != nullptr then elem points to sz doubles
public:
Vector() : elem{nullptr}, sz{0}{}
Vector(int s) : elem{new double[s]}, sz{s} { /* initialize elements */ }
~Vector() { delete [] elem; }
double& operator[](int s) { return elem[s]; }
// ...
private:
owner<double*> elem;
int sz;
};
The class invariant - here stated as a comment - is established by the constructors. new
throws if it cannot allocate the required memory. The operators, notably the subscript
operator, relies on the invariant.
Enforcement Flag classes with private state without a constructor (public, protected,
or private).
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Reason Leaks are typically unacceptable. Manual resource release is error-prone. RAII
(“Resource Acquisition Is Initialization”) is the simplest, most systematic way of
preventing leaks.
Example
void f1(int i) // Bad: possibly leak
{
int* p = new int[12];
// ...
if (i < 17) throw Bad{"in f()", i};
// ...
}
This is verbose. In larger code with multiple possible throw s explicit releases become
repetitive and error-prone.
void f3(int i) // OK: resource management done by a handle (but see below)
{
auto p = make_unique<int[]>(12);
// ...
if (i < 17) throw Bad{"in f()", i};
// ...
}
Note that this works even when the throw is implicit because it happened in a called
function:
void f4(int i) // OK: resource management done by a handle (but see below)
{
auto p = make_unique<int[]>(12);
// ...
helper(i); // may throw
// ...
}
Unless you really need pointer semantics, use a local resource object:
Note If there is no obvious resource handle and for some reason de ning a proper RAII
object/handle is infeasible, as a last resort, cleanup actions can be represented by a fin
al_action object.
Note But what do we do if we are writing a program where exceptions cannot be used?
First challenge that assumption; there are many anti-exceptions myths around. We know
of only a few good reasons:
We are on a system so small that the exception support would eat up most of our
2K memory.
We are in a hard-real-time system and we don’t have tools that guarantee us that
an exception is handled within the required time.
We are in a system with tons of legacy code using lots of pointers in dif cult-to-
understand ways (in particular without a recognizable ownership strategy) so that
exceptions could cause leaks.
Our implementation of the C++ exception mechanisms is unreasonably poor (slow,
memory consuming, failing to work correctly for dynamically linked libraries, etc.).
Complain to your implementation purveyor; if no user complains, no improvement
will happen.
We get red if we challenge our manager’s ancient wisdom.
Only the rst of these reasons is fundamental, so whenever possible, use exceptions to
implement RAII, or design your RAII objects to never fail. When exceptions cannot be
used, simulate RAII. That is, systematically check that objects are valid after construction
and still release all resources in the destructor. One strategy is to add a valid()
operation to every resource handle:
void f()
{
vector<string> vs(100); // not std::vector: valid() added
if (!vs.valid()) {
// handle error or exit
}
// ...
} // destructors clean up as usual
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Obviously, this increases the size of the code, doesn’t allow for implicit propagation of
“exceptions” ( valid() checks), and valid() checks can be forgotten. Prefer to use
exceptions.
Enforcement ???
Example
double compute(double d) noexcept
{
return log(sqrt(d <= 0 ? 1 : d));
}
Here, we know that compute will not throw because it is composed out of operations
that don’t throw. By declaring compute to be noexcept , we give the compiler and
human readers information that can make it easier for them to understand and
manipulate compute .
Note Many standard-library functions are noexcept including all the standard-library
functions “inherited” from the C Standard Library.
Example
vector<double> munge(const vector<double>& v) noexcept
{
vector<double> v2(v.size());
// ... do something ...
}
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The noexcept here states that I am not willing or able to handle the situation where I
cannot construct the local vector . That is, I consider memory exhaustion a serious
design error (on par with hardware failures) so that I’m willing to crash the program if it
happens.
Example
void leak(int x) // don't: may leak
{
auto p = new int{7};
if (x < 0) throw Get_me_out_of_here{}; // may leak *p
// ...
delete p; // we may never get here
}
void no_leak(int x)
{
auto p = make_unique<int>(7);
if (x < 0) throw Get_me_out_of_here{}; // will delete *p if necessary
// ...
// no need for delete p
}
Another solution (often better) would be to use a local variable to eliminate explicit use
of pointers:
void no_leak_simplified(int x)
{
vector<int> v(7);
// ...
}
Note If you have local “things” that requires cleanup, but is not represented by an object
with a destructor, such cleanup must also be done before a throw . Sometimes, finall
y() can make such unsystematic cleanup a bit more manageable.
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Reason A user-de ned type is unlikely to clash with other people’s exceptions.
Example
void my_code()
{
// ...
throw Moonphase_error{};
// ...
}
void your_code()
{
try {
// ...
my_code();
// ...
}
catch(const Bufferpool_exhausted&) {
// ...
}
}
Example, don’t
void my_code() // Don't
{
// ...
throw 7; // 7 means "moon in the 4th quarter"
// ...
}
Note The standard-library classes derived from exception should be used only as base
classes or for exceptions that require only “generic” handling. Like built-in types, their
use could clash with other people’s use of them.
Example, don’t
void my_code() // Don't
{
// ...
throw runtime_error{"moon in the 4th quarter"};
// ...
}
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Enforcement Catch throw and catch of a built-in type. Maybe warn about throw and
catch using a standard-library exception type. Obviously, exceptions derived from
the std::exception hierarchy are ne.
Example
void f()
{
try {
// ...
}
catch (exception e) { // don't: may slice
// ...
}
}
Most handlers do not modify their exception and in general we recommend use of cons
t.
Note To rethrow a caught exception use throw; not throw e; . Using throw e;
would throw a new copy of e (sliced to the static type std::exception ) instead of
rethrowing the original exception of type std::runtime_error . (But keep Don’t try to
catch every exception in every function and Minimize the use of explicit try / catch in
mind.)
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Enforcement Flag by-value exceptions if their types are part of a hierarchy (could require
whole-program analysis to be perfect).
Example, don’t
class Connection {
// ...
public:
~Connection() // Don't: very bad destructor
{
if (cannot_disconnect()) throw I_give_up{information};
// ...
}
};
Note Many have tried to write reliable code violating this rule for examples, such as a
network connection that “refuses to close”. To the best of our knowledge nobody has
found a general way of doing this. Occasionally, for very speci c examples, you can get
away with setting some state for future cleanup. For example, we might put a socket
that does not want to close on a “bad socket” list, to be examined by a regular sweep of
the system state. Every example we have seen of this is error-prone, specialized, and
often buggy.
Note The standard library assumes that destructors, deallocation functions (e.g., operat
or delete ), and swap do not throw. If they do, basic standard-library invariants are
broken.
Enforcement Catch destructors, deallocation operations, and swap s that throw . Catch
such operations that are not noexcept .
See also: discussion
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action leads to complexity and waste. Let an exception propagate until it reaches a
function that can handle it. Let cleanup actions on the unwinding path be handled by
RAII.
Example, don’t
void f() // bad
{
try {
// ...
}
catch (...) {
// no action
throw; // propagate exception
}
}
Enforcement
Flag nested try-blocks.
Flag source code les with a too high ratio of try-blocks to functions. (??? Problem:
de ne “too high”)
Reason try / catch is verbose and non-trivial uses error-prone. try / catch can be a
sign of unsystematic and/or low-level resource management or error handling.
Example, Bad
void f(zstring s)
{
Gadget* p;
try {
p = new Gadget(s);
// ...
delete p;
}
catch (Gadget_construction_failure) {
delete p;
throw;
}
}
This code is messy. There could be a leak from the naked pointer in the try block. Not
all exceptions are handled. deleting an object that failed to construct is almost
certainly a mistake. Better:
void f2(zstring s)
{
Gadget g {s};
}
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Alternatives
proper resource handles and RAII
finally
Reason finally is less verbose and harder to get wrong than try / catch .
Example
void f(int n)
{
void* p = malloc(1, n);
auto _ = finally([p] { free(p); });
// ...
}
Note finally is not as messy as try / catch , but it is still ad-hoc. Prefer proper
resource management objects. Consider finally a last resort.
Note Use of finally is a systematic and reasonably clean alternative to the old goto
exit; technique for dealing with cleanup where resource management is not
systematic.
Reason Even without exceptions, RAII is usually the best and most systematic way of
dealing with resources.
Note Error handling using exceptions is the only complete and systematic way of
handling non-local errors in C++. In particular, non-intrusively signaling failure to
construct an object requires an exception. Signaling errors in a way that cannot be
ignored requires exceptions. If you can’t use exceptions, simulate their use as best you
can.
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So, the primary guideline for error handling is “use exceptions and RAII.” This section
deals with the cases where you either do not have an ef cient implementation of
exceptions, or have such a rat’s nest of old-style code (e.g., lots of pointers, ill-de ned
ownership, and lots of unsystematic error handling based on tests of error codes) that it
is infeasible to introduce simple and systematic exception handling.
Before condemning exceptions or complaining too much about their cost, consider
examples of the use of error codes. Consider the cost and complexity of the use of error
codes. If performance is your worry, measure.
If the gadget isn’t correctly constructed, func exits with an exception. If we cannot
throw an exception, we can simulate this RAII style of resource handling by adding a va
lid() member function to Gadget :
The problem is of course that the caller now has to remember to test the return value.
Enforcement Possible (only) for speci c versions of this idea: e.g., test for systematic test
of valid() after resource handle construction
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Reason If you can’t do a good job at recovering, at least you can get out before too much
consequential damage is done.
See also: Simulating RAII
Note If you cannot be systematic about error handling, consider “crashing” as a response
to any error that cannot be handled locally. That is, if you cannot recover from an error in
the context of the function that detected it, call abort() , quick_exit() , or a similar
function that will trigger some sort of system restart.
In systems where you have lots of processes and/or lots of computers, you need to
expect and handle fatal crashes anyway, say from hardware failures. In such cases,
“crashing” is simply leaving error handling to the next level of the system.
Example
void f(int n)
{
// ...
p = static_cast<X*>(malloc(n, X));
if (!p) abort(); // abort if memory is exhausted
// ...
}
Most programs cannot handle memory exhaustion gracefully anyway. This is roughly
equivalent to
void f(int n)
{
// ...
p = new X[n]; // throw if memory is exhausted (by default, terminate)
// ...
}
Typically, it is a good idea to log the reason for the “crash” before exiting.
Enforcement Awkward
Reason Systematic use of any error-handling strategy minimizes the chance of forgetting
to handle an error.
See also: Simulating RAII
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In general, returning an error indicator implies returning two values: The result and an
error indicator. The error indicator can be part of the object, e.g. an object can have a va
lid() indicator or a pair of values can be returned.
Example
Gadget make_gadget(int n)
{
// ...
}
void user()
{
Gadget g = make_gadget(17);
if (!g.valid()) {
// error handling
}
// ...
}
This approach ts with simulated RAII resource management. The valid() function
could return an error_indicator (e.g. a member of an error_indicator
enumeration).
Example What if we cannot or do not want to modify the Gadget type? In that case, we
must return a pair of values. For example:
std::pair<Gadget, error_indicator> make_gadget(int n)
{
// ...
}
void user()
{
auto r = make_gadget(17);
if (!r.second) {
// error handling
}
Gadget& g = r.first;
// ...
}
As shown, std::pair is a possible return type. Some people prefer a speci c type. For
example:
Gval make_gadget(int n)
{
// ...
}
void user()
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{
auto r = make_gadget(17);
if (!r.err) {
// error handling
}
Gadget& g = r.val;
// ...
}
One reason to prefer a speci c return type is to have names for its members, rather than
the somewhat cryptic first and second and to avoid confusion with other uses of st
d::pair .
Example In general, you must clean up before an error exit. This can be messy:
std::pair<int, error_indicator> user()
{
Gadget g1 = make_gadget(17);
if (!g1.valid()) {
return {0, g1_error};
}
Gadget g2 = make_gadget(17);
if (!g2.valid()) {
cleanup(g1);
return {0, g2_error};
}
// ...
if (all_foobar(g1, g2)) {
cleanup(g1);
cleanup(g2);
return {0, foobar_error};
// ...
cleanup(g1);
cleanup(g2);
return {res, 0};
}
Simulating RAII can be non-trivial, especially in functions with multiple resources and
multiple possible errors. A not uncommon technique is to gather cleanup at the end of
the function to avoid repetition (note the extra scope around g2 is undesirable but
necessary to make the goto version compile):
Gadget g1 = make_gadget(17);
if (!g1.valid()) {
err = g1_error;
goto exit;
}
{
Gadget g2 = make_gadget(17);
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if (!g2.valid()) {
err = g2_error;
goto exit;
}
if (all_foobar(g1, g2)) {
err = foobar_error;
goto exit;
}
// ...
}
exit:
if (g1.valid()) cleanup(g1);
if (g2.valid()) cleanup(g2);
return {res, err};
}
The larger the function, the more tempting this technique becomes. finally can ease
the pain a bit. Also, the larger the program becomes the harder it is to apply an error-
indicator-based error-handling strategy systematically.
Enforcement Awkward.
Reason Global state is hard to manage and it is easy to forget to check it. When did you
last test the return value of printf() ?
See also: Simulating RAII
Example, bad
???
Note C-style error handling is based on the global variable errno , so it is essentially
impossible to avoid this style completely.
Enforcement Awkward.
Reason Exception speci cations make error handling brittle, impose a run-time cost, and
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Example
int use(int arg)
throw(X, Y)
{
// ...
auto x = f(arg);
// ...
}
If f() throws an exception different from X and Y the unexpected handler is invoked,
which by default terminates. That’s OK, but say that we have checked that this cannot
happen and f is changed to throw a new exception Z , we now have a crash on our
hands unless we change use() (and re-test everything). The snag is that f() may be in
a library we do not control and the new exception is not anything that use() can do
anything about or is in any way interested in. We can change use() to pass Z through,
but now use() ’s callers probably needs to be modi ed. This quickly becomes
unmanageable. Alternatively, we can add a try - catch to use() to map Z into an
acceptable exception. This too, quickly becomes unmanageable. Note that changes to
the set of exceptions often happens at the lowest level of a system (e.g., because of
changes to a network library or some middleware), so changes “bubble up” through long
call chains. In a large code base, this could mean that nobody could update to a new
version of a library until the last user was modi ed. If use() is part of a library, it may
not be possible to update it because a change could affect unknown clients.
The policy of letting exceptions propagate until they reach a function that potentially
can handle it has proven itself over the years.
Note No. This would not be any better had exception speci cations been statically
enforced. For example, see Stroustrup94.
Reason catch -clauses are evaluated in the order they appear and one clause can hide
another.
Example
void f()
{
// ...
try {
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// ...
}
catch (Base& b) { /* ... */ }
catch (Derived& d) { /* ... */ }
catch (...) { /* ... */ }
catch (std::exception& e){ /* ... */ }
}
If Derived is derived from Base the Derived -handler will never be invoked. The
“catch everything” handler ensured that the std::exception -handler will never be
invoked.
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Reason Immutable objects are easier to reason about, so make objects non- const only
when there is a need to change their value. Prevents accidental or hard-to-notice change
of value.
Example
for (const int i : c) cout << i << '\n'; // just reading: const
Exception Function arguments are rarely mutated, but also rarely declared const. To
avoid confusion and lots of false positives, don’t enforce this rule for function
arguments.
void f(const char* const p); // pedantic
void g(const int i); // pedantic
Enforcement
Flag non- const variables that are not modi ed (except for parameters to avoid
many false positives)
Reason A member function should be marked const unless it changes the object’s
observable state. This gives a more precise statement of design intent, better readability,
more errors caught by the compiler, and sometimes more optimization opportunities.
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Example, bad
class Point {
int x, y;
public:
int getx() { return x; } // BAD, should be const as it doesn't modify the object's state
// ...
};
Note It is not inherently bad to pass a pointer or reference to non- const , but that
should be done only when the called function is supposed to modify the object. A reader
of code must assume that a function that takes a “plain” T* or T& will modify the object
referred to. If it doesn’t now, it might do so later without forcing recompilation.
Note There are code/libraries that are offer functions that declare a T* even though
those function do not modify that T . This is a problem for people modernizing code. You
can
update the library to be const -correct; preferred long-term solution
“cast away const ”; best avoided
provide a wrapper function
Example:
void f(int* p); // old code: f() does not modify `*p`
void f(const int* p) { f(const_cast<int*>(p)); } // wrapper
Note that this wrapper solution is a patch that should be used only when the declaration
of f() cannot be modi ed, e.g. because it is in a library that you cannot modify.
Note A const member function can modify the value of an object that is mutable or
accessed through a pointer member. A common use is to maintain a cache rather than
repeatedly do a complicated computation. For example, here is a Date that caches
(mnemonizes) its string representation to simplify repeated uses:
class Date {
public:
// ...
const string& string_ref() const
{
if (string_val == "") compute_string_rep();
return string_val;
}
// ...
private:
void compute_string_rep() const; // compute string representation and place it in string
_val
mutable string string_val;
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// ...
};
Another way of saying this is that const ness is not transitive. It is possible for a const
member function to change the value of mutable members and the value of objects
accessed through non- const pointers. It is the job of the class to ensure such mutation
is done only when it makes sense according to the semantics (invariants) it offers to its
users.
Enforcement
Flag a member function that is not marked const , but that does not perform a
non- const operation on any member variable.
Reason To avoid a called function unexpectedly changing the value. It’s far easier to
reason about programs when called functions don’t modify state.
Example
void f(char* p); // does f modify *p? (assume it does)
void g(const char* p); // g does not modify *p
Note It is not inherently bad to pass a pointer or reference to non- const , but that
should be done only when the called function is supposed to modify the object.
Enforcement
Flag function that does not modify an object passed by pointer or reference to
non- const
Flag a function that (using a cast) modi es an object passed by pointer or
reference to const
Example
void f()
{
int x = 7;
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const int y = 9;
for (;;) {
// ...
}
// ...
}
Enforcement
Flag unmodi ed non- const variables.
Example
double x = f(2); // possible run-time evaluation
const double y = f(2); // possible run-time evaluation
constexpr double z = f(2); // error unless f(2) can be evaluated at compile time
Enforcement
Flag const de nitions with constant expression initializers.
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Templates can also be used for meta-programming; that is, programs that compose code
at compile time.
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T.100: Use variadic templates when you need a function that takes a variable
number of arguments of a variety of types
T.101: ??? How to pass arguments to a variadic template ???
T.102: ??? How to process arguments to a variadic template ???
T.103: Don’t use variadic templates for homogeneous argument lists
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T.??: ????
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Example, bad Conceptually, the following requirements are wrong because what we
want of T is more than just the very low-level concepts of “can be incremented” or “can
be added”:
template<typename T>
// requires Incrementable<T>
T sum1(vector<T>& v, T s)
{
for (auto x : v) s += x;
return s;
}
template<typename T>
// requires Simple_number<T>
T sum2(vector<T>& v, T s)
{
for (auto x : v) s = s + x;
return s;
}
Assuming that Incrementable does not support + and Simple_number does not
support += , we have overconstrained implementers of sum1 and sum2 . And, in this
case, missed an opportunity for a generalization.
Example
template<typename T>
// requires Arithmetic<T>
T sum(vector<T>& v, T s)
{
for (auto x : v) s += x;
return s;
}
Assuming that Arithmetic requires both + and += , we have constrained the user of
sum to provide a complete arithmetic type. That is not a minimal requirement, but it
gives the implementer of algorithms much needed freedom and ensures that any Arith
metic type can be used for a wide variety of algorithms.
For additional generality and reusability, we could also use a more general Container
or Range concept instead of committing to only one container, vector .
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Note Templates can be used to express essentially everything (they are Turing complete),
but the aim of generic programming (as expressed using templates) is to ef ciently
generalize operations/algorithms over a set of types with similar semantic properties.
Note The requires in the comments are uses of concepts . “Concepts” are de ned in
an ISO Technical speci cation: concepts. Concepts are supported in GCC 6.1 and later.
Consequently, we comment out uses of concepts in examples; that is, we use them as
formalized comments only. If you use GCC 6.1 or later, you can uncomment them.
Enforcement
Flag algorithms with “overly simple” requirements, such as direct use of speci c
operators without a concept.
Do not ag the de nition of the “overly simple” concepts themselves; they may
simply be building blocks for more useful concepts.
Example That’s the foundation of the STL. A single find algorithm easily works with
any kind of input range:
template<typename Iter, typename Val>
// requires Input_iterator<Iter>
// && Equality_comparable<Value_type<Iter>, Val>
Iter find(Iter b, Iter e, Val v)
{
// ...
}
Note Don’t use a template unless you have a realistic need for more than one template
argument type. Don’t overabstract.
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Reason Containers need an element type, and expressing that as a template argument is
general, reusable, and type safe. It also avoids brittle or inef cient workarounds.
Convention: That’s the way the STL does it.
Example
template<typename T>
// requires Regular<T>
class Vector {
// ...
T* elem; // points to sz Ts
int sz;
};
Vector<double> v(10);
v[7] = 9.9;
Example, bad
class Container {
// ...
void* elem; // points to size elements of some type
int sz;
};
This doesn’t directly express the intent of the programmer and hides the structure of the
program from the type system and optimizer.
Hiding the void* behind macros simply obscures the problems and introduces new
opportunities for confusion.
Exceptions: If you need an ABI-stable interface, you might have to provide a base
implementation and express the (type-safe) template in terms of that. See Stable base.
Enforcement
Flag uses of void* s and casts outside low-level implementation code
Reason ???
Example
???
Exceptions: ???
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// implementations
template</*...*/>
class ConcreteCommand : public Command {
// implement virtuals
};
Example Dynamic helps static: Offer a generic, comfortable, statically bound interface,
but internally dispatch dynamically, so you offer a uniform object layout. Examples
include type erasure as with std::shared_ptr ’s deleter (but don’t overuse type
erasure).
Note In a class template, nonvirtual functions are only instantiated if they’re used – but
virtual functions are instantiated every time. This can bloat code size, and may
overconstrain a generic type by instantiating functionality that is never needed. Avoid
this, even though the standard-library facets made this mistake.
See also
ref ???
ref ???
ref ???
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Reason Correctness and readability. The assumed meaning (syntax and semantics) of a
template argument is fundamental to the interface of a template. A concept dramatically
improves documentation and error handling for the template. Specifying concepts for
template arguments is a powerful design tool.
Example
template<typename Iter, typename Val>
// requires Input_iterator<Iter>
// && Equality_comparable<Value_type<Iter>, Val>
Iter find(Iter b, Iter e, Val v)
{
// ...
}
Note “Concepts” are de ned in an ISO Technical speci cation: concepts. A draft of a set of
standard-library concepts can be found in another ISO TS: ranges Concepts are
supported in GCC 6.1 and later. Consequently, we comment out uses of concepts in
examples; that is, we use them as formalized comments only. If you use GCC 6.1 or later,
you can uncomment them:
template<typename Iter, typename Val>
requires Input_iterator<Iter>
&& Equality_comparable<Value_type<Iter>, Val>
Iter find(Iter b, Iter e, Val v)
{
// ...
}
Note Plain typename (or auto ) is the least constraining concept. It should be used only
rarely when nothing more than “it’s a type” can be assumed. This is typically only needed
when (as part of template metaprogramming code) we manipulate pure expression trees,
postponing type checking.
References: TC++PL4, Palo Alto TR, Sutton
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Reason “Standard” concepts (as provided by the GSL and the Ranges TS, and hopefully
soon the ISO standard itself) saves us the work of thinking up our own concepts, are
better thought out than we can manage to do in a hurry, and improves interoperability.
Note Unless you are creating a new generic library, most of the concepts you need will
already be de ned by the standard library.
Enforcement Hard.
Look for unconstrained arguments, templates that use “unusual”/non-standard
concepts, templates that use “homebrew” concepts without axioms.
Develop a concept-discovery tool (e.g., see an early experiment).
Reason auto is the weakest concept. Concept names convey more meaning than just a
uto .
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Enforcement
???
template<Sortable T> // Better (assuming support for concepts): "The parameter is of type
T
void sort(T&); // which is Sortable"
void sort(Sortable&); // Best (assuming support for concepts): "The parameter is Sortable"
The shorter versions better match the way we speak. Note that many templates don’t
need to use the template keyword.
Note “Concepts” are de ned in an ISO Technical speci cation: concepts. A draft of a set of
standard-library concepts can be found in another ISO TS: ranges Concepts are
supported in GCC 6.1 and later. Consequently, we comment out uses of concepts in
examples; that is, we use them as formalized comments only. If you use a compiler that
supports concepts (e.g., GCC 6.1 or later), you can remove the // .
Enforcement
Not feasible in the short term when people convert from the <typename T> and
<class T > notation.
Later, ag declarations that rst introduces a typename and then constrains it with
a simple, single-type-argument concept.
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Obviously, de ning concepts will be most useful for code that can use an
implementation (e.g., GCC 6.1 or later), but de ning concepts is in itself a useful design
technique and help catch conceptual errors and clean up the concepts (sic!) of an
implementation.
Reason Concepts are meant to express semantic notions, such as “a number”, “a range” of
elements, and “totally ordered.” Simple constraints, such as “has a + operator” and “has
a > operator” cannot be meaningfully speci ed in isolation and should be used only as
building blocks for meaningful concepts, rather than in user code.
template<Addable N> auto algo(const N& a, const N& b) // use two numbers
{
// ...
return a + b;
}
int x = 7;
int y = 9;
auto z = algo(x, y); // z = 16
string xx = "7";
string yy = "9";
auto zz = algo(xx, yy); // zz = "79"
Maybe the concatenation was expected. More likely, it was an accident. De ning minus
equivalently would give dramatically different sets of accepted types. This Addable
violates the mathematical rule that addition is supposed to be commutative: a+b == b
+a .
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template<typename T>
// The operators +, -, *, and / for a number are assumed to follow the usual mathematical rules
concept Number = has_plus<T>
&& has_minus<T>
&& has_multiply<T>
&& has_divide<T>;
int x = 7;
int y = 9;
auto z = algo(x, y); // z = 16
string xx = "7";
string yy = "9";
auto zz = algo(xx, yy); // error: string is not a Number
Note Concepts with multiple operations have far lower chance of accidentally matching
a type than a single-operation concept.
Enforcement
Flag single-operation concepts when used outside the de nition of other conce
pts .
Flag uses of enable_if that appears to simulate single-operation concepts .
Note This is a speci c variant of the general rule that a concept must make semantic
sense.
This makes no semantic sense. You need at least + to make - meaningful and useful.
Arithmetic : + , - , * , / , += , -= , *= , /=
Comparable : < , > , <= , >= , == , !=
Note This rule applies whether we use direct language support for concepts or not. It is
a general design rule that even applies to non-templates:
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class Minimal {
// ...
};
x = x + y; // OK
x += y; // surprise! error
}
This is minimal, but surprising and constraining for users. It could even be less ef cient.
The rule supports the view that a concept should re ect a (mathematically) coherent set
of operations.
Example
class Convenient {
// ...
};
x = x + y; // OK
x += y; // OK
}
It can be a nuisance to de ne all operators, but not hard. Ideally, that rule should be
language supported by giving you comparison operators by default.
Enforcement
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Flag classes that support “odd” subsets of a set of operators, e.g., == but not !=
or + but not - . Yes, std::string is “odd”, but it’s too late to change that.
Note This is an axiom in the mathematical sense: something that may be assumed
without proof. In general, axioms are not provable, and when they are the proof is often
beyond the capability of a compiler. An axiom may not be general, but the template
writer may assume that it holds for all inputs actually used (similar to a precondition).
Note In this context axioms are Boolean expressions. See the Palo Alto TR for examples.
Currently, C++ does not support axioms (even the ISO Concepts TS), so we have to make
do with comments for a longish while. Once language support is available, the // in
front of the axiom can be removed
Note The GSL concepts have well-de ned semantics; see the Palo Alto TR and the
Ranges TS.
Exception (using TS concepts) Early versions of a new “concept” still under development
will often just de ne simple sets of constraints without a well-speci ed semantics.
Finding good semantics can take effort and time. An incomplete set of constraints can
still be very useful:
// balancer for a generic binary tree
template<typename Node> concept bool Balancer = requires(Node* p) {
add_fixup(p);
touch(p);
detach(p);
}
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So a Balancer must supply at least thee operations on a tree Node , but we are not yet
ready to specify detailed semantics because a new kind of balanced tree might require
more operations and the precise general semantics for all nodes is hard to pin down in
the early stages of design.
Enforcement
Look for the word “axiom” in concept de nition comments
template<typename I>
concept bool Fwd_iter = Input_iter<I> && requires(I iter) { iter++; }
The compiler can determine re nement based on the sets of required operations (here,
suf x ++ ). This decreases the burden on implementers of these types since they do not
need any special declarations to “hook into the concept”. If two concepts have exactly
the same requirements, they are logically equivalent (there is no re nement).
Enforcement
Flag a concept that has exactly the same requirements as another already-seen
concept (neither is more re ned). To disambiguate them, see T.24.
T.24: Use tag classes or traits to differentiate concepts that differ only
in semantics.
Reason Two concepts requiring the same syntax but having different semantics leads to
ambiguity unless the programmer differentiates them.
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Wrapping a tag class into a concept leads to a simpler expression of this idea:
template<typename I>
concept bool Contiguous_iter = RA_iter<I> && Contiguous<I>;
Note Traits can be trait classes or type traits. These can be user-de ned or standard-
library ones. Prefer the standard-library ones.
Enforcement
The compiler ags ambiguous use of identical concepts.
Flag the de nition of identical concepts.
template<typename T>
requires C<T>
void f();
This is better:
The compiler will choose the unconstrained template only when C<T> is unsatis ed. If
you do not want to (or cannot) de ne an unconstrained version of f() , then delete it.
template<typename T>
void f() = delete;
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The compiler will select the overload and emit an appropriate error.
template<typename T>
enable_if<C<T>, void>
f();
Enforcement
Flag pairs of functions with C<T> and !C<T> constraints
Reason The de nition is more readable and corresponds directly to what a user has to
write. Conversions are taken into account. You don’t have to remember the names of all
the type traits.
Obviously, it would be better and easier just to use the standard EqualityComparable ,
but - just as an example - if you had to de ne such a concept, prefer:
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Enforcement ???
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Template interfaces
Over the years, programming with templates have suffered from a weak distinction
between the interface of a template and its implementation. Before concepts, that
distinction had no direct language support. However, the interface to a template is a
critical concept - a contract between a user and an implementer - and should be
carefully designed.
Reason Function objects can carry more information through an interface than a “plain”
pointer to function. In general, passing function objects gives better performance than
passing pointers to functions.
You can, of course, generalize those functions using auto or (when and where
available) concepts. For example:
Enforcement
Flag pointer to function template arguments.
Flag pointers to functions passed as arguments to a template (risk of false
positives).
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Example (using TS concepts) Consider, a sort instrumented with (oversimpli ed) simple
debug support:
void sort(Sortable& s) // sort sequence s
{
if (debug) cerr << "enter sort( " << s << ")\n";
// ...
if (debug) cerr << "exit sort( " << s << ")\n";
}
template<Sortable S>
requires Streamable<S>
void sort(S& s) // sort sequence s
{
if (debug) cerr << "enter sort( " << s << ")\n";
// ...
if (debug) cerr << "exit sort( " << s << ")\n";
}
After all, there is nothing in Sortable that requires iostream support. On the other
hand, there is nothing in the fundamental idea of sorting that says anything about
debugging.
Note If we require every operation used to be listed among the requirements, the
interface becomes unstable: Every time we change the debug facilities, the usage data
gathering, testing support, error reporting, etc. The de nition of the template would
need change and every use of the template would have to be recompiled. This is
cumbersome, and in some environments infeasible.
Conversely, if we use an operation in the implementation that is not guaranteed by
concept checking, we may get a late compile-time error.
By not using concept checking for properties of a template argument that is not
considered essential, we delay checking until instantiation time. We consider this a
worthwhile tradeoff.
Note that using non-local, non-dependent names (such as debug and cerr ) also
introduces context dependencies that may lead to “mysterious” errors.
Note It can be hard to decide which properties of a type is essential and which are not.
Enforcement ???
Reason Improved readability. Implementation hiding. Note that template aliases replace
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many uses of traits to compute a type. They can also be used to wrap a trait.
Example
template<typename T, size_t N>
class Matrix {
// ...
using Iterator = typename std::vector<T>::iterator;
// ...
};
This saves the user of Matrix from having to know that its elements are stored in a ve
ctor and also saves the user from repeatedly typing typename std::vector<T>:: .
Example
template<typename T>
void user(T& c)
{
// ...
typename container_traits<T>::value_type x; // bad, verbose
// ...
}
template<typename T>
using Value_type = typename container_traits<T>::value_type;
This saves the user of Value_type from having to know the technique used to
implement value_type s.
template<typename T>
void user2(T& c)
{
// ...
Value_type<T> x;
// ...
}
Enforcement
Flag use of typename as a disambiguator outside using declarations.
???
Reason Improved readability: With using , the new name comes rst rather than being
embedded somewhere in a declaration. Generality: using can be used for template
aliases, whereas typedef s can’t easily be templates. Uniformity: using is syntactically
similar to auto .
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Example
typedef int (*PFI)(int); // OK, but convoluted
template<typename T>
typedef int (*PFT)(T); // error
template<typename T>
using PFT2 = int (*)(T); // OK
Enforcement
Flag uses of typedef . This will give a lot of “hits” :-(
Reason Writing the template argument types explicitly can be tedious and unnecessarily
verbose.
Example
tuple<int, string, double> t1 = {1, "Hamlet", 3.14}; // explicit type
auto t2 = make_tuple(1, "Ophelia"s, 3.14); // better; deduced type
Note the use of the s suf x to ensure that the string is a std::string , rather than a
C-style string.
Note Since you can trivially write a make_T function, so could the compiler. Thus, make
_T functions may become redundant in the future.
Exception Sometimes there isn’t a good way of getting the template arguments deduced
and sometimes, you want to specify the arguments explicitly:
vector<double> v = { 1, 2, 3, 7.9, 15.99 };
list<Record*> lst;
Note Note that C++17 will make this rule redundant by allowing the template arguments
to be deduced directly from constructor arguments: Template parameter deduction for
constructors (Rev. 3). For example:
tuple t1 = {1, "Hamlet"s, 3.14}; // deduced: tuple<int, string, double>
Enforcement Flag uses where an explicitly specialized type exactly matches the types of
the arguments used.
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Reason Readability. Preventing surprises and errors. Most uses support that anyway.
Example
class X {
// ...
public:
explicit X(int);
X(const X&); // copy
X operator=(const X&);
X(X&&) noexcept; // move
X& operator=(X&&) noexcept;
~X();
// ... no more constructors ...
};
X x {1}; // fine
X y = x; // fine
std::vector<X> v(10); // error: no default constructor
Enforcement
Flag types that are not at least SemiRegular .
Example
namespace Bad {
struct S { int m; };
template<typename T1, typename T2>
bool operator==(T1, T2) { cout << "Bad\n"; return true; }
}
namespace T0 {
bool operator==(int, Bad::S) { cout << "T0\n"; return true; } // compare to int
void test()
{
Bad::S bad{ 1 };
vector<int> v(10);
bool b = 1 == bad;
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Now the == in Bad was designed to cause trouble, but would you have spotted the
problem in real code? The problem is that v.size() returns an unsigned integer so
that a conversion is needed to call the local == ; the == in Bad requires no conversions.
Realistic types, such as the standard-library iterators can be made to exhibit similar anti-
social tendencies.
Note This rule should not be necessary, but the committee cannot agree to exclude
unconstrained templated from ADL.
Unfortunately this will get many false positives; the standard library violates this widely,
by putting many unconstrained templates and types into the single namespace std .
Enforcement Flag templates de ned in a namespace where concrete types are also
de ned (maybe not feasible until we have concepts).
T.48: If your compiler does not support concepts, fake them with enab
le_if
Reason Because that’s the best we can do without direct concept support. enable_if
can be used to conditionally de ne functions and to select among a set of functions.
Example
enable_if<???>
Enforcement ???
Reason Type erasure incurs an extra level of indirection by hiding type information
behind a separate compilation boundary.
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Example
???
Enforcement ???
Note
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Example
template<typename C>
void sort(C& c)
{
std::sort(begin(c), end(c)); // necessary and useful dependency
}
template<typename Iter>
Iter algo(Iter first, Iter last) {
for (; first != last; ++first) {
auto x = sqrt(*first); // potentially surprising dependency: which sqrt()?
helper(first, x); // potentially surprising dependency:
// helper is chosen based on first and x
TT var = 7; // potentially surprising dependency: which TT?
}
}
Note Templates typically appear in header les so their context dependencies are more
vulnerable to #include order dependencies than functions in .cpp les.
Note Having a template operate only on its arguments would be one way of reducing
the number of dependencies to a minimum, but that would generally be unmanageable.
For example, an algorithm usually uses other algorithms and invoke operations that
does not exclusively operate on arguments. And don’t get us started on macros!
See also: T.69
Reason A member that does not depend on a template parameter cannot be used except
for a speci c template argument. This limits use and typically increases code size.
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Example, bad
template<typename T, typename A = std::allocator{}>
// requires Regular<T> && Allocator<A>
class List {
public:
struct Link { // does not depend on A
T elem;
T* pre;
T* suc;
};
// ...
private:
Link* head;
};
List<int> lst1;
List<int, My_allocator> lst2;
This looks innocent enough, but now Link formally depends on the allocator (even
though it doesn’t use the allocator). This forces redundant instantiations that can be
surprisingly costly in some real-world scenarios. Typically, the solution is to make what
would have been a nested class non-local, with its own minimal set of template
parameters.
template<typename T>
struct Link {
T elem;
T* pre;
T* suc;
};
// ...
private:
Link* head;
};
List<int> lst1;
List<int, My_allocator> lst2;
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Some people found the idea that the Link no longer was hidden inside the list scary, so
we named the technique SCARY.From that academic paper: “The acronym SCARY
describes assignments and initializations that are Seemingly erroneous (appearing
Constrained by con icting generic parameters), but Actually work with the Right
implementation (unconstrained bY the con ict due to minimized dependencies.”
Enforcement
Flag member types that do not depend on every template argument
Flag member functions that do not depend on every template argument
Reason Allow the base class members to be used without specifying template arguments
and without template instantiation.
Example
template<typename T>
class Foo {
public:
enum { v1, v2 };
// ...
};
???
struct Foo_base {
enum { v1, v2 };
// ...
};
template<typename T>
class Foo : public Foo_base {
public:
// ...
};
Note A more general version of this rule would be “If a template class member depends
on only N template parameters out of M, place it in a base class with only N parameters.”
For N == 1, we have a choice of a base class of a class in the surrounding scope as in
T.61.
??? What about constants? class statics?
Enforcement
Flag ???
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Example
??? string specialization (==)
Note ???
Enforcement ???
Reason
A template de nes a general interface.
Tag dispatch allows us to select implementations based on speci c properties of
an argument type.
Performance.
template<class T> struct copy_trait { using tag = non_pod_tag; }; // T is not "plain old dat
a"
template<> struct copy_trait<int> { using tag = pod_tag; }; // int is "plain old data"
template<class Iter>
Out copy_helper(Iter first, Iter last, Iter out, pod_tag)
{
// use memmove
}
template<class Iter>
Out copy_helper(Iter first, Iter last, Iter out, non_pod_tag)
{
// use loop calling copy constructors
}
template<class Itert>
Out copy(Iter first, Iter last, Iter out)
{
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Note When concept s become widely available such alternatives can be distinguished
directly:
template<class Iter>
requires Pod<Value_type<iter>>
Out copy_helper(In, first, In last, Out out)
{
// use memmove
}
template<class Iter>
Out copy_helper(In, first, In last, Out out)
{
// use loop calling copy constructors
}
Enforcement ???
Reason ???
Example
???
Enforcement ???
Example
template<typename T, typename U>
void f(T t, U u)
{
T v1(x); // is v1 a function of a variable?
T v2 {x}; // variable
auto x = T(u); // construction or cast?
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Enforcement
ag () initializers
ag function-style casts
Reason
Provide only intended exibility.
Avoid vulnerability to accidental environmental changes.
Example There are three major ways to let calling code customize a template.
template<class T>
// Call a member function
void test1(T t)
{
t.f(); // require T to provide f()
}
template<class T>
void test2(T t)
// Call a nonmember function without qualification
{
f(t); // require f(/*T*/) be available in caller's scope or in T's namespace
}
template<class T>
void test3(T t)
// Invoke a "trait"
{
test_traits<T>::f(t); // require customizing test_traits<>
// to get non-default functions/types
}
Note If you intend to call your own helper function helper(t) with a value t that
depends on a template type parameter, put it in a ::detail namespace and qualify the
call as detail::helper(t); . An unquali ed call becomes a customization point where
any function helper in the namespace of t ’s type can be invoked; this can cause
problems like unintentionally invoking unconstrained function templates.
Enforcement
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Reason Templating a class hierarchy that has many functions, especially many virtual
functions, can lead to code bloat.
Example, bad
template<typename T>
struct Container { // an interface
virtual T* get(int i);
virtual T* first();
virtual T* next();
virtual void sort();
};
template<typename T>
class Vector : public Container<T> {
public:
// ...
};
Vector<int> vi;
Vector<string> vs;
Note In many cases you can provide a stable interface by not parameterizing a base; see
“stable base” and OO and GP
Enforcement
Flag virtual functions that depend on a template argument. ??? False positives
Reason An array of derived classes can implicitly “decay” to a pointer to a base class with
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Example Assume that Apple and Pear are two kinds of Fruit s.
void maul(Fruit* p)
{
*p = Pear{}; // put a Pear into *p
p[1] = Pear{}; // put a Pear into p[1]
}
maul(aa);
Apple& a0 = &aa[0]; // a Pear?
Apple& a1 = &aa[1]; // a Pear?
Probably, aa[0] will be a Pear (without the use of a cast!). If sizeof(Apple) != siz
eof(Pear) the access to aa[1] will not be aligned to the proper start of an object in
the array. We have a type violation and possibly (probably) a memory corruption. Never
write such code.
void maul2(Fruit* p)
{
*p = Pear{}; // put a Pear into *p
}
Enforcement
Detect this horror!
Reason ???
Example
???
Enforcement ???
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Reason C++ does not support that. If it did, vtbls could not be generated until link time.
And in general, implementations must deal with dynamic linking.
Example, don’t
class Shape {
// ...
template<class T>
virtual bool intersect(T* p); // error: template cannot be virtual
};
struct List_base {
Link_base* first; // first element (if any)
int sz; // number of elements
void add_front(Link_base* p);
// ...
};
template<typename T>
class List : List_base {
public:
void put_front(const T& e) { add_front(new Link<T>{e}); } // implicit cast to Link_base
T& front() { static_cast<Link<T>*>(first).val; } // explicit cast back to Link<T>
// ...
};
List<int> li;
List<string> ls;
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Now there is only one copy of the operations linking and unlinking elements of a List .
The Link and List classes do nothing but type manipulation.
Instead of using a separate “base” type, another common technique is to specialize for v
oid or void* and have the general template for T be just the safely-encapsulated
casts to and from the core void implementation.
Enforcement ???
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T.100: Use variadic templates when you need a function that takes a
variable number of arguments of a variety of types
Reason Variadic templates is the most general mechanism for that, and is both ef cient
and type-safe. Don’t use C varargs.
Example
??? printf
Enforcement
Flag uses of va_arg in user code.
Reason ???
Example
??? beware of move-only and reference arguments
Enforcement ???
Reason ???
Example
??? forwarding, type checking, references
Enforcement ???
Reason There are more precise ways of specifying a homogeneous sequence, such as an
initializer_list .
Example
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???
Enforcement ???
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Reason Template metaprogramming is hard to get right, slows down compilation, and is
often very hard to maintain. However, there are real-world examples where template
metaprogramming provides better performance than any alternative short of expert-
level assembly code. Also, there are real-world examples where template
metaprogramming expresses the fundamental ideas better than run-time code. For
example, if you really need AST manipulation at compile time (e.g., for optional matrix
operation folding) there may be no other way in C++.
Example, bad
???
Example, bad
enable_if
Instead, use concepts. But see How to emulate concepts if you don’t have language
support.
Example
??? good
Alternative: If the result is a value, rather than a type, use a constexpr function.
Note If you feel the need to hide your template metaprogramming in macros, you have
probably gone too far.
Reason Until concepts become generally available, we need to emulate them using TMP.
Use cases that require concepts (e.g. overloading based on concepts) are among the
most common (and simple) uses of TMP.
Example
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template<typename Iter>
/*requires*/ enable_if<random_access_iterator<Iter>, void>
advance(Iter p, int n) { p += n; }
template<typename Iter>
/*requires*/ enable_if<forward_iterator<Iter>, void>
advance(Iter p, int n) { assert(n >= 0); while (n--) ++p;}
Enforcement ???
Note “Traits” techniques are mostly replaced by template aliases to compute types and c
onstexpr functions to compute values.
Example
??? big object / small object optimization
Enforcement ???
Reason A function is the most obvious and conventional way of expressing the
computation of a value. Often a constexpr function implies less compile-time
overhead than alternatives.
Note “Traits” techniques are mostly replaced by template aliases to compute types and c
onstexpr functions to compute values.
Example
template<typename T>
// requires Number<T>
constexpr T pow(T v, int n) // power/exponential
{
T res = 1;
while (n--) res *= v;
return res;
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Enforcement
Flag template metaprograms yielding a value. These should be replaced with con
stexpr functions.
Reason Facilities de ned in the standard, such as conditional , enable_if , and tup
le , are portable and can be assumed to be known.
Example
???
Enforcement ???
Reason Getting advanced TMP facilities is not easy and using a library makes you part of
a (hopefully supportive) community. Write your own “advanced TMP support” only if you
really have to.
Example
???
Enforcement ???
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Example
struct Rec {
string name;
string addr;
int id; // unique identifier
};
There is a useful function lurking here (case insensitive string comparison), as there
often is when lambda arguments get large.
Or maybe (if you prefer to avoid the implicit name binding to n):
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Exception
Lambdas logically used only locally, such as an argument to for_each and
similar control ow algorithms.
Lambdas as initializers
Enforcement
(hard) ag similar lambdas
???
Reason That makes the code concise and gives better locality than alternatives.
Example
auto earlyUsersEnd = std::remove_if(users.begin(), users.end(),
[](const User &a) { return a.id > 100; });
Exception Naming a lambda can be useful for clarity even if it is used only once.
Enforcement
Look for identical and near identical lambdas (to be replaced with named functions
or named lambdas).
Example
???
Enforcement ???
Reason Generality. Reusability. Don’t gratuitously commit to details; use the most
general facilities available.
Example Use != instead of < to compare iterators; != works for more objects because
it doesn’t rely on ordering.
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Of course, range- for is better still where it does what you want.
Example Use the least-derived class that has the functionality you need.
class Base {
public:
Bar f();
Bar g();
};
// bad, unless there is a specific reason for limiting to Derived1 objects only
void my_func(Derived1& param)
{
use(param.f());
use(param.g());
}
Enforcement
Flag comparison of iterators using < instead of != .
Flag x.size() == 0 when x.empty() or x.is_empty() is available.
Emptiness works for more containers than size(), because some containers don’t
know their size or are conceptually of unbounded size.
Flag functions that take a pointer or reference to a more-derived type but only use
functions declared in a base type.
Reason You can’t partially specialize a function template per language rules. You can
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fully specialize a function template but you almost certainly want to overload instead –
because function template specializations don’t participate in overloading, they don’t act
as you probably wanted. Rarely, you should actually specialize by delegating to a class
template that you can specialize properly.
Example
???
Exceptions: If you do have a valid reason to specialize a function template, just write a
single function template that delegates to a class template, then specialize the class
template (including the ability to write partial specializations).
Enforcement
Flag all specializations of a function template. Overload instead.
Reason If you intend for a class to match a concept, verifying that early saves users pain.
Example
class X {
public:
X() = delete;
X(const X&) = default;
X(X&&) = default;
X& operator=(const X&) = default;
// ...
};
Somewhere, possibly in an implementation le, let the compiler check the desired
properties of X :
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C rule summary:
Reason C++ provides better type checking and more notational support. It provides
better support for high-level programming and often generates faster code.
Example
char ch = 7;
void* pv = &ch;
int* pi = pv; // not C++
*pi = 999; // overwrite sizeof(int) bytes near &ch
The rules for implicit casting to and from void* in C are subtle and unenforced. In
particular, this example violates a rule against converting to a type with stricter
alignment.
CPL.2: If you must use C, use the common subset of C and C++, and
compile the C code as C++
Reason That subset can be compiled with both C and C++ compilers, and when compiled
as C++ is better type checked than “pure C.”
Example
int* p1 = malloc(10 * sizeof(int)); // not C++
int* p2 = static_cast<int*>(malloc(10 * sizeof(int))); // not C, C-style C++
int* p3 = new int[10]; // not C
int* p4 = (int*) malloc(10 * sizeof(int)); // both C and C++
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Enforcement
Flag if using a build mode that compiles code as C.
The C++ compiler will enforce that the code is valid C++ unless you use C
extension options.
CPL.3: If you must use C for interfaces, use C++ in the calling code
using such interfaces
Reason C++ is more expressive than C and offers better support for many types of
programming.
Example For example, to use a 3rd party C library or C systems interface, de ne the low-
level interface in the common subset of C and C++ for better type checking. Whenever
possible encapsulate the low-level interface in an interface that follows the C++
guidelines (for better abstraction, memory safety, and resource safety) and use that C++
interface in C++ code.
// in C++:
extern "C" double sqrt(double);
sqrt(2);
// in C++:
extern "C" X call_f(Y* p, int i)
{
return p->f(i); // possibly a virtual function call
}
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SF.1: Use a .cpp suf x for code les and .h for interface les if your project
doesn’t already follow another convention
SF.2: A .h le may not contain object de nitions or non-inline function de nitions
SF.3: Use .h les for all declarations used in multiple source les
SF.4: Include .h les before other declarations in a le
SF.5: A .cpp le must include the .h le(s) that de nes its interface
SF.6: Use using namespace directives for transition, for foundation libraries
(such as std ), or within a local scope (only)
SF.7: Don’t write using namespace at global scope in a header le
SF.8: Use #include guards for all .h les
SF.9: Avoid cyclic dependencies among source les
SF.10: Avoid dependencies on implicitly #include d names
SF.11: Header les should be self-contained
SF.1: Use a .cpp suf x for code les and .h for interface les if your
project doesn’t already follow another convention
Note This convention re ects a common use pattern: Headers are more often shared
with C to compile as both C++ and C, which typically uses .h , and it’s easier to name all
headers .h instead of having different extensions for just those headers that are
intended to be shared with C. On the other hand, implementation les are rarely shared
with C and so should typically be distinguished from .c les, so it’s normally best to
name all C++ implementation les something else (such as .cpp ).
The speci c names .h and .cpp are not required (just recommended as a default) and
other names are in widespread use. Examples are .hh , .C , and .cxx . Use such names
equivalently. In this document, we refer to .h and .cpp as a shorthand for header and
implementation les, even though the actual extension may be different.
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Your IDE (if you use one) may have strong opinions about suf xes.
Example
// foo.h:
extern int a; // a declaration
extern void foo();
// foo.cpp:
int a; // a definition
void foo() { ++a; }
foo.h provides the interface to foo.cpp . Global variables are best avoided.
Example, bad
// foo.h:
int a; // a definition
void foo() { ++a; }
#include <foo.h> twice in a program and you get a linker error for two one-
de nition-rule violations.
Enforcement
Flag non-conventional le names.
Check that .h and .cpp (and equivalents) follow the rules below.
Reason Including entities subject to the one-de nition rule leads to linkage errors.
Example
// file.h:
namespace Foo {
int x = 7;
int xx() { return x+x; }
}
// file1.cpp:
#include <file.h>
// ... more ...
// file2.cpp:
#include <file.h>
// ... more ...
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SF.3: Use .h les for all declarations used in multiple source les
Example, bad
// bar.cpp:
void bar() { cout << "bar\n"; }
// foo.cpp:
extern void bar();
void foo() { bar(); }
A maintainer of bar cannot nd all declarations of bar if its type needs changing. The
user of bar cannot know if the interface used is complete and correct. At best, error
messages come (late) from the linker.
Enforcement
Flag declarations of entities in other source les not placed in a .h .
Example
#include <vector>
#include <algorithm>
#include <string>
Example, bad
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#include <vector>
#include <algorithm>
#include <string>
Note There is an argument for insulating code from declarations and macros in header
les by #including headers after the code we want to protect (as in the example
labeled “bad”). However
that only works for one le (at one level): Use that technique in a header included
with other headers and the vulnerability reappears.
a namespace (an “implementation namespace”) can protect against many context
dependencies.
full protection and exibility require modules.
See also:
Enforcement Easy.
SF.5: A .cpp le must include the .h le(s) that de nes its interface
Example, bad
// foo.h:
void foo(int);
int bar(long);
int foobar(int);
// foo.cpp:
void foo(int) { /* ... */ }
int bar(double) { /* ... */ }
double foobar(int);
The errors will not be caught until link time for a program calling bar or foobar .
Example
// foo.h:
void foo(int);
int bar(long);
int foobar(int);
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// foo.cpp:
#include <foo.h>
The return-type error for foobar is now caught immediately when foo.cpp is
compiled. The argument-type error for bar cannot be caught until link time because of
the possibility of overloading, but systematic use of .h les increases the likelihood
that it is caught earlier by the programmer.
Enforcement ???
Reason using namespace can lead to name clashes, so it should be used sparingly.
However, it is not always possible to qualify every name from a namespace in user code
(e.g., during transition) and sometimes a namespace is so fundamental and prevalent in
a code base, that consistent quali cation would be verbose and distracting.
Example
#include <string>
#include <vector>
#include <iostream>
#include <memory>
#include <algorithm>
// ...
Here (obviously), the standard library is used pervasively and apparently no other library
is used, so requiring std:: everywhere could be distracting.
Example The use of using namespace std; leaves the programmer open to a name
clash with a name from the standard library
#include <cmath>
using namespace std;
int g(int x)
{
int sqrt = 7;
// ...
return sqrt(x); // error
}
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However, this is not particularly likely to lead to a resolution that is not an error and
people who use using namespace std are supposed to know about std and about
this risk.
Note A .cpp le is a form of local scope. There is little difference in the opportunities
for name clashes in an N-line .cpp containing a using namespace X , an N-line
function containing a using namespace X , and M functions each containing a using
namespace X with N lines of code in total.
Reason Doing so takes away an #include r’s ability to effectively disambiguate and to
use alternatives. It also makes #include d headers order-dependent as they may have
different meaning when included in different orders.
Example
// bad.h
#include <iostream>
using namespace std; // bad
// user.cpp
#include "bad.h"
bool copy(/*... some parameters ...*/); // some function that happens to be named copy
int main() {
copy(/*...*/); // now overloads local ::copy and std::copy, could be ambiguous
}
Example
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// file foobar.h:
#ifndef LIBRARY_FOOBAR_H
#define LIBRARY_FOOBAR_H
// ... declarations ...
#endif // LIBRARY_FOOBAR_H
Note Some implementations offer vendor extensions like #pragma once as alternative
to include guards. It is not standard and it is not portable. It injects the hosting
machine’s lesystem semantics into your program, in addition to locking you down to a
vendor. Our recommendation is to write in ISO C++: See rule P.2.
Note Eliminate cycles; don’t just break them with #include guards.
Example, bad
// file1.h:
#include "file2.h"
// file2.h:
#include "file3.h"
// file3.h:
#include "file1.h"
Example
#include <iostream>
using namespace std;
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<iostream> exposes the de nition of std::string (“why?” makes for a fun trivia
question), but it is not required to do so by transitively including the entire <string>
header, resulting in the popular beginner question “why doesn’t getline(cin,s);
work?” or even an occasional “ string s cannot be compared with == ).
#include <iostream>
#include <string>
using namespace std;
void use()
{
string s;
cin >> s; // fine
getline(cin, s); // fine
if (s == "surprise") { // fine
// ...
}
}
Note Some headers exist exactly to collect a set of consistent declarations from a variety
of headers. For example:
// basic_std_lib.h:
#include <vector>
#include <string>
#include <map>
#include <iostream>
#include <random>
#include <vector>
a user can now get that set of declarations with a single #include ”
#include "basic_std_lib.h"
This rule against implicit inclusion is not meant to prevent such deliberate aggregation.
Reason Usability, headers should be simple to use and work when included on their own.
Headers should encapsulate the functionality they provide. Avoid clients of a header
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Example
#include "helpers.h"
// helpers.h depends on std::string and includes <string>
Note Failing to follow this results in dif cult to diagnose errors for clients of a header.
Enforcement A test should verify that the header le itself compiles or that a cpp le
which only includes the header le compiles.
Reason ???
Example
???
Enforcement ???
Example
???
Enforcement
Flag any use of an anonymous namespace in a header le.
Example An API class and its members can’t live in an unnamed namespace; but any
“helper” class or function that is de ned in an implementation source le should be at
an unnamed namespace scope.
???
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Enforcement
???
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The standard library has steadily grown over the years. Its description in the standard is
now larger than that of the language features. So, it is likely that this library section of
the guidelines will eventually grow in size to equal or exceed all the rest.
SL.con: Containers
SL.str: String
SL.io: Iostream
SL.regex: Regex
SL.chrono: Time
SL.C: The C Standard Library
Reason Save time. Don’t re-invent the wheel. Don’t replicate the work of others. Bene t
from other people’s work when they make improvements. Help other people when you
make improvements.
Reason More people know the standard library. It is more likely to be stable, well-
maintained, and widely available than your own code or most other libraries.
Reason Adding to std may change the meaning of otherwise standards conforming
code. Additions to std may clash with future versions of the standard.
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Example
???
Enforcement Possible, but messy and likely to cause problems with platforms.
Reason Because, obviously, breaking this rule can lead to unde ned behavior, memory
corruption, and all kinds of other bad errors.
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SL.con: Containers
???
Reason C arrays are less safe, and have no advantages over array and vector . For a
xed-length array, use std::array , which does not degenerate to a pointer when
passed to a function and does know its size. Also, like a built-in array, a stack-allocated s
td::array keeps its elements on the stack. For a variable-length array, use std::vect
or , which additionally can change its size and handles memory allocation.
Example
int v[SIZE]; // BAD
std::array<int, SIZE> w; // ok
Example
int* v = new int[initial_size]; // BAD, owning raw pointer
delete[] v; // BAD, manual delete
std::vector<int> w(initial_size); // ok
Note Comparing the performance of a xed-sized array allocated on the stack against a
vector with its elements on the free store is bogus. You could just as well compare a s
td::array on the stack against the result of a malloc() accessed through a pointer.
For most code, even the difference between stack allocation and free-store allocation
doesn’t matter, but the convenience and safety of vector does. People working with
code for which that difference matters are quite capable of choosing between array
and vector .
Enforcement
Flag declaration of a C array inside a function or class that also declares an STL
container (to avoid excessive noisy warnings on legacy non-STL code). To x: At
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SL.con.2: Prefer using STL vector by default unless you have a reason
to use a different container
Reason vector and array are the only standard containers that offer the following
advantages:
the fastest general-purpose access (random access, including being vectorization-
friendly);
the fastest default access pattern (begin-to-end or end-to-begin is prefetcher-
friendly);
the lowest space overhead (contiguous layout has zero per-element overhead,
which is cache-friendly).
Usually you need to add and remove elements from the container, so use vector by
default; if you don’t need to modify the container’s size, use array .
Even when other containers seem more suited, such a map for O(log N) lookup
performance or a list for ef cient insertion in the middle, a vector will usually still
perform better for containers up to a few KB in size.
Exceptions If you have a good reason to use another container, use that instead. For
example:
If vector suits your needs but you don’t need the container to be variable size,
use array instead.
Enforcement
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Flag a vector whose size never changes after construction (such as because it’s c
onst or because no non- const functions are called on it). To x: Use an array
instead.
Reason Read or write beyond an allocated range of elements typically leads to bad
errors, wrong results, crashes, and security violations.
Note The standard-library functions that apply to ranges of elements all have (or could
have) bounds-safe overloads that take span . Standard types such as vector can be
modi ed to perform bounds-checks under the bounds pro le (in a compatible way, such
as by adding contracts), or used with at() .
Ideally, the in-bounds guarantee should be statically enforced. For example:
a range- for cannot loop beyond the range of the container to which it is applied
a v.begin(),v.end() is easily determined to be bounds safe
Often a simple pre-check can eliminate the need for checking of individual indices. For
example
Such loops can be much faster than individually checked element accesses.
Example, bad
void f()
{
array<int, 10> a, b;
memset(a.data(), 0, 10); // BAD, and contains a length error (length = 10 * sizeof
(int))
memcmp(a.data(), b.data(), 10); // BAD, and contains a length error (length = 10 * sizeof
(int))
}
Example, good
void f()
{
array<int, 10> a, b, c{}; // c is initialized to zero
a.fill(0);
fill(b.begin(), b.end(), 0); // std::fill()
fill(b, 0); // std::fill() + Ranges TS
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if ( a == b ) {
// ...
}
}
Example If code is using an unmodi ed standard library, then there are still workarounds
that enable use of std::array and std::vector in a bounds-safe manner. Code can
call the .at() member function on each class, which will result in an std::out_of_r
ange exception being thrown. Alternatively, code can call the at() free function, which
will result in fail-fast (or a customized action) on a bounds violation.
void f(std::vector<int>& v, std::array<int, 12> a, int i)
{
v[0] = a[0]; // BAD
v.at(0) = a[0]; // OK (alternative 1)
at(v, 0) = a[0]; // OK (alternative 2)
Enforcement
Issue a diagnostic for any call to a standard-library function that is not bounds-
checked. ??? insert link to a list of banned functions
TODO Notes:
Impact on the standard library will require close coordination with WG21, if only to
ensure compatibility even if never standardized.
We are considering specifying bounds-safe overloads for stdlib (especially C stdlib)
functions like memcmp and shipping them in the GSL.
For existing stdlib functions and types like vector that are not fully bounds-
checked, the goal is for these features to be bounds-checked when called from
code with the bounds pro le on, and unchecked when called from legacy code,
possibly using contracts (concurrently being proposed by several WG21 members).
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SL.str: String
Text manipulation is a huge topic. std::string doesn’t cover all of it. This section
primarily tries to clarify std::string ’s relation to char* , zstring , string_view ,
and gsl::string_span . The important issue of non-ASCII character sets and
encodings (e.g., wchar_t , Unicode, and UTF-8) will be covered elsewhere.
String summary:
See also:
F.24 span
F.25 zstring
Example
vector<string> read_until(const string& terminator)
{
vector<string> res;
for (string s; cin >> s && s != terminator; ) // read a word
res.push_back(s);
return res;
}
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Note how >> and != are provided for string (as examples of useful operations) and
there are no explicit allocations, deallocations, or range checks ( string takes care of
those).
In C++17, we might use string_view as the argument, rather than const string* to
allow more exibility to callers:
Example, bad Don’t use C-style strings for operations that require non-trivial memory
management
char* cat(const char* s1, const char* s2) // beware!
// return s1 + '.' + s2
{
int l1 = strlen(s1);
int l2 = strlen(s2);
char* p = (char*) malloc(l1 + l2 + 2);
strcpy(p, s1, l1);
p[l1] = '.';
strcpy(p + l1 + 1, s2, l2);
p[l1 + l2 + 1] = 0;
return p;
}
Did we get that right? Will the caller remember to free() the returned pointer? Will
this code pass a security review?
Note Do not assume that string is slower than lower-level techniques without
measurement and remember than not all code is performance critical. Don’t optimize
prematurely
Enforcement ???
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Example
vector<string> read_until(string_span terminator);
Enforcement ???
Example
void f1(const char* s); // s is probably a string
All we know is that it is supposed to be the nullptr or point to at least one character
Note Don’t convert a C-style string to string unless there is a reason to.
Note Like any other “plain pointer”, a zstring should not represent ownership.
Note There are billions of lines of C++ “out there”, most use char* and const char*
without documenting intent. They are used in a wide variety of ways, including to
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Enforcement
Flag uses of [] on a char*
Flag uses of delete on a char*
Flag uses of free() on a char*
Reason The variety of uses of char* in current code is a major source of errors.
Example, bad
char arr[] = {'a', 'b', 'c'};
void use()
{
print(arr); // run-time error; potentially very bad
}
Enforcement
Flag uses of [] on a char*
Example
???
Note C++17
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Enforcement ???
Example
???
Note ???
Enforcement ???
Example ???
Note ???
Example
auto pp1 = make_pair("Tokyo", 9.00); // {C-style string,double} intended?
pair<string, double> pp2 = {"Tokyo", 9.00}; // a bit verbose
auto pp3 = make_pair("Tokyo"s, 9.00); // {std::string,double} // C++14
pair pp4 = {"Tokyo"s, 9.00}; // {std::string,double} // C++17
Enforcement ???
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SL.io: Iostream
iostream s is a type safe, extensible, formatted and unformatted I/O library for
streaming I/O. It supports multiple (and user extensible) buffering strategies and
multiple locales. It can be used for conventional I/O, reading and writing to memory
(string streams), and user-de nes extensions, such as streaming across networks (asio:
not yet standardized).
Reason Unless you genuinely just deal with individual characters, using character-level
input leads to the user code performing potentially error-prone and potentially
inef cient composition of tokens out of characters.
Example
char c;
char buf[128];
int i = 0;
while (cin.get(c) && !isspace(c) && i < 128)
buf[i++] = c;
if (i == 128) {
// ... handle too long string ....
}
string s;
s.reserve(128);
cin >> s;
Enforcement ???
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Reason Errors are typically best handled as soon as possible. If input isn’t validated,
every function must be written to cope with bad data (and that is not practical).
Example
???
Enforcement ???
Example
// write a complex number:
complex<double> z{ 3, 4 };
cout << z << '\n';
complex is a user-de ned type and its I/O is de ned without modifying the iostream
library.
Example
// read a file of complex numbers:
for (complex<double> z; cin >> z; )
v.push_back(z);
Discussion: iostream s vs. the printf() family It is often (and often correctly) pointed
out that the printf() family has two advantages compared to iostream s: exibility
of formatting and performance. This has to be weighed against iostream s advantages
of extensibility to handle user-de ned types, resilient against security violations, implicit
memory management, and locale handling.
If you need I/O performance, you can almost always do better than printf() .
gets() scanf() using s , and printf() using %s are security hazards (vulnerable
to buffer over ow and generally error-prone). In C11, they are replaced by gets_s() , s
canf_s() , and printf_s() as safer alternatives, but they are still not type safe.
Reason Synchronizing iostreams with printf-style I/O can be costly. cin and co
ut are by default synchronized with printf .
Example
int main()
{
ios_base::sync_with_stdio(false);
// ... use iostreams ...
}
Enforcement ???
Reason The endl manipulator is mostly equivalent to '\n' and "\n" ; as most
commonly used it simply slows down output by doing redundant flush() s. This
slowdown can be signi cant compared to printf -style output.
Example
cout << "Hello, World!" << endl; // two output operations and a flush
cout << "Hello, World!\n"; // one output operation and no flush
Note For cin / cout (and equivalent) interaction, there is no reason to ush; that’s done
automatically. For writing to a le, there is rarely a need to flush .
Note Apart from the (occasionally important) issue of performance, the choice between
'\n' and endl is almost completely aesthetic.
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SL.regex: Regex
<regex> is the standard C++ regular expression library. It supports a variety of regular
expression pattern conventions.
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SL.chrono: Time
<chrono> (de ned in namespace std::chrono ) provides the notions of time_point
and duration together with functions for outputting time in various units. It provides
clocks for registering time_points .
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A: Architectural ideas
This section contains ideas about higher-level architectural ideas and libraries.
Reason
Note A library is a collection of declarations and de nitions maintained, documented,
and shipped together. A library could be a set of headers (a “header only library”) or a set
of headers plus a set of object les. A library can be statically or dynamically linked into
a program, or it may be #include d
Reason
A cycle implies complication of the build process.
Cycles are hard to understand and may introduce indeterminism (unspeci ed
behavior).
Note A library can contain cyclic references in the de nition of its components. For
example:
???
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Even today, there can be contexts where the rules make sense. For example, lack of
suitable tool support can make exceptions unsuitable in hard-real-time systems, but
please don’t blindly trust “common wisdom” (e.g., unsupported statements about
“ef ciency”); such “wisdom” may be based on decades-old information or experienced
from languages with very different properties than C++ (e.g., C or Java).
The positive arguments for alternatives to these non-rules are listed in the rules offered
as “Alternatives”.
Non-rule summary:
Reason (not to follow this rule) This rule is a legacy of old programming languages that
didn’t allow initialization of variables and constants after a statement. This leads to
longer programs and more errors caused by uninitialized and wrongly initialized
variables.
Example, bad
int use(int x)
{
int i;
char c;
double d;
if (x < i) {
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// ...
i = f(x, d);
}
if (i < x) {
// ...
i = g(x, c);
}
return i;
}
The larger the distance between the uninitialized variable and its use, the larger the
chance of a bug. Fortunately, compilers catch many “used before set” errors.
Unfortunately, compilers cannot catch all such errors and unfortunately, the bugs aren’t
always as simple to spot as in this small example.
Alternative
Always initialize an object
ES.21: Don’t introduce a variable (or constant) before you need to use it
Reason (not to follow this rule) The single-return rule can lead to unnecessarily
convoluted code and the introduction of extra state variables. In particular, the single-
return rule makes it harder to concentrate error checking at the top of a function.
Example
template<class T>
// requires Number<T>
string sign(T x)
{
if (x < 0)
return "negative";
else if (x > 0)
return "positive";
return "zero";
}
template<class T>
// requires Number<T>
string sign(T x) // bad
{
string res;
if (x < 0)
res = "negative";
else if (x > 0)
res = "positive";
else
res = "zero";
return res;
}
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This is both longer and likely to be less ef cient. The larger and more complicated the
function is, the more painful the workarounds get. Of course many simple functions will
naturally have just one return because of their simpler inherent logic.
Example
int index(const char* p)
{
if (!p) return -1; // error indicator: alternatively "throw nullptr_error{}"
// ... do a lookup to find the index for p
return i;
}
Note that we (deliberately) violated the rule against uninitialized variables because this
style commonly leads to that. Also, this style is a temptation to use the goto exit non-
rule.
Alternative
Keep functions short and simple
Feel free to use multiple return statements (and to throw exceptions).
Reason (not to follow this rule) There seem to be three main reasons given for this non-
rule:
exceptions are inef cient
exceptions lead to leaks and errors
exception performance is not predictable
There is no way we can settle this issue to the satisfaction of everybody. After all, the
discussions about exceptions have been going on for 40+ years. Some languages cannot
be used without exceptions, but others do not support them. This leads to strong
traditions for the use and non-use of exceptions, and to heated debates.
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However, we can brie y outline why we consider exceptions the best alternative for
general-purpose programming and in the context of these guidelines. Simple arguments
for and against are often inconclusive. There are specialized applications where
exceptions indeed can be inappropriate (e.g., hard-real-time systems without support for
reliable estimates of the cost of handling an exception).
Exceptions are inef cient: Compared to what? When comparing make sure that the
same set of errors are handled and that they are handled equivalently. In
particular, do not compare a program that immediately terminate on seeing an
error with a program that carefully cleans up resources before logging an error.
Yes, some systems have poor exception handling implementations; sometimes,
such implementations force us to use other error-handling approaches, but that’s
not a fundamental problem with exceptions. When using an ef ciency argument -
in any context - be careful that you have good data that actually provides insight
into the problem under discussion.
Exceptions lead to leaks and errors. They do not. If your program is a rat’s nest of
pointers without an overall strategy for resource management, you have a problem
whatever you do. If your system consists of a million lines of such code, you
probably will not be able to use exceptions, but that’s a problem with excessive
and undisciplined pointer use, rather than with exceptions. In our opinion, you
need RAII to make exception-based error handling simple and safe – simpler and
safer than alternatives.
Exception performance is not predictable. If you are in a hard-real-time system
where you must guarantee completion of a task in a given time, you need tools to
back up such guarantees. As far as we know such tools are not available (at least
not to most programmers).
Many, possibly most, problems with exceptions stem from historical needs to interact
with messy old code.
Remember
Exceptions are for reporting errors (in C++; other languages can have different uses
for exceptions).
Exceptions are not for errors that can be handled locally.
Don’t try to catch every exception in every function (that’s tedious, clumsy, and
leads to slow code).
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Exceptions are not for errors that require instant termination of a module/system
after a non-recoverable error.
Example
???
Alternative
RAII
Contracts/assertions: Use GSL’s Expects and Ensures (until we get language
support for contracts)
Reason (not to follow this rule) The resulting number of les are hard to manage and
can slow down compilation. Individual classes are rarely a good logical unit of
maintenance and distribution.
Example
???
Alternative
Use namespaces containing logically cohesive sets of classes and functions.
Reason (not to follow this rule) Following this rule leads to weaker invariants, more
complicated code (having to deal with semi-constructed objects), and errors (when we
didn’t deal correctly with semi-constructed objects consistently).
Example
???
Alternative
Always establish a class invariant in a constructor.
Don’t de ne an object before it is needed.
NR.6: Don’t: Place all cleanup actions at the end of a function and got
o exit
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Reason (not to follow this rule) goto is error-prone. This technique is a pre-exception
technique for RAII-like resource and error handling.
Example, bad
void do_something(int n)
{
if (n < 100) goto exit;
// ...
int* p = (int*) malloc(n);
// ...
if (some_error) goto_exit;
// ...
exit:
free(p);
}
Alternative
Use exceptions and RAII
for non-RAII resources, use finally .
Reason (not to follow this rule) protected data is a source of errors. protected data
can be manipulated from an unbounded amount of code in various places. protected
data is the class hierarchy equivalent to global data.
Example
???
Alternative
Make member data public or (preferably) private
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RF: References
Many coding standards, rules, and guidelines have been written for C++, and especially
for specialized uses of C++. Many
A bad coding standard is worse than no coding standard. However an appropriate set of
guidelines are much better than no standards: “Form is liberating.”
Why can’t we just have a language that allows all we want and disallows all we don’t
want (“a perfect language”)? Fundamentally, because affordable languages (and their
tool chains) also serve people with needs that differ from yours and serve more needs
than you have today. Also, your needs change over time and a general-purpose language
is needed to allow you to adapt. A language that is ideal for today would be overly
restrictive tomorrow.
Coding guidelines adapt the use of a language to speci c needs. Thus, there cannot be a
single coding style for everybody. We expect different organizations to provide additions,
typically with more restrictions and rmer style rules.
Reference sections:
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RF.web: Websites
isocpp.org
Bjarne Stroustrup’s home pages
WG21
Boost
Adobe open source
Poco libraries
Sutter’s Mill?
???
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RF.man: Manuals
ISO C++ Standard C++11.
ISO C++ Standard C++14.
ISO C++ Standard C++17. Committee Draft.
Palo Alto “Concepts” TR.
ISO C++ Concepts TS.
WG21 Ranges report. Draft.
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Note that slides for CppCon presentations are available (links with the posted videos).
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Acknowledgements
Thanks to the many people who contributed rules, suggestions, supporting information,
references, etc.:
Peter Juhl
Neil MacIntosh
Axel Naumann
Andrew Pardoe
Gabriel Dos Reis
Zhuang, Jiangang (Jeff)
Sergey Zubkov
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Whatever strategy for gradual adoption we adopt, we need to be able to apply sets of
related guidelines to address some set of problems rst and leave the rest until later. A
similar idea of “related guidelines” becomes important when some, but not all,
guidelines are considered relevant to a code base or if a set of specialized guidelines is
to be applied for a specialized application area. We call such a set of related guidelines a
“pro le”. We aim for such a set of guidelines to be coherent so that they together help us
reach a speci c goal, such as “absence of range errors” or “static type safety.” Each pro le
is designed to eliminate a class of errors. Enforcement of “random” rules in isolation is
more likely to be disruptive to a code base than delivering a de nite improvement.
A “pro le” is a set of deterministic and portably enforceable subset rules (i.e.,
restrictions) that are designed to achieve a speci c guarantee. “Deterministic” means
they require only local analysis and could be implemented in a compiler (though they
don’t need to be). “Portably enforceable” means they are like language rules, so
programmers can count on different enforcement tools giving the same answer for the
same code.
In the future, we expect to de ne many more pro les and add more checks to existing
pro les. Candidates include:
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selected unde ned behavior: Start with Gabriel Dos Reis’s UB list developed for the
WG21 study group
selected unspeci ed behavior: Addressing portability concerns.
const violations: Mostly done by compilers already, but we can catch
inappropriate casting and underuse of const .
Enabling a pro le is implementation de ned; typically, it is set in the analysis tool used.
Now raw_find() can scramble memory to its heart’s content. Obviously, suppression
should be very rare.
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For the purposes of this section, type-safety is de ned to be the property that a variable
is not used in a way that doesn’t obey the rules for the type of its de nition. Memory
accessed as a type T should not be valid memory that actually contains an object of an
unrelated type U . Note that the safety is intended to be complete when combined also
with Bounds safety and Lifetime safety.
An implementation of this pro le shall recognize the following patterns in source code
as non-conforming and issue a diagnostic.
Impact With the type-safety pro le you can trust that every operation is applied to a
valid object. Exception may be thrown to indicate errors that cannot be detected
statically (at compile time). Note that this type-safety can be complete only if we also
have Bounds safety and Lifetime safety. Without those guarantees, a region of memory
could be accessed independent of which object, objects, or parts of objects are stored in
it.
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Bounds.1: Don’t use pointer arithmetic. Use span instead: Pass pointers to single
objects (only) and Keep pointer arithmetic simple.
Bounds.2: Only index into arrays using constant expressions: Pass pointers to
single objects (only) and Keep pointer arithmetic simple.
Bounds.3: No array-to-pointer decay: Pass pointers to single objects (only) and
Keep pointer arithmetic simple.
Bounds.4: Don’t use standard-library functions and types that are not bounds-
checked: Use the standard library in a type-safe manner.
Impact Bounds safety implies that access to an object - notably arrays - does not access
beyond the object’s memory allocation. This eliminates a large class of insidious and
hard-to- nd errors, including the (in)famous “buffer over ow” errors. This closes security
loopholes as well as a prominent source of memory corruption (when writing out of
bounds). Even if an out-of-bounds access is “just a read”, it can lead to invariant
violations (when the accessed isn’t of the assumed type) and “mysterious values.”
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Impact Once completely enforced through a combination of style rules, static analysis,
and library support, this pro le
eliminates one of the major sources of nasty errors in C++
eliminates a major source of potential security violations
improves performance by eliminating redundant “paranoia” checks
increases con dence in correctness of code
avoids unde ned behavior by enforcing a key C++ language rule
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The Core Guidelines support library is de ned in namespace gsl and the names may be
aliases for standard library or other well-known library names. Using the (compile-time)
indirection through the gsl namespace allows for experimentation and for local
variants of the support facilities.
The GSL is header only, and can be found at GSL: Guidelines support library. The support
library facilities are designed to be extremely lightweight (zero-overhead) so that they
impose no overhead compared to using conventional alternatives. Where desirable, they
can be “instrumented” with additional functionality (e.g., checks) for tasks such as
debugging.
These Guidelines assume a variant type, but this is not currently in GSL. Eventually,
use the one voted into C++17.
GSL.view: Views
GSL.owner
GSL.assert: Assertions
GSL.util: Utilities
GSL.concept: Concepts
We plan for a “ISO C++ standard style” semi-formal speci cation of the GSL.
We rely on the ISO C++ Standard Library and hope for parts of the GSL to be absorbed
into the standard library.
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GSL.view: Views
These types allow the user to distinguish between owning and non-owning pointers and
between pointers to a single object and pointers to the rst element of a sequence.
References are never owners (see R.4. Note: References have many opportunities to
outlive the objects they refer to (returning a local variable by reference, holding a
reference to an element of a vector and doing push_back , binding to std::max(x, y
+ 1) , etc. The Lifetime safety pro le aims to address those things, but even so owner<
T&> does not make sense and is discouraged.
The names are mostly ISO standard-library style (lower case and underscore):
The “raw-pointer” notation (e.g. int* ) is assumed to have its most common meaning;
that is, a pointer points to an object, but does not own it. Owners should be converted to
resource handles (e.g., unique_ptr or vector<T> ) or marked owner<T*> .
owner is used to mark owning pointers in code that cannot be upgraded to use proper
resource handles. Reasons for that include:
Cost of conversion.
The pointer is used with an ABI.
The pointer is part of the implementation of a resource handle.
An owner<T> differs from a resource handle for a T by still requiring an explicit delet
e.
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span_p<T> // {p, predicate} [p:q) where q is the rst element for which p
redicate(*p) is true
string_span // span<char>
cstring_span // span<const char>
“Pointer arithmetic” is best done within span s. A char* that points to more than one
char but is not a C-style string (e.g., a pointer into an input buffer) should be
represented by a span .
Logically, those last two aliases are not needed, but we are not always logical, and they
make the distinction between a pointer to one char and a pointer to a C-style string
explicit. A sequence of characters that is not assumed to be zero-terminated should be a
char* , rather than a zstring . French accent optional.
Use not_null<zstring> for C-style strings that cannot be nullptr . ??? Do we need a
name for not_null<zstring> ? or is its ugliness a feature?
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GSL.assert: Assertions
Expects // precondition assertion. Currently placed in function bodies. Later,
should be moved to declarations. // Expects(p) terminates the program unless p
== true // Expect in under control of some options (enforcement, error
message, alternatives to terminate)
Ensures // postcondition assertion. Currently placed in function bodies. Later,
should be moved to declarations.
These assertions are currently macros (yuck!) and must appear in function de nitions
(only) pending standard committee decisions on contracts and assertion syntax. See the
contract proposal; using the attribute syntax, for example, Expects(p) will become
[[expects: p]] .
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GSL.util: Utilities
finally // finally(f) makes a final_action{f} with a destructor that
invokes f
narrow_cast // narrow_cast<T>(x) is static_cast<T>(x)
narrow // narrow<T>(x) is static_cast<T>(x) if static_cast<T>(x) ==
x or it throws narrowing_error
[[implicit]] // “Marker” to put on single-argument constructors to explicitly
make them non-explicit.
move_owner // p = move_owner(q) means p = q but ???
joining_thread // a RAII style version of std::thread that joins.
index // a type to use for all container and array indexing (currently an alias for p
trdiff_t )
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GSL.concept: Concepts
These concepts (type predicates) are borrowed from Andrew Sutton’s Origin library, the
Range proposal, and the ISO WG21 Palo Alto TR. They are likely to be very similar to
what will become part of the ISO C++ standard. The notation is that of the ISO WG21
Concepts TS. Most of the concepts below are de ned in the Ranges TS.
Range
String // ???
Number // ???
Sortable
Pointer // A type with * , -> , == , and default construction (default construction
is assumed to set the singular “null” value); see smart pointers
Unique_ptr // A type that matches Pointer , has move (not copy), and matches
the Lifetime pro le criteria for a unique owner type; see smart pointers
Shared_ptr // A type that matches Pointer , has copy, and matches the Lifetime
pro le criteria for a shared owner type; see smart pointers
EqualityComparable // ???Must we suffer CaMelcAse???
Convertible
Common
Boolean
Integral
SignedIntegral
SemiRegular // ??? Copyable?
Regular
TotallyOrdered
Function
RegularFunction
Predicate
Relation
…
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Most of these rules are aesthetic and programmers hold strong opinions. IDEs also tend
to have defaults and a range of alternatives. These rules are suggested defaults to follow
unless you have reasons not to.
We have had comments to the effect that naming and layout are so personal and/or
arbitrary that we should not try to “legislate” them. We are not “legislating” (see the
previous paragraph). However, we have had many requests for a set of naming and
layout conventions to use when there are no external constraints.
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These rules bear a strong resemblance to the recommendations in the PPP Style Guide
written in support of Stroustrup’s Programming: Principles and Practice using C++.
Reason Compilers do not read comments. Comments are less precise than code.
Comments are not updated as consistently as code.
Example, bad
auto x = m * v1 + vv; // multiply m with v1 and add the result to vv
Enforcement Build an AI program that interprets colloquial English text and see if what
is said could be better expressed in C++.
Reason Code says what is done, not what is supposed to be done. Often intent can be
stated more clearly and concisely than the implementation.
Example
void stable_sort(Sortable& c)
// sort c in the order determined by <, keep equal elements (as defined by ==) in
// their original relative order
{
// ... quite a few lines of non-trivial code ...
}
Note If the comment and the code disagree, both are likely to be wrong.
Reason Verbosity slows down understanding and makes the code harder to read by
spreading it around in the source le.
Note Use intelligible English. I may be uent in Danish, but most programmers are not;
the maintainers of my code may not be. Avoid SMS lingo and watch your grammar,
punctuation, and capitalization. Aim for professionalism, not “cool.”
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Example, bad
int i;
for (i = 0; i < max; ++i); // bug waiting to happen
if (i == j)
return i;
Note Always indenting the statement after if (...) , for (...) , and while (...)
is usually a good idea:
if (i < 0) error("negative argument");
if (i < 0)
error("negative argument");
Rationale If names re ect types rather than functionality, it becomes hard to change the
types used to provide that functionality. Also, if the type of a variable is changed, code
using it will have to be modi ed. Minimize unintentional conversions.
Example, bad
void print_int(int i);
void print_string(const char*);
Example, good
void print(int i);
void print(string_view); // also works on any string-like sequence
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Requiring techniques like Hungarian notation to encode a type has been used in untyped
languages, but is generally unnecessary and actively harmful in a strongly statically-
typed language like C++, because the annotations get out of date (the warts are just like
comments and rot just like them) and they interfere with good use of the language (use
the same name and overload resolution instead).
Note Some styles use very general (not type-speci c) pre xes to denote the general use
of a variable.
auto p = new User();
auto p = make_unique<User>();
// note: "p" is not being used to say "raw pointer to type User,"
// just generally to say "this is an indirection"
This is not harmful and does not fall under this guideline because it does not encode
type information.
Note Some styles distinguish members from local variable, and/or from global variable.
struct S {
int m_;
S(int m) :m_{abs(m)} { }
};
This is not harmful and does not fall under this guideline because it does not encode
type information.
Note Like C++, some styles distinguish types from non-types. For example, by
capitalizing type names, but not the names of functions and variables.
typename<typename T>
class HashTable { // maps string to T
// ...
};
HashTable<int> index;
This is not harmful and does not fall under this guideline because it does not encode
type information.
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Example
double sqrt(double x); // return the square root of x; x must be non-negative
int length(const char* p); // return the number of characters in a zero-terminated C-style str
ing
The use of p for pointer and x for a oating-point variable is conventional and non-
confusing in a restricted scope.
Enforcement ???
Note There are many styles and when you use multiple libraries, you can’t follow all
their different conventions. Choose a “house style”, but leave “imported” libraries with
their original style.
Example ISO Standard, use lower case only and digits, separate words with underscores:
int
vector
my_map
Example Stroustrup: ISO Standard, but with upper case used for your own types and
concepts:
int
vector
My_map
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Note Try to be consistent in your use of acronyms and lengths of identi ers:
int mtbf {12};
int mean_time_between_failures {12}; // make up your mind
Enforcement Would be possible except for the use of libraries with varying conventions.
Reason To avoid confusing macros with names that obey scope and type rules.
Example
void f()
{
const int SIZE{1000}; // Bad, use 'size' instead
int v[SIZE];
}
Enforcement
Flag macros with lower-case letters
Flag ALL_CAPS non-macro names
Reason The use of underscores to separate parts of a name is the original C and C++
style and used in the C++ Standard Library.
Note This rule is a default to use only if you have a choice. Often, you don’t have a
choice and must follow an established style for consistency. The need for consistency
beats personal taste.
This is a recommendation for when you have no constraints or better ideas. Thus rule
was added after many requests for guidance.
Example Stroustrup: ISO Standard, but with upper case used for your own types and
concepts:
int
vector
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My_map
Enforcement Impossible.
Reason Too much space makes the text larger and distracts.
Example, bad
#include < map >
Example
#include <map>
Note Some IDEs have their own opinions and add distracting space.
This is a recommendation for when you have no constraints or better ideas. Thus rule
was added after many requests for guidance.
Note We value well-placed whitespace as a signi cant help for readability. Just don’t
overdo it.
Reason Readability.
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Note Literals should not be sprinkled all over the code as “magic constants”, but it is still
a good idea to make them readable where they are de ned. It is easy to make a typo in a
long string of integers.
This is a recommendation for when you have no constraints or better ideas. Thus rule
was added after many requests for guidance.
Example
class X {
public:
// interface
protected:
// unchecked function for use by derived class implementations
private:
// implementation details
};
Example Sometimes, the default order of members con icts with a desire to separate
the public interface from implementation details. In such cases, private types and
functions can be placed with private data.
class X {
public:
// interface
protected:
// unchecked function for use by derived class implementations
private:
// implementation details (types, functions, and data)
};
Example, bad Avoid multiple blocks of declarations of one access (e.g., public )
dispersed among blocks of declarations with different access (e.g. private ).
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class X { // bad
public:
void f();
public:
int g();
// ...
};
The use of macros to declare groups of members often leads to violation of any ordering
rules. However, macros obscures what is being expressed anyway.
Enforcement Flag departures from the suggested order. There will be a lot of old code
that doesn’t follow this rule.
Reason This is the original C and C++ layout. It preserves vertical space well. It
distinguishes different language constructs (such as functions and classes) well.
Example
struct Cable {
int x;
// ...
};
double foo(int x)
{
if (0 < x) {
// ...
}
switch (x) {
case 0:
// ...
break;
case amazing:
// ...
break;
default:
// ...
break;
}
if (0 < x)
++x;
if (x < 0)
something();
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else
something_else();
return some_value;
}
Note Use separate lines for each statement, the branches of an if , and the body of a f
or .
Note The { for a class and a struct is not on a separate line, but the { for a
function is.
Note Capitalize the names of your user-de ned types to distinguish them from
standards-library types.
Reason The C-style layout emphasizes use in expressions and grammar, whereas the
C++-style emphasizes types. The use in expressions argument doesn’t hold for
references.
Example
T& operator[](size_t); // OK
T &operator[](size_t); // just strange
T & operator[](size_t); // undecided
Note This is a recommendation for when you have no constraints or better ideas. Thus
rule was added after many requests for guidance.
Reason Readability. Not everyone has screens and printers that make it easy to
distinguish all characters. We easily confuse similarly spelled and slightly misspelled
words.
Example
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int splunk = 7;
int splonk = 8; // bad: splunk and splonk are easily confused
Enforcement ???
Example
int x = 7; char* p = 29; // don't
int x = 7; f(x); ++x; // don't
Enforcement Easy.
Example
void f(void); // bad
Note Even Dennis Ritchie deemed void f(void) an abomination. You can make an
argument for that abomination in C when function prototypes were rare so that banning:
int f();
f(1, 2, "weird but valid C89"); // hope that f() is defined int f(a, b, c) char* c; { /* ...
*/ }
would have caused major problems, but not in the 21st century and in C++.
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Example
const int x = 7; // OK
int const y = 9; // bad
Note We are well aware that you could claim the “bad” examples more logical than the
ones marked “OK”, but they also confuse more people, especially novices relying on
teaching material using the far more common, conventional OK style.
As ever, remember that the aim of these naming and layout rules is consistency and that
aesthetics vary immensely.
This is a recommendation for when you have no constraints or better ideas. Thus rule
was added after many requests for guidance.
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FAQ.6: Have these guidelines been approved by the ISO C++ standards
committee? Do they represent the consensus of the committee?
No. These guidelines are outside the standard. They are intended to serve the standard,
and be maintained as current guidelines about how to use the current Standard C++
effectively. We aim to keep them in sync with the standard as that is evolved by the
committee.
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FAQ.7: If these guidelines are not approved by the committee, why are
they under github.com/isocpp ?
Because isocpp is the Standard C++ Foundation; the committee’s repositories are under
github.com/cplusplus. Some neutral organization has to own the copyright and license to
make it clear this is not being dominated by any one person or vendor. The natural entity
is the Foundation, which exists to promote the use and up-to-date understanding of
modern Standard C++ and the work of the committee. This follows the same pattern that
isocpp.org did for the C++ FAQ, which was initially the work of Bjarne Stroustrup,
Marshall Cline, and Herb Sutter and contributed to the open project in the same way.
We are considering the following extensions from GitHub Flavored Markdown (GFM):
fenced code blocks (consistently using indented vs. fenced is under discussion)
tables (none yet but we’ll likely need them, and this is a GFM extension)
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FAQ.54: Has the GSL (guidelines support library) been approved by the
ISO C++ standards committee?
No. The GSL exists only to supply a few types and aliases that are not currently in the
standard library. If the committee decides on standardized versions (of these or other
types that ll the same need) then they can be removed from the GSL.
FAQ.55: If you’re using the standard types where available, why is the
GSL string_span different from the string_view in the Library
Fundamentals 1 Technical Speci cation and C++17 Working Paper?
Why not just use the committee-approved string_view ?
The consensus on the taxonomy of views for the C++ Standard Library was that “view”
means “read-only”, and “span” means “read/write”. The read-only string_view was the
rst such component to complete the standardization process, while span and string_
span are currently being considered for standardization.
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Appendix A: Libraries
This section lists recommended libraries, and explicitly recommends a few.
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If we have a million lines of new code, the idea of “just changing it all at once” is
typically unrealistic. Thus, we need a way of gradually modernizing a code base.
Upgrading older code to modern style can be a daunting task. Often, the old code is both
a mess (hard to understand) and working correctly (for the current range of uses).
Typically, the original programmer is not around and the test cases incomplete. The fact
that the code is a mess dramatically increases the effort needed to make any change and
the risk of introducing errors. Often, messy old code runs unnecessarily slowly because it
requires outdated compilers and cannot take advantage of modern hardware. In many
cases, automated “modernizer”-style tool support would be required for major upgrade
efforts.
But how?
There is no one approach to modernizing code. How best to do it depends on the code,
the pressure for updates, the backgrounds of the developers, and the available tool. Here
are some (very general) ideas:
The ideal is “just upgrade everything.” That gives the most bene ts for the shortest
total time. In most circumstances, it is also impossible.
We could convert a code base module for module, but any rules that affects
interfaces (especially ABIs), such as use span , cannot be done on a per-module
basis.
We could convert code “bottom up” starting with the rules we estimate will give
the greatest bene ts and/or the least trouble in a given code base.
We could start by focusing on the interfaces, e.g., make sure that no resources are
lost and no pointer is misused. This would be a set of changes across the whole
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code base, but would most likely have huge bene ts. Afterwards, code hidden
behind those interfaces can be gradually modernized without affecting other code.
Whichever way you choose, please note that the most advantages come with the highest
conformance to the guidelines. The guidelines are not a random set of unrelated rules
where you can randomly pick and choose with an expectation of success.
We would dearly love to hear about experience and about tools used. Modernization can
be much faster, simpler, and safer when supported with analysis tools and even code
transformation tools.
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Appendix C: Discussion
This section contains follow-up material on rules and sets of rules. In particular, here we
present further rationale, longer examples, and discussions of alternatives.
class Employee {
string email, first, last;
public:
Employee(const char* firstName, const char* lastName);
// ...
};
In this example, email will be constructed before first and last because it is
declared rst. That means its constructor will attempt to use first and last too soon
– not just before they are set to the desired values, but before they are constructed at
all.
If the class de nition and the constructor body are in separate les, the long-distance
in uence that the order of member variable declarations has over the constructor’s
correctness will be even harder to spot.
References:
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If your design wants virtual dispatch into a derived class from a base class constructor or
destructor for functions like f and g , you need other techniques, such as a post-
constructor – a separate member function the caller must invoke to complete
initialization, which can safely call f and g because in member functions virtual calls
behave normally. Some techniques for this are shown in the References. Here’s a non-
exhaustive list of options:
Pass the buck: Just document that user code must call the post-initialization
function right after constructing an object.
Post-initialize lazily: Do it during the rst call of a member function. A Boolean ag
in the base class tells whether or not post-construction has taken place yet.
Use virtual base class semantics: Language rules dictate that the constructor most-
derived class decides which base constructor will be invoked; you can use that to
your advantage. (See [Taligent94].)
Use a factory function: This way, you can easily force a mandatory invocation of a
post-constructor function.
class B {
public:
B() { /* ... */ f(); /* ... */ } // BAD: see Item 49.1
// ...
};
class B {
protected:
B() { /* ... */ }
virtual void post_initialize() // called right after construction
{ /* ... */ f(); /* ... */ } // GOOD: virtual dispatch is safe
public:
virtual void f() = 0;
template<class T>
static shared_ptr<T> create() // interface for creating objects
{
auto p = make_shared<T>();
p->post_initialize();
return p;
}
};
protected:
D() {}
template<class T>
friend shared_ptr<T> B::Create();
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};
If the requirements above are met, the design guarantees that PostInitialize has
been called for any fully constructed B -derived object. PostInitialize doesn’t need
to be virtual; it can, however, invoke virtual functions freely.
Example The common case for a base class is that it’s intended to have publicly derived
classes, and so calling code is just about sure to use something like a shared_ptr<bas
e> :
class Base {
public:
~Base(); // BAD, not virtual
virtual ~Base(); // GOOD
// ...
};
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{
unique_ptr<Base> pb = make_unique<Derived>();
// ...
} // ~pb invokes correct destructor only when ~Base is virtual
In rarer cases, such as policy classes, the class is used as a base class for convenience,
not for polymorphic behavior. It is recommended to make those destructors protected
and nonvirtual:
class My_policy {
public:
virtual ~My_policy(); // BAD, public and virtual
protected:
~My_policy(); // GOOD
// ...
};
template<class Policy>
class customizable : Policy { /* ... */ }; // note: private inheritance
Note This simple guideline illustrates a subtle issue and re ects modern uses of
inheritance and object-oriented design principles.
For a base class Base , calling code might try to destroy derived objects through
pointers to Base , such as when using a unique_ptr<Base> . If Base ’s destructor is
public and nonvirtual (the default), it can be accidentally called on a pointer that
actually points to a derived object, in which case the behavior of the attempted deletion
is unde ned. This state of affairs has led older coding standards to impose a blanket
requirement that all base class destructors must be virtual. This is overkill (even if it is
the common case); instead, the rule should be to make base class destructors virtual if
and only if they are public.
To write a base class is to de ne an abstraction (see Items 35 through 37). Recall that for
each member function participating in that abstraction, you need to decide:
As described in Item 39, for a normal member function, the choice is between allowing it
to be called via a pointer to Base nonvirtually (but possibly with virtual behavior if it
invokes virtual functions, such as in the NVI or Template Method patterns), virtually, or
not at all. The NVI pattern is a technique to avoid public virtual functions.
Destruction can be viewed as just another operation, albeit with special semantics that
make nonvirtual calls dangerous or wrong. For a base class destructor, therefore, the
choice is between allowing it to be called via a pointer to Base virtually or not at all;
“nonvirtually” is not an option. Hence, a base class destructor is virtual if it can be called
(i.e., is public), and nonvirtual otherwise.
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Note that the NVI pattern cannot be applied to the destructor because constructors and
destructors cannot make deep virtual calls. (See Items 39 and 55.)
Corollary: When writing a base class, always write a destructor explicitly, because the
implicitly generated one is public and nonvirtual. You can always =default the
implementation if the default body is ne and you’re just writing the function to give it
the proper visibility and virtuality.
Exception Some component architectures (e.g., COM and CORBA) don’t use a standard
deletion mechanism, and foster different protocols for object disposal. Follow the local
patterns and idioms, and adapt this guideline as appropriate.
Consider also this rare case:
B is both a base class and a concrete class that can be instantiated by itself, and
so the destructor must be public for B objects to be created and destroyed.
Yet B also has no virtual functions and is not meant to be used polymorphically,
and so although the destructor is public it does not need to be virtual.
Then, even though the destructor has to be public, there can be great pressure to not
make it virtual because as the rst virtual function it would incur all the run-time type
overhead when the added functionality should never be needed.
In this rare case, you could make the destructor public and nonvirtual but clearly
document that further-derived objects must not be used polymorphically as B ’s. This is
what was done with std::unary_function .
In general, however, avoid concrete base classes (see Item 35). For example, unary_fun
ction is a bundle-of-typedefs that was never intended to be instantiated standalone. It
really makes no sense to give it a public destructor; a better design would be to follow
this Item’s advice and give it a protected nonvirtual destructor.
References: [C++CS] Item 50, [Cargill92] pp. 77-79, 207, [Cline99] §21.06, 21.12-13,
[Henricson97] pp. 110-114, [Koenig97] Chapters 4, 11, [Meyers97] §14, [Stroustrup00]
§12.4.2, [Sutter02] §27, [Sutter04] §18
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Example
class Nefarious {
public:
Nefarious() { /* code that could throw */ } // ok
~Nefarious() { /* code that could throw */ } // BAD, should not throw
// ...
};
void test(string& s)
{
Nefarious n; // trouble brewing
string copy = s; // copy the string
} // destroy copy and then n
Here, copying s could throw, and if that throws and if n ’s destructor then also
throws, the program will exit via std::terminate because two exceptions can’t
be propagated simultaneously.
2. Classes with Nefarious members or bases are also hard to use safely, because
their destructors must invoke Nefarious ’ destructor, and are similarly poisoned
by its poor behavior:
class Innocent_bystander {
Nefarious member; // oops, poisons the enclosing class's destructor
// ...
};
void test(string& s)
{
Innocent_bystander i; // more trouble brewing
string copy2 = s; // copy the string
} // destroy copy and then i
void test()
{
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The behavior of arrays is unde ned in the presence of destructors that throw
because there is no reasonable rollback behavior that could ever be devised. Just
think: What code can the compiler generate for constructing an arr where, if the
fourth object’s constructor throws, the code has to give up and in its cleanup mode
tries to call the destructors of the already-constructed objects … and one or more
of those destructors throws? There is no satisfactory answer.
The standard library forbids all destructors used with it from throwing. You can’t
store Nefarious objects in standard containers or use them with any other part
of the standard library.
Note These are key functions that must not fail because they are necessary for the two
key operations in transactional programming: to back out work if problems are
encountered during processing, and to commit work if no problems occur. If there’s no
way to safely back out using no-fail operations, then no-fail rollback is impossible to
implement. If there’s no way to safely commit state changes using a no-fail operation
(notably, but not limited to, swap ), then no-fail commit is impossible to implement.
Consider the following advice and requirements found in the C++ Standard:
Deallocation functions, including speci cally overloaded operator delete and opera
tor delete[] , fall into the same category, because they too are used during cleanup in
general, and during exception handling in particular, to back out of partial work that
needs to be undone. Besides destructors and deallocation functions, common error-
safety techniques rely also on swap operations never failing – in this case, not because
they are used to implement a guaranteed rollback, but because they are used to
implement a guaranteed commit. For example, here is an idiomatic implementation of o
perator= for a type T that performs copy construction followed by a call to a no-fail s
wap :
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Fortunately, when releasing a resource, the scope for failure is de nitely smaller. If using
exceptions as the error reporting mechanism, make sure such functions handle all
exceptions and other errors that their internal processing might generate. (For
exceptions, simply wrap everything sensitive that your destructor does in a try/catch
(...) block.) This is particularly important because a destructor might be called in a
crisis situation, such as failure to allocate a system resource (e.g., memory, les, locks,
ports, windows, or other system objects).
When using exceptions as your error handling mechanism, always document this
behavior by declaring these functions noexcept . (See Item 75.)
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Reason ???
Note If you de ne a copy constructor, you must also de ne a copy assignment operator.
Note If you de ne a move constructor, you must also de ne a move assignment operator.
Example
class X {
// ...
public:
X(const X&) { /* stuff */ }
X x1;
X x2 = x1; // ok
x2 = x1; // pitfall: either fails to compile, or does something suspicious
If you de ne a destructor, you should not use the compiler-generated copy or move
operation; you probably need to de ne or suppress copy and/or move.
class X {
HANDLE hnd;
// ...
public:
~X() { /* custom stuff, such as closing hnd */ }
// suspicious: no mention of copying or moving -- what happens to hnd?
};
X x1;
X x2 = x1; // pitfall: either fails to compile, or does something suspicious
x2 = x1; // pitfall: either fails to compile, or does something suspicious
If you de ne copying, and any base or member has a type that de nes a move operation,
you should also de ne a move operation.
class X {
string s; // defines more efficient move operations
// ... other data members ...
public:
X(const X&) { /* stuff */ }
X& operator=(const X&) { /* stuff */ }
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X test()
{
X local;
// ...
return local; // pitfall: will be inefficient and/or do the wrong thing
}
If you de ne any of the copy constructor, copy assignment operator, or destructor, you
probably should de ne the others.
Note If you need to de ne any of these ve functions, it means you need it to do more
than its default behavior – and the ve are asymmetrically interrelated. Here’s how:
If you write/disable either of the copy constructor or the copy assignment operator,
you probably need to do the same for the other: If one does “special” work,
probably so should the other because the two functions should have similar
effects. (See Item 53, which expands on this point in isolation.)
If you explicitly write the copying functions, you probably need to write the
destructor: If the “special” work in the copy constructor is to allocate or duplicate
some resource (e.g., memory, le, socket), you need to deallocate it in the
destructor.
If you explicitly write the destructor, you probably need to explicitly write or
disable copying: If you have to write a non-trivial destructor, it’s often because you
need to manually release a resource that the object held. If so, it is likely that
those resources require careful duplication, and then you need to pay attention to
the way objects are copied and assigned, or disable copying completely.
In many cases, holding properly encapsulated resources using RAII “owning” objects can
eliminate the need to write these operations yourself. (See Item 13.)
Exceptions: When any of the special functions are declared only to make them nonpublic
or virtual, but without special semantics, it doesn’t imply that the others are needed. In
rare cases, classes that have members of strange types (such as reference members) are
an exception because they have peculiar copy semantics. In a class holding a reference,
you likely need to write the copy constructor and the assignment operator, but the
default destructor already does the right thing. (Note that using a reference member is
almost always wrong.)
References: [C++CS] Item 52; [Cline99] §30.01-14, [Koenig97] §4, [Stroustrup00] §5.5,
§10.4, [SuttHysl04b]
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Provide strong resource safety; that is, never leak anything that you think of as a
resource
Never throw while holding a resource not owned by a handle
A “raw” pointer or reference is never a resource handle
Never let a pointer outlive the object it points to
Use templates to express containers (and other resource handles)
Return containers by value (relying on move or copy elision for ef ciency)
If a class is a resource handle, it needs a constructor, a destructor, and copy and/or
move operations
If a class is a container, give it an initializer-list constructor
Discussion: Provide strong resource safety; that is, never leak anything
that you think of as a resource
Reason Prevent leaks. Leaks can lead to performance degradation, mysterious error,
system crashes, and security violations.
Alternative formulation: Have every resource represented as an object of some class
managing its lifetime.
Example
template<class T>
class Vector {
// ...
private:
T* elem; // sz elements on the free store, owned by the class object
int sz;
};
This class is a resource handle. It manages the lifetime of the T s. To do so, Vector
must de ne or delete the set of special operations (constructors, a destructor, etc.).
Example
??? "odd" non-memory resource ???
Enforcement The basic technique for preventing leaks is to have every resource owned
by a resource handle with a suitable destructor. A checker can nd “naked new s”. Given a
list of C-style allocation functions (e.g., fopen() ), a checker can also nd uses that are
not managed by a resource handle. In general, “naked pointers” can be viewed with
suspicion, agged, and/or analyzed. A complete list of resources cannot be generated
without human input (the de nition of “a resource” is necessarily too general), but a tool
can be “parameterized” with a resource list.
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Example
void f(int i)
{
FILE* f = fopen("a file", "r");
ifstream is { "another file" };
// ...
if (i == 0) return;
// ...
fclose(f);
}
If i == 0 the le handle for a file is leaked. On the other hand, the ifstream for a
nother file will correctly close its le (upon destruction). If you must use an explicit
pointer, rather than a resource handle with speci c semantics, use a unique_ptr or a s
hared_ptr with a custom deleter:
void f(int i)
{
unique_ptr<FILE, int(*)(FILE*)> f(fopen("a file", "r"), fclose);
// ...
if (i == 0) return;
// ...
}
Better:
void f(int i)
{
ifstream input {"a file"};
// ...
if (i == 0) return;
// ...
}
Enforcement A checker must consider all “naked pointers” suspicious. A checker probably
must rely on a human-provided list of resources. For starters, we know about the
standard-library containers, string , and smart pointers. The use of span and string_
span should help a lot (they are not resource handles).
Note This is independent of how you “spell” pointer: T* , T& , Ptr<T> and Range<T>
are not owners.
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Reason To avoid extremely hard-to- nd errors. Dereferencing such a pointer is unde ned
behavior and could lead to violations of the type system.
Example
string* bad() // really bad
{
vector<string> v = { "This", "will", "cause", "trouble", "!" };
// leaking a pointer into a destroyed member of a destroyed object (v)
return &v[0];
}
void use()
{
string* p = bad();
vector<int> xx = {7, 8, 9};
// undefined behavior: x may not be the string "This"
string x = *p;
// undefined behavior: we don't know what (if anything) is allocated a location p
*p = "Evil!";
}
The string s of v are destroyed upon exit from bad() and so is v itself. The returned
pointer points to unallocated memory on the free store. This memory (pointed into by p )
may have been reallocated by the time *p is executed. There may be no string to
read and a write through p could easily corrupt objects of unrelated types.
Enforcement Most compilers already warn about simple cases and have the information
to do more. Consider any pointer returned from a function suspect. Use containers,
resource handles, and views (e.g., span known not to be resource handles) to lower the
number of cases to be examined. For starters, consider every class with a destructor as
resource handle.
Example
template<typename T> class Vector {
// ...
T* elem; // point to sz elements of type T
int sz;
};
Reason To simplify code and eliminate a need for explicit memory management. To bring
an object into a surrounding scope, thereby extending its lifetime.
See also: F.20, the general item about “out” output values
Example
vector<int> get_large_vector()
{
return ...;
}
auto v = get_large_vector(); // return by value is ok, most modern compilers will do copy elis
ion
Enforcement Check for pointers and references returned from functions and see if they
are assigned to resource handles (e.g., to a unique_ptr ).
Reason To provide complete control of the lifetime of the resource. To provide a coherent
set of operations on the resource.
Example
??? Messing with pointers
Note If all members are resource handles, rely on the default special operations where
possible.
template<typename T> struct Named {
string name;
T value;
};
Now Named has a default constructor, a destructor, and ef cient copy and move
operations, provided T has.
Example
template<typename T> class Vector {
public:
Vector(std::initializer_list<T>);
// ...
};
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Tools: Clang-tidy
Clang-tidy has a set of rules that speci cally enforce the C++ Core Guidelines. These
rules are named in the pattern cppcoreguidelines-* .
Tools: CppCoreCheck
The Microsoft compiler’s C++ code analysis contains a set of rules speci cally aimed at
enforcement of the C++ Core Guidelines.
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Glossary
A relatively informal de nition of terms used in the guidelines (based off the glossary in
Programming: Principles and Practice using C++)
More information on many topics about C++ can be found on the Standard C++
Foundation’s site.
ABI: Application Binary Interface, a speci cation for a speci c hardware platform
combined with the operating system. Contrast with API.
abstract class: a class that cannot be directly used to create objects; often used to
de ne an interface to derived classes. A class is made abstract by having a pure
virtual function or only protected constructors.
abstraction: a description of something that selectively and deliberately ignores
(hides) details (e.g., implementation details); selective ignorance.
address: a value that allows us to nd an object in a computer’s memory.
algorithm: a procedure or formula for solving a problem; a nite series of
computational steps to produce a result.
alias: an alternative way of referring to an object; often a name, pointer, or
reference.
API: Application Programming Interface, a set of functions that form the
communication between various software components. Contrast with ABI.
application: a program or a collection of programs that is considered an entity by
its users.
approximation: something (e.g., a value or a design) that is close to the perfect or
ideal (value or design). Often an approximation is a result of trade-offs among
ideals.
argument: a value passed to a function or a template, in which it is accessed
through a parameter.
array: a homogeneous sequence of elements, usually numbered, e.g., [0:max) .
assertion: a statement inserted into a program to state (assert) that something
must always be true at this point in the program.
base class: a class used as the base of a class hierarchy. Typically a base class has
one or more virtual functions.
bit: the basic unit of information in a computer. A bit can have the value 0 or the
value 1.
bug: an error in a program.
byte: the basic unit of addressing in most computers. Typically, a byte holds 8 bits.
class: a user-de ned type that may contain data members, function members, and
member types.
code: a program or a part of a program; ambiguously used for both source code and
object code.
compiler: a program that turns source code into object code.
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program: code (possibly with associated data) that is suf ciently complete to be
executed by a computer.
programming: the art of expressing solutions to problems as code.
programming language: a language for expressing programs.
pseudo code: a description of a computation written in an informal notation rather
than a programming language.
pure virtual function: a virtual function that must be overridden in a derived class.
RAII: (“Resource Acquisition Is Initialization”) a basic technique for resource
management based on scopes.
range: a sequence of values that can be described by a start point and an end
point. For example, [0:5) means the values 0, 1, 2, 3, and 4.
recursion: the act of a function calling itself; see also iteration.
reference: (1) a value describing the location of a typed value in memory; (2) a
variable holding such a value.
regular expression: a notation for patterns in character strings.
regular: a type that behaves similarly to built-in types like int and can be
compared with == . In particular, an object of a regular type can be copied and the
result of a copy is a separate object that compares equal to the original. See also
semiregular type.
requirement: (1) a description of the desired behavior of a program or part of a
program; (2) a description of the assumptions a function or template makes of its
arguments.
resource: something that is acquired and must later be released, such as a le
handle, a lock, or memory. See also handle, owner.
rounding: conversion of a value to the mathematically nearest value of a less
precise type.
RTTI: Run-Time Type Information. ???
scope: the region of program text (source code) in which a name can be referred to.
semiregular: a type that behaves roughly like an built-in type like int , but possibly
without a == operator. See also regular type.
sequence: elements that can be visited in a linear order.
software: a collection of pieces of code and associated data; often used
interchangeably with program.
source code: code as produced by a programmer and (in principle) readable by other
programmers.
source le: a le containing source code.
speci cation: a description of what a piece of code should do.
standard: an of cially agreed upon de nition of something, such as a programming
language.
state: a set of values.
STL: the containers, iterators, and algorithms part of the standard library.
string: a sequence of characters.
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No long-distance friendship
Should physical design (what’s in a le) and large-scale design (libraries, groups of
libraries) be addressed?
Namespaces
Avoid using directives in the global scope (except for std, and other “fundamental”
namespaces (e.g. experimental))
How granular should namespaces be? All classes/functions designed to work
together and released together (as de ned in Sutter/Alexandrescu) or something
narrower or wider?
Should there be inline namespaces (à la std::literals::*_literals )?
Avoid implicit conversions
Const member functions should be thread safe … aka, but I don’t really change the
variable, just assign it a value the rst time it’s called … argh
Always initialize variables, use initialization lists for member variables.
Anyone writing a public interface which takes or returns void* should have their
toes set on re. That one has been a personal favorite of mine for a number of
years. :)
Use const -ness wherever possible: member functions, variables and (yippee) con
st_iterators
Use auto
(size) vs. {initializers} vs. {Extent{size}}
Don’t overabstract
Never pass a pointer down the call stack
falling through a function bottom
Should there be guidelines to choose between polymorphisms? YES. classic
(virtual functions, reference semantics) vs. Sean Parent style (value semantics,
type-erased, kind of like std::function ) vs. CRTP/static? YES Perhaps even vs.
tag dispatch?
should virtual calls be banned from ctors/dtors in your guidelines? YES. A lot of
people ban them, even though I think it’s a big strength of C++ that they are ??? -
preserving (D disappointed me so much when it went the Java way). WHAT WOULD
BE A GOOD EXAMPLE?
Speaking of lambdas, what would weigh in on the decision between lambdas and
(local?) classes in algorithm calls and other callback scenarios?
And speaking of std::bind , Stephen T. Lavavej criticizes it so much I’m starting
to wonder if it is indeed going to fade away in future. Should lambdas be
recommended instead?
What to do with leaks out of temporaries? : p = (s1 + s2).c_str();
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void bad()
{
int* p = new int[700];
int* q = &p[7];
delete p;
vector<int> v(700);
int* q2 = &v[7];
v.resize(900);
LSP
private inheritance vs/and membership
avoid static class members variables (race conditions, almost-global variables)
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Bibliography
[Abrahams01]: D. Abrahams. Exception-Safety in Generic Components.
[Alexandrescu01]: A. Alexandrescu. Modern C++ Design (Addison-Wesley, 2001).
[C++03]: ISO/IEC 14882:2003(E), Programming Languages — C++ (updated ISO and
ANSI C++ Standard including the contents of (C++98) plus errata corrections).
[C++CS]: ???
[Cargill92]: T. Cargill. C++ Programming Style (Addison-Wesley, 1992).
[Cline99]: M. Cline, G. Lomow, and M. Girou. C++ FAQs (2ndEdition) (Addison-
Wesley, 1999).
[Dewhurst03]: S. Dewhurst. C++ Gotchas (Addison-Wesley, 2003).
[Henricson97]: M. Henricson and E. Nyquist. Industrial Strength C++ (Prentice Hall,
1997).
[Koenig97]: A. Koenig and B. Moo. Ruminations on C++ (Addison-Wesley, 1997).
[Lakos96]: J. Lakos. Large-Scale C++ Software Design (Addison-Wesley, 1996).
[Meyers96]: S. Meyers. More Effective C++ (Addison-Wesley, 1996).
[Meyers97]: S. Meyers. Effective C++ (2nd Edition) (Addison-Wesley, 1997).
[Meyers15]: S. Meyers. Effective Modern C++ (O’Reilly, 2015).
[Murray93]: R. Murray. C++ Strategies and Tactics (Addison-Wesley, 1993).
[Stroustrup94]: B. Stroustrup. The Design and Evolution of C++ (Addison-Wesley,
1994).
[Stroustrup00]: B. Stroustrup. The C++ Programming Language (Special 3rdEdition)
(Addison-Wesley, 2000).
[Stroustrup05]: B. Stroustrup. A rationale for semantically enhanced library
languages.
[Stroustrup13]: B. Stroustrup. The C++ Programming Language (4th Edition).
Addison Wesley 2013.
[Stroustrup14]: B. Stroustrup. A Tour of C++. Addison Wesley 2014.
[Stroustrup15]: B. Stroustrup, Herb Sutter, and G. Dos Reis: A brief introduction to
C++’s model for type- and resource-safety.
[SuttHysl04b]: H. Sutter and J. Hyslop. “Collecting Shared Objects” (C/C++ Users
Journal, 22(8), August 2004).
[SuttAlex05]: H. Sutter and A. Alexandrescu. C++ Coding Standards. Addison-
Wesley 2005.
[Sutter00]: H. Sutter. Exceptional C++ (Addison-Wesley, 2000).
[Sutter02]: H. Sutter. More Exceptional C++ (Addison-Wesley, 2002).
[Sutter04]: H. Sutter. Exceptional C++ Style (Addison-Wesley, 2004).
[Taligent94]: Taligent’s Guide to Designing Programs (Addison-Wesley, 1994).
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