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This document provides a set of guidelines for using C++ effectively by following modern C++ practices.

The document is intended to help people use C++ effectively by providing guidelines aligned with current C++ standards. It outlines the structure and sections covered as well as the philosophy behind the guidelines.

The document uses concepts like assertion, error, exception, failure, invariant, leak, library, precondition, postcondition, and resource to define design principles underlying the rules.

2019. 4. 23.

C++ Core Guidelines

C++ Core Guidelines


March 7, 2019

Editors:

Bjarne Stroustrup
Herb Sutter

This is a living document under continuous improvement. Had it been an open-source


(code) project, this would have been release 0.8. Copying, use, modi cation, and creation
of derivative works from this project is licensed under an MIT-style license. Contributing
to this project requires agreeing to a Contributor License. See the accompanying
LICENSE le for details. We make this project available to “friendly users” to use, copy,
modify, and derive from, hoping for constructive input.

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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T: Templates and generic programming


CPL: C-style programming
SF: Source les
SL: The Standard Library

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

You can sample rules for speci c language features:

assignment: regular types – prefer initialization – copy – move – other operations


– default
class : data – invariant – members – helpers – concrete types – ctors, =, and
dtors – hierarchy – operators
concept : rules – in generic programming – template arguments – semantics
constructor: invariant – establish invariant – throw – default – not needed – ex
plicit – delegating – virtual
derived class : when to use – as interface – destructors – copy – getters and
setters – multiple inheritance – overloading – slicing – dynamic_cast
destructor: and constructors – when needed? – may not fail
exception: errors – throw – for errors only – noexcept – minimize try – what
if no exceptions?
for : range-for and for – for and while – for-initializer – empty body – loop
variable – loop variable type ???
function: naming – single operation – no throw – arguments – argument passing
– multiple return values – pointers – lambdas
inline : small functions – in headers
initialization: always – prefer {} – lambdas – in-class initializers – class
members – factory functions
lambda expression: when to use
operator: conventional – avoid conversion operators – and lambdas

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public , private , and protected : information hiding – consistency – protec


ted
static_assert : compile-time checking – and concepts
struct : for organizing data – use if no invariant – no private members
template : abstraction – containers – concepts
unsigned : and signed – bit manipulation
virtual : interfaces – not virtual – destructor – never fail

You can look at design concepts used to express the rules:

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:

In.target: Target readership


In.aims: Aims
In.not: Non-aims
In.force: Enforcement
In.struct: The structure of this document
In.sec: Major sections

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In.target: Target readership


All C++ programmers. This includes programmers who might consider C.

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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:

In.0: Don’t panic!


Take the time to understand the implications of a guideline rule on your program.

These guidelines are designed according to the “subset of superset” principle


(Stroustrup05). They do not simply de ne a subset of C++ to be used (for reliability,
safety, performance, or whatever). Instead, they strongly recommend the use of a few
simple “extensions” (library components) that make the use of the most error-prone
features of C++ redundant, so that they can be banned (in our set of rules).

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.

The rules are designed to allow gradual adoption.

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.

These guidelines are not meant to be complete or exact in every language-technical


detail. For the nal word on language de nition issues, including every exception to
general rules and every feature, see the ISO C++ standard.

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.

So, we need subsetting to meet a variety of needs.

But arbitrary subsetting leads to chaos.

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):

type: No type violations (reinterpreting a T as a U through casts, unions, or


varargs)
bounds: No bounds violations (accessing beyond the range of an array)
lifetime: No leaks (failing to delete or multiple delete ) and no access to invalid
objects (dereferencing nullptr , using a dangling reference).

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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In.struct: The structure of this document


Each rule (guideline, suggestion) can have several parts:

The rule itself – e.g., no naked new


A rule reference number – e.g., C.7 (the 7th rule related to classes). Since the
major sections are not inherently ordered, we use letters as the rst part of a rule
reference “number”. We leave gaps in the numbering to minimize “disruption” when
we add or remove rules.
Reasons (rationales) – because programmers nd it hard to follow rules they don’t
understand
Examples – because rules are hard to understand in the abstract; can be positive
or negative
Alternatives – for “don’t do this” rules
Exceptions – we prefer simple general rules. However, many rules apply widely,
but not universally, so exceptions must be listed
Enforcement – ideas about how the rule might be checked “mechanically”
See alsos – references to related rules and/or further discussion (in this document
or elsewhere)
Notes (comments) – something that needs saying that doesn’t t the other
classi cations
Discussion – references to more extensive rationale and/or examples placed
outside the main lists of rules

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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In.sec: Major sections


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
T: Templates and generic programming
CPL: C-style programming
SF: Source les
SL: The Standard Library

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

These sections are not orthogonal.

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.

Philosophy rules summary:

P.1: Express ideas directly in code


P.2: Write in ISO Standard C++
P.3: Express intent
P.4: Ideally, a program should be statically type safe
P.5: Prefer compile-time checking to run-time checking
P.6: What cannot be checked at compile time should be checkable at run time
P.7: Catch run-time errors early
P.8: Don’t leak any resources
P.9: Don’t waste time or space
P.10: Prefer immutable data to mutable data
P.11: Encapsulate messy constructs, rather than spreading through the code
P.12: Use supporting tools as appropriate
P.13: Use support libraries as appropriate

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.

P.1: Express ideas directly in code

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.

Example, bad This loop is a restricted form of std::find :

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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;
}
}
// ...
}

Example, good A much clearer expression of intent would be:


void f(vector<string>& v)
{
string val;
cin >> val;
// ...
auto p = find(begin(v), end(v), val); // better
// ...
}

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:

change_speed(Speed s); // better: the meaning of s is specified


// ...
change_speed(2.3); // error: no unit
change_speed(23m / 10s); // meters per second

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.

Enforcement Very hard in general.

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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)

P.2: Write in ISO Standard C++

Reason This is a set of guidelines for writing ISO Standard C++.

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.

P.3: Express intent

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:

for (const auto& x : v) { /* do something with the value of x */ }

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 (auto& x : v) { /* modify x */ }

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:

for_each(v, [](int x) { /* do something with the value of x */ });


for_each(par, v, [](int x) { /* do something with the value of x */ });

The last variant makes it clear that we are not interested in the order in which the
elements of v are handled.

A programmer should be familiar with

The guidelines support library


The ISO C++ Standard Library
Whatever foundation libraries are used for the current project(s)

Note Alternative formulation: Say what should be done, rather than just how it should be
done.

Note Some language constructs express intent better than others.

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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There is a huge scope for cleverness and semi-automated program transformation.

P.4: Ideally, a program should be statically type safe

Reason Ideally, a program would be completely statically (compile-time) type safe.


Unfortunately, that is not possible. Problem areas:
unions
casts
array decay
range errors
narrowing conversions

Note These areas are sources of serious problems (e.g., crashes and security violations).
We try to provide alternative techniques.

Enforcement We can ban, restrain, or detect the individual problem categories


separately, as required and feasible for individual programs. Always suggest an
alternative. For example:
unions – use variant (in C++17)
casts – minimize their use; templates can help
array decay – use span (from the GSL)
range errors – use span
narrowing conversions – minimize their use and use narrow or narrow_cast
(from the GSL) where they are necessary

P.5: Prefer compile-time checking to run-time checking

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 :

// Int is an alias used for integers


static_assert(sizeof(Int) >= 4); // do: compile-time check

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

void read(span<int> r); // read into the range of integers r

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.

P.6: What cannot be checked at compile time should be checkable at


run time

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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vector<int> f5(int n) // OK: move


{
vector<int> v(n);
// ... initialize v ...
return v;
}

unique_ptr<int[]> f6(int n) // bad: loses n


{
auto p = make_unique<int[]>(n);
// ... initialize *p ...
return p;
}

owner<int*> f7(int n) // bad: loses n and we might forget to delete


{
owner<int*> p = new int[n];
// ... initialize *p ...
return p;
}

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)
???

P.7: Catch run-time errors early

Reason Avoid “mysterious” crashes. Avoid errors leading to (possibly unrecognized)


wrong results.

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

Date extract_date(const string& s); // extract date from string

void user1(const string& date) // manipulate date


{
auto d = extract_date(date);
// ...
}

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?
}

float m() const


{
// Should I handle the degenerate case here?
return sqrt(x * x + y * y + z * z - e * e);
}

???
};

The physical law for a jet ( e * e < x * x + y * y + z * z ) is not an invariant


because of the possibility for measurement errors.

???

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
???

P.8: Don’t leak any resources

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:

void f(char* name)


{
ifstream input {name};
// ...
if (something) return; // OK: no leak
// ...
}

See also: The resource management section

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 )

P.9: Don’t waste time or space

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Reason This is C++.

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& operator=(const X& a);


X(const X&);
};

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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for (int i = 0; i < strlen(s); ++i) s[i] = tolower(s[i]);


}

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.)

P.10: Prefer immutable data to mutable data

Reason It is easier to reason about constants than about variables. Something


immutable cannot change unexpectedly. Sometimes immutability enables better
optimization. You can’t have a data race on a constant.
See Con: Constants and immutability

P.11: Encapsulate messy constructs, rather than spreading through the


code

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.

P.12: Use supporting tools as appropriate

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.

Note Be careful not to become dependent on over-elaborate or over-specialized tool


chains. Those can make your otherwise portable code non-portable.

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P.13: Use support libraries as appropriate

Reason Using a well-designed, well-documented, and well-supported library saves time


and effort; its quality and documentation are likely to be greater than what you could do
if the majority of your time must be spent on an implementation. The cost (time, effort,
money, etc.) of a library can be shared over many users. A widely used library is more
likely to be kept up-to-date and ported to new systems than an individual application.
Knowledge of a widely-used library can save time on other/future projects. So, if a
suitable library exists for your application domain, use it.

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.

Note By default use


The ISO C++ Standard Library
The Guidelines Support Library

Note If no well-designed, well-documented, and well-supported library exists for an


important domain, maybe you should design and implement it, and then 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.

Interface rule summary:

I.1: Make interfaces explicit


I.2: Avoid non- const global variables
I.3: Avoid singletons
I.4: Make interfaces precisely and strongly typed
I.5: State preconditions (if any)
I.6: Prefer Expects() for expressing preconditions
I.7: State postconditions
I.8: Prefer Ensures() for expressing postconditions
I.9: If an interface is a template, document its parameters using concepts
I.10: Use exceptions to signal a failure to perform a required task
I.11: Never transfer ownership by a raw pointer ( T* ) or reference ( T& )
I.12: Declare a pointer that must not be null as not_null
I.13: Do not pass an array as a single pointer
I.22: Avoid complex initialization of global objects
I.23: Keep the number of function arguments low
I.24: Avoid adjacent unrelated parameters of the same type
I.25: Prefer abstract classes as interfaces to class hierarchies
I.26: If you want a cross-compiler ABI, use a C-style subset
I.27: For stable library ABI, consider the Pimpl idiom
I.30: Encapsulate rule violations

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

I.1: Make interfaces explicit

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.

Exception Sometimes we control the details of a set of operations by an environment


variable, e.g., normal vs. verbose output or debug vs. optimized. The use of a non-local
control is potentially confusing, but controls only implementation details of otherwise
xed semantics.

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.???.

Alternative: Throw an exception. An exception cannot be ignored.

Alternative formulation: Avoid passing information across an interface through non-local


or implicit state. Note that non- const member functions pass information to other
member functions through their object’s state.

Alternative formulation: An interface should be a function or a set of functions.


Functions can be template functions and sets of functions can be classes or class
templates.

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.

I.2: Avoid non- const global variables

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

void compute() // don't


{
// ... use data ...
}

void output() // don't


{
// ... use data ...
}

Who else might modify data ?

Note Global constants are useful.

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 You cannot have a race condition on immutable data.


References: See the rules for calling functions.

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.

I.3: Avoid singletons

Reason Singletons are basically complicated global objects in disguise.

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

myX is in multi-threaded code,


that X object needs to be destroyed (e.g., because it releases a resource), and
X ’s destructor’s code needs to be synchronized.

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.

Enforcement Very hard in general.


Look for classes with names that include singleton .
Look for classes for which only a single object is created (by counting objects or by
examining constructors).
If a class X has a public static function that contains a function-local static of the
class’ type X and returns a pointer or reference to it, ban that.

I.4: Make interfaces precisely and strongly typed

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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often optimized better.

Example, don’t Consider:


void pass(void* data); // weak and under qualified type void* is suspicious

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.

Example, bad Consider:


draw_rect(100, 200, 100, 500); // what do the numbers specify?

draw_rect(p.x, p.y, 10, 20); // what units are 10 and 20 in?

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?

Comments and parameter names can help, but we could be explicit:

void draw_rectangle(Point top_left, Point bottom_right);


void draw_rectangle(Point top_left, Size height_width);

draw_rectangle(p, Point{10, 20}); // two corners


draw_rectangle(p, Size{10, 20}); // one corner and a (height, width) pair

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)).

Example, bad Consider:


set_settings(true, false, 42); // what do the numbers specify?

The parameter types and their values do not communicate what settings are being
speci ed or what those values mean.

This design is more explicit, safe and legible:

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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.

template<class rep, class period>


void blink_led(duration<rep, period> time_to_blink) // good -- accepts any unit
{
// assuming that millisecond is the smallest relevant unit
auto milliseconds_to_blink = duration_cast<milliseconds>(time_to_blink);
// ...
// do something with milliseconds_to_blink
// ...
}

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.

I.5: State preconditions (if any)

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:

double sqrt(double x); // x must be nonnegative

Some preconditions can be expressed as assertions. For example:

double sqrt(double x) { Expects(x >= 0); /* ... */ }

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).

References: Expects() is described in GSL.

Note Prefer a formal speci cation of requirements, such as Expects(p); . If that is


infeasible, use English text in comments, such as // the sequence [p:q) is order
ed using < .

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.

Enforcement (Not enforceable)


See also: The rules for passing pointers. ???

I.6: Prefer Expects() for expressing preconditions

Reason To make it clear that the condition is a precondition and to enable tool use.

Example

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int area(int height, int width)


{
Expects(height > 0 && width > 0); // good
if (height <= 0 || width <= 0) my_error(); // obscure
// ...
}

Note Preconditions can be stated in many ways, including comments, if -statements,


and assert() . This can make them hard to distinguish from ordinary code, hard to
update, hard to manipulate by tools, and may have the wrong semantics (do you always
want to abort in debug mode and check nothing in productions runs?).

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.

I.7: State postconditions

Reason To detect misunderstandings about the result and possibly catch erroneous
implementations.

Example, bad Consider:


int area(int height, int width) { return height * width; } // bad

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:

int area(int height, int width)


{
auto res = height * width;
Ensures(res > 0);
return res;
}

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Example, bad Consider a famous security bug:


void f() // problematic
{
char buffer[MAX];
// ...
memset(buffer, 0, sizeof(buffer));
}

There was no postcondition stating that the buffer should be cleared and the optimizer
eliminated the apparently redundant memset() call:

void f() // better


{
char buffer[MAX];
// ...
memset(buffer, 0, sizeof(buffer));
Ensures(buffer[0] == 0);
}

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;

void manipulate(Record& r) // don't


{
m.lock();
// ... no m.unlock() ...
}

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:

void manipulate(Record& r) // postcondition: m is unlocked upon exit


{
m.lock();
// ... no m.unlock() ...
}

The bug is now obvious (but only to a human reading comments).

Better still, use RAII to ensure that the postcondition (“the lock must be released”) is
enforced in code:

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void manipulate(Record& r) // best


{
lock_guard<mutex> _ {m};
// ...
}

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.

Enforcement (Not enforceable) This is a philosophical guideline that is infeasible to


check directly in the general case. Domain speci c checkers (like lock-holding checkers)
exist for many toolchains.

I.8: Prefer Ensures() for expressing postconditions

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 Postconditions can be stated in many ways, including comments, if -statements,


and assert() . This can make them hard to distinguish from ordinary code, hard to
update, hard to manipulate by tools, and may have the wrong semantics.
Alternative: Postconditions of the form “this resource must be released” are best
expressed by RAII.

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.

Enforcement (Not enforceable) Finding the variety of ways postconditions 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.

I.9: If an interface is a template, document its parameters using


concepts
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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).

I.10: Use exceptions to signal a failure to perform a required task

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

template <class F, class ...Args>


// good: throw system_error if unable to start the new thread
explicit thread(F&& f, Args&&... args);

Note What is an error?


An error means that the function cannot achieve its advertised purpose (including
establishing postconditions). Calling code that ignores an error could lead to wrong
results or unde ned systems state. For example, not being able to connect to a remote
server is not by itself an error: the server can refuse a connection for all kinds of reasons,
so the natural thing is to return a result that the caller should always check. However, if
failing to make a connection is considered an error, then a failure should throw an
exception.

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 ...

This style unfortunately leads to uninitialized variables. A facility structured bindings to


deal with that will become available in C++17.

auto [val, error_code] = do_something();


if (error_code) {
// ... handle the error or exit ...
}
// ... use val ...

Note We don’t consider “performance” a valid reason not to use exceptions.


Often, explicit error checking and handling consume as much time and space as
exception handling.
Often, cleaner code yields better performance with exceptions (simplifying the
tracing of paths through the program and their optimization).
A good rule for performance critical code is to move checking outside the critical
part of the code (checking).
In the longer term, more regular code gets better optimized.
Always carefully measure before making performance claims.

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 .

I.11: Never transfer ownership by a raw pointer ( T* ) or reference


( T& )

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):

vector<double> compute(args) // good


{
vector<double> res(10000);
// ...
return res;
}

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.

Alternative: Sometimes older code can’t be modi ed because of ABI compatibility


requirements or lack of resources. In that case, mark owning pointers using owner from
the guidelines support library:

owner<X*> compute(args) // It is now clear that ownership is transferred


{
owner<X*> res = new X{};
// ...
return res;
}

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 .

owner is used similarly in the implementation of resource handles.

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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(Simple) Warn on failure to either reset or explicitly delete an owner pointer


on every code path.
(Simple) Warn if the return value of new or a function call with an owner return
value is assigned to a raw pointer or non- owner reference.

I.12: Declare a pointer that must not be null as not_null

Reason To help avoid dereferencing nullptr errors. To improve performance by


avoiding redundant checks for nullptr .

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

int length(const char* p); // we must assume that p can 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 not_null is de ned in the guidelines support library.

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);

Note: length() is, of course, std::strlen() in disguise.

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 .

I.13: Do not pass an array as a single pointer

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 Consider using explicit spans:


void copy(span<const T> r, span<T> r2); // copy r to r2

Example, bad Consider:


void draw(Shape* p, int n); // poor interface; poor code
Circle arr[10];
// ...
draw(arr, 10);

Passing 10 as the n argument may be a mistake: the most common convention is to


assume [0:n) but that is nowhere stated. Worse is that the call of draw() compiled at
all: there was an implicit conversion from array to pointer (array decay) and then another
implicit conversion from Circle to Shape . There is no way that draw() can safely
iterate through that array: it has no way of knowing the size of the elements.

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 ???.

Exception Use zstring and czstring to represent a C-style, zero-terminated strings.


But when doing so, use string_span from the GSL to prevent range errors.

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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(Simple) ((Bounds)) Warn for any arithmetic operation on an expression of pointer


type that results in a value of pointer type. Allow exception for zstring/czstring
pointer types.

I.22: Avoid complex initialization of global objects

Reason Complex initialization can lead to unde ned order of execution.

Example
// file1.c

extern const X x;

const Y y = f(x); // read x; write y

// file2.c

extern const Y y;

const X x = g(y); // read y; write x

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.

Note Order of initialization problems become particularly dif cult to handle in


concurrent code. It is usually best to avoid global (namespace scope) objects altogether.

Enforcement
Flag initializers of globals that call non- constexpr functions
Flag initializers of globals that access extern objects

I.23: Keep the number of function arguments low

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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Example The standard-library merge() is at the limit of what we can comfortably


handle:
template<class InputIterator1, class InputIterator2, class OutputIterator, class Compare>
OutputIterator merge(InputIterator1 first1, InputIterator1 last1,
InputIterator2 first2, InputIterator2 last2,
OutputIterator result, Compare comp);

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 < :

template<class InputIterator1, class InputIterator2, class OutputIterator>


OutputIterator merge(InputIterator1 first1, InputIterator1 last1,
InputIterator2 first2, InputIterator2 last2,
OutputIterator result);

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:

template<class InputRange1, class InputRange2, class OutputIterator>


OutputIterator merge(InputRange1 r1, InputRange2 r2, OutputIterator result);

Grouping arguments into “bundles” is a general technique to reduce the number of


arguments and to increase the opportunities for checking.

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:

Mergeable{In1, In2, Out}


OutputIterator merge(In1 r1, In2 r2, Out result);

Example The safety Pro les recommend replacing


void f(int* some_ints, int some_ints_length); // BAD: C style, unsafe

with

void f(gsl::span<int> some_ints); // GOOD: safe, bounds-checked

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.

I.24: Avoid adjacent unrelated parameters of the same type

Reason Adjacent arguments of the same type are easily swapped by mistake.

Example, bad Consider:


void copy_n(T* p, T* q, int n); // copy from [p:p + n) to [q:q + n)

This is a nasty variant of a K&R C-style interface. It is easy to reverse the “to” and “from”
arguments.

Use const for the “from” argument:

void copy_n(const T* p, T* q, int n); // copy from [p:p + n) to [q:q + n)

Exception If the order of the parameters is not important, there is no problem:


int max(int a, int b);

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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I.25: Prefer abstract classes as interfaces to class hierarchies

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:

class Shape { // better: Shape is a pure interface


public:
virtual Point center() const = 0; // pure virtual functions
virtual void draw() const = 0;
virtual void rotate(int) = 0;
// ...
// ... no data members ...
// ...
virtual ~Shape() = default;
};

Enforcement (Simple) Warn if a pointer/reference to a class C is assigned to a


pointer/reference to a base of C and the base class contains data members.

I.26: If you want a cross-compiler ABI, use a C-style subset

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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recompilation after an upgrade to a new compiler version.

Enforcement (Not enforceable) It is dif cult to reliably identify where an interface forms
part of an ABI.

I.27: For stable library ABI, consider the Pimpl idiom

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.

Example interface (widget.h)


class widget {
class impl;
std::unique_ptr<impl> pimpl;
public:
void draw(); // public API that will be forwarded to the implementation
widget(int); // defined in the implementation file
~widget(); // defined in the implementation file, where impl is a complete type
widget(widget&&) = default;
widget(const widget&) = delete;
widget& operator=(widget&&); // defined in the implementation file
widget& operator=(const widget&) = delete;
};

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.

I.30: Encapsulate rule violations

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

if (owned) delete inp;

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].

So, we write a class

class Istream { [[gsl::suppress(lifetime)]]


public:
enum Opt { from_line = 1 };
Istream() { }
Istream(zstring p) :owned{true}, inp{new ifstream{p}} {} // read from file
Istream(zstring p, Opt) :owned{true}, inp{new istringstream{p}} {} // read from command li
ne
~Istream() { if (owned) delete inp; }
operator istream& () { return *inp; }
private:
bool owned = false;
istream* inp = &cin;
};

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.

It should be possible to name a function meaningfully, to specify the requirements of its


argument, and clearly state the relationship between the arguments and the result. An
implementation is not a speci cation. Try to think about what a function does as well as
about how it does it. Functions are the most critical part in most interfaces, so see the
interface rules.

Function rule summary:

Function de nition rules:

F.1: “Package” meaningful operations as carefully named functions


F.2: A function should perform a single logical operation
F.3: Keep functions short and simple
F.4: If a function may have to be evaluated at compile time, declare it constexpr
F.5: If a function is very small and time-critical, declare it inline
F.6: If your function may not throw, declare it noexcept
F.7: For general use, take T* or T& arguments rather than smart pointers
F.8: Prefer pure functions
F.9: Unused parameters should be unnamed

Parameter passing expression rules:

F.15: Prefer simple and conventional ways of passing information


F.16: For “in” parameters, pass cheaply-copied types by value and others by
reference to const
F.17: For “in-out” parameters, pass by reference to non- const
F.18: For “will-move-from” parameters, pass by X&& and std::move the
parameter
F.19: For “forward” parameters, pass by TP&& and only std::forward the
parameter
F.20: For “out” output values, prefer return values to output parameters
F.21: To return multiple “out” values, prefer returning a struct or tuple
F.60: Prefer T* over T& when “no argument” is a valid option

Parameter passing semantic rules:

F.22: Use T* or owner<T*> to designate a single object


F.23: Use a not_null<T> to indicate that “null” is not a valid value
F.24: Use a span<T> or a span_p<T> to designate a half-open sequence
F.25: Use a zstring or a not_null<zstring> to designate a C-style string
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F.26: Use a unique_ptr<T> to transfer ownership where a pointer is needed


F.27: Use a shared_ptr<T> to share ownership

Value return semantic rules:

F.42: Return a T* to indicate a position (only)


F.43: Never (directly or indirectly) return a pointer or a reference to a local object
F.44: Return a T& when copy is undesirable and “returning no object” isn’t needed
F.45: Don’t return a T&&
F.46: int is the return type for main()
F.47: Return T& from assignment operators
F.48: Don’t return std::move(local)

Other function rules:

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

Functions have strong similarities to lambdas and function objects.

See also: C.lambdas: Function objects and lambdas

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F.def: Function de nitions


A function de nition is a function declaration that also speci es the function’s
implementation, the function body.

F.1: “Package” meaningful operations as carefully named functions

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.

F.2: A function should perform a single logical operation

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:

int read(istream& is) // better


{
int x;
is >> x;
// check for errors
return x;
}

void print(ostream& os, int x)


{
os << x << "\n";
}

These can now be combined where needed:

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:

auto read = [](auto& input, auto& value) // better


{
input >> value;
// check for errors

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};

auto print(auto& output, const auto& value)


{
output << value << "\n";
}

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.

F.3: Keep functions short and simple

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:

double func1_muon(double val, int flag)


{
// ???
}

double func1_tau(double val, int flag1, int flag2)


{
// ???
}

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.
{
if (flag1 > 0)
return func1_muon(val, flag2);
if (flag1 == -1)
// handled by func1_tau: flag1 = -flag1;
return func1_tau(-val, flag1, flag2);
return 0.;
}

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.

F.4: If a function may have to be evaluated at compile time, declare it


constexpr

Reason constexpr is needed to tell the compiler to allow compile-time evaluation.

Example The (in)famous factorial:


constexpr int fac(int n)
{
constexpr int max_exp = 17; // constexpr enables max_exp to be used in Expects
Expects(0 <= n && n < max_exp); // prevent silliness and overflow
int x = 1;
for (int i = 2; i <= n; ++i) x *= i;
return x;
}

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This is C++14. For C++11, use a recursive formulation of fac() .

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.

F.5: If a function is very small and time-critical, declare it inline

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 Do not put an inline function in what is meant to be a stable interface


unless you are certain that it will not change. An inline function is part of the ABI.

Note constexpr implies inline .

Note Member functions de ned in-class are inline by default.

Exception Template functions (incl. template member functions) are normally de ned in
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headers and therefore inline.

Enforcement Flag inline functions that are more than three statements and could
have been declared out of line (such as class member functions).

F.6: If your function may not throw, declare it noexcept

Reason If an exception is not supposed to be thrown, the program cannot be assumed to


cope with the error and should be terminated as soon as possible. Declaring a function n
oexcept helps optimizers by reducing the number of alternative execution paths. It also
speeds up the exit after failure.

Example Put noexcept on every function written completely in C or in any other


language without exceptions. The C++ Standard Library does that implicitly for all
functions in the C Standard Library.

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>);

// doesn't change ownership, but requires a particular ownership of the caller


void h(const unique_ptr<int>&);

// accepts any int


void h(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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See further in R.30.

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:

Prefer T* over T& when “no argument” is a valid option


Smart pointer rule summary

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.

F.8: Prefer pure functions

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; }

Enforcement Not possible.

F.9: Unused parameters should be unnamed

Reason Readability. Suppression of unused parameter warnings.

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.

Enforcement Flag named unused parameters.

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F.call: Parameter passing


There are a variety of ways to pass parameters to a function and to return values.

F.15: Prefer simple and conventional ways of passing information

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.

Normal parameter passing:

Advanced parameter passing:

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Use the advanced techniques only after demonstrating need, and document that need in
a comment.

F.16: For “in” parameters, pass cheaply-copied types by value and


others by reference to const

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

void f2(string s); // bad: potentially expensive

void f3(int x); // OK: Unbeatable

void f4(const int& x); // bad: overhead on access in f4()

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

// suffix is input-only but not as cheap as an int, pass by const&


string& concatenate(string&, const string& suffix);

void sink(unique_ptr<widget>); // input only, and moves ownership of the widget

Avoid “esoteric techniques” such as:

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Passing arguments as T&& “for ef ciency”. Most rumors about performance


advantages from passing by && are false or brittle (but see F.18 and F.19).
Returning const T& from assignments and similar operations (see F.47.)

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;
}

Matrix x = m1 + m2; // move constructor

y = m3 + m3; // move assignment

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.

F.17: For “in-out” parameters, pass by reference to non- const

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.

F.18: For “will-move-from” parameters, pass by X&& and std::move


the parameter

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
}

Note that the std::move(v) makes it possible for store_somewhere() to leave v in


a moved-from state. That could be dangerous.

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:

template <class T>


void sink(std::unique_ptr<T> p) {
// use p ... possibly std::move(p) onward somewhere else
} // p gets destroyed

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

F.19: For “forward” parameters, pass by TP&& and only std::forward


the parameter

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)...);
}

??? calls ???

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.

F.20: For “out” output values, prefer return values to output


parameters

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);

// Bad: place pointers to elements with value x in-out


void find_all(const vector<int>&, vector<const int*>& out, int x);

Note A struct of many (individually cheap-to-move) elements may be in aggregate


expensive to move.
It is not recommended to return a const value. Such older advice is now obsolete; it
does not add value, and it interferes with move semantics.

const vector<int> fct(); // bad: that "const" is more trouble than it is worth

vector<int> g(const vector<int>& vx)


{
// ...
fct() = vx; // prevented by the "const"
// ...
return fct(); // expensive copy: move semantics suppressed by the "const"
}

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];
};

Package fill(); // Bad: large return value


void fill(Package&); // OK

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.

F.21: To return multiple “out” values, prefer returning a struct or tuple

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:

Sometype iter; // default initialize if we haven't already


Someothertype success; // used these variables for some other purpose

tie(iter, success) = my_set.insert("Hello"); // normal return value


if (success) do_something_with(iter);

With C++17 we are able to use “structured bindings” to declare and initialize the
multiple variables:

if (auto [ iter, success ] = my_set.insert("Hello"); success) do_something_with(iter);

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Exception Sometimes, we need to pass an object to a function to manipulate its state. In


such cases, passing the object by reference T& is usually the right technique. Explicitly
passing an in-out parameter back out again as a return value is often not necessary. For
example:
istream& operator>>(istream& is, string& s); // much like std::operator>>()

for (string s; cin >> s; ) {


// do something with line
}

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:

pair<istream&, string> get_string(istream& is); // not recommended


{
string s;
is >> s;
return {is, s};
}

for (auto p = get_string(cin); p.first; ) {


// do something with p.second
}

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
};

Distance d1 = measure(obj1); // access d1.value and d1.unit


auto d2 = measure(obj2); // access d2.value and d2.unit
auto [value, unit] = measure(obj3); // access value and unit; somewhat redundant
// to people who know measure()
auto [x, y] = measure(obj4); // don't; it's likely to be confusing

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 .

F.22: Use T* or owner<T*> to designate a single object

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

void use2(span<int> p, zstring s, owner<int*> q)


{
p[p.size() - 1] = 666; // OK, a range error can be caught
cout << s; // OK
delete q; // OK
}

Note owner<T*> represents ownership, zstring represents a C-style string.

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Also: Assume that a T* obtained from a smart pointer to T (e.g., unique_ptr<T> )


points to a single element.

See also: Support library

See also: Do not pass an array as a single pointer

Enforcement
(Simple) ((Bounds)) Warn for any arithmetic operation on an expression of pointer
type that results in a value of pointer type.

F.23: Use a not_null<T> to indicate that “null” is not a valid value

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:

int length(Record* p);

When I call length(p) should I check if p is nullptr rst? Should the


implementation of length() check if p is nullptr ?

// it is the caller's job to make sure p != nullptr


int length(not_null<Record*> p);

// the implementor of length() must assume that p == nullptr is possible


int length(Record* p);

Note A not_null<T*> is assumed not to be the nullptr ; a T* may be the nullptr ;


both can be represented in memory as a T* (so no run-time overhead is implied).

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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(Simple) Warn if a not_null pointer is tested against nullptr within a function.

F.24: Use a span<T> or a span_p<T> to designate a half-open


sequence

Reason Informal/non-explicit ranges are a source of errors.

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.

Example A span represents a range of elements, but how do we manipulate elements


of that range?
void f(span<int> s)
{
// range traversal (guaranteed correct)
for (int x : s) cout << x << '\n';

// C-style traversal (potentially checked)


for (gsl::index i = 0; i < s.size(); ++i) cout << s[i] << '\n';

// random access (potentially checked)


s[7] = 9;

// extract pointers (potentially checked)


std::sort(&s[0], &s[s.size() / 2]);
}

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.

See also: Support library

Enforcement (Complex) Warn where accesses to pointer parameters are bounded by


other parameters that are integral types and suggest they could use span instead.
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F.25: Use a zstring or a not_null<zstring> to designate a C-style


string

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);

When I call length(s) should I check if s is nullptr rst? Should the


implementation of length() check if p is nullptr ?

// the implementor of length() must assume that p == nullptr is possible


int length(zstring p);

// it is the caller's job to make sure p != nullptr


int length(not_null<zstring> p);

Note zstring does not represent ownership.


See also: Support library

F.26: Use a unique_ptr<T> to transfer ownership where a pointer is


needed

Reason Using unique_ptr is the cheapest way to pass a pointer safely.


See also: C.50 regarding when to return a shared_ptr from a factory.

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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F.27: Use a shared_ptr<T> to share ownership

Reason Using std::shared_ptr is the standard way to represent shared ownership.


That is, the last owner deletes the object.

Example
shared_ptr<const Image> im { read_image(somewhere) };

std::thread t0 {shade, args0, top_left, im};


std::thread t1 {shade, args1, top_right, im};
std::thread t2 {shade, args2, bottom_left, im};
std::thread t3 {shade, args3, bottom_right, im};

// 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.

Enforcement (Not enforceable) This is a too complex pattern to reliably detect.

F.60: Prefer T* over T& when “no argument” is a valid option

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};
}

void print(const vector<int>& r)


{
// r refers to a vector<int>; no check needed
}

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 ???

F.42: Return a T* to indicate a position (only)

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.

F.43: Never (directly or indirectly) return a pointer or a reference to a


local object

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 g(int* p) // looks innocent enough


{
int gx;
cout << "*p == " << *p << '\n';
*p = 999;
cout << "gx == " << gx << '\n';
}

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)
}

Here on one popular implementation I got the output:

*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 .

Imagine what would happen if fx and gx were of different types.


Imagine what would happen if fx or gx was a type with an invariant.
Imagine what would happen if more that dangling pointer was passed around
among a larger set of functions.
Imagine what a cracker could do with that dangling pointer.

Fortunately, most (all?) modern compilers catch and warn against this simple case.

Note This applies to references as well:


int& f()
{
int x = 7;
// ...
return x; // Bad: returns reference to object that is about to be destroyed
}

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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int* glob; // global variables are bad in so many ways

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 The address of a local variable can be “returned”/leaked by a return statement, by a


T& out-parameter, as a member of a returned object, as an element of a returned array,
and more.

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)

F.44: Return a T& when copy is undesirable and “returning no object”


isn’t needed

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
}

Enforcement Flag functions where no return expression could yield nullptr

F.45: Don’t return a T&&

Reason It’s asking to return a reference to a destroyed temporary object. A && is a


magnet for temporary objects.

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.

Example Returning an rvalue reference is ne when the reference to the temporary is


being passed “downward” to a callee; then, the temporary is guaranteed to outlive the
function call (see F.18 and F.19). However, it’s not ne when passing such a reference
“upward” to a larger caller scope. For passthrough functions that pass in parameters (by
ordinary reference or by perfect forwarding) and want to return values, use simple auto
return type deduction (not auto&& ).
Assume that F returns by value:

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 .

F.46: int is the return type for main()

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

F.47: Return T& from assignment operators

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.

F.48: Don’t return std::move(local)

Reason With guaranteed copy elision, it is now almost always a pessimization to


expressly use std::move in a return statement.

Example, bad
S f()
{
S result;
return std::move(result);
}

Example, good
S f()
{
S result;
return result;
}

Enforcement This should be enforced by tooling by checking the return expression .

F.50: Use a lambda when a function won’t do (to capture local


variables, or to write a local function)

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.

F.51: Where there is a choice, prefer default arguments over


overloading

Reason Default arguments simply provide alternative interfaces to a single


implementation. There is no guarantee that a set of overloaded functions all implement
the same semantics. The use of default arguments can avoid code replication.

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

void print(const string& s); // use default format


void print(const string& s, format f);

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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:

void print(const char&);


void print(int);
void print(zstring);

See also Default arguments for virtual functions

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.)

F.52: Prefer capturing by reference in lambdas that will be used locally,


including passed to algorithms

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 Here, a large object (a network message) is passed to an iterative algorithm,


and is it not ef cient or correct to copy the message (which may not be copyable):
std::for_each(begin(sockets), end(sockets), [&message](auto& socket)
{
socket.send(message);
});

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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for (auto& b : bufs) { decorator.process(b); }


} // automatically blocks waiting for pipeline to finish

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.)

F.53: Avoid capturing by reference in lambdas that will be used


nonlocally, including returned, stored on the heap, or passed to
another thread

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;

// Want a reference to local.


// Note, that after program exits this scope,
// local no longer exists, therefore
// process() call will have undefined behavior!
thread_pool.queue_work([&]{ process(local); });

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)

F.55: Don’t use va_arg arguments

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"
}

sum(3, 2); // ok: 5


sum(3.14159, 2.71828); // ok: ~5.85987

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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C: Classes and class hierarchies


A class is a user-de ned type, for which a programmer can de ne the representation,
operations, and interfaces. Class hierarchies are used to organize related classes into
hierarchical structures.

Class rule summary:

C.1: Organize related data into structures ( struct s or class es)


C.2: Use class if the class has an invariant; use struct if the data members can
vary independently
C.3: Represent the distinction between an interface and an implementation using a
class
C.4: Make a function a member only if it needs direct access to the representation
of a class
C.5: Place helper functions in the same namespace as the class they support
C.7: Don’t de ne a class or enum and declare a variable of its type in the same
statement
C.8: Use class rather than struct if any member is non-public
C.9: Minimize exposure of members

Subsections:

C.concrete: Concrete types


C.ctor: Constructors, assignments, and destructors
C.con: Containers and other resource handles
C.lambdas: Function objects and lambdas
C.hier: Class hierarchies (OOP)
C.over: Overloading and overloaded operators
C.union: Unions

C.1: Organize related data into structures ( struct s or class es)

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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visibility of their members.

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:

de ne a class with private data as class


Prefer to place the interface rst in a class
minimize exposure of members
Avoid protected data

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Enforcement Look for struct s with all data private and class es with public members.

C.3: Represent the distinction between an interface and an


implementation using a class

Reason An explicit distinction between interface and implementation improves


readability and simpli es maintenance.

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);

int day() const;


Month month() const;
// ...
};

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 ???

C.4: Make a function a member only if it needs direct access to the


representation of a class

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 The language requires operators = , () , [] , and -> to be members.

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:
// ...
};

Exception Similarly, a set of functions may be designed to be used in a chain:


x.scale(0.5).rotate(45).set_color(Color::red);

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

class Time { /* ... */ };


class Date { /* ... */ };

// helper functions:
bool operator==(Date, Date);
Date next_weekday(Date);
// ...
}

Note This is especially important for overloaded operators.

Enforcement
Flag global functions taking argument types from a single namespace.

C.7: Don’t de ne a class or enum and declare a variable of its type in


the same statement

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.

C.8: Use class rather than struct if any member is non-public

Reason Readability. To make it clear that something is being hidden/abstracted. This is a


useful convention.

Example, bad
struct Date {
int d, m;

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Date(int i, Month m);


// ... lots of functions ...
private:
int y; // year
};

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.

Note Prefer to place the interface rst in a class, see NL.16.

Enforcement Flag classes declared with struct if there is a private or protected


member.

C.9: Minimize exposure of members

Reason Encapsulation. Information hiding. Minimize the chance of unintended access.


This simpli es maintenance.

Example
template<typename T, typename U>
struct pair {
T a;
U b;
// ...
};

Whatever we do in the // -part, an arbitrary user of a pair can arbitrarily and


independently change its a and b . In a large code base, we cannot easily nd which
code does what to the members of pair . This may be exactly what we want, but if we
want to enforce a relation among members, we need to make them private and
enforce that relation (invariant) through constructors and member functions. For
example:

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 ...
};

class Dir : public Foo {


//...
int mem(int x, int y)
{
/* ... do something ... */
return do_bar(x + y); // OK: derived class can bypass check
}
};

void user(Foo& x)
{
int r1 = x.bar(1); // OK, will check
int r2 = x.do_bar(2); // error: would bypass check
// ...
}

Note protected data is a bad idea.

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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C.concrete: Concrete types


One ideal for a class is to be a regular type. That means roughly “behaves like an int .”
A concrete type is the simplest kind of class. A value of regular type can be copied and
the result of a copy is an independent object with the same value as the original. If a
concrete type has both = and == , a = b should result in a == b being true .
Concrete classes without assignment and equality can be de ned, but they are (and
should be) rare. The C++ built-in types are regular, and so are standard-library classes,
such as string , vector , and map . Concrete types are also often referred to as value
types to distinguish them from types used as part of a hierarchy.

Concrete type rule summary:

C.10: Prefer concrete types over class hierarchies


C.11: Make concrete types regular

C.10: Prefer concrete types over class hierarchies

Reason A concrete type is fundamentally simpler than a hierarchy: easier to design,


easier to implement, easier to use, easier to reason about, smaller, and faster. You need a
reason (use cases) for using a hierarchy.

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

auto p21 = make_unique<Point2>(1, 2); // make an object on the free store


auto p22 = p21->clone(); // make 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 Concrete types can be stack-allocated and be members of other classes.

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 ???

C.11: Make concrete types regular

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;
};

bool operator==(const Bundle& a, const Bundle& b)


{
return a.name == b.name && a.vr == b.vr;
}

Bundle b1 { "my bundle", {r1, r2, r3}};


Bundle b2 = b1;
if (!(b1 == b2)) error("impossible!");
b2.name = "the other bundle";
if (b1 == b2) error("No!");

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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C.ctor: Constructors, assignments, and destructors


These functions control the lifecycle of objects: creation, copy, move, and destruction.
De ne constructors to guarantee and simplify initialization of classes.

These are default operations:

a default constructor: X()


a copy constructor: X(const X&)
a copy assignment: operator=(const X&)
a move constructor: X(X&&)
a move assignment: operator=(X&&)
a destructor: ~X()

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.

Set of default operations rules:

C.20: If you can avoid de ning any default operations, do


C.21: If you de ne or =delete any default operation, de ne or =delete them all
C.22: Make default operations consistent

Destructor rules:

C.30: De ne a destructor if a class needs an explicit action at object destruction


C.31: All resources acquired by a class must be released by the class’s destructor
C.32: If a class has a raw pointer ( T* ) or reference ( T& ), consider whether it might
be owning
C.33: If a class has an owning pointer member, de ne or =delete a destructor
C.35: A base class destructor should be either public and virtual, or protected and
nonvirtual
C.36: A destructor may not fail
C.37: Make destructors noexcept

Constructor rules:

C.40: De ne a constructor if a class has an invariant


C.41: A constructor should create a fully initialized object
C.42: If a constructor cannot construct a valid object, throw an exception
C.43: Ensure that a copyable (value type) class has a default constructor
C.44: Prefer default constructors to be simple and non-throwing

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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

Copy and move rules:

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

Other default operations rules:

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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C.defop: Default Operations


By default, the language supplies the default operations with their default semantics.
However, a programmer can disable or replace these defaults.

C.20: If you can avoid de ning default operations, do

Reason It’s the simplest and gives the cleanest semantics.

Example
struct Named_map {
public:
// ... no default operations declared ...
private:
string name;
map<int, int> rep;
};

Named_map nm; // default construct


Named_map nm2 {nm}; // copy construct

Since std::map and string have all the special functions, no further work is needed.

Note This is known as “the rule of zero”.

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 .

C.21: If you de ne or =delete any default operation, de ne or =dele


te them all

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.

Note If you want a default implementation of a default operation (while de ning


another), write =default to show you’re doing so intentionally for that function. If you
don’t want a default operation, suppress it with =delete .

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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AbstractBase& operator=(AbstractBase&&) = default;


};

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 Relying on an implicitly generated copy operation in a class with a destructor is


deprecated.

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.

C.22: Make default operations consistent

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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destructors do not provide a consistent view of resource management. Users will be


surprised if copy and move don’t re ect the way constructors and destructors work.

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).

C.30: De ne a destructor if a class needs an explicit action at object


destruction

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

The whole purpose of final_action is to get a piece of code (usually a lambda)


executed upon destruction.

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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class Foo { // bad; use the default destructor


public:
// ...
~Foo() { s = ""; i = 0; vi.clear(); } // clean up
private:
string s;
int i;
vector<int> vi;
};

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.

C.31: All resources acquired by a class must be released by the class’s


destructor

Reason Prevention of resource leaks, especially in error cases.

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 ...
};

X2 may leak a le handle.

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, /* ... */ };

Here p refers to pp but does not own it.

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).

C.32: If a class has a raw pointer ( T* ) or reference ( T& ), consider


whether it might be owning

Reason There is a lot of code that is non-speci c about ownership.

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.

C.33: If a class has an owning pointer member, de ne a destructor

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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void use(Smart_ptr<int> p1)


{
// error: p2.p leaked (if not nullptr and not owned by some other code)
auto p2 = p1;
}

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!
};

void use(Smart_ptr2<int> p1)


{
auto p2 = p1; // error: double deletion
}

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; }
};

void use(Smart_ptr3<int> p1)


{
auto p2 = p1; // OK: no double deletion
}

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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C.35: A base class destructor should be either public and virtual, or


protected and nonvirtual

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.

Discussion See this in the Discussion section.

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.

Note A destructor must be nonprivate or it will prevent using the type:


class X {
~X(); // private destructor
// ...
};

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.

C.36: A destructor may not fail

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).

Enforcement (Simple) A destructor should be declared noexcept if it could throw.

C.37: Make destructors noexcept

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.

Note A destructor (either user-de ned or compiler-generated) is implicitly declared noe


xcept (independently of what code is in its body) if all of the members of its class have
noexcept destructors. By explicitly marking destructors noexcept , an author guards
against the destructor becoming implicitly noexcept(false) through the addition or
modi cation of a class member.

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
};

So, if in doubt, declare a destructor noexcept.

Note Why not then declare all destructors noexcept? Because that would in many cases
– especially simple cases – be distracting clutter.

Enforcement (Simple) A destructor should be declared noexcept if it could throw.

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C.ctor: Constructors
A constructor de nes how an object is initialized (constructed).

C.40: De ne a constructor if a class has an invariant

Reason That’s what constructors are for.

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;
};

It is often a good idea to express the invariant as an Ensures on the constructor.

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
};

Rec2 r1 {"Foo", 7};


Rec2 r2 {"Bar"};

The Rec2 constructor is redundant. Also, the default for int would be better done as a
member initializer.

See also: construct valid object and constructor throws.

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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)

C.41: A constructor should create a fully initialized object

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
// ...
}

Compilers do not read comments.

Exception If a valid object cannot conveniently be constructed by a constructor, use a


factory function.

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”).

C.42: If a constructor cannot construct a valid object, throw an


exception
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Reason Leaving behind an invalid object is asking for trouble.

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 read(); // read from f


// ...
};

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;
// ...
}

bool is_valid() { return valid; }


void read(); // read from f
// ...
};

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.

Alternative If you feel tempted to use some “post-constructor initialization” or “two-


stage initialization” idiom, try not to do that. If you really have to, look at factory
functions.

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 ???

C.43: Ensure that a copyable (value type) class has a default


constructor

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);
// ...
};

vector<Date> vd1(1000); // default Date needed here


vector<Date> vd2(1000, Date{Month::October, 7, 1885}); // alternative

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The default constructor is only auto-generated if there is no user-declared constructor,


hence it’s impossible to initialize the vector vd1 in the example above. The absence of a
default value can cause surprises for users and complicate its use, so if one can be
reasonably de ned, it should be.

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

Beware that built-in types are not properly default constructed:

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:

// Shape is an abstract base class, not a copyable value type.


// It may or may not need a default constructor.
struct Shape {
virtual void draw() = 0;
virtual void rotate(int) = 0;
// =delete copy/move functions
// ...
};

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:

// std::lock_guard is not a copyable value type.


// It does not have a default constructor.
lock_guard g {mx}; // guard the mutex mx
lock_guard g2; // error: guarding nothing

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:

// std::ofstream is not a copyable value type.


// It does happen to have a default constructor
// that goes along with a special "not open" state.
ofstream out {"Foobar"};
// ...
out << log(time, transaction);

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.

However, it is preferable to have a default constructor default to a meaningful state such


as std::string s "" and std::vector s {} .
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Enforcement
Flag classes that are copyable by = without a default constructor
Flag classes that are comparable with == but not copyable

C.44: Prefer default constructors to be simple and non-throwing

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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C.45: Don’t de ne a default constructor that only initializes data


members; use in-class member initializers instead

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.

C.46: By default, declare single-argument constructors explicit

Reason To avoid unintended conversions.

Example, bad
class String {
// ...
public:
String(int); // BAD
// ...
};

String s = 10; // surprise: string of size 10

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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};

Complex z = 10.7; // unsurprising conversion

See also: Discussion of implicit conversions

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.

Enforcement (Simple) Single-argument constructors should be declared explicit .


Good single argument non- explicit constructors are rare in most code based. Warn
for all that are not on a “positive list”.

C.47: De ne and initialize member variables in the order of member


declaration

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
// ...
};

Foo x(1); // surprise: x.m1 == x.m2 == 2

Enforcement (Simple) A member initializer list should mention the members in the same
order they are declared.
See also: Discussion

C.48: Prefer in-class initializers to member initializers in constructors


for constant initializers

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
// ...
};

How would a maintainer know whether j was deliberately uninitialized (probably a


poor idea anyway) and whether it was intentional to give s the default value "" in one
case and qqq in another (almost certainly a bug)? The problem with j (forgetting to
initialize a member) often happens when a new member is added to an existing class.

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:

class X3 { // BAD: inexplicit, argument passing overhead


int i;
string s;
int j;
public:
X3(int ii = 666, const string& ss = "qqq", int jj = 0)
:i{ii}, s{ss}, j{jj} { } // all members are initialized to their defaults
// ...
};

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.

C.49: Prefer initialization to assignment in constructors

Reason An initialization explicitly states that initialization, rather than assignment, is


done and can be more elegant and ef cient. Prevents “use before set” errors.

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
// ...
};

class C { // UGLY, aka very bad


int* p;
public:
C() { cout << *p; p = new int{10}; } // accidental use before initialized
// ...
};

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
// ...
};

C.50: Use a factory function if you need “virtual behavior” during


initialization

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
// ...
}

virtual void f() = 0;

// ...
};

Example
class B {
protected:
B() { /* ... */ } // create an imperfectly initialized object

virtual void PostInitialize() // to be 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 shared objects
{
auto p = make_shared<T>();
p->PostInitialize();
return p;
}
};

class D : public B { /* ... */ }; // some derived class

shared_ptr<D> p = D::Create<D>(); // creating a D object

By making the constructor protected we avoid an incompletely constructed object


escaping into the wild. By providing the factory function Create() , we make
construction (on the free store) convenient.

Note Conventional factory functions allocate on the free store, rather than on the stack
or in an enclosing object.
See also: Discussion

C.51: Use delegating constructors to represent common actions for all


constructors of a class

Reason To avoid repetition and accidental differences.

Example, bad
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class Date { // BAD: repetitive


int d;
Month m;
int y;
public:
Date(int dd, Month mm, year yy)
:d{dd}, m{mm}, y{yy}
{ if (!valid(d, m, y)) throw Bad_date{}; }

Date(int dd, Month mm)


:d{dd}, m{mm} y{current_year()}
{ if (!valid(d, m, y)) throw Bad_date{}; }
// ...
};

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{}; }

Date2(int dd, Month mm)


:Date2{dd, mm, current_year()} {}
// ...
};

See also: If the “repeated action” is a simple initialization, consider an in-class member
initializer.

Enforcement (Moderate) Look for similar constructor bodies.

C.52: Use inheriting constructors to import constructors into a derived


class that does not need further explicit initialization

Reason If you need those constructors for a derived class, re-implementing them is
tedious and error-prone.

Example std::vector has a lot of tricky constructors, so if I want my own vector , I


don’t want to reimplement them:
class Rec {
// ... data and lots of nice constructors ...
};

class Oper : public Rec {


using Rec::Rec;
// ... no data members ...

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// ... lots of nice utility functions ...


};

Example, bad
struct Rec2 : public Rec {
int x;
using Rec::Rec;
};

Rec2 r {"foo", 7};


int val = r.x; // uninitialized

Enforcement Make sure that every member of the derived class is initialized.

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C.copy: Copy and move


Value types should generally be copyable, but interfaces in a class hierarchy should not.
Resource handles may or may not be copyable. Types can be de ned to move for logical
as well as performance reasons.

C.60: Make copy assignment non- virtual , take the parameter by co


nst& , and return by non- const&

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();

a = b; // assign lvalue: copy


a = f(); // assign rvalue: potentially move

Note The swap implementation technique offers the strong guarantee.

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;
};

Vector& Vector::operator=(const Vector& a)


{
if (a.sz > sz) {

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// ... use the swap technique, it can't be bettered ...


return *this
}
// ... copy sz elements from *a.elem to elem ...
if (a.sz < sz) {
// ... destroy the surplus elements in *this* and adjust size ...
}
return *this;
}

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.

C.61: A copy operation should copy

Reason That is the generally assumed semantics. After x = y , we should have x == y .


After a copy x and y can be independent objects (value semantics, the way non-pointer
built-in types and the standard-library types work) or refer to a shared object (pointer
semantics, the way pointers work).

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;
};

bool operator==(const X& a, const X& b)


{
return a.sz == b.sz && equal(a.p, a.p + a.sz, b.p, b.p + b.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;
};

bool operator==(const X2& a, const X2& b)


{
return a.sz == b.sz && a.p == b.p;
}

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.

Enforcement (Not enforceable)

C.62: Make copy assignment safe for self-assignment

Reason If x = x changes the value of x , people will be surprised and bad errors will
occur (often including leaks).

Example The standard-library containers handle self-assignment elegantly and


ef ciently:
std::vector<int> v = {3, 1, 4, 1, 5, 9};
v = v;
// the value of v is still {3, 1, 4, 1, 5, 9}

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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);
// ...
};

Foo& Foo::operator=(const Foo& a) // OK, but there is a cost


{
if (this == &a) return *this;
s = a.s;
i = a.i;
return *this;
}

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:

Foo& Foo::operator=(const Foo& a) // simpler, and probably much better


{
s = a.s;
i = a.i;
return *this;
}

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; ???

C.63: Make move assignment non- virtual , take the parameter by


&& , and return by non- const &

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Reason It is simple and ef cient.


See: The rule for copy-assignment.

Enforcement Equivalent to what is done for copy-assignment.


(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) A move assignment operator should (implicitly or explicitly) invoke all
base and member move assignment operators.

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.

C.65: Make move assignment safe for self-assignment

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);
// ...
};

Foo& Foo::operator=(Foo&& a) noexcept // OK, but there is a cost


{
if (this == &a) return *this; // this line is redundant
s = std::move(a.s);
i = a.i;
return *this;
}

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.

C.66: Make move operations noexcept

Reason A throwing move violates most people’s reasonably assumptions. A non-throwing


move will be used more ef ciently by standard-library and language facilities.

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;
};

These operations do not throw.

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.

Enforcement (Simple) A move operation should be marked noexcept .

C.67: A polymorphic class should suppress copying

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.other: Other default operation rules


In addition to the operations for which the language offer default implementations,
there are a few operations that are so foundational that it rules for their de nition are
needed: comparisons, swap , and hash .

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'; }

Tracer(const Tracer&) = default;


Tracer& operator=(const Tracer&) = default;
Tracer(Tracer&&) = default;
Tracer& operator=(Tracer&&) = default;
};

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'; }

Tracer2(const Tracer2& a) : message{a.message} {}


Tracer2& operator=(const Tracer2& a) { message = a.message; return *this; }
Tracer2(Tracer2&& a) :message{a.message} {}
Tracer2& operator=(Tracer2&& a) { message = a.message; return *this; }
};

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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C.81: Use =delete when you want to disable default behavior


(without wanting an alternative)

Reason In a few cases, a default operation is not desirable.

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
// ...
};

unique_ptr<int> make(); // make "something" and return it by moving

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
}

Note that deleted functions should be public.

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.

C.82: Don’t call virtual functions in constructors and destructors

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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
};

class Derived : public Base {


public:
void g() override; // provide Derived implementation
void h() final; // provide Derived implementation

Derived()
{
// BAD: attempt to call an unimplemented virtual function
f();

// BAD: will call Derived::g, not dispatch further virtually


g();

// GOOD: explicitly state intent to call only the visible version


Derived::g();

// ok, no qualification needed, h is final


h();
}
};

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.

C.83: For value-like types, consider providing a noexcept swap


function
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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.

void swap(Foo& a, Foo& b)


{
a.swap(b);
}

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 .

C.84: A swap function may not fail

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 .

C.85: Make swap 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 .

C.86: Make == symmetric with respect to operand types and noexcep


t

Reason Asymmetric treatment of operands is surprising and a source of errors where


conversions are possible. == is a fundamental operations and programmers should be
able to use it without fear of failure.

Example
struct X {
string name;
int number;
};

bool operator==(const X& a, const X& b) noexcept {


return a.name == b.name && a.number == b.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 >= .

C.87: Beware of == on base classes

Reason It is really hard to write a foolproof and useful == for a hierarchy.

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 >= .

C.89: Make a hash noexcept

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;

size_t operator() (const My_type & x) const


{
size_t xs = x.s.size();
if (xs < 4) throw Bad_My_type{}; // "Nobody expects the Spanish inquisition!"
return hash<size_t>()(x.s.size()) ^ trim(x.s);
}
};

int main()
{
unordered_map<My_type, int> m;
My_type mt{ "asdfg" };
m[mt] = 7;
cout << m[My_type{ "asdfg" }] << '\n';
}

If you have to de ne a hash specialization, try simply to let it combine standard-library


hash specializations with ^ (xor). That tends to work better than “cleverness” for non-
specialists.

Enforcement
Flag throwing hash es.

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C.con: Containers and other resource handles


A container is an object holding a sequence of objects of some type; std::vector is
the archetypical container. A resource handle is a class that owns a resource; std::vec
tor is the typical resource handle; its resource is its sequence of elements.

Summary of container rules:

C.100: Follow the STL when de ning a container


C.101: Give a container value semantics
C.102: Give a container move operations
C.103: Give a container an initializer list constructor
C.104: Give a container a default constructor that sets it to empty
???
C.109: If a resource handle has pointer semantics, provide * and ->

See also: Resources

C.100: Follow the STL when de ning a container

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;

Sorted_vector(const std::vector<T>& v); // store and sort


Sorted_vector(std::vector<T>&& v); // sort and "steal representation"

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const T& operator[](int i) const { return rep[i]; }


// no non-const direct access to preserve order

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)

// ... cbegin(), cend() ...


private:
std::vector<T> rep; // use a std::vector to hold elements
};

template<typename T> bool operator==(const Sorted_vector<T>&, const Sorted_vector<T>&);


template<typename T> bool operator!=(const Sorted_vector<T>&, const Sorted_vector<T>&);
// ...

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 ???

C.101: Give a container value semantics

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 ???

C.102: Give a container move operations

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;
}

A user can reasonably assume that returning a standard-like container is cheap.

Enforcement ???

C.103: Give a container an initializer list constructor

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 ???

C.104: Give a container a default constructor that sets it to empty

Reason To make it Regular .

Example
vector<Sorted_sequence<string>> vs(100); // 100 Sorted_sequences each with the value ""

Enforcement ???

C.109: If a resource handle has pointer semantics, provide * and ->

Reason That’s what is expected from pointers. Familiarity.

Example
???

Enforcement ???

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C.lambdas: Function objects and lambdas


A function object is an object supplying an overloaded () so that you can call it. A
lambda expression (colloquially often shortened to “a lambda”) is a notation for
generating a function object. Function objects should be cheap to copy (and therefore
passed by value).

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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C.hier: Class hierarchies (OOP)


A class hierarchy is constructed to represent a set of hierarchically organized concepts
(only). Typically base classes act as interfaces. There are two major uses for hierarchies,
often named implementation inheritance and interface inheritance.

Class hierarchy rule summary:

C.120: Use class hierarchies to represent concepts with inherent hierarchical


structure (only)
C.121: If a base class is used as an interface, make it a pure abstract class
C.122: Use abstract classes as interfaces when complete separation of interface
and implementation is needed

Designing rules for classes in a hierarchy summary:

C.126: An abstract class typically doesn’t need a constructor


C.127: A class with a virtual function should have a virtual or protected destructor
C.128: Virtual functions should specify exactly one of virtual , override , or fi
nal
C.129: When designing a class hierarchy, distinguish between implementation
inheritance and interface inheritance
C.130: For making deep copies of polymorphic classes prefer a virtual clone
function instead of copy construction/assignment
C.131: Avoid trivial getters and setters
C.132: Don’t make a function virtual without reason
C.133: Avoid protected data
C.134: Ensure all non- const data members have the same access level
C.135: Use multiple inheritance to represent multiple distinct interfaces
C.136: Use multiple inheritance to represent the union of implementation
attributes
C.137: Use virtual bases to avoid overly general base classes
C.138: Create an overload set for a derived class and its bases with using
C.139: Use final sparingly
C.140: Do not provide different default arguments for a virtual function and an
overrider

Accessing objects in a hierarchy rule summary:

C.145: Access polymorphic objects through pointers and references


C.146: Use dynamic_cast where class hierarchy navigation is unavoidable
C.147: Use dynamic_cast to a reference type when failure to nd the required
class is considered an error
C.148: Use dynamic_cast to a pointer type when failure to nd the required class
is considered a valid alternative
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C.149: Use unique_ptr or shared_ptr to avoid forgetting to delete objects


created using new
C.150: Use make_unique() to construct objects owned by unique_ptr s
C.151: Use make_shared() to construct objects owned by shared_ptr s
C.152: Never assign a pointer to an array of derived class objects to a pointer to its
base
C.153: Prefer virtual function to casting

C.120: Use class hierarchies to represent concepts with inherent


hierarchical structure (only)

Reason Direct representation of ideas in code eases comprehension and maintenance.


Make sure the idea represented in the base class exactly matches all derived types and
there is not a better way to express it than using the tight coupling of inheritance.
Do not use inheritance when simply having a data member will do. Usually this means
that the derived type needs to override a base virtual function or needs access to a
protected member.

Example
class DrawableUIElement {
public:
virtual void render() const = 0;
// ...
};

class AbstractButton : public DrawableUIElement {


public:
virtual void onClick() = 0;
// ...
};

class PushButton : public AbstractButton {


virtual void render() const override;
virtual void onClick() override;
// ...
};

class Checkbox : public AbstractButton {


// ...
};

Example, bad Do not represent non-hierarchical domain concepts as class hierarchies.


template<typename T>
class Container {
public:
// list operations:
virtual T& get() = 0;
virtual void put(T&) = 0;
virtual void insert(Position) = 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 .

C.121: If a base class is used as an interface, make it a pure abstract


class

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
};

class Derived : public Goof {


string s;
// ...
};

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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.

C.122: Use abstract classes as interfaces when complete separation of


interface and implementation is needed

Reason Such as on an ABI (link) boundary.

Example
struct Device {
virtual ~Device() = default;
virtual void write(span<const char> outbuf) = 0;
virtual void read(span<char> inbuf) = 0;
};

class D1 : public Device {


// ... data ...

void write(span<const char> outbuf) override;


void read(span<char> inbuf) override;
};

class D2 : public Device {


// ... different data ...

void write(span<const char> outbuf) override;


void read(span<char> inbuf) override;
};

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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C.hierclass: Designing classes in a hierarchy:

C.126: An abstract class typically doesn’t need a constructor

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.

Enforcement Flag abstract classes with constructors.

C.127: A class with a virtual function should have a virtual or protected


destructor

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 ...
};

// bad: derived from a class without a virtual destructor


struct D : B {
string s {"default"};
};

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.

C.128: Virtual functions should specify exactly one of virtual , over


ride , or final

Reason Readability. Detection of mistakes. Writing explicit virtual , override , or fin


al is self-documenting and enables the compiler to catch mismatch of types and/or
names between base and derived classes. However, writing more than one of these three
is both redundant and a potential source of errors.
It’s simple and clear:

virtual means exactly and only “this is a new virtual function.”


override means exactly and only “this is a non- nal overrider.”
final means exactly and only “this is a nal overrider.”

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 .

C.129: When designing a class hierarchy, distinguish between


implementation inheritance and interface inheritance

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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without affecting the users of base classes.


implementation inheritance is the use of inheritance to simplify implementation of
new facilities by making useful operations available for implementers of related
new operations (sometimes called “programming by difference”).

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.

The importance of keeping the two kinds of inheritance increases

with the size of a hierarchy (e.g., dozens of derived classes),


with the length of time the hierarchy is used (e.g., decades), and
with the number of distinct organizations in which a hierarchy is used (e.g., it can
be dif cult to distribute an update to a base class)

Example, bad
class Shape { // BAD, mixed interface and implementation
public:
Shape();
Shape(Point ce = {0, 0}, Color co = none): cent{ce}, col {co} { /* ... */}

Point center() const { return cent; }


Color color() const { return col; }

virtual void rotate(int) = 0;


virtual void move(Point p) { cent = p; redraw(); }

virtual void redraw();

// ...
private:
Point cent;
Color col;
};

class Circle : public Shape {


public:
Circle(Point c, int r) :Shape{c}, rad{r} { /* ... */ }

// ...
private:
int rad;
};

class Triangle : public Shape {


public:
Triangle(Point p1, Point p2, Point p3); // calculate center
// ...
};

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.

The implementation of Shape::move() is an example of implementation inheritance:


we have de ned move() once and for all for all derived classes. The more code there is
in such base class member function implementations and the more data is shared by
placing it in the base, the more bene ts we gain - and the less stable the hierarchy is.

Example This Shape hierarchy can be rewritten using interface inheritance:


class Shape { // pure interface
public:
virtual Point center() const = 0;
virtual Color color() const = 0;

virtual void rotate(int) = 0;


virtual void move(Point p) = 0;

virtual void redraw() = 0;

// ...
};

Note that a pure interface rarely have constructors: there is nothing to construct.

class Circle : public Shape {


public:
Circle(Point c, int r, Color c) :cent{c}, rad{r}, col{c} { /* ... */ }

Point center() const override { return cent; }


Color color() const override { return col; }

// ...
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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ways of implementing the idea of dual hierarchies; here, we use a multiple-inheritance


variant.
First we devise a hierarchy of interface classes:

class Shape { // pure interface


public:
virtual Point center() const = 0;
virtual Color color() const = 0;

virtual void rotate(int) = 0;


virtual void move(Point p) = 0;

virtual void redraw() = 0;

// ...
};

class Circle : public virtual Shape { // pure interface


public:
virtual int radius() = 0;
// ...
};

To make this interface useful, we must provide its implementation classes (here, named
equivalently, but in the Impl namespace):

class Impl::Shape : public virtual ::Shape { // implementation


public:
// constructors, destructor
// ...
Point center() const override { /* ... */ }
Color color() const override { /* ... */ }

void rotate(int) override { /* ... */ }


void move(Point p) override { /* ... */ }

void redraw() override { /* ... */ }

// ...
};

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.

class Impl::Circle : public virtual ::Circle, public Impl::Shape { // implementation


public:
// constructors, destructor

int radius() override { /* ... */ }


// ...
};

And we could extend the hierarchies by adding a Smiley class (:-)):

class Smiley : public virtual Circle { // pure interface


public:
// ...
};

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class Impl::Smiley : public virtual ::Smiley, public Impl::Circle { // implementation


public:
// constructors, destructor
// ...
}

There are now two hierarchies:

interface: Smiley -> Circle -> Shape


implementation: Impl::Smiley -> Impl::Circle -> Impl::Shape

Since each implementation is derived from its interface as well as its implementation
base class we get a lattice (DAG):

Smiley -> Circle -> Shape


^ ^ ^
| | |
Impl::Smiley -> Impl::Circle -> Impl::Shape

As mentioned, this is just one way to construct a dual hierarchy.

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.

Note There is often a choice between offering common functionality as (implemented)


base class functions and free-standing functions (in an implementation namespace).
Base classes gives a shorter notation and easier access to shared data (in the base) at
the cost of the functionality being available only to users of the hierarchy.

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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???

C.130: For making deep copies of polymorphic classes prefer a virtual


clone function instead of copy construction/assignment

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;

B(const B&) = delete;


B& operator=(const B&) = delete;
};

class D : public B {
public:
owner<D*> clone() override;
virtual ~D() override;
};

Generally, it is recommended to use smart pointers to represent ownership (see R.20).


However, because of language rules, the covariant return type cannot be a smart pointer:
D::clone can’t return a unique_ptr<D> while B::clone returns unique_ptr<B> .
Therefore, you either need to consistently return unique_ptr<B> in all overrides, or
use owner<> utility from the Guidelines Support Library.

C.131: Avoid trivial getters and setters

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.

C.132: Don’t make a function virtual without reason

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
};

This kind of “vector” isn’t meant to be used as a base class at all.

Enforcement
Flag a class with virtual functions but no derived classes.
Flag a class where all member functions are virtual and have implementations.

C.133: Avoid protected data

Reason protected data is a source of complexity and errors. protected data


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complicates the statement of invariants. protected data inherently violates the


guidance against putting data in base classes, which usually leads to having to deal with
virtual inheritance as well.

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.

Note Protected member function can be just ne.

Enforcement Flag classes with protected data.

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.

Data members in category B should be private or const . This is because


encapsulation is important. To make them non- private and non- const would mean
that the object can’t control its own state: An unbounded amount of code beyond the
class would need to know about the invariant and participate in maintaining it
accurately – if these data members were public , that would be all calling code that
uses the object; if they were protected , it would be all the code in current and future
derived classes. This leads to brittle and tightly coupled code that quickly becomes a
nightmare to maintain. Any code that inadvertently sets the data members to an invalid
or unexpected combination of values would corrupt the object and all subsequent uses
of the object.

Most classes are either all A or all B:

All public: If you’re writing an aggregate bundle-of-variables without an invariant


across those variables, then all the variables should be public . By convention,
declare such classes struct rather than class
All private: If you’re writing a type that maintains an invariant, then all the non- co
nst variables should be private – it should be encapsulated.

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.

C.135: Use multiple inheritance to represent multiple distinct


interfaces

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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.

Note Such interfaces are typically abstract classes.

Enforcement ???

C.136: Use multiple inheritance to represent the union of


implementation attributes

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.

Example Sometimes, an “implementation attribute” is more like a “mixin” that determine


the behavior of an implementation and inject members to enable the implementation of
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the policies it requires. For example, see std::enable_shared_from_this or various


bases from boost.intrusive (e.g. list_base_hook or intrusive_ref_counter ).

Enforcement ???

C.137: Use virtual bases to avoid overly general base classes

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 ...
};

class Utility { // with data


void utility1();
virtual void utility2(); // customization point
public:
int x;
int y;
};

class Derive1 : public Interface, virtual protected Utility {


// override Interface functions
// Maybe override Utility virtual functions
// ...
};

class Derive2 : public Interface, virtual protected Utility {


// override Interface functions
// Maybe override Utility virtual functions
// ...
};

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.

Note Often, linearization of a hierarchy is a better solution.

Enforcement Flag mixed interface and implementation hierarchies.

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,

template <class... Ts>


struct Overloader : Ts... {
using Ts::operator()...; // exposes operator() from every base
};

Enforcement Diagnose name hiding

C.139: Use final sparingly

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 { /* ... */ };

// nobody will ever want to improve My_widget (or so you thought)


class My_widget final : public Widget { /* ... */ };

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class My_improved_widget : public My_widget { /* ... */ }; // error: can't do that

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.

Note Claims of performance improvements from final should be substantiated. Too


often, such claims are based on conjecture or experience with other languages.
There are examples where final can be important for both logical and performance
reasons. One example is a performance-critical AST hierarchy in a compiler or language
analysis tool. New derived classes are not added every year and only by library
implementers. However, misuses are (or at least have been) far more common.

Enforcement Flag uses of final .

C.140: Do not provide different default arguments for a virtual


function and an overrider

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;
};

class Derived : public Base {


public:
int multiply(int value, int factor = 10) override;
};

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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C.hier-access: Accessing objects in a hierarchy

C.145: Access polymorphic objects through pointers and references

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
}

Both d s are sliced.

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
}

Enforcement Flag all slicing.

C.146: Use dynamic_cast where class hierarchy navigation is


unavoidable

Reason dynamic_cast is checked at run time.

Example
struct B { // an interface
virtual void f();
virtual void g();
};

struct D : B { // a wider interface

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void f() override;


virtual void h();
};

void user(B* pb)


{
if (D* pd = dynamic_cast<D*>(pb)) {
// ... use D's interface ...
}
else {
// ... make do with B's interface ...
}
}

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 user2(B* pb) // bad


{
D* pd = static_cast<D*>(pb); // I know that pb really points to a D; trust me
// ... use D's interface ...
}

void user3(B* pb) // unsafe


{
if (some_condition) {
D* pd = static_cast<D*>(pb); // I know that pb really points to a D; trust me
// ... use D's interface ...
}
else {
// ... make do with B's interface ...
}
}

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;

cout << pb1->id(); // "B"


cout << pb2->id(); // "D"

if (pb1->id() == "D") { // looks innocent


D* pd = static_cast<D*>(pb1);
// ...
}
// ...
}

The result of pb2->id() == "D" is actually implementation de ned. We added it to


warn of the dangers of home-brew RTTI. This code may work as expected for years, just
to fail on a new machine, new compiler, or a new linker that does not unify character
literals.

If you implement your own RTTI, be careful.

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.

C.147: Use dynamic_cast to a reference type when failure to nd the


required class is considered an error

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 ???

C.148: Use dynamic_cast to a pointer type when failure to nd the


required class is considered a valid alternative

Reason The dynamic_cast conversion allows to test whether a pointer is pointing at a


polymorphic object that has a given class in its hierarchy. Since failure to nd the class
merely returns a null value, it can be tested during run time. This allows writing code
that can choose alternative paths depending on the results.
Contrast with C.147, where failure is an error, and should not be used for conditional
execution.

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

if (auto even = dynamic_cast<Even_sided*>(item))


{
view_of_evens.emplace_back(even);
}

if (auto trisym = dynamic_cast<Trilaterally_symmetrical*>(item))


{
view_of_trisyms.emplace_back(trisym);
}
}

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.

C.149: Use unique_ptr or shared_ptr to avoid forgetting to dele


te objects created using new

Reason Avoid resource leaks.

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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C.150: Use make_unique() to construct objects owned by unique_p


tr s

Reason make_unique gives a more concise statement of the construction. It also


ensures exception safety in complex expressions.

Example
unique_ptr<Foo> p {new<Foo>{7}}; // OK: but repetitive

auto q = make_unique<Foo>(7); // Better: no repetition of Foo

// 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());

// Exception-safe: calls to functions are never interleaved.


f(make_unique<Foo>(), bar());

Enforcement
Flag the repetitive usage of template specialization list <Foo>
Flag variables declared to be unique_ptr<Foo>

C.151: Use make_shared() to construct objects owned by shared_p


tr s

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}};

auto q = make_shared<Bar>(7); // Better: no repetition of Bar; one object


}

Enforcement
Flag the repetitive usage of template specialization list <Bar>
Flag variables declared to be shared_ptr<Bar>

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C.152: Never assign a pointer to an array of derived class objects to a


pointer to its base

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*);

D a[] = {{1, 2}, {3, 4}, {5, 6}};


B* p = a; // bad: a decays to &a[0] which is converted to a B*
p[1].x = 7; // overwrite D[0].y

use(a); // bad: a decays to &a[0] which is converted to a 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

C.153: Prefer virtual function to casting

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
???

Enforcement See C.146 and ???

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C.over: Overloading and overloaded operators


You can overload ordinary functions, template functions, and operators. You cannot
overload function objects.

Overload rule summary:

C.160: De ne operators primarily to mimic conventional usage


C.161: Use nonmember functions for symmetric operators
C.162: Overload operations that are roughly equivalent
C.163: Overload only for operations that are roughly equivalent
C.164: Avoid implicit conversion operators
C.165: Use using for customization points
C.166: Overload unary & only as part of a system of smart pointers and references
C.167: Use an operator for an operation with its conventional meaning
C.168: De ne overloaded operators in the namespace of their operands
C.170: If you feel like overloading a lambda, use a generic lambda

C.160: De ne operators primarily to mimic conventional usage

Reason Minimize surprises.

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
// ...
};

Here, the conventional semantics is maintained: Copies compare equal.

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.

Enforcement Possibly impossible.

C.161: Use nonmember functions for symmetric operators

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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; }

Enforcement Flag member operator functions.

C.162: Overload operations that are roughly equivalent

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). Conversely:

void print_int(int a);


void print_based(int a, int base);
void print_string(const string&);

These three functions all print their arguments (appropriately). Adding to the name just
introduced verbosity and inhibits generic code.

Enforcement ???

C.163: Overload only for operations that are roughly equivalent

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:

void open(Gate& g); // remove obstacle from garage exit lane


void open(const char* name, const char* mode ="r"); // open file

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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 ???

C.164: Avoid implicit conversion operators

Reason Implicit conversions can be essential (e.g., double to int ) but often cause
surprises (e.g., String to C-style string).

Note Prefer explicitly named conversions until a serious need is demonstrated. By


“serious need” we mean a reason that is fundamental in the application domain (such as
an integer to complex number conversion) and frequently needed. Do not introduce
implicit conversions (through conversion operators or non- explicit constructors) just
to gain a minor convenience.

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(); }
};

void f(S1 s1, S2 s2)


{
char* x1 = s1; // OK, but can cause surprises in many contexts
char* x2 = s2; // error (and that's usually a good thing)
char* x3 = static_cast<char*>(s2); // we can be explicit (on your head be it)
}

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.

Enforcement Flag all conversion operators.

C.165: Use using for customization points

Reason To nd function objects and functions de ned in a separate namespace to


“customize” a common function.

Example Consider swap . It is a general (standard-library) function with a de nition that


will work for just about any type. However, it is desirable to de ne speci c swap() s for
speci c types. For example, the general swap() will copy the elements of two vector s
being swapped, whereas a good speci c implementation will not copy elements at all.
namespace N {
My_type X { /* ... */ };
void swap(X&, X&); // optimized swap for N::X
// ...
}

void f1(N::X& a, N::X& b)


{
std::swap(a, b); // probably not what we wanted: calls std::swap()
}

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?

void f2(N::X& a, N::X& b)


{
swap(a, b); // calls N::swap
}

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:

void f3(N::X& a, N::X& b)


{
using std::swap; // make std::swap available
swap(a, b); // calls N::swap if it exists, otherwise std::swap
}

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.

C.167: Use an operator for an operation with its conventional


meaning

Reason Readability. Convention. Reusability. Support for generic code

Example
void cout_my_class(const My_class& c) // confusing, not conventional,not generic
{
std::cout << /* class members here */;
}

std::ostream& operator<<(std::ostream& os, const my_class& c) // OK


{
return os << /* 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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My_class var { /* ... */ };


// ...
cout << "var = " << var << '\n';

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.

Enforcement Tricky. Requires semantic insight.

C.168: De ne overloaded operators in the namespace of their


operands

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);

This is what a default == would do, if we had such defaults.

Example
namespace N {
struct S { };
bool operator==(S, S); // OK: in the same namespace as S, and even next to S
}

N::S s;

bool x = (s == s); // finds N::operator==() by ADL

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&);

This may be something best avoided.

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

C.170: If you feel like overloading a lambda, use a generic lambda

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

auto g = [](int) { /* ... */ };


auto g = [](double) { /* ... */ }; // error: cannot overload variables

auto h = [](auto) { /* ... */ }; // OK

Enforcement The compiler catches the attempt to overload a lambda.

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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.

Union rule summary:

C.180: Use union s to save Memory


C.181: Avoid “naked” union s
C.182: Use anonymous union s to implement tagged unions
C.183: Don’t use a union for type punning
???

C.180: Use union s to save memory

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;
};

Value v = { 123 }; // now v holds an int


cout << v.x << '\n'; // write 123
v.d = 987.654; // now v holds a double
cout << v.d << '\n'; // write 987.654

But heed the warning: Avoid “naked” union s

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;
}

const char* get_str() const


{
return (size < buffer_size) ? string_buffer : 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];
};

const size_t size;


};

Enforcement ???

C.181: Avoid “naked” union s

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

So far, so good, but we can easily misuse the union :

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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And, talking about “invisible”, this code produced no output:

v.x = 123;
cout << v.d << '\n'; // BAD: undefined behavior

Alternative Wrap a union in a class together with a type eld.


The C++17 variant type (found in <variant> ) does that for you:

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 ???

C.182: Use anonymous union s to implement tagged unions

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.

class Value { // two alternative representations represented as a union


private:
enum class Tag { number, text };
Tag type; // discriminant

union { // representation (note: anonymous union)


int i;
string s; // string has default constructor, copy operations, and destructor
};
public:
struct Bad_entry { }; // used for exceptions

~Value();
Value& operator=(const Value&); // necessary because of the string variant
Value(const Value&);
// ...
int number() const;
string text() const;

void set_number(int n);


void set_text(const string&);
// ...
};

int Value::number() const

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{
if (type != Tag::number) throw Bad_entry{};
return i;
}

string Value::text() const


{
if (type != Tag::text) throw Bad_entry{};
return s;
}

void Value::set_number(int n)
{
if (type == Tag::text) {
s.~string(); // explicitly destroy string
type = Tag::number;
}
i = n;
}

void Value::set_text(const string& ss)


{
if (type == Tag::text)
s = ss;
else {
new(&s) string{ss}; // placement new: explicitly construct string
type = Tag::text;
}
}

Value& Value::operator=(const Value& e) // necessary because of the string variant


{
if (type == Tag::text && e.type == Tag::text) {
s = e.s; // usual string assignment
return *this;
}

if (type == Tag::text) s.~string(); // explicit destroy

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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C.183: Don’t use a union for type punning

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)];
};

The idea of Pun is to be able to look at the character representation of an int .

void bad(Pun& u)
{
u.x = 'x';
cout << u.c[0] << '\n'; // undefined behavior
}

If you wanted to see the bytes of an int , use a (named) cast:

void if_you_must_pun(int& x)
{
auto p = reinterpret_cast<unsigned char*>(&x);
cout << p[0] << '\n'; // OK; better
// ...
}

Accessing the result of an reinterpret_cast to a different type from the objects


declared type is de ned behavior (even though reinterpret_cast is discouraged), but
at least we can see that something tricky is going on.

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.

Enumeration rule summary:

Enum.1: Prefer enumerations over macros


Enum.2: Use enumerations to represent sets of related named constants
Enum.3: Prefer enum class es over “plain” enum s
Enum.4: De ne operations on enumerations for safe and simple use
Enum.5: Don’t use ALL_CAPS for enumerators
Enum.6: Avoid unnamed enumerations
Enum.7: Specify the underlying type of an enumeration only when necessary
Enum.8: Specify enumerator values only when necessary

Enum.1: Prefer enumerations over macros

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.

Example First some bad old code:


// webcolors.h (third party header)
#define RED 0xFF0000
#define GREEN 0x00FF00
#define BLUE 0x0000FF

// productinfo.h
// The following define product subtypes based on color
#define RED 0
#define PURPLE 1
#define BLUE 2

int webby = BLUE; // webby == 2; probably not what was desired

Instead use an enum :

enum class Web_color { red = 0xFF0000, green = 0x00FF00, blue = 0x0000FF };


enum class Product_info { red = 0, purple = 1, blue = 2 };

int webby = blue; // error: be specific


Web_color webby = Web_color::blue;

We used an enum class to avoid name clashes.

Enforcement Flag macros that de ne integer values.

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Enum.2: Use enumerations to represent sets of related named


constants

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 };

void print(Product_info inf)


{
switch (inf) {
case Product_info::red: cout << "red"; break;
case Product_info::purple: cout << "purple"; break;
}
}

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 .

Enum.3: Prefer class enums over “plain” enums

Reason To minimize surprises: traditional enums convert to int too readily.

Example
void Print_color(int color);

enum Web_color { red = 0xFF0000, green = 0x00FF00, blue = 0x0000FF };


enum Product_info { Red = 0, Purple = 1, Blue = 2 };

Web_color webby = Web_color::blue;

// Clearly at least one of these calls is buggy.


Print_color(webby);
Print_color(Product_info::Blue);

Instead use an enum class :

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void Print_color(int color);

enum class Web_color { red = 0xFF0000, green = 0x00FF00, blue = 0x0000FF };


enum class Product_info { red = 0, purple = 1, blue = 2 };

Web_color webby = Web_color::blue;


Print_color(webby); // Error: cannot convert Web_color to int.
Print_color(Product_info::Red); // Error: cannot convert Product_info to int.

Enforcement (Simple) Warn on any non-class enum de nition.

Enum.4: De ne operations on enumerations for safe and simple use

Reason Convenience of use and avoidance of errors.

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 today = Day::sat;


Day tomorrow = ++today;

The use of a static_cast is not pretty, but

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.

Enforcement Flag repeated expressions cast back into an enumeration.

Enum.5: Don’t use ALL_CAPS for enumerators

Reason Avoid clashes with macros.

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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enum class Product_info { RED, PURPLE, BLUE }; // syntax error

Enforcement Flag ALL_CAPS enumerators.

Enum.6: Avoid unnamed enumerations

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.

Alternative Use constexpr values instead. For example:


constexpr int red = 0xFF0000;
constexpr short scale = 4;
constexpr bool is_signed = true;

Enforcement Flag unnamed enumerations.

Enum.7: Specify the underlying type of an enumeration only when


necessary

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

enum class Web_color : int32_t { red = 0xFF0000,


green = 0x00FF00,
blue = 0x0000FF }; // underlying type is redundant

Note Specifying the underlying type is necessary in forward declarations of


enumerations:
enum Flags : char;

void f(Flags);

// ....

enum flags : char { /* ... */ };

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Enforcement ????

Enum.8: Specify enumerator values only when necessary

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.

Resource management rule summary:

R.1: Manage resources automatically using resource handles and RAII


(Resource Acquisition Is Initialization)
R.2: In interfaces, use raw pointers to denote individual objects (only)
R.3: A raw pointer (a T* ) is non-owning
R.4: A raw reference (a T& ) is non-owning
R.5: Prefer scoped objects, don’t heap-allocate unnecessarily
R.6: Avoid non- const global variables

Allocation and deallocation rule summary:

R.10: Avoid malloc() and free()


R.11: Avoid calling new and delete explicitly
R.12: Immediately give the result of an explicit resource allocation to a
manager object
R.13: Perform at most one explicit resource allocation in a single expression
statement
R.14: Avoid [] parameters, prefer span
R.15: Always overload matched allocation/deallocation pairs

Smart pointer rule summary:

R.20: Use unique_ptr or shared_ptr to represent ownership


R.21: Prefer unique_ptr over shared_ptr unless you need to share
ownership
R.22: Use make_shared() to make shared_ptr s
R.23: Use make_unique() to make unique_ptr s
R.24: Use std::weak_ptr to break cycles of shared_ptr s
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R.30: Take smart pointers as parameters only to explicitly express lifetime


semantics
R.31: If you have non- std smart pointers, follow the basic pattern from std
R.32: Take a unique_ptr<widget> parameter to express that a function
assumes ownership of a widget
R.33: Take a unique_ptr<widget>& parameter to express that a function
reseats the widget
R.34: Take a shared_ptr<widget> parameter to express that a function is
part owner
R.35: Take a shared_ptr<widget>& parameter to express that a function
might reseat the shared pointer
R.36: Take a const shared_ptr<widget>& parameter to express that it
might retain a reference count to the object ???
R.37: Do not pass a pointer or reference obtained from an aliased smart
pointer

R.1: Manage resources automatically using resource handles and RAII


(Resource Acquisition Is Initialization)

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.

Example, bad Consider:


void send(X* x, cstring_span destination)
{
auto port = open_port(destination);
my_mutex.lock();
// ...
send(port, x);
// ...
my_mutex.unlock();
close_port(port);
delete x;
}

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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Port port{destination}; // port owns the PortHandle


lock_guard<mutex> guard{my_mutex}; // guard owns the lock
// ...
send(port, x);
// ...
} // automatically unlocks my_mutex and deletes the pointer in x

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.

What is Port ? A handy wrapper that encapsulates the resource:

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;
};

Note Where a resource is “ill-behaved” in that it isn’t represented as a class with a


destructor, wrap it in a class or use finally
See also: RAII

R.2: In interfaces, use raw pointers to denote individual objects (only)

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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Exception C-style strings are passed as single pointers to a zero-terminated sequence of


characters. Use zstring rather than char* to indicate that you rely on that
convention.

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

R.3: A raw pointer (a T* ) is non-owning

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
};

We can x that problem by making ownership explicit:

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.

Example, bad Returning a (raw) pointer imposes a lifetime management uncertainty on


the caller; that is, who deletes the pointed-to object?
Gadget* make_gadget(int n)
{
auto p = new Gadget{n};
// ...
return p;
}

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 This rule applies to factory functions.

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.

R.4: A raw reference (a T& ) is non-owning

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
}

See also: The raw pointer rule

Enforcement See the raw pointer rule

R.5: Prefer scoped objects, don’t heap-allocate unnecessarily

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;
}

Instead, use a local variable:

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.

R.6: Avoid non- const global variables

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 A global object is often better than a singleton.

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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R.alloc: Allocation and deallocation

R.10: Avoid malloc() and free()

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)));

auto p2 = new Record;

// unless an exception is thrown, *p2 is default initialized


auto p3 = new(nothrow) Record;
// p3 may be nullptr; if not, *p3 is default initialized

// ...

delete p1; // error: cannot delete object allocated by malloc()


free(p2); // error: cannot free() object allocated by new
}

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 .

Enforcement Flag explicit use of malloc and free .

R.11: Avoid calling new and delete explicitly

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.

R.12: Immediately give the result of an explicit resource allocation to a


manager object

Reason If you don’t, an exception or a return may lead to a leak.

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
// ...
}

The allocation of buf may fail and leak the le handle.

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?)

R.13: Perform at most one explicit resource allocation in a single


expression statement

Reason If you perform two explicit resource allocations in one statement, you could leak

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resources because the order of evaluation of many subexpressions, including function


arguments, is unspeci ed.

Example
void fun(shared_ptr<Widget> sp1, shared_ptr<Widget> sp2);

This fun can be called like this:

// BAD: potential leak


fun(shared_ptr<Widget>(new Widget(a, b)), shared_ptr<Widget>(new Widget(c, d)));

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:

shared_ptr<Widget> sp1(new Widget(a, b)); // Better, but messy


fun(sp1, new Widget(c, d));

The best solution is to avoid explicit allocation entirely use factory functions that return
owning objects:

fun(make_shared<Widget>(a, b), make_shared<Widget>(c, d)); // Best

Write your own factory wrapper if there is not one already.

Enforcement
Flag expressions with multiple explicit resource allocations (problem: how many
direct resource allocations can we recognize?)

R.14: Avoid [] parameters, prefer span

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

void f(int*); // not recommended for multiple objects


// (a pointer should point to a single object, do not subscript)

void f(gsl::span<int>); // good, recommended

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Enforcement Flag [] parameters. Use span instead.

R.15: Always overload matched allocation/deallocation pairs

Reason Otherwise you get mismatched operations and chaos.

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.

Enforcement Flag incomplete pairs.

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R.smart: Smart pointers

R.20: Use unique_ptr or shared_ptr to represent ownership

Reason They can prevent resource leaks.

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"
}

This will leak the object used to initialize p1 (only).

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.

R.21: Prefer unique_ptr over shared_ptr unless you need to share


ownership

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).

Example, bad This needlessly adds and maintains a reference count.


void f()
{
shared_ptr<Base> base = make_shared<Derived>();
// use base locally, without copying it -- refcount never exceeds 1
} // destroy base

Example This is more ef cient:


void f()
{
unique_ptr<Base> base = make_unique<Derived>();
// use base locally
} // destroy base

Enforcement (Simple) Warn if a function uses a Shared_ptr with an object allocated


within the function, but never returns the Shared_ptr or passes it to a function
requiring a Shared_ptr& . Suggest using unique_ptr instead.

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R.22: Use make_shared() to make shared_ptr s

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 .

Enforcement (Simple) Warn if a shared_ptr is constructed from the result of new


rather than make_shared .

R.23: Use make_unique() to make unique_ptr s

Reason For convenience and consistency with shared_ptr .

Note make_unique() is C++14, but widely available (as well as simple to write).

Enforcement (Simple) Warn if a unique_ptr is constructed from the result of new


rather than make_unique .

R.24: Use std::weak_ptr to break cycles of shared_ptr s

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 .)

Enforcement ??? probably impossible. If we could statically detect cycles, we wouldn’t


need weak_ptr

R.30: Take smart pointers as parameters only to explicitly express


lifetime semantics

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:

If it is copyable, it is recognized as a reference-counted shared_ptr .


If it is not copyable, it is recognized as a unique unique_ptr .

Example
// use Boost's intrusive_ptr
#include <boost/intrusive_ptr.hpp>
void f(boost::intrusive_ptr<widget> p) // error under rule 'sharedptrparam'
{
p->foo();
}

// use Microsoft's CComPtr


#include <atlbase.h>
void f(CComPtr<widget> p) // error under rule 'sharedptrparam'
{

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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.

R.32: Take a unique_ptr<widget> parameter to express that a


function assumes ownership of a widget

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

void uses(widget*); // just uses 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.

R.33: Take a unique_ptr<widget>& parameter to express that a


function reseats the widget

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.

R.34: Take a shared_ptr<widget> parameter to express that a


function is part owner

Reason This makes the function’s ownership sharing explicit.

Example, good
void share(shared_ptr<widget>); // share -- "will" retain refcount

void may_share(const shared_ptr<widget>&); // "might" retain refcount

void reseat(shared_ptr<widget>&); // "might" reseat ptr

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.

R.35: Take a shared_ptr<widget>& parameter to express that a


function might reseat the shared pointer

Reason This makes the function’s reseating explicit.

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

void reseat(shared_ptr<widget>&); // "might" reseat ptr


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void may_share(const shared_ptr<widget>&); // "might" 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.

R.36: Take a const shared_ptr<widget>& parameter to express


that it might retain a reference count to the object ???

Reason This makes the function’s ??? explicit.

Example, good
void share(shared_ptr<widget>); // share -- "will" retain refcount

void reseat(shared_ptr<widget>&); // "might" reseat ptr

void may_share(const shared_ptr<widget>&); // "might" 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.

R.37: Do not pass a pointer or reference obtained from an aliased


smart pointer

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.

Example Consider this code:


// global (static or heap), or aliased local ...
shared_ptr<widget> g_p = ...;

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
}

The following should not pass code review:

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);

// BAD: same reason, just passing it as a "this" pointer


g_p->func();
}

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);

// GOOD: same reason


pin->func();
}

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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ES: Expressions and statements


Expressions and statements are the lowest and most direct way of expressing actions
and computation. Declarations in local scopes are statements.

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:

ES.5: Keep scopes small


ES.6: Declare names in for-statement initializers and conditions to limit scope
ES.7: Keep common and local names short, and keep uncommon and nonlocal
names longer
ES.8: Avoid similar-looking names
ES.9: Avoid ALL_CAPS names
ES.10: Declare one name (only) per declaration
ES.11: Use auto to avoid redundant repetition of type names
ES.12: Do not reuse names in nested scopes
ES.20: Always initialize an object
ES.21: Don’t introduce a variable (or constant) before you need to use it
ES.22: Don’t declare a variable until you have a value to initialize it with
ES.23: Prefer the {} -initializer syntax
ES.24: Use a unique_ptr<T> to hold pointers
ES.25: Declare an object const or constexpr unless you want to modify its
value later on
ES.26: Don’t use a variable for two unrelated purposes
ES.27: Use std::array or stack_array for arrays on the stack
ES.28: Use lambdas for complex initialization, especially of const variables
ES.30: Don’t use macros for program text manipulation
ES.31: Don’t use macros for constants or “functions”
ES.32: Use ALL_CAPS for all macro names
ES.33: If you must use macros, give them unique names
ES.34: Don’t de ne a (C-style) variadic function

Expression rules:

ES.40: Avoid complicated expressions


ES.41: If in doubt about operator precedence, parenthesize
ES.42: Keep use of pointers simple and straightforward
ES.43: Avoid expressions with unde ned order of evaluation
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ES.44: Don’t depend on order of evaluation of function arguments


ES.45: Avoid “magic constants”; use symbolic constants
ES.46: Avoid narrowing conversions
ES.47: Use nullptr rather than 0 or NULL
ES.48: Avoid casts
ES.49: If you must use a cast, use a named cast
ES.50: Don’t cast away const
ES.55: Avoid the need for range checking
ES.56: Write std::move() only when you need to explicitly move an object to
another scope
ES.60: Avoid new and delete outside resource management functions
ES.61: Delete arrays using delete[] and non-arrays using delete
ES.62: Don’t compare pointers into different arrays
ES.63: Don’t slice
ES.64: Use the T{e} notation for construction
ES.65: Don’t dereference an invalid pointer

Statement rules:

ES.70: Prefer a switch -statement to an if -statement when there is a choice


ES.71: Prefer a range- for -statement to a for -statement when there is a choice
ES.72: Prefer a for -statement to a while -statement when there is an obvious
loop variable
ES.73: Prefer a while -statement to a for -statement when there is no obvious
loop variable
ES.74: Prefer to declare a loop variable in the initializer part of a for -statement
ES.75: Avoid do -statements
ES.76: Avoid goto
ES.77: Minimize the use of break and continue in loops
ES.78: Always end a non-empty case with a break
ES.79: Use default to handle common cases (only)
ES.84: Don’t (try to) declare a local variable with no name
ES.85: Make empty statements visible
ES.86: Avoid modifying loop control variables inside the body of raw for-loops
ES.87: Don’t add redundant == or != to conditions

Arithmetic rules:

ES.100: Don’t mix signed and unsigned arithmetic


ES.101: Use unsigned types for bit manipulation
ES.102: Use signed types for arithmetic
ES.103: Don’t over ow
ES.104: Don’t under ow
ES.105: Don’t divide by zero

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ES.106: Don’t try to avoid negative values by using unsigned


ES.107: Don’t use unsigned for subscripts, prefer gsl::index

ES.1: Prefer the standard library to other libraries and to “handcrafted


code”

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

a range version of accumulate would be even better:

auto sum = accumulate(v, 0.0); // better

but don’t hand-code a well-known algorithm:

int max = v.size(); // bad: verbose, purpose unstated


double sum = 0.0;
for (int i = 0; i < max; ++i)
sum = sum + v[i];

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?

ES.2: Prefer suitable abstractions to direct use of language features

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.

ES.5: Keep scopes small

Reason Readability. Minimize resource retention. Avoid accidental misuse of value.


Alternative formulation: Don’t declare a name in an unnecessarily large scope.

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

if (auto pc = dynamic_cast<Circle*>(ps)) { // good: pc is local to if-statement


// ... deal with Circle ...
}
else {
// ... handle error ...
}
}

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:

Record load_record(const string& name)


{
string fn = name + ".txt";
ifstream is {fn};
Record r;
is >> r;
return r;
}

void use(const string& name)

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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)

ES.6: Declare names in for-statement initializers and conditions to


limit scope

Reason Readability. Minimize resource retention.

Example
void use()
{
for (string s; cin >> s;)
v.push_back(s);

for (int i = 0; i < 20; ++i) { // good: i is local to for-loop


// ...
}

if (auto pc = dynamic_cast<Circle*>(ps)) { // good: pc is local to if-statement


// ... deal with Circle ...
}
else {
// ... handle error ...
}
}

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;

if (auto result = mymap.insert(value); result.second) {


// insert succeeded, and result is valid for this block
use(result.first); // ok
// ...
} // result is destroyed here

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C++17 and C++20 enforcement (if using a C++17 or C++20 compiler)


Flag selection/loop variables declared before the body and not used after the body
(hard) Flag selection/loop variables declared before the body and used after the
body for an unrelated purpose.

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.

Example Conventional short, local names increase readability:


template<typename T> // good
void print(ostream& os, const vector<T>& v)
{
for (gsl::index i = 0; i < v.size(); ++i)
os << v[i] << '\n';
}

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

template<typename Element_type> // bad: verbose, hard to read


void print(ostream& target_stream, const vector<Element_type>& current_vector)
{
for (gsl::index current_element_index = 0;
current_element_index < current_vector.size();
++current_element_index
)
target_stream << current_vector[current_element_index] << '\n';
}

Yes, it is a caricature, but we have seen worse.

Example Unconventional and short non-local names obscure code:


void use1(const string& s)
{
// ...
tt(s); // bad: what is tt()?
// ...
}

Better, give non-local entities readable names:

void use1(const string& s)


{
// ...
trim_tail(s); // better
// ...
}

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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.

ES.8: Avoid similar-looking names

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.

ES.9: Avoid ALL_CAPS names

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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 !=

// somewhere else in some other header:


enum Coord { N, NE, NW, S, SE, SW, E, W };

// somewhere third in some poor programmer's .cpp:


switch (direction) {
case N:
// ...
case 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.

ES.10: Declare one name (only) per declaration

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!

Exception A function declaration can contain several function argument declarations.

Exception A structured binding (C++17) is speci cally designed to introduce several


variables:
auto [iter, inserted] = m.insert_or_assign(k, val);
if (inserted) { /* new entry was inserted */ }

Example
template <class InputIterator, class Predicate>
bool any_of(InputIterator first, InputIterator last, Predicate pred);

or better using concepts:

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:

double scalbn( // better: x * pow(FLT_RADIX, n); FLT_RADIX is usually 2


double x, // base value
int n // exponent
);

or:

// better: base * pow(FLT_RADIX, exponent); FLT_RADIX is usually 2


double scalbn(double base, int exponent);

Example
int a = 7, b = 9, c, d = 10, e = 3;

In a long list of declarators it is easy to overlook an uninitialized variable.

Enforcement Flag variable and constant declarations with multiple declarators (e.g., int
* p, q; )

ES.11: Use auto to avoid redundant repetition of type names

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

Enforcement Flag redundant repetition of type names in a declaration.

ES.12: Do not reuse names in nested scopes

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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Example Shadowing of function arguments in the outermost block is disallowed by the


language:
void f(int x)
{
int x = 4; // error: reuse of function argument name

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 .

??? Do we need a speci c rule about shadowing/hiding in class hierarchies?

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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ES.20: Always initialize an object

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:

void use(int arg) // OK


{
int i = 7; // OK: initialized
string s; // OK: default initialized
// ...
}

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;

if (cond) { // bad: i and j are initialized "late"


i = f1();
j = f2();
}
else {
i = f3();
j = f4();
}

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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:

pair<widget, widget> make_related_widgets(bool x)


{
return (x) ? {f1(), f2()} : {f3(), f4() };
}

auto [i, j] = make_related_widgets(cond); // C++17

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.

Example This rule covers member variables.


class X {
public:
X(int i, int ci) : m2{i}, cm2{ci} {}
// ...

private:
int m1 = 7;
int m2;
int m3;

const int cm1 = 7;


const int cm2;
const int cm3;
};

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.

constexpr int max = 8 * 1024;


int buf[max] = {}; // zero all elements; better in some situations
f.read(buf, max);

When feasible use a library function that is known not to over ow. For example:

string s; // s is default initialized to ""


cin >> s; // s expands to hold the string

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.

int i2 = 0; // better, assuming that zero is an acceptable value for i2


// ...
cin >> i2;

A good optimizer should know about input operations and eliminate the redundant
operation.

Example Using a value representing “uninitialized” is a symptom of a problem and not a


solution:
widget i = uninit; // bad
widget j = uninit;

// ...
use(i); // possibly used before set
// ...

if (cond) { // bad: i and j are initialized "late"


i = f1();
j = f2();
}
else {
i = f3();
j = f4();
}

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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Note Sometimes, a lambda can be used as an initializer to avoid an uninitialized


variable:
error_code ec;
Value v = [&] {
auto p = get_value(); // get_value() returns a pair<error_code, Value>
ec = p.first;
return p.second;
}();

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;
}();

See also: ES.28

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.

ES.22: Don’t declare a variable until you have a value to initialize it


with

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

if (cond) // some non-trivial condition


Set(&var);
else if (cond2 || !cond3) {
var = Set2(3.14);
}
else {
var = 0;
for (auto& e : something)
var += e;
}

// 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.

ES.23: Prefer the {} initializer syntax

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

auto x11 {7, 8}; // error: two initializers


auto x22 = {7, 8}; // x22 is an initializer_list<int> with elements 7 and 8

Use ={...} if you really want an initializer_list<T>

auto fib10 = {1, 1, 2, 3, 5, 8, 13, 21, 34, 55}; // fib10 is a list

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() {} };

Z z1{}; // OK: direct initialization, so we use explicit constructor


Z z2 = {}; // error: copy initialization, so we cannot use the explicit constructor

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)

T y1 {1}; // T initialized with 1


T y0 {}; // default initialized T
// ...
}

See also: Discussion

Enforcement Tricky.
Don’t ag uses of = for simple initializers.
Look for = after auto has been seen.

ES.24: Use a unique_ptr<T> to hold pointers

Reason Using std::unique_ptr is the simplest way to avoid leaks. It is reliable, it


makes the type system do much of the work to validate ownership safety, it increases
readability, and it has zero or near zero run-time cost.

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.

ES.25: Declare an object const or constexpr unless you want to


modify its value later on

Reason That way you can’t change the value by mistake. That way may offer the
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compiler optimization opportunities.

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?
// ...
}

Enforcement Look to see if a variable is actually mutated, and ag it if not.


Unfortunately, it may be impossible to detect when a non- const was not intended to
vary (vs when it merely did not vary).

ES.26: Don’t use a variable for two unrelated purposes

Reason Readability and safety.

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);

// Second part of the work.


generate_second_string(buffer, o);
write_to_file(buffer);

// etc...
}
}

Enforcement Flag recycled variables.

ES.27: Use std::array or stack_array for arrays on the stack

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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

ES.28: Use lambdas for complex initialization, especially of const


variables

Reason It nicely encapsulates local initialization, including cleaning up scratch variables


needed only for the initialization, without needing to create a needless nonlocal yet
nonreusable function. It also works for variables that should be const but only after
some initialization work.

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.

Enforcement Hard. At best a heuristic. Look for an uninitialized variable followed by a


loop assigning to it.

ES.30: Don’t use macros for program text manipulation

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

void f(int x, int y)


{
string CAT(x, y) = "asdf"; // BAD: hard for tools to handle (and ugly)
string sx2 = STRINGIFY(x);
// ...
}

There are workarounds for low-level string manipulation using macros. For example:

string s = "asdf" "lkjh"; // ordinary string literal concatenation

enum E { a, b };

template<int x>
constexpr const char* stringify()
{
switch (x) {
case a: return "a";
case b: return "b";
}
}

void f(int x, int y)


{
string sx = stringify<x>();
// ...
}

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 )

ES.31: Don’t use macros for constants or “functions”

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:

constexpr double pi = 3.14;


template<typename T> T square(T a, T b) { return a * b; }

Enforcement Scream when you see a macro that isn’t just used for source control (e.g., #
ifdef )

ES.32: Use ALL_CAPS for all macro names

Reason Convention. Readability. Distinguishing macros.

Example
#define forever for (;;) /* very BAD */

#define FOREVER for (;;) /* Still evil, but at least visible to humans */

Enforcement Scream when you see a lower case macro.

ES.33: If you must use macros, give them unique names

Reason Macros do not obey scope rules.

Example
#define MYCHAR /* BAD, will eventually clash with someone else's MYCHAR*/

#define ZCORP_CHAR /* Still evil, but less likely to clash */

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.

Enforcement Warn against short macro names.

ES.34: Don’t de ne a (C-style) variadic function

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 << ' ';
}

va_end(ap); // arg cleanup (don't forget this)

cerr << '\n';


if (severity) exit(severity);
}

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
}

Alternative: Overloading. Templates. Variadic templates. #include

void error(int severity)


{
std::cerr << '\n';
std::exit(severity);
}

template <typename T, typename... Ts>


constexpr void error(int severity, T head, Ts... tail)
{
std::cerr << head;
error(severity, tail...);
}

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!

error(5, "oh", "no", nullptr); // Compile error! No need for nullptr.


}

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Note This is basically the way printf is implemented.

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.

ES.40: Avoid complicated expressions

Reason Complicated expressions are error-prone.

Example
// bad: assignment hidden in subexpression
while ((c = getc()) != -1)

// bad: two non-local variables assigned in sub-expressions


while ((cin >> c1, cin >> c2), c1 == c2)

// better, but possibly still too complicated


for (char c1, c2; cin >> c1 >> c2 && c1 == c2;)

// OK: if i and j are not aliased


int x = ++i + ++j;

// OK: if i != j and i != k
v[i] = v[j] + v[k];

// bad: multiple assignments "hidden" in subexpressions


x = a + (b = f()) + (c = g()) * 7;

// bad: relies on commonly misunderstood precedence rules


x = a & b + c * d && e ^ f == 7;

// bad: undefined behavior


x = x++ + x++ + ++x;

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

auto t1 = k * y; // bad: unnecessarily verbose


x = t1 + z;

if (0 <= x && x < max) // OK


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auto t1 = 0 <= x; // bad: unnecessarily verbose


auto t2 = x < max;
if (t1 && t2) // ...

Enforcement Tricky. How complicated must an expression be to be considered


complicated? Writing computations as statements with one operation each is also
confusing. Things to consider:
side effects: side effects on multiple non-local variables (for some de nition of
non-local) can be suspect, especially if the side effects are in separate
subexpressions
writes to aliased variables
more than N operators (and what should N be?)
reliance of subtle precedence rules
uses unde ned behavior (can we catch all unde ned behavior?)
implementation de ned behavior?
???

ES.41: If in doubt about operator precedence, parenthesize

Reason Avoid errors. Readability. Not everyone has the operator table memorized.

Example
const unsigned int flag = 2;
unsigned int a = flag;

if (a & flag != 0) // bad: means a&(flag != 0)

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.

if ((a & flag) != 0) // OK: works as intended

Note You should know enough not to need parentheses for:


if (a < 0 || a <= max) {
// ...
}

Enforcement
Flag combinations of bitwise-logical operators and other operators.
Flag assignment operators not as the leftmost operator.
???

ES.42: Keep use of pointers simple and straightforward


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Reason Complicated pointer manipulation is a major source of errors.

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

int n = *p++; // BAD

if (count < 6) return;

p[4] = 1; // BAD

p[count - 1] = 2; // BAD

use(&p[0], 3); // 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

if (a.size() < 6) return;

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
}

Example, good Use a span :


void f1(span<int, 10> a, int pos) // A1: Change parameter type to use span
{
a[pos / 2] = 1; // OK
a[pos - 1] = 2; // OK
}

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
}

Example, good Use a span :


void f1()
{
int arr[COUNT];
span<int> av = arr;
for (int i = 0; i < COUNT; ++i)
av[i] = i;
}

Use a span and range- for :

void f1a()
{

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int arr[COUNT];
span<int, COUNT> av = arr;
int i = 0;
for (auto& e : av)
e = i++;
}

Use at() for access:

void f2()
{
int arr[COUNT];
for (int i = 0; i < COUNT; ++i)
at(arr, i) = i;
}

Use a range- for :

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];

void f(int i, int j)


{
a[i + j] = 12; // BAD, could be rewritten as ...
at(a, i + j) = 12; // OK -- bounds-checked
}

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
}

If you want to pass an array, say so:

void g(int* p, size_t length); // old (dangerous) code

void g1(span<int> av); // BETTER: get g() changed.

void f2()
{
int a[5];
span<int> av = a;

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g(av.data(), av.size()); // OK, if you have no choice


g1(a); // OK -- no decay here, instead use implicit span ctor
}

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.

This rule is part of the bounds-safety pro le.

ES.43: Avoid expressions with unde ned order of evaluation

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.

Enforcement Can be detected by a good analyzer.

ES.44: Don’t depend on order of evaluation of function arguments

Reason Because that order is unspeci ed.

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.

Example Overloaded operators can lead to order of evaluation problems:


f1()->m(f2()); // m(f1(), f2())
cout << f1() << f2(); // operator<<(operator<<(cout, f1()), f2())

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()

Enforcement Can be detected by a good analyzer.

ES.45: Avoid “magic constants”; use symbolic constants

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:

// months are indexed 1..12


constexpr int first_month = 1;
constexpr int last_month = 12;

for (int m = first_month; m <= last_month; ++m) // better


cout << month[m] << '\n';

Better still, don’t expose constants:

for (auto m : month)


cout << m << '\n';

Enforcement Flag literals in code. Give a pass to 0 , 1 , nullptr , \n , "" , and others on
a positive list.

ES.46: Avoid lossy (narrowing, truncating) arithmetic conversions

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Reason A narrowing conversion destroys information, often unexpectedly so.

Example, bad A key example is basic narrowing:


double d = 7.9;
int i = d; // bad: narrowing: i becomes 7
i = (int) d; // bad: we're going to claim this is still not explicit enough

void f(int x, long y, double d)


{
char c1 = x; // bad: narrowing
char c2 = y; // bad: narrowing
char c3 = d; // bad: narrowing
}

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

ES.47: Use nullptr rather than 0 or NULL

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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f(0); // call f(int)


f(nullptr); // call f(char*)

Enforcement Flag uses of 0 and NULL for pointers. The transformation may be helped
by simple program transformation.

ES.48: Avoid casts

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

3.29048e-321 666 666

Surprised? I’m just glad I didn’t crash the program.

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.

Exception Casting to (void) is the Standard-sanctioned way to turn off [[nodiscar


d]] warnings. If you are calling a function with a [[nodiscard]] return and you
deliberately want to discard the result, rst think hard about whether that is really a
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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

ES.49: If you must use a cast, use a named cast

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 { /* ... */ };

template<typename D> D* upcast(B* pb)


{
D* pd0 = pb; // error: no implicit conversion from B* to D*
D* pd1 = (D*)pb; // legal, but what is done?

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D* pd2 = static_cast<D*>(pb); // error: D is not derived from B


D* pd3 = reinterpret_cast<D*>(pb); // OK: on your head be it!
D* pd4 = dynamic_cast<D*>(pb); // OK: return nullptr
// ...
}

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.

ES.50: Don’t cast away const

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;

f(i); // silent side effect


f(j); // undefined behavior

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Example Sometimes, you may be tempted to resort to const_cast to avoid code


duplication, such as when two accessor functions that differ only in const -ness have
similar implementations. For example:
class Bar;

class Foo {
public:
// BAD, duplicates logic
Bar& get_bar() {
/* complex logic around getting a non-const reference to my_bar */
}

const Bar& get_bar() const {


/* same complex logic around getting a const reference to my_bar */
}
private:
Bar 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;

template<class T> // good, deduces whether T is const or non-const


static auto get_bar_impl(T& t) -> decltype(t.get_bar())
{ /* the complex logic around getting a possibly-const reference to 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:

int compute(int x); // compute a value for x; assume this to be costly

class Cache { // some type implementing a cache for an int->int operation


public:
pair<bool, int> find(int x) const; // is there a value for x?
void set(int x, int v); // make y the value for x
// ...
private:
// ...
};

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;
};

Here, get_val() is logically constant, so we would like to make it a const member. To


do this we still need to mutate cache , so people sometimes resort to a const_cast :

class X { // Suspicious solution based on casting


public:
int get_val(int x) const
{
auto p = cache.find(x);
if (p.first) return p.second;
int val = compute(x);
const_cast<Cache&>(cache).set(x, val); // ugly
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:

class X { // better solution


public:
int get_val(int x) const
{
auto p = cache.find(x);
if (p.first) return p.second;
int val = compute(x);
cache.set(x, val);
return val;
}
// ...
private:
mutable Cache cache;
};

An alternative solution would be to store a pointer to the cache :

class X { // OK, but slightly messier solution


public:
int get_val(int x) const
{
auto p = cache->find(x);
if (p.first) return p.second;
int val = compute(x);
cache->set(x, val);
return val;
}
// ...
private:
unique_ptr<Cache> cache;
};

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.

ES.55: Avoid the need for range checking

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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auto p = find(v, x); // find x in v

Enforcement Look for explicit range checks and heuristically suggest alternatives.

ES.56: Write std::move() only when you need to explicitly move an


object to another scope

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);
}

Usually, a std::move() is used as an argument to a && parameter. And after you do


that, assume the object has been moved from (see C.64) and don’t read its state again
until you rst set it to a new value.

void f() {
string s1 = "supercalifragilisticexpialidocious";

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string s2 = s1; // ok, takes a copy


assert(s1 == "supercalifragilisticexpialidocious"); // ok

// bad, if you want to keep using s1's value


string s3 = move(s1);

// bad, assert will likely fail, s1 likely changed


assert(s1 == "supercalifragilisticexpialidocious");
}

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;"
}

Never write return move(local_variable); , because the language already knows


the variable is a move candidate. Writing move in this code won’t help, and can actually
be detrimental because on some compilers it interferes with RVO (the return value
optimization) by creating an additional reference alias to the local variable.

Example, bad
vector<int> v = std::move(make_vector()); // bad; the std::move is entirely redundant

Never write move on a returned value such as x = move(f()); where f returns by


value. The language already knows that a returned value is a temporary object that can
be moved from.

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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.

ES.60: Avoid new and delete outside resource management


functions

Reason Direct resource management in application code is error-prone and tedious.

Note This is also known as the rule of “No naked new !”

Example, bad
void f(int n)
{

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auto p = new X[n]; // n default constructed Xs


// ...
delete[] p;
}

There can be code in the ... part that causes the delete never to happen.

See also: R: Resource management

Enforcement Flag naked new s and naked delete s.

ES.61: Delete arrays using delete[] and non-arrays using delete

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.

ES.62: Don’t compare pointers into different arrays

Reason The result of doing so is unde ned.

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
}

Note This example has many more problems.


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Enforcement ???

ES.63: Don’t slice

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; };

Circle c {{0, 0}, 42};


Shape s {c}; // copy construct only the Shape part of Circle
s = c; // or copy assign only the Shape part of Circle

void assign(const Shape& src, Shape& dest) {


dest = src;
}
Circle c2 {{1, 1}, 43};
assign(c, c2); // oops, not the whole state is transferred
assert(c == c2); // if we supply copying, we should also provide comparison,
// but this will likely return false

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()};

Enforcement Warn against slicing.

ES.64: Use the T{e} notation for construction

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

int y1 = int(ch); // OK, but redundant


int y2 = int(d); // bad: double->int narrowing; use a cast if you need to
int y3 = int(p); // bad: pointer to->int; use a reinterpret_cast if you really need to
int y4 = int(lng); // bad: long long->int narrowing; use a cast if you need to

int z1 = (int)ch; // OK, but redundant


int z2 = (int)d; // bad: double->int narrowing; use a cast if you need to
int z3 = (int)p; // bad: pointer to->int; use a reinterpret_cast if you really need to
int z4 = (int)lng; // bad: 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.

Note When unambiguous, the T can be left out of T{e} .


complex<double> f(complex<double>);

auto z = f({2*pi, 1});

Note The construction notation is the most general initializer notation.

Exception std::vector and other containers were de ned before we had {} as a


notation for construction. Consider:
vector<string> vs {10}; // ten empty strings
vector<int> vi1 {1, 2, 3, 4, 5, 6, 7, 8, 9, 10}; // ten elements 1..10
vector<int> vi2 {10}; // one element with the value 10

How do we get a vector of 10 default initialized int s?

vector<int> v3(10); // ten elements with value 0

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:

struct Count { int n; };

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

The main problem left is to nd a suitable name for Count .

Enforcement Flag the C-style (T)e and functional-style T(e) casts.

ES.65: Don’t dereference an invalid pointer

Reason Dereferencing an invalid pointer, such as nullptr , is unde ned behavior,


typically leading to immediate crashes, wrong results, or memory corruption.

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:

Use RAII to avoid lifetime problems.


Use unique_ptr to avoid lifetime problems.
Use shared_ptr to avoid lifetime problems.
Use references when nullptr isn’t a possibility.
Use not_null to catch unexpected nullptr early.
Use the bounds pro le to avoid range errors.

Example
void f()
{
int x = 0;
int* p = &x;

if (condition()) {
int y = 0;
p = &y;
} // invalidates p

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*p = 42; // BAD, p might be invalid if the branch was taken


}

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;
}

*p = 42; // OK, p points to x or y and both are still in scope


}

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 f1(int* p) // deal with nullptr


{
if (!p) {
// deal with nullptr (allocate, return, throw, make p point to something, whatever
}
int x = *p;
}

There are two potential problems with testing for nullptr :

it is not always obvious what to do what to do if we nd nullptr


the test can be redundant and/or relatively expensive
it is not obvious if the test is to protect against a violation or part of the required
logic.

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 f3(int* p) // state that p is not supposed to be nullptr


[[expects: p]]
{
int x = *p;
}

Alternatively, we could use gsl::not_null to ensure that p is not the nullptr .

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;
}

void g() // old code: uses naked new


{
auto q = new int{7};
f(q);
int x = *q; // BAD: dereferences invalid pointer
}

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
}

Enforcement This rule is part of the lifetime safety pro le


Flag a dereference of a pointer that points to an object that has gone out of scope
Flag a dereference of a pointer that may have been invalidated by assigning a nul
lptr
Flag a dereference of a pointer that may have been invalidated by a delete
Flag a dereference to a pointer to a container element that may have been
invalidated by dereference

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ES.stmt: Statements
Statements control the ow of control (except for function calls and exception throws,
which are expressions).

ES.70: Prefer a switch -statement to an if -statement when there is a


choice

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).

ES.71: Prefer a range- for -statement to a for -statement when there


is a choice

Reason Readability. Error prevention. Ef ciency.

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Example
for (gsl::index i = 0; i < v.size(); ++i) // bad
cout << v[i] << '\n';

for (auto p = v.begin(); p != v.end(); ++p) // bad


cout << *p << '\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) // ...

This will copy each elements of vs into s . Better:

for (string& s : vs) // ...

Better still, if the loop variable isn’t modi ed or copied:

for (const 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.

ES.72: Prefer a for -statement to a while -statement when there is an


obvious loop variable

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 ???

ES.73: Prefer a while -statement to a for -statement when there is


no obvious loop variable

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.

ES.74: Prefer to declare a loop variable in the initializer part of a for -


statement

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

See also: Don’t use a variable for two unrelated purposes

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.

ES.75: Avoid do -statements

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.

Enforcement Flag do -statements.

ES.76: Avoid goto

Reason Readability, avoidance of errors. There are better control structures for humans;
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goto is for machine generated code.

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:
// ...

Example, bad There is a fair amount of use of the C goto-exit idiom:


void f()
{
// ...
goto exit;
// ...
goto exit;
// ...
exit:
// ... common cleanup code ...
}

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.

ES.77: Minimize the use of break and continue in loops

Reason In a non-trivial loop body, it is easy to overlook a break or a continue .


A break in a loop has a dramatically different meaning than a break in a switch -
statement (and you can have switch -statement in a loop and a loop in a switch -
case).

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 ???

ES.78: Always end a non-empty case with a break

Reason Accidentally leaving out a break is a fairly common bug. A deliberate


fallthrough is a maintenance hazard.

Example
switch (eventType) {
case Information:
update_status_bar();
break;
case Warning:
write_event_log();
// Bad - implicit fallthrough
case Error:
display_error_window();
break;
}

It is easy to overlook the fallthrough. Be explicit:

switch (eventType) {
case Information:
update_status_bar();
break;
case Warning:
write_event_log();
// fallthrough
case Error:
display_error_window();
break;
}

In C++17, use a [[fallthrough]] annotation:

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;
}

Note Multiple case labels of a single statement is OK:


switch (x) {
case 'a':
case 'b':
case 'f':
do_something(x);
break;
}

Enforcement Flag all fallthroughs from non-empty case s.

ES.79: Use default to handle common cases (only)

Reason Code clarity. Improved opportunities for error detection.

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).

ES.84: Don’t (try to) declare a local variable with no name

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.

Note Unnamed function arguments are ne.

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Enforcement Flag statements that are just a temporary

ES.85: Make empty statements visible

Reason Readability.

Example
for (i = 0; i < max; ++i); // BAD: the empty statement is easily overlooked
v[i] = f(v[i]);

for (auto x : v) { // better


// nothing
}
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
}

for (int i = 0; i < 10; ++i) {


//
if (/* something */) ++i; // BAD
//
}

bool skip = false;


for (int i = 0; i < 10; ++i) {
if (skip) { skip = false; continue; }
//
if (/* something */) skip = true; // Better: using two variables for two concepts.
//
}

Enforcement Flag variables that are potentially updated (have a non- const use) in both
the loop control iteration-expression and the loop body.

ES.87: Don’t add redundant == or != to conditions


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Reason Doing so avoids verbosity and eliminates some opportunities for mistakes. Helps
make style consistent and conventional.

Example By de nition, a condition in an if -statement, while -statement, or a for -


statement selects between true and false . A numeric value is compared to 0 and a
pointer value to nullptr .
// These all mean "if `p` is not `nullptr`"
if (p) { ... } // good
if (p != 0) { ... } // redundant `!=0`; bad: don't use 0 for pointers
if (p != nullptr) { ... } // redundant `!=nullptr`, not recommended

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 This rule is especially useful when a declaration is used as a condition


if (auto pc = dynamic_cast<Circle>(ps)) { ... } // execute if ps points to a kind of Circle, g
ood

if (auto pc = dynamic_cast<Circle>(ps); pc != nullptr) { ... } // not recommended

Example Note that implicit conversions to bool are applied in conditions. For example:
for (string s; cin >> s; ) v.push_back(s);

This invokes istream ’s operator bool() .

Note Explicit comparison of an integer to 0 is in general not redundant. The reason is


that (as opposed to pointers and Booleans) an integer often has more than two
reasonable values. Furthermore 0 (zero) is often used to indicate success. Consequently,
it is best to be speci c about the comparison.
void f(int i)
{
if (i) // suspect
// ...
if (i == success) // possibly better
// ...
}

Always remember that an integer can have more than two values.

Example, bad It has been noted that


if(strcmp(p1, p2)) { ... } // are the two C-style strings equal? (mistake!)

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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would not in itself save you.

Note The opposite condition is most easily expressed using a negation:


// These all mean "if `p` is `nullptr`"
if (!p) { ... } // good
if (p == 0) { ... } // redundant `== 0`; bad: don't use `0` for pointers
if (p == nullptr) { ... } // redundant `== nullptr`, not recommended

Enforcement Easy, just check for redundant use of != and == in conditions.

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Arithmetic

ES.100: Don’t mix signed and unsigned arithmetic

Reason Avoid wrong results.

Example
int x = -3;
unsigned int y = 7;

cout << x - y << '\n'; // unsigned result, possibly 4294967286


cout << x + y << '\n'; // unsigned result: 4
cout << x * y << '\n'; // unsigned result, possibly 4294967275

It is harder to spot the problem in more realistic examples.

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 .

ES.101: Use unsigned types for bit manipulation

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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ES.102: Use signed types for arithmetic

Reason Because most arithmetic is assumed to be signed; x - y yields a negative


number when y > x except in the rare cases where you really want modulo arithmetic.

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;

int a2[-2]; // error: negative size

// OK, but the number of ints (4294967294) is so large that we should get an exception
vector<int> v2(-2);

Use gsl::index for subscripts; see ES.107.

Enforcement
Flag mixed signed and unsigned arithmetic
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Flag results of unsigned arithmetic assigned to or printed as signed.


Flag negative literals (e.g. -2 ) used as container subscripts.
(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 .

ES.103: Don’t over ow

Reason Over ow usually makes your numeric algorithm meaningless. Incrementing a


value beyond a maximum value can lead to memory corruption and unde ned behavior.

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; }

auto a = area(10'000'000, 100'000'000); // bad

Exception Use unsigned types if you really want modulo arithmetic.


Alternative: For critical applications that can afford some overhead, use a range-checked
integer and/or oating-point type.

Enforcement ???

ES.104: Don’t under ow

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)

Exception Use unsigned types if you really want modulo arithmetic.

Enforcement ???

ES.105: Don’t divide by zero

Reason The result is unde ned and probably a crash.

Note This also applies to % .

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;
}

double divide(int a, int b) {


// good, address via check
return b ? a / b : quiet_NaN<double>();
}

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

ES.106: Don’t try to avoid negative values by using unsigned

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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unsigned int u1 = -2; // Valid: the value of u1 is 4294967294


int i1 = -2;
unsigned int u2 = i1; // Valid: the value of u2 is 4294967294
int i2 = u2; // Valid: the value of i2 is -2

These problems with such (perfectly legal) constructs are hard to spot in real code and
are the source of many real-world errors. Consider:

unsigned area(unsigned height, unsigned width) { return height*width; } // [see also](#Ri-expe


cts)
// ...
int height;
cin >> height;
auto a = area(height, 2); // if the input is -2 a becomes 4294967292

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 f(Positive arg) { return arg; }

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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ES.107: Don’t use unsigned for subscripts, prefer gsl::index

Reason To avoid signed/unsigned confusion. To enable better optimization. To enable


better error detection. To avoid the pitfalls with auto and int .

Example, bad
vector<int> vec = /*...*/;

for (int i = 0; i < vec.size(); i += 2) // may not be big enough


cout << vec[i] << '\n';
for (unsigned i = 0; i < vec.size(); i += 2) // risk wraparound
cout << vec[i] << '\n';
for (auto i = 0; i < vec.size(); i += 2) // may not be big enough
cout << vec[i] << '\n';
for (vector<int>::size_type i = 0; i < vec.size(); i += 2) // verbose
cout << vec[i] << '\n';
for (auto i = vec.size()-1; i >= 0; i -= 2) // bug
cout << vec[i] << '\n';
for (int i = vec.size()-1; i >= 0; i -= 2) // may not be big enough
cout << vec[i] << '\n';

Example, good
vector<int> vec = /*...*/;

for (gsl::index i = 0; i < vec.size(); i += 2) // ok


cout << vec[i] << '\n';
for (gsl::index i = vec.size()-1; i >= 0; i -= 2) // ok
cout << vec[i] << '\n';

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 ???

Alternatives Alternatives for users

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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.

Performance rule summary:

Per.1: Don’t optimize without reason


Per.2: Don’t optimize prematurely
Per.3: Don’t optimize something that’s not performance critical
Per.4: Don’t assume that complicated code is necessarily faster than simple code
Per.5: Don’t assume that low-level code is necessarily faster than high-level code
Per.6: Don’t make claims about performance without measurements
Per.7: Design to enable optimization
Per.10: Rely on the static type system
Per.11: Move computation from run time to compile time
Per.12: Eliminate redundant aliases
Per.13: Eliminate redundant indirections
Per.14: Minimize the number of allocations and deallocations
Per.15: Do not allocate on a critical branch
Per.16: Use compact data structures
Per.17: Declare the most used member of a time-critical struct rst
Per.18: Space is time
Per.19: Access memory predictably
Per.30: Avoid context switches on the critical path

Per.1: Don’t optimize without reason

Reason If there is no need for optimization, the main result of the effort will be more
errors and higher maintenance costs.

Note Some people optimize out of habit or because it’s fun.


???

Per.2: Don’t optimize prematurely

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Reason Elaborately optimized code is usually larger and harder to change than
unoptimized code.
???

Per.3: Don’t optimize something that’s not performance critical

Reason Optimizing a non-performance-critical part of a program has no effect on system


performance.

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.)

Per.4: Don’t assume that complicated code is necessarily faster than


simple code

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);

for (size_t i = 0; i < v.size(); i += sizeof(uint64_t))


{
uint64_t& quad_word = *reinterpret_cast<uint64_t*>(&v[i]);
quad_word = ~quad_word;
}

Note ???
???

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Per.5: Don’t assume that low-level code is necessarily faster than high-
level code

Reason Low-level code sometimes inhibits optimizations. Optimizers sometimes do


marvels with high-level code.

Note ???
???

Per.6: Don’t make claims about performance without measurements

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.
???

Per.7: Design to enable optimization

Reason Because we often need to optimize the initial design. Because a design that
ignores the possibility of later improvement is hard to change.

Example From the C (and C++) standard:


void qsort (void* base, size_t num, size_t size, int (*compar)(const void*, const void*));

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 ...

// 100 chunks of memory of sizeof(double) starting at


// address data using the order defined by compare_doubles
qsort(data, 100, sizeof(double), compare_doubles);

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From the point of view of interface design is that qsort throws away useful
information.

We can do better (in C++98)

template<typename Iter>
void sort(Iter b, Iter e); // sort [b:e)

sort(data, data + 100);

Here, we use the compiler’s knowledge about the size of the array, the type of elements,
and how to compare double s.

With C++11 plus concepts, we can do better still

// Sortable specifies that c must be a


// random-access sequence of elements comparable with <
void sort(Sortable& c);

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:

// compare elements of c using p


void sort(Sortable& c, Predicate<Value_type<Sortable>> p);

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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passing information through an interface; unconventional and/or “optimized” ways


of passing data can seriously complicate later reimplementation.
Abstraction: Don’t overgeneralize; a design that tries to cater for every possible use
(and misuse) and defers every design decision for later (using compile-time or run-
time indirections) is usually a complicated, bloated, hard-to-understand mess.
Generalize from concrete examples, preserving performance as we generalize. Do
not generalize based on mere speculation about future needs. The ideal is zero-
overhead generalization.
Libraries: Use libraries with good interfaces. If no library is available build one
yourself and imitate the interface style from a good library. The standard library is
a good rst place to look for inspiration.
Isolation: Isolate your code from messy and/or old-style code by providing an
interface of your choosing to it. This is sometimes called “providing a wrapper” for
the useful/necessary but messy code. Don’t let bad designs “bleed into” your code.

Example Consider:
template <class ForwardIterator, class T>
bool binary_search(ForwardIterator first, ForwardIterator last, const T& val);

binary_search(begin(c), end(c), 7) will tell you whether 7 is in c or not.


However, it will not tell you where that 7 is or whether there are more than one 7 .

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

template <class ForwardIterator, class T>


ForwardIterator lower_bound(ForwardIterator first, ForwardIterator last, const T& val);

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

template <class ForwardIterator, class T>


pair<ForwardIterator, ForwardIterator>
equal_range(ForwardIterator first, ForwardIterator last, const T& val);

equal_range returns a pair of iterators specifying the rst and one beyond last
match.

auto r = equal_range(begin(c), end(c), 7);


for (auto p = r.first; p != r.second; ++p)
cout << *p << '\n';

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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.

Per.10: Rely on the static type system

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.
???

Per.11: Move computation from run time to compile time

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

constexpr double ntimes(double d, int n) // assume 0 <= n


{
double m = 1;
while (n--) m *= d;
return m;
}
constexpr double s3 {ntimes(2, 3)}; // modern-style: compile-time 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:

we suffer the overhead of a function call at run time


s2 just might be accessed by another thread before the initialization happens.

Note: you can’t have a data race on a constant.

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.

Per.12: Eliminate redundant aliases


???

Per.13: Eliminate redundant indirections


???

Per.14: Minimize the number of allocations and deallocations


???

Per.15: Do not allocate on a critical branch


???

Per.16: Use compact data structures

Reason Performance is typically dominated by memory access times.


???

Per.17: Declare the most used member of a time-critical struct rst


???

Per.18: Space is time

Reason Performance is typically dominated by memory access times.


???

Per.19: Access memory predictably

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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];

Per.30: Avoid context switches on the critical path


???

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CP: Concurrency and parallelism


We often want our computers to do many tasks at the same time (or at least make them
appear to do them at the same time). The reasons for doing so varies (e.g., wanting to
wait for many events using only a single processor, processing many data streams
simultaneously, or utilizing many hardware facilities) and so does the basic facilities for
expressing concurrency and parallelism. Here, we articulate a few general principles and
rules for using the ISO standard C++ facilities for expressing basic concurrency and
parallelism.

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

It is also important to note that concurrency in C++ is an un nished story. C++11


introduced many core concurrency primitives, C++14 and C++17 improved on them, and
it seems that there is much interest in making the writing of concurrent programs in C++
even easier. We expect some of the library-related guidance here to change signi cantly
over time.

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.

Concurrency and parallelism rule summary:

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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CP.8: Don’t try to use volatile for synchronization


CP.9: Whenever feasible use tools to validate your concurrent code

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

CP.1: Assume that your code will run as part of a multi-threaded


program

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;
}

Although cached_computation works perfectly in a single-threaded environment, in a


multi-threaded environment the two static variables result in data races and thus
unde ned behavior.

There are several ways that this example could be made safe for a multi-threaded
environment:

Delegate concurrency concerns upwards to the caller.


Mark the static variables as thread_local (which might make caching less
effective).
Implement concurrency control, for example, protecting the two static variables
with a static lock (which might reduce performance).

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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.

Exception Code that is never run in a multi-threaded environment.


Be careful: there are many examples where code that was “known” to never run in a
multi-threaded program was run as part of a multi-threaded program, often years later.
Typically, such programs lead to a painful effort to remove data races. Therefore, code
that is never intended to run in a multi-threaded environment should be clearly labeled
as such and ideally come with compile or run-time enforcement mechanisms to catch
those usage bugs early.

CP.2: Avoid data races

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.

Local static variables are a common source of data races.

Example, bad:
void f(fstream& fs, regex pat)
{

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array<double, max> buf;


int sz = read_vec(fs, buf, max); // read from fs into buf
gsl::span<double> s {buf};
// ...
auto h1 = async([&]{ sort(par, s); }); // spawn a task to sort
// ...
auto h2 = async([&]{ return find_all(buf, sz, pat); }); // spawn a task to find matches
// ...
}

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:

Avoid global data


Avoid static variables
More use of value types on the stack (and don’t pass pointers around too much)
More use of immutable data (literals, constexpr , and const )

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CP.3: Minimize explicit sharing of writable data

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>&);
// ...

void process_readings(const vector<Reading>& surface_readings)


{
auto h1 = async([&] { if (!validate(surface_readings)) throw Invalid_data{}; });
auto h2 = async([&] { return temperature_gradiants(surface_readings); });
auto h3 = async([&] { return altitude_map(surface_readings); });
// ...
h1.get();
auto v2 = h2.get();
auto v3 = h3.get();
// ...
}

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 ???

CP.4: Think in terms of tasks, rather than threads

Reason A thread is an implementation concept, a way of thinking about the machine. A


task is an application notion, something you’d like to do, preferably concurrently with
other tasks. Application concepts are easier to reason about.

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 ???

CP.8: Don’t try to use volatile for synchronization

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:

volatile int free_slots = max_slots; // current source of memory for objects

Pool* use()
{
if (int n = free_slots--) return &pool[n];
}

This has no effect on synchronization: The data race is still there!

The C++ mechanism for this is atomic types:

atomic<int> free_slots = max_slots; // current source of memory for objects

Pool* use()
{
if (int n = free_slots--) return &pool[n];
}

Now the -- operation is atomic, rather than a read-increment-write sequence where


another thread might get in-between the individual operations.
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Alternative Use atomic types where you might have used volatile in some other
language. Use a mutex for more complicated examples.

See also (rare) proper uses of volatile

CP.9: Whenever feasible use tools to validate your concurrent code


Experience shows that concurrent code is exceptionally hard to get right and that
compile-time checking, run-time checks, and testing are less effective at nding
concurrency errors than they are at nding errors in sequential code. Subtle concurrency
errors can have dramatically bad effects, including memory corruption and deadlocks.

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.

dynamic enforcement tools: Clang’s Thread Sanitizer (aka TSAN) is a powerful


example of dynamic tools: it changes the build and execution of your program to
add bookkeeping on memory access, absolutely identifying data races in a given
execution of your binary. The cost for this is both memory (5-10x in most cases)
and CPU slowdown (2-20x). Dynamic tools like this are best when applied to
integration tests, canary pushes, or unittests that operate on multiple threads.
Workload matters: When TSAN identi es a problem, it is effectively always an
actual data race, but it can only identify races seen in a given execution.

Enforcement It is up to an application builder to choose which support tools are


valuable for a particular applications.

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CP.con: Concurrency
This section focuses on relatively ad-hoc uses of multiple threads communicating
through shared data.

For parallel algorithms, see parallelism


For inter-task communication without explicit sharing, see messaging
For vector parallel code, see vectorization
For lock-free programming, see lock free

Concurrency rule summary:

CP.20: Use RAII, never plain lock() / unlock()


CP.21: Use std::lock() or std::scoped_lock to acquire multiple mutex es
CP.22: Never call unknown code while holding a lock (e.g., a callback)
CP.23: Think of a joining thread as a scoped container
CP.24: Think of a thread as a global container
CP.25: Prefer gsl::joining_thread over std::thread
CP.26: Don’t detach() a thread
CP.31: Pass small amounts of data between threads by value, rather than by
reference or pointer
CP.32: To share ownership between unrelated thread s use shared_ptr
CP.40: Minimize context switching
CP.41: Minimize thread creation and destruction
CP.42: Don’t wait without a condition
CP.43: Minimize time spent in a critical section
CP.44: Remember to name your lock_guard s and unique_lock s
CP.50: De ne a mutex together with the data it guards. Use synchronized_valu
e<T> where possible
??? when to use a spinlock
??? when to use try_lock()
??? when to prefer lock_guard over unique_lock
??? Time multiplexing
??? when/how to use new thread

CP.20: Use RAII, never plain lock() / unlock()

Reason Avoids nasty errors from unreleased locks.

Example, bad
mutex mtx;

void do_stuff()
{
mtx.lock();

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// ... do stuff ...


mtx.unlock();
}

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 ...
}

Enforcement Flag calls of member lock() and unlock() . ???

CP.21: Use std::lock() or std::scoped_lock to acquire multiple


mutex es

Reason To avoid deadlocks on multiple mutex es.

Example This is asking for deadlock:


// thread 1
lock_guard<mutex> lck1(m1);
lock_guard<mutex> lck2(m2);

// thread 2
lock_guard<mutex> lck2(m2);
lock_guard<mutex> lck1(m1);

Instead, use lock() :

// 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);

or (better, but C++17 only):

// 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

lock_guard lck1(m1, adopt_lock);

and have the mutex type deduced.

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 .

Example A common example of the “calling unknown code” problem is a call to a


function that tries to gain locked access to the same object. Such problem can often be
solved by using a recursive_mutex . For example:
recursive_mutex my_mutex;

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

CP.23: Think of a joining thread as a scoped container

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
// ...
}

A gsl::joining_thread is a std::thread with a destructor that joins and that


cannot be detached() . By “OK” we mean that the object will be in scope (“live”) for as
long as a thread can use the pointer to it. 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 .

Enforcement Ensure that joining_thread s don’t detach() . After that, the usual
lifetime and ownership (for local objects) enforcement applies.

CP.24: Think of a thread as a global container

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;
// ...
}

int glob = 33;

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() .

CP.25: Prefer gsl::joining_thread over std::thread


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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

Example, bad The code determining whether to join() or detach() may be


complicated and even decided in the thread of functions called from it or functions
called by the function that creates a thread:
void tricky(thread* t, int n)
{
// ...
if (is_odd(n))
t->detach();
// ...
}

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.

Enforcement Flag uses of std::thread :


Suggest use of gsl::joining_thread .
Suggest “exporting ownership” to an enclosing scope if it detaches.
Seriously warn if it is not obvious whether if joins of detaches.

CP.26: Don’t detach() a thread

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 ).

An alternative, and usually superior solution is to control its lifetime by placing it in a


scope outside its point of creation (or activation). For example:

void heartbeat();

gsl::joining_thread t(heartbeat); // heartbeat is meant to run "forever"

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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();

unique_ptr<gsl::joining_thread> tick_tock {nullptr};

void use()
{
// heartbeat is meant to run as long as tick_tock lives
tick_tock = make_unique<gsl::joining_thread>(heartbeat);
// ...
}

Enforcement
Flag detach() .

CP.31: Pass small amounts of data between threads by value, rather


than by reference or pointer

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.

Note De ning “small amount” precisely is impossible.

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 ???

CP.32: To share ownership between unrelated thread s use shared_p


tr

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 ???

CP.40: Minimize context switching

Reason Context switches are expensive.

Example
???

Enforcement ???

CP.41: Minimize thread creation and destruction

Reason Thread creation is expensive.

Example
void worker(Message m)
{
// process
}

void master(istream& is)


{
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for (Message m; is >> m; )


run_list.push_back(new thread(worker, m));
}

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 master(istream& is)


{
for (Message m; is >> m; )
work.put(m);
}

void worker()
{
for (Message m; m = work.get(); ) {
// process
}
}

void workers() // set up worker threads (specifically 4 worker threads)


{
joining_thread w1 {worker};
joining_thread w2 {worker};
joining_thread w3 {worker};
joining_thread w4 {worker};
}

Note If your system has a good thread pool, use it. If your system has a good message
queue, use it.

Enforcement ???

CP.42: Don’t wait without a condition

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.

Enforcement Flag all wait s without conditions.

CP.43: Minimize time spent in a critical section

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

void do_something() // bad


{
do0(); // preparation: does not need lock
my_lock.lock();
do1(); // transaction: needs locking
my_lock.unlock();
do2(); // cleanup: does not need locking
}

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
}

Enforcement Impossible in general. Flag “naked” lock() and unlock() .

CP.44: Remember to name your lock_guard s and unique_lock s

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);

This looks innocent enough, but it isn’t.

Enforcement Flag all unnamed lock_guard s and unique_lock s.

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CP.50: De ne a mutex together with the data it guards. Use synchron


ized_value<T> where possible

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
};

Enforcement ??? Possible?

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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.

Parallelism rule summary:

???
???
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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CP.mess: Message passing


The standard-library facilities are quite low-level, focused on the needs of close-to the
hardware critical programming using thread s, mutex es, atomic types, etc. Most
people shouldn’t work at this level: it’s error-prone and development is slow. If possible,
use a higher level facility: messaging libraries, parallel algorithms, and vectorization.
This section looks at passing messages so that a programmer doesn’t have to do explicit
synchronization.

Message passing rules summary:

CP.60: Use a future to return a value from a concurrent task


CP.61: Use a async() to spawn a concurrent task
message queues
messaging libraries

???? 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?

CP.60: Use a future to return a value from a concurrent task

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 ???

CP.61: Use a async() to spawn a concurrent task

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.

Vectorization rule summary:

???
???

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CP.free: Lock-free programming


Synchronization using mutex es and condition_variable s can be relatively
expensive. Furthermore, it can lead to deadlock. For performance and to eliminate the
possibility of deadlock, we sometimes have to use the tricky low-level “lock-free”
facilities that rely on brie y gaining exclusive (“atomic”) access to memory. Lock-free
programming is also used to implement higher-level concurrency mechanisms, such as
thread s and mutex es.

Lock-free programming rule summary:

CP.100: Don’t use lock-free programming unless you absolutely have to


CP.101: Distrust your hardware/compiler combination
CP.102: Carefully study the literature
how/when to use atomics
avoid starvation
use a lock-free data structure rather than hand-crafting speci c lock-free access
CP.110: Do not write your own double-checked locking for initialization
CP.111: Use a conventional pattern if you really need double-checked locking
how/when to compare and swap

CP.100: Don’t use lock-free programming unless you absolutely have


to

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

Link* nh = new Link(data, nullptr); // make a link ready for insertion


Link* h = head.load(); // read the shared head of the 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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Note Higher-level concurrency mechanisms, such as thread s and mutex es are


implemented using lock-free programming.
Alternative: Use lock-free data structures implemented by others as part of some library.

CP.101: Distrust your hardware/compiler combination

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.

CP.102: Carefully study the literature

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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Annual IEEE International Conference and Workshop on the Engineering of


Computer Based Systems (IEEE ECBS). April 2009.

CP.110: Do not write your own double-checked locking for


initialization

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.

Example Example with std::call_once.


void f()
{
static std::once_flag my_once_flag;
std::call_once(my_once_flag, []()
{
// do this only once
});
// ...
}

Example with thread-safe static local variables of C++11.

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
}
};

Enforcement ??? Is it possible to detect the idiom?

CP.111: Use a conventional pattern if you really need double-checked


locking

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);
}
}

Enforcement ??? Is it possible to detect the idiom?

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CP.etc: Etc. concurrency rules


These rules defy simple categorization:

CP.200: Use volatile only to talk to non-C++ memory


CP.201: ??? Signals

CP.200: Use volatile only to talk to non-C++ memory

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;

This describes a register constantly updated by a clock circuit. clock is volatile


because its value will change without any action from the C++ program that uses it. For
example, reading clock twice will often yield two different values, so the optimizer had
better not optimize away the second read in this code:

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:

static volatile long vl;


please_use_this(&vl); // escape a reference to this to "elsewhere" (not C++)

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.
???

CP.201: ??? Signals


???UNIX signal handling???. May be worth reminding how little is async-signal-safe, and
how to communicate with a signal handler (best is probably “not at all”)

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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.

The rules are designed to help avoid several kinds of errors:

Type violations (e.g., misuse of union s and casts)


Resource leaks (including memory leaks)
Bounds errors
Lifetime errors (e.g., accessing an object after is has been delete d)
Complexity errors (logical errors made likely by overly complex expression of
ideas)
Interface errors (e.g., an unexpected value is passed through an interface)

Error-handling rule summary:

E.1: Develop an error-handling strategy early in a design


E.2: Throw an exception to signal that a function can’t perform its assigned task
E.3: Use exceptions for error handling only
E.4: Design your error-handling strategy around invariants
E.5: Let a constructor establish an invariant, and throw if it cannot
E.6: Use RAII to prevent leaks
E.7: State your preconditions
E.8: State your postconditions

E.12: Use noexcept when exiting a function because of a throw is impossible or


unacceptable
E.13: Never throw while being the direct owner of an object
E.14: Use purpose-designed user-de ned types as exceptions (not built-in types)
E.15: Catch exceptions from a hierarchy by reference
E.16: Destructors, deallocation, and swap must never fail
E.17: Don’t try to catch every exception in every function
E.18: Minimize the use of explicit try / catch
E.19: Use a final_action object to express cleanup if no suitable resource
handle is available
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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 )

E.30: Don’t use exception speci cations


E.31: Properly order your catch -clauses

E.1: Develop an error-handling strategy early in a design

Reason A consistent and complete strategy for handling errors and resource leaks is hard
to retro t into a system.

E.2: Throw an exception to signal that a function can’t perform its


assigned task

Reason To make error handling systematic, robust, and non-repetitive.

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.

The File_handle constructor might be de ned like this:

File_handle::File_handle(const string& name, const string& mode)


:f{fopen(name.c_str(), mode.c_str())}
{
if (!f)
throw runtime_error{"File_handle: could not open " + name + " as " + mode};
}

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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.

Exception Some systems, such as hard-real-time systems require a guarantee that an


action is taken in a (typically short) constant maximum time known before execution
starts. Such systems can use exceptions only if there is tool support for accurately
predicting the maximum time to recover from a throw .
See also: RAII

See also: discussion

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.

E.3: Use exceptions for error handling only

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.

E.4: Design your error-handling strategy around invariants

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 ???

E.5: Let a constructor establish an invariant, and throw if it cannot

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.

See also: If a constructor cannot construct a valid object, throw an exception

Enforcement Flag classes with private state without a constructor (public, protected,
or private).

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E.6: Use RAII to prevent leaks

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};
// ...
}

We could carefully release the resource before the throw:

void f2(int i) // Clumsy and error-prone: explicit release


{
int* p = new int[12];
// ...
if (i < 17) {
delete[] p;
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:

void f5(int i) // OK: resource management done by local object


{
vector<int> v(12);
// ...
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helper(i); // may throw


// ...
}

That’s even simpler and safer, and often more ef cient.

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
}

ifstream fs("foo"); // not std::ifstream: valid() added


if (!fs.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.

See also: Use of noexcept

Enforcement ???

E.7: State your preconditions

Reason To avoid interface errors.


See also: precondition rule

E.8: State your postconditions

Reason To avoid interface errors.


See also: postcondition rule

E.12: Use noexcept when exiting a function because of a throw is


impossible or unacceptable

Reason To make error handling systematic, robust, and ef cient.

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.

Note Do not use traditional exception-speci cations.

See also discussion.

E.13: Never throw while being the direct owner of an object

Reason That would be a leak.

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
}

One way of avoiding such problems is to use resource handles consistently:

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.

E.14: Use purpose-designed user-de ned types as exceptions (not


built-in types)

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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"
// ...
}

void your_code() // Don't


{
try {
// ...
my_code();
// ...
}
catch(int i) { // i == 7 means "input buffer too small"
// ...
}
}

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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void your_code() // Don't


{
try {
// ...
my_code();
// ...
}
catch(const runtime_error&) { // runtime_error means "input buffer too small"
// ...
}
}

See also: Discussion

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.

E.15: Catch exceptions from a hierarchy by reference

Reason To prevent slicing.

Example
void f()
{
try {
// ...
}
catch (exception e) { // don't: may slice
// ...
}
}

Instead, use a reference:

catch (exception& e) { /* ... */ }

of - typically better still - a const reference:

catch (const exception& e) { /* ... */ }

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).

E.16: Destructors, deallocation, and swap must never fail

Reason We don’t know how to write reliable programs if a destructor, a swap, or a


memory deallocation fails; that is, if it exits by an exception or simply doesn’t perform
its required action.

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.

Note Deallocation functions, including operator delete , must be noexcept . swap


functions must be noexcept . Most destructors are implicitly noexcept by default.
Also, make move operations noexcept .

Enforcement Catch destructors, deallocation operations, and swap s that throw . Catch
such operations that are not noexcept .
See also: discussion

E.17: Don’t try to catch every exception in every function

Reason Catching an exception in a function that cannot take a meaningful recovery

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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”)

E.18: Minimize the use of explicit try / catch

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

Enforcement ??? hard, needs a heuristic

E.19: Use a final_action object to express cleanup if no suitable


resource handle is available

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.

Enforcement Heuristic: Detect goto exit;

E.25: If you can’t throw exceptions, simulate RAII for resource


management

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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A lot of fear of exceptions is misguided. When used for exceptional circumstances in


code that is not littered with pointers and complicated control structures, exception
handling is almost always affordable (in time and space) and almost always leads to
better code. This, of course, assumes a good implementation of the exception handling
mechanisms, which is not available on all systems. There are also cases where the
problems above do not apply, but exceptions cannot be used for other reasons. Some
hard-real-time systems are an example: An operation has to be completed within a xed
time with an error or a correct answer. In the absence of appropriate time estimation
tools, this is hard to guarantee for exceptions. Such systems (e.g. ight control software)
typically also ban the use of dynamic (heap) memory.

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.

Example Assume you wanted to write


void func(zstring arg)
{
Gadget g {arg};
// ...
}

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 :

error_indicator func(zstring arg)


{
Gadget g {arg};
if (!g.valid()) return gadget_construction_error;
// ...
return 0; // zero indicates "good"
}

The problem is of course that the caller now has to remember to test the return value.

See also: Discussion

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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E.26: If you can’t throw exceptions, consider failing fast

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

E.27: If you can’t throw exceptions, use error codes systematically

Reason Systematic use of any error-handling strategy minimizes the chance of forgetting
to handle an error.
See also: Simulating RAII

Note There are several issues to be addressed:

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how do you transmit an error indicator from out of a function?


how do you release all resources from a function before doing an error exit?
What do you use as an error indicator?

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):

std::pair<int, error_indicator> user()


{
error_indicator err = 0;

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.

We prefer exception-based error handling and recommend keeping functions short.

See also: Discussion

See also: Returning multiple values

Enforcement Awkward.

E.28: Avoid error handling based on global state (e.g. errno )

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.

E.30: Don’t use exception speci cations

Reason Exception speci cations make error handling brittle, impose a run-time cost, and
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have been removed from the C++ standard.

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.

Note If no exception may be thrown, use noexcept or its equivalent throw() .

Enforcement Flag every exception speci cation.

E.31: Properly order your catch -clauses

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.

Enforcement Flag all “hiding handlers”.

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Con: Constants and immutability


You can’t have a race condition on a constant. It is easier to reason about a program
when many of the objects cannot change their values. Interfaces that promises “no
change” of objects passed as arguments greatly increase readability.

Constant rule summary:

Con.1: By default, make objects immutable


Con.2: By default, make member functions const
Con.3: By default, pass pointers and references to const s
Con.4: Use const to de ne objects with values that do not change after
construction
Con.5: Use constexpr for values that can be computed at compile time

Con.1: By default, make objects immutable

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

for (int i : c) cout << i << '\n'; // BAD: just reading

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

Note that function parameter is a local variable so changes to it are local.

Enforcement
Flag non- const variables that are not modi ed (except for parameters to avoid
many false positives)

Con.2: By default, make member functions const

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
// ...
};

void f(const Point& pt) {


int x = pt.getx(); // ERROR, doesn't compile because getx was not marked const
}

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.

See also: Pimpl

Enforcement
Flag a member function that is not marked const , but that does not perform a
non- const operation on any member variable.

Con.3: By default, pass pointers and references to const s

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.

Note Do not cast away const .

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

Con.4: Use const to de ne objects with values that do not change


after construction

Reason Prevent surprises from unexpectedly changed object values.

Example
void f()
{
int x = 7;

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const int y = 9;

for (;;) {
// ...
}
// ...
}

As x is not const , we must assume that it is modi ed somewhere in the loop.

Enforcement
Flag unmodi ed non- const variables.

Con.5: Use constexpr for values that can be computed at compile


time

Reason Better performance, better compile-time checking, guaranteed compile-time


evaluation, no possibility of race conditions.

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

Note See F.4.

Enforcement
Flag const de nitions with constant expression initializers.

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T: Templates and generic programming


Generic programming is programming using types and algorithms parameterized by
types, values, and algorithms. In C++, generic programming is supported by the templa
te language mechanisms.

Arguments to generic functions are characterized by sets of requirements on the


argument types and values involved. In C++, these requirements are expressed by
compile-time predicates called concepts.

Templates can also be used for meta-programming; that is, programs that compose code
at compile time.

A central notion in generic programming is “concepts”; that is, requirements on template


arguments presented as compile-time predicates. “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 use rule summary:

T.1: Use templates to raise the level of abstraction of code


T.2: Use templates to express algorithms that apply to many argument types
T.3: Use templates to express containers and ranges
T.4: Use templates to express syntax tree manipulation
T.5: Combine generic and OO techniques to amplify their strengths, not their costs

Concept use rule summary:

T.10: Specify concepts for all template arguments


T.11: Whenever possible use standard concepts
T.12: Prefer concept names over auto for local variables
T.13: Prefer the shorthand notation for simple, single-type argument concepts
???

Concept de nition rule summary:

T.20: Avoid “concepts” without meaningful semantics


T.21: Require a complete set of operations for a concept
T.22: Specify axioms for concepts
T.23: Differentiate a re ned concept from its more general case by adding new use
patterns
T.24: Use tag classes or traits to differentiate concepts that differ only in semantics
T.25: Avoid complementary constraints

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T.26: Prefer to de ne concepts in terms of use-patterns rather than simple syntax


T.30: Use concept negation ( !C<T> ) sparingly to express a minor difference
T.31: Use concept disjunction ( C1<T> || C2<T> ) sparingly to express alternatives
???

Template interface rule summary:

T.40: Use function objects to pass operations to algorithms


T.41: Require only essential properties in a template’s concepts
T.42: Use template aliases to simplify notation and hide implementation details
T.43: Prefer using over typedef for de ning aliases
T.44: Use function templates to deduce class template argument types (where
feasible)
T.46: Require template arguments to be at least Regular or SemiRegular
T.47: Avoid highly visible unconstrained templates with common names
T.48: If your compiler does not support concepts, fake them with enable_if
T.49: Where possible, avoid type-erasure

Template de nition rule summary:

T.60: Minimize a template’s context dependencies


T.61: Do not over-parameterize members (SCARY)
T.62: Place non-dependent class template members in a non-templated base class
T.64: Use specialization to provide alternative implementations of class templates
T.65: Use tag dispatch to provide alternative implementations of functions
T.67: Use specialization to provide alternative implementations for irregular types
T.68: Use {} rather than () within templates to avoid ambiguities
T.69: Inside a template, don’t make an unquali ed nonmember function call unless
you intend it to be a customization point

Template and hierarchy rule summary:

T.80: Do not naively templatize a class hierarchy


T.81: Do not mix hierarchies and arrays // ??? somewhere in “hierarchies”
T.82: Linearize a hierarchy when virtual functions are undesirable
T.83: Do not declare a member function template virtual
T.84: Use a non-template core implementation to provide an ABI-stable interface
T.??: ????

Variadic template rule summary:

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.??: ????

Metaprogramming rule summary:

T.120: Use template metaprogramming only when you really need to


T.121: Use template metaprogramming primarily to emulate concepts
T.122: Use templates (usually template aliases) to compute types at compile time
T.123: Use constexpr functions to compute values at compile time
T.124: Prefer to use standard-library TMP facilities
T.125: If you need to go beyond the standard-library TMP facilities, use an existing
library
T.??: ????

Other template rules summary:

T.140: Name all operations with potential for reuse


T.141: Use an unnamed lambda if you need a simple function object in one place
only
T.142: Use template variables to simplify notation
T.143: Don’t write unintentionally nongeneric code
T.144: Don’t specialize function templates
T.150: Check that a class matches a concept using static_assert
T.??: ????

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T.gp: Generic programming


Generic programming is programming using types and algorithms parameterized by
types, values, and algorithms.

T.1: Use templates to raise the level of abstraction of code

Reason Generality. Reuse. Ef ciency. Encourages consistent de nition of user types.

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 If we de ne a template to require exactly the operations required for a single


implementation of a single algorithm (e.g., requiring just += rather than also = and + )
and only those, we have overconstrained maintainers. We aim to minimize requirements
on template arguments, but the absolutely minimal requirements of an implementation
is rarely a meaningful concept.

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.

T.2: Use templates to express algorithms that apply to many argument


types

Reason Generality. Minimizing the amount of source code. Interoperability. Reuse.

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.

Enforcement ??? tough, probably needs a human

T.3: Use templates to express containers and ranges

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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;
};

Container c(10, sizeof(double));


((double*) c.elem)[7] = 9.9;

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

T.4: Use templates to express syntax tree manipulation

Reason ???

Example
???

Exceptions: ???

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T.5: Combine generic and OO techniques to amplify their strengths, not


their costs

Reason Generic and OO techniques are complementary.

Example Static helps dynamic: Use static polymorphism to implement dynamically


polymorphic interfaces.
class Command {
// pure virtual functions
};

// 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 ???

Enforcement See the reference to more speci c rules.

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T.concepts: Concept rules


Concepts is a facility for specifying requirements for template arguments. It is an ISO
technical speci cation, but currently supported only by GCC. Concepts are, however,
crucial in the thinking about generic programming and the basis of much work on future
C++ libraries (standard and other).

This section assumes concept support

Concept use rule summary:

T.10: Specify concepts for all template arguments


T.11: Whenever possible use standard concepts
T.12: Prefer concept names over auto
T.13: Prefer the shorthand notation for simple, single-type argument concepts
???

Concept de nition rule summary:

T.20: Avoid “concepts” without meaningful semantics


T.21: Require a complete set of operations for a concept
T.22: Specify axioms for concepts
T.23: Differentiate a re ned concept from its more general case by adding new use
patterns
T.24: Use tag classes or traits to differentiate concepts that differ only in semantics
T.25: Avoid complimentary constraints
T.26: Prefer to de ne concepts in terms of use-patterns rather than simple syntax
???

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T.con-use: Concept use

T.10: Specify concepts for all template arguments

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)
{
// ...
}

or equivalently and more succinctly:

template<Input_iterator Iter, typename Val>


// requires 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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Enforcement Flag template type arguments without concepts

T.11: Whenever possible use standard concepts

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.

Example (using TS concepts)


template<typename T>
// don't define this: Sortable is in the GSL
concept Ordered_container = Sequence<T> && Random_access<Iterator<T>> && Ordered<Value_type<T>
>;

void sort(Ordered_container& s);

This Ordered_container is quite plausible, but it is very similar to the Sortable


concept in the GSL (and the Range TS). Is it better? Is it right? Does it accurately re ect
the standard’s requirements for sort ? It is better and simpler just to use Sortable :

void sort(Sortable& s); // better

Note The set of “standard” concepts is evolving as we approach an ISO standard


including concepts.

Note Designing a useful concept is challenging.

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).

T.12: Prefer concept names over auto for local variables

Reason auto is the weakest concept. Concept names convey more meaning than just a
uto .

Example (using TS concepts)


vector<string> v{ "abc", "xyz" };
auto& x = v.front(); // bad
String& s = v.front(); // good (String is a GSL concept)

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Enforcement
???

T.13: Prefer the shorthand notation for simple, single-type argument


concepts

Reason Readability. Direct expression of an idea.

Example (using TS concepts) To say “ T is Sortable ”:


template<typename T> // Correct but verbose: "The parameter is
// requires Sortable<T> // of type T which is the name of a type
void sort(T&); // that is Sortable"

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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T.concepts.def: Concept de nition rules


De ning good concepts is non-trivial. Concepts are meant to represent fundamental
concepts in an application domain (hence the name “concepts”). Similarly throwing
together a set of syntactic constraints to be used for a the arguments for a single class or
algorithm is not what concepts were designed for and will not give the full bene ts of
the mechanism.

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.

T.20: Avoid “concepts” without meaningful semantics

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.

Example, bad (using TS concepts)


template<typename T>
concept Addable = has_plus<T>; // bad; insufficient

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 .

Note The ability to specify a meaningful semantics is a de ning characteristic of a true


concept, as opposed to a syntactic constraint.

Example (using TS concepts)

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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>;

template<Number N> auto algo(const N& a, const N& b)


{
// ...
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); // 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 .

T.21: Require a complete set of operations for a concept

Reason Ease of comprehension. Improved interoperability. Helps implementers and


maintainers.

Note This is a speci c variant of the general rule that a concept must make semantic
sense.

Example, bad (using TS concepts)


template<typename T> concept Subtractable = requires(T a, T, b) { a-b; };

This makes no semantic sense. You need at least + to make - meaningful and useful.

Examples of complete sets are

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 {
// ...
};

bool operator==(const Minimal&, const Minimal&);


bool operator<(const Minimal&, const Minimal&);

Minimal operator+(const Minimal&, const Minimal&);


// no other operators

void f(const Minimal& x, const Minimal& y)


{
if (!(x == y)) { /* ... */ } // OK
if (x != y) { /* ... */ } // surprise! error

while (!(x < y)) { /* ... */ } // OK


while (x >= y) { /* ... */ } // surprise! error

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 {
// ...
};

bool operator==(const Convenient&, const Convenient&);


bool operator<(const Convenient&, const Convenient&);
// ... and the other comparison operators ...

Minimal operator+(const Convenient&, const Convenient&);


// .. and the other arithmetic operators ...

void f(const Convenient& x, const Convenient& y)


{
if (!(x == y)) { /* ... */ } // OK
if (x != y) { /* ... */ } // OK

while (!(x < y)) { /* ... */ } // OK


while (x >= y) { /* ... */ } // OK

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.

T.22: Specify axioms for concepts

Reason A meaningful/useful concept has a semantic meaning. Expressing these


semantics in an informal, semi-formal, or formal way makes the concept comprehensible
to readers and the effort to express it can catch conceptual errors. Specifying semantics
is a powerful design tool.

Example (using TS concepts)


template<typename T>
// The operators +, -, *, and / for a number are assumed to follow the usual mathematical r
ules
// axiom(T a, T b) { a + b == b + a; a - a == 0; a * (b + c) == a * b + a * c; /*...*/ }
concept Number = requires(T a, T b) {
{a + b} -> T; // the result of a + b is convertible to T
{a - b} -> T;
{a * b} -> T;
{a / b} -> T;
}

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.

A “concept” that is incomplete or without a well-speci ed semantics can still be useful.


For example, it allows for some checking during initial experimentation. However, it
should not be assumed to be stable. Each new use case may require such an incomplete
concepts to be improved.

Enforcement
Look for the word “axiom” in concept de nition comments

T.23: Differentiate a re ned concept from its more general case by


adding new use patterns.

Reason Otherwise they cannot be distinguished automatically by the compiler.

Example (using TS concepts)


template<typename I>
concept bool Input_iter = requires(I iter) { ++iter; };

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.

Example (using TS concepts)


template<typename I> // iterator providing random access
concept bool RA_iter = ...;

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template<typename I> // iterator providing random access to contiguous data


concept bool Contiguous_iter =
RA_iter<I> && is_contiguous<I>::value; // using is_contiguous trait

The programmer (in a library) must de ne is_contiguous (a trait) appropriately.

Wrapping a tag class into a concept leads to a simpler expression of this idea:

template<typename I> concept Contiguous = is_contiguous<I>::value;

template<typename I>
concept bool Contiguous_iter = RA_iter<I> && Contiguous<I>;

The programmer (in a library) must de ne is_contiguous (a trait) appropriately.

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.

T.25: Avoid complementary constraints

Reason Clarity. Maintainability. Functions with complementary requirements expressed


using negation are brittle.

Example (using TS concepts) Initially, people will try to de ne functions with


complementary requirements:
template<typename T>
requires !C<T> // bad
void f();

template<typename T>
requires C<T>
void f();

This is better:

template<typename T> // general template


void f();

template<typename T> // specialization by concept


requires C<T>
void f();

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.

Note Complementary constraints are unfortunately common in enable_if code:


template<typename T>
enable_if<!C<T>, void> // bad
f();

template<typename T>
enable_if<C<T>, void>
f();

Note Complementary requirements on one requirements is sometimes (wrongly)


considered manageable. However, for two or more requirements the number of
de nitions needs can go up exponentially (2,4,9,16,…):
C1<T> && C2<T>
!C1<T> && C2<T>
C1<T> && !C2<T>
!C1<T> && !C2<T>

Now the opportunities for errors multiply.

Enforcement
Flag pairs of functions with C<T> and !C<T> constraints

T.26: Prefer to de ne concepts in terms of use-patterns rather than


simple syntax

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.

Example (using TS concepts) You might be tempted to de ne a concept Equality like


this:
template<typename T> concept Equality = has_equal<T> && has_not_equal<T>;

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:

template<typename T> concept Equality = requires(T a, T b) {


bool == { a == b }
bool == { a != b }
// axiom { !(a == b) == (a != b) }
// axiom { a = b; => a == b } // => means "implies"
}

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as opposed to de ning two meaningless concepts has_equal and has_not_equal


just as helpers in the de nition of Equality . By “meaningless” we mean that we cannot
specify the semantics of has_equal in isolation.

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.

T.40: Use function objects to pass operations to algorithms

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.

Example (using TS concepts)


bool greater(double x, double y) { return x > y; }
sort(v, greater); // pointer to function: potentially slow
sort(v, [](double x, double y) { return x > y; }); // function object
sort(v, std::greater<>); // function object

bool greater_than_7(double x) { return x > 7; }


auto x = find_if(v, greater_than_7); // pointer to function: inflexible
auto y = find_if(v, [](double x) { return x > 7; }); // function object: carries the needed dat
a
auto z = find_if(v, Greater_than<double>(7)); // function object: carries the needed dat
a

You can, of course, generalize those functions using auto or (when and where
available) concepts. For example:

auto y1 = find_if(v, [](Ordered x) { return x > 7; }); // require an ordered type


auto z1 = find_if(v, [](auto x) { return x > 7; }); // hope that the type has a >

Note Lambdas generate function objects.

Note The performance argument depends on compiler and optimizer technology.

Enforcement
Flag pointer to function template arguments.
Flag pointers to functions passed as arguments to a template (risk of false
positives).

T.41: Require only essential properties in a template’s concepts

Reason Keep interfaces simple and stable.

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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";
}

Should this be rewritten to:

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 ???

T.42: Use template aliases to simplify notation and hide


implementation details

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;
// ...
}

Note A simple, common use could be expressed: “Wrap traits!”

Enforcement
Flag use of typename as a disambiguator outside using declarations.
???

T.43: Prefer using over typedef for de ning aliases

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

using PFI2 = int (*)(int); // OK, preferred

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” :-(

T.44: Use function templates to deduce class template argument types


(where feasible)

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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T.46: Require template arguments to be at least Regular or SemiReg


ular

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

Note Semiregular requires default constructible.

Enforcement
Flag types that are not at least SemiRegular .

T.47: Avoid highly visible unconstrained templates with common


names

Reason An unconstrained template argument is a perfect match for anything so such a


template can be preferred over more speci c types that require minor conversions. This
is particularly annoying/dangerous when ADL is used. Common names make this
problem more likely.

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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bool b2 = v.size() == bad;


}
}

This prints T0 and Bad .

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 If an unconstrained template is de ned in the same namespace as a type, that


unconstrained template can be found by ADL (as happened in the example). That is, it is
highly visible.

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<???>

Note Beware of complementary constraints. Faking concept overloading using enable_


if sometimes forces us to use that error-prone design technique.

Enforcement ???

T.49: Where possible, avoid type-erasure

Reason Type erasure incurs an extra level of indirection by hiding type information
behind a separate compilation boundary.

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Example
???

Exceptions: Type erasure is sometimes appropriate, such as for std::function .

Enforcement ???

Note

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T.def: Template de nitions


A template de nition (class or function) can contain arbitrary code, so only a
comprehensive review of C++ programming techniques would cover this topic. However,
this section focuses on what is speci c to template implementation. In particular, it
focuses on a template de nition’s dependence on its context.

T.60: Minimize a template’s context dependencies

Reason Eases understanding. Minimizes errors from unexpected dependencies. Eases


tool creation.

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

Enforcement ??? Tricky

T.61: Do not over-parameterize members (SCARY)

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;
};

using iterator = Link*;

iterator first() const { return head; }

// ...
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;
};

template<typename T, typename A = std::allocator{}>


// requires Regular<T> && Allocator<A>
class List2 {
public:
using iterator = Link<T>*;

iterator first() const { return head; }

// ...
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

T.62: Place non-dependent class template members in a non-


templated base class

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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T.64: Use specialization to provide alternative implementations of


class templates

Reason A template de nes a general interface. Specialization offers a powerful


mechanism for providing alternative implementations of that interface.

Example
??? string specialization (==)

??? representation specialization ?

Note ???

Enforcement ???

T.65: Use tag dispatch to provide alternative implementations of a


function

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.

Example This is a simpli ed version of std::copy (ignoring the possibility of non-


contiguous sequences)
struct pod_tag {};
struct non_pod_tag {};

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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return copy_helper(first, last, out, typename copy_trait<Iter>::tag{})


}

void use(vector<int>& vi, vector<int>& vi2, vector<string>& vs, vector<string>& vs2)


{
copy(vi.begin(), vi.end(), vi2.begin()); // uses memmove
copy(vs.begin(), vs.end(), vs2.begin()); // uses a loop calling copy constructors
}

This is a general and powerful technique for compile-time algorithm selection.

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 ???

T.67: Use specialization to provide alternative implementations for


irregular types

Reason ???

Example
???

Enforcement ???

T.68: Use {} rather than () within templates to avoid ambiguities

Reason () is vulnerable to grammar ambiguities.

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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f(1, "asdf"); // bad: cast from const char* to int

Enforcement
ag () initializers
ag function-style casts

T.69: Inside a template, don’t make an unquali ed nonmember


function call unless you intend it to be a customization point

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
}

A trait is usually a type alias to compute a type, a constexpr function to compute a


value, or a traditional traits template to be specialized on the user’s type.

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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In a template, ag an unquali ed call to a nonmember function that passes a


variable of dependent type when there is a nonmember function of the same name
in the template’s namespace.

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T.temp-hier: Template and hierarchy rules:


Templates are the backbone of C++’s support for generic programming and class
hierarchies the backbone of its support for object-oriented programming. The two
language mechanisms can be used effectively in combination, but a few design pitfalls
must be avoided.

T.80: Do not naively templatize a class hierarchy

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;

It is probably a dumb idea to de ne a sort as a member function of a container, but it


is not unheard of and it makes a good example of what not to do.

Given this, the compiler cannot know if vector<int>::sort() is called, so it must


generate code for it. Similar for vector<string>::sort() . Unless those two functions
are called that’s code bloat. Imagine what this would do to a class hierarchy with dozens
of member functions and dozens of derived classes with many instantiations.

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

T.81: Do not mix hierarchies and arrays

Reason An array of derived classes can implicitly “decay” to a pointer to a base class with
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potential disastrous results.

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]
}

Apple aa [] = { an_apple, another_apple }; // aa contains Apples (obviously!)

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.

Note that maul() violates the a T* points to an individual object rule.

Alternative: Use a proper (templatized) container:

void maul2(Fruit* p)
{
*p = Pear{}; // put a Pear into *p
}

vector<Apple> va = { an_apple, another_apple }; // va contains Apples (obviously!)

maul2(va); // error: cannot convert a vector<Apple> to a Fruit*


maul2(&va[0]); // you asked for it

Apple& a0 = &va[0]; // a Pear?

Note that the assignment in maul2() violated the no-slicing rule.

Enforcement
Detect this horror!

T.82: Linearize a hierarchy when virtual functions are undesirable

Reason ???

Example
???

Enforcement ???

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T.83: Do not declare a member function template virtual

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
};

Note We need a rule because people keep asking about this

Alternative Double dispatch, visitors, calculate which function to call

Enforcement The compiler handles that.

T.84: Use a non-template core implementation to provide an ABI-


stable interface

Reason Improve stability of code. Avoid code bloat.

Example It could be a base class:


struct Link_base { // stable
Link_base* suc;
Link_base* pre;
};

template<typename T> // templated wrapper to add type safety


struct Link : Link_base {
T val;
};

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.

Alternative: Use a Pimpl implementation.

Enforcement ???

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T.var: Variadic template rules


???

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.

T.101: ??? How to pass arguments to a variadic template ???

Reason ???

Example
??? beware of move-only and reference arguments

Enforcement ???

T.102: How to process arguments to a variadic template

Reason ???

Example
??? forwarding, type checking, references

Enforcement ???

T.103: Don’t use variadic templates for homogeneous argument lists

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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T.meta: Template metaprogramming (TMP)


Templates provide a general mechanism for compile-time programming.

Metaprogramming is programming where at least one input or one result is a type.


Templates offer Turing-complete (modulo memory capacity) duck typing at compile time.
The syntax and techniques needed are pretty horrendous.

T.120: Use template metaprogramming only when you really need to

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.

T.121: Use template metaprogramming primarily to emulate concepts

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;}

Note Such code is much simpler using concepts:


void advance(RandomAccessIterator p, int n) { p += n; }

void advance(ForwardIterator p, int n) { assert(n >= 0); while (n--) ++p;}

Enforcement ???

T.122: Use templates (usually template aliases) to compute types at


compile time

Reason Template metaprogramming is the only directly supported and half-way


principled way of generating types at compile time.

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 ???

T.123: Use constexpr functions to compute values at compile time

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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constexpr auto f7 = pow(pi, 7);

Enforcement
Flag template metaprograms yielding a value. These should be replaced with con
stexpr functions.

T.124: Prefer to use standard-library TMP facilities

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 ???

T.125: If you need to go beyond the standard-library TMP facilities, use


an existing library

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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Other template rules

T.140: Name all operations with potential for reuse

Reason Documentation, readability, opportunity for reuse.

Example
struct Rec {
string name;
string addr;
int id; // unique identifier
};

bool same(const Rec& a, const Rec& b)


{
return a.id == b.id;
}

vector<Rec*> find_id(const string& name); // find all records for "name"

auto x = find_if(vr.begin(), vr.end(),


[&](Rec& r) {
if (r.name.size() != n.size()) return false; // name to compare to is in n
for (int i = 0; i < r.name.size(); ++i)
if (tolower(r.name[i]) != tolower(n[i])) return false;
return true;
}
);

There is a useful function lurking here (case insensitive string comparison), as there
often is when lambda arguments get large.

bool compare_insensitive(const string& a, const string& b)


{
if (a.size() != b.size()) return false;
for (int i = 0; i < a.size(); ++i) if (tolower(a[i]) != tolower(b[i])) return false;
return true;
}

auto x = find_if(vr.begin(), vr.end(),


[&](Rec& r) { compare_insensitive(r.name, n); }
);

Or maybe (if you prefer to avoid the implicit name binding to n):

auto cmp_to_n = [&n](const string& a) { return compare_insensitive(a, n); };

auto x = find_if(vr.begin(), vr.end(),


[](const Rec& r) { return cmp_to_n(r.name); }
);

Note whether functions, lambdas, or operators.

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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
???

T.141: Use an unnamed lambda if you need a simple function object in


one place only

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).

T.142?: Use template variables to simplify notation

Reason Improved readability.

Example
???

Enforcement ???

T.143: Don’t write unintentionally nongeneric code

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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for (auto i = first; i < last; ++i) { // less generic


// ...
}

for (auto i = first; i != last; ++i) { // good; more generic


// ...
}

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();
};

class Derived1 : public Base {


public:
Bar h();
};

class Derived2 : public Base {


public:
Bar j();
};

// bad, unless there is a specific reason for limiting to Derived1 objects only
void my_func(Derived1& param)
{
use(param.f());
use(param.g());
}

// good, uses only Base interface so only commit to that


void my_func(Base& 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.

T.144: Don’t specialize function templates

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.

T.150: Check that a class matches a concept using static_assert

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 :

static_assert(Default_constructible<X>); // error: X has no default constructor


static_assert(Copyable<X>); // error: we forgot to define X's move constructor

Enforcement Not feasible.

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CPL: C-style programming


C and C++ are closely related languages. They both originate in “Classic C” from 1978
and have evolved in ISO committees since then. Many attempts have been made to keep
them compatible, but neither is a subset of the other.

C rule summary:

CPL.1: Prefer C++ to C


CPL.2: If you must use C, use the common subset of C and C++, and compile the C
code as C++
CPL.3: If you must use C for interfaces, use C++ in the calling code using such
interfaces

CPL.1: Prefer C++ to C

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.

Enforcement Use a C++ compiler.

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.

Example You can call C from C++:


// in C:
double sqrt(double);

// in C++:
extern "C" double sqrt(double);

sqrt(2);

Example You can call C++ from C:


// in C:
X call_f(struct Y*, int);

// in C++:
extern "C" X call_f(Y* p, int i)
{
return p->f(i); // possibly a virtual function call
}

Enforcement None needed

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SF: Source les


Distinguish between declarations (used as interfaces) and de nitions (used as
implementations). Use header les to represent interfaces and to emphasize logical
structure.

Source le rule summary:

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.20: Use namespace s to express logical structure


SF.21: Don’t use an unnamed (anonymous) namespace in a header
SF.22: Use an unnamed (anonymous) namespace for all internal/nonexported
entities

SF.1: Use a .cpp suf x for code les and .h for interface les if your
project doesn’t already follow another convention

Reason It’s a longstanding convention. But consistency is more important, so if your


project uses something else, follow that.

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.

SF.2: A .h le may not contain object de nitions or non-inline


function de nitions

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 ...

Linking file1.cpp and file2.cpp will give two linker errors.

Alternative formulation: A .h le must contain only:

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#include s of other .h les (possibly with include guards)


templates
class de nitions
function declarations
extern declarations
inline function de nitions
constexpr de nitions
const de nitions
using alias de nitions
???

Enforcement Check the positive list above.

SF.3: Use .h les for all declarations used in multiple source les

Reason Maintainability. Readability.

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 .

SF.4: Include .h les before other declarations in a le

Reason Minimize context dependencies and increase readability.

Example
#include <vector>
#include <algorithm>
#include <string>

// ... my code here ...

Example, bad
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#include <vector>

// ... my code here ...

#include <algorithm>
#include <string>

Note This applies to both .h and .cpp les.

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:

Working Draft, Extensions to C++ for Modules


Modules, Componentization, and Transition

Enforcement Easy.

SF.5: A .cpp le must include the .h le(s) that de nes its interface

Reason This enables the compiler to do an early consistency check.

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>

void foo(int) { /* ... */ }


int bar(double) { /* ... */ }
double foobar(int); // error: wrong return type

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 ???

SF.6: Use using namespace directives for transition, for foundation


libraries (such as std ), or within a local scope (only)

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>

using namespace std;

// ...

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.

Note Don’t write using namespace in a header le.

Enforcement Flag multiple using namespace directives for different namespaces in a


single source le.

SF.7: Don’t write using namespace at global scope in a header le

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
}

Enforcement Flag using namespace at global scope in a header le.

SF.8: Use #include guards for all .h les

Reason To avoid les being #include d several times.


In order to avoid include guard collisions, do not just name the guard after the lename.
Be sure to also include a key and good differentiator, such as the name of library or
component the header le is part of.

Example
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// file foobar.h:
#ifndef LIBRARY_FOOBAR_H
#define LIBRARY_FOOBAR_H
// ... declarations ...
#endif // LIBRARY_FOOBAR_H

Enforcement Flag .h les without #include guards.

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.

SF.9: Avoid cyclic dependencies among source les

Reason Cycles complicates comprehension and slows down compilation. Complicates


conversion to use language-supported modules (when they become available).

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"

Enforcement Flag all cycles.

SF.10: Avoid dependencies on implicitly #include d names

Reason Avoid surprises. Avoid having to change #include s if an #include d header


changes. Avoid accidentally becoming dependent on implementation details and
logically separate entities included in a header.

Example
#include <iostream>
using namespace std;

void use() // bad


{
string s;
cin >> s; // fine
getline(cin, s); // error: getline() not defined

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if (s == "surprise") { // error == not defined


// ...
}
}

<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 == ).

The solution is to explicitly #include <string> :

#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.

Enforcement Enforcement would require some knowledge about what in a header is


meant to be “exported” to users and what is there to enable implementation. No really
good solution is possible until we have modules.

SF.11: Header les should be self-contained

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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having to manage that header’s dependencies.

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.

SF.20: Use namespace s to express logical structure

Reason ???

Example
???

Enforcement ???

SF.21: Don’t use an unnamed (anonymous) namespace in a header

Reason It is almost always a bug to mention an unnamed namespace in a header le.

Example
???

Enforcement
Flag any use of an anonymous namespace in a header le.

SF.22: Use an unnamed (anonymous) namespace for all


internal/nonexported entities

Reason Nothing external can depend on an entity in a nested unnamed namespace.


Consider putting every de nition in an implementation source le in an unnamed
namespace unless that is de ning an “external/exported” entity.

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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SL: The Standard Library


Using only the bare language, every task is tedious (in any language). Using a suitable
library any task can be reasonably simple.

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.

« ??? We need another level of rule numbering ??? »

C++ Standard Library component summary:

SL.con: Containers
SL.str: String
SL.io: Iostream
SL.regex: Regex
SL.chrono: Time
SL.C: The C Standard Library

Standard-library rule summary:

SL.1: Use libraries wherever possible


SL.2: Prefer the standard library to other libraries
SL.3: Do not add non-standard entities to namespace std
SL.4: Use the standard library in a type-safe manner
???

SL.1: Use libraries wherever possible

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.

SL.2: Prefer the standard library to other libraries

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.

SL.3: Do not add non-standard entities to namespace std

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.

SL.4: Use the standard library in a type-safe manner

Reason Because, obviously, breaking this rule can lead to unde ned behavior, memory
corruption, and all kinds of other bad errors.

Note This is a semi-philosophical meta-rule, which needs many supporting concrete


rules. We need it as an umbrella for the more speci c rules.
Summary of more speci c rules:

SL.4: Use the standard library in a type-safe manner

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SL.con: Containers
???

Container rule summary:

SL.con.1: Prefer using STL array or vector instead of a C array


SL.con.2: Prefer using STL vector by default unless you have a reason to use a
different container
SL.con.3: Avoid bounds errors
???

SL.con.1: Prefer using STL array or vector instead of a C array

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 Use gsl::span for non-owning references into a container.

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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least change the C array to a std::array .

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.

Note string should not be used as a container of individual characters. A string is a


textual string; if you want a container of characters, use vector</*char_type*/> or a
rray</*char_type*/> instead.

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.

If you want a dictionary-style lookup container that guarantees O(K) or O(log N)


lookups, the container will be larger (more than a few KB) and you perform
frequent inserts so that the overhead of maintaining a sorted vector is
infeasible, go ahead and use an unordered_map or map instead.

Note To initialize a vector with a number of elements, use () -initialization. To initialize


a vector with a list of elements, use {} -initialization.
vector<int> v1(20); // v1 has 20 elements with the value 0 (vector<int>{})
vector<int> v2 {20}; // v2 has 1 element with the value 20

Prefer the {}-initializer syntax.

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.

SL.con.3: Avoid bounds errors

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

Such loops are as fast as any unchecked/unsafe equivalent.

Often a simple pre-check can eliminate the need for checking of individual indices. For
example

for v.begin(),v.begin()+i the i can easily be checked against v.size()

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))
}

Also, std::array<>::fill() or std::fill() or even an empty initializer are better


candidate than memset() .

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)

v.at(0) = a[i]; // BAD


v.at(0) = a.at(i); // OK (alternative 1)
v.at(0) = at(a, i); // 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

This rule is part of the bounds pro le.

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.

See also: regular expressions

Here, we use “sequence of characters” or “string” to refer to a sequence of characters


meant to be read as text (somehow, eventually). We don’t consider

String summary:

SL.str.1: Use std::string to own character sequences


SL.str.2: Use std::string_view or gsl::string_span to refer to character
sequences
SL.str.3: Use zstring or czstring to refer to a C-style, zero-terminated,
sequence of characters
SL.str.4: Use char* to refer to a single character
SL.str.5: Use std::byte to refer to byte values that do not necessarily represent
characters

SL.str.10: Use std::string when you need to perform locale-sensitive string


operations
SL.str.11: Use gsl::string_span rather than std::string_view when you
need to mutate a string
SL.str.12: Use the s suf x for string literals meant to be standard-library string s

See also:

F.24 span
F.25 zstring

SL.str.1: Use std::string to own character sequences

Reason string correctly handles allocation, ownership, copying, gradual expansion,


and offers a variety of useful operations.

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:

vector<string> read_until(string_view terminator) // C++17


{
vector<string> res;
for (string s; cin >> s && s != terminator; ) // read a word
res.push_back(s);
return res;
}

The gsl::string_span is a current alternative offering most of the bene ts of std::


string_view for simple examples:

vector<string> read_until(string_span terminator)


{
vector<string> res;
for (string s; cin >> s && s != terminator; ) // read a word
res.push_back(s);
return res;
}

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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SL.str.2: Use std::string_view or gsl::string_span to refer to


character sequences

Reason std::string_view or gsl::string_span provides simple and (potentially)


safe access to character sequences independently of how those sequences are allocated
and stored.

Example
vector<string> read_until(string_span terminator);

void user(zstring p, const string& s, string_span ss)


{
auto v1 = read_until(p);
auto v2 = read_until(s);
auto v3 = read_until(ss);
// ...
}

Note std::string_view (C++17) is read-only.

Enforcement ???

SL.str.3: Use zstring or czstring to refer to a C-style, zero-


terminated, sequence of characters

Reason Readability. Statement of intent. A plain char* can be a pointer to a single


character, a pointer to an array of characters, a pointer to a C-style (zero-terminated)
string, or even to a small integer. Distinguishing these alternatives prevents
misunderstandings and bugs.

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

void f1(zstring s); // s is a C-style string or the nullptr


void f1(czstring s); // s is a C-style string constant or the nullptr
void f1(std::byte* s); // s is a pointer to a byte (C++17)

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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represent ownership and as generic pointers to memory (instead of void* ). It is hard to


separate these uses, so this guideline is hard to follow. This is one of the major sources
of bugs in C and C++ programs, so it is worthwhile to follow this guideline wherever
feasible..

Enforcement
Flag uses of [] on a char*
Flag uses of delete on a char*
Flag uses of free() on a char*

SL.str.4: Use char* to refer to a single character

Reason The variety of uses of char* in current code is a major source of errors.

Example, bad
char arr[] = {'a', 'b', 'c'};

void print(const char* p)


{
cout << p << '\n';
}

void use()
{
print(arr); // run-time error; potentially very bad
}

The array arr is not a C-style string because it is not zero-terminated.

Alternative See zstring , string , and string_span .

Enforcement
Flag uses of [] on a char*

SL.str.5: Use std::byte to refer to byte values that do not necessarily


represent characters

Reason Use of char* to represent a pointer to something that is not necessarily a


character causes confusion and disables valuable optimizations.

Example
???

Note C++17

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Enforcement ???

SL.str.10: Use std::string when you need to perform locale-


sensitive string operations

Reason std::string supports standard-library locale facilities

Example
???

Note ???

Enforcement ???

SL.str.11: Use gsl::string_span rather than std::string_view


when you need to mutate a string

Reason std::string_view is read-only.

Example ???

Note ???

Enforcement The compiler will ag attempts to write to a string_view .

SL.str.12: Use the s suf x for string literals meant to be standard-


library string s

Reason Direct expression of an idea minimizes mistakes.

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).

Iostream rule summary:

SL.io.1: Use character-level input only when you have to


SL.io.2: When reading, always consider ill-formed input
SL.io.3: Prefer iostreams for I/O
SL.io.10: Unless you use printf -family functions call ios_base::sync_with_st
dio(false)
SL.io.50: Avoid endl
???

SL.io.1: Use character-level input only when you have to

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 ....
}

Better (much simpler and probably faster):

string s;
s.reserve(128);
cin >> s;

and the reserve(128) is probably not worthwhile.

Enforcement ???

SL.io.2: When reading, always consider ill-formed input

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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 ???

SL.io.3: Prefer iostream s for I/O

Reason iostream s are safe, exible, and extensible.

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);

Exception ??? performance ???

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.

Enforcement Optionally ag <cstdio> and <stdio.h> .

SL.io.10: Unless you use printf -family functions call ios_base::sy


nc_with_stdio(false)
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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 ???

SL.io.50: Avoid endl

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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SL.C: The C Standard Library


???

C Standard Library rule summary:

S.C.1: Don’t use setjmp/longjmp


???
???

SL.C.1: Don’t use setjmp/longjmp

Reason a longjmp ignores destructors, thus invalidating all resource-management


strategies relying on RAII

Enforcement Flag all occurrences of longjmp and setjmp

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A: Architectural ideas
This section contains ideas about higher-level architectural ideas and libraries.

Architectural rule summary:

A.1: Separate stable from less stable part of code


A.2: Express potentially reusable parts as a library
A.4: There should be no cycles among libraries
???
???
???
???
???
???

A.1: Separate stable from less stable part of code


???

A.2: Express potentially reusable parts as a library

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

A.4: There should be no cycles among libraries

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:
???

However, a library should not depend on another that depends on it.

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NR: Non-Rules and myths


This section contains rules and guidelines that are popular somewhere, but that we
deliberately don’t recommend. We know full well that there have been times and places
where these rules made sense, and we have used them ourselves at times. However, in
the context of the styles of programming we recommend and support with the
guidelines, these “non-rules” would do harm.

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:

NR.1: Don’t: All declarations should be at the top of a function


NR.2: Don’t: Have only a single return -statement in a function
NR.3: Don’t: Don’t use exceptions
NR.4: Don’t: Place each class declaration in its own source le
NR.5: Don’t: Don’t do substantive work in a constructor; instead use two-phase
initialization
NR.6: Don’t: Place all cleanup actions at the end of a function and goto exit
NR.7: Don’t: Make all data members protected
???

NR.1: Don’t: All declarations should be at the top of a function

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;

// ... some stuff ...

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

NR.2: Don’t: Have only a single return -statement in a function

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";
}

to use a single return only we would have to do something like

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;
}

If we applied the rule, we’d get something like

int index2(const char* p)


{
int i;
if (!p)
i = -1; // error indicator
else {
// ... 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).

NR.3: Don’t: Don’t use 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).

Consider the major objections to exceptions in turn

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.

The fundamental arguments for the use of exceptions are

They clearly differentiate between erroneous return and ordinary return


They cannot be forgotten or ignored
They can be used systematically

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)

NR.4: Don’t: Place each class declaration in its own source le

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.

NR.5: Don’t: Don’t do substantive work in a constructor; instead use


two-phase initialization

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);
}

and spot the bug.

Alternative
Use exceptions and RAII
for non-RAII resources, use finally .

NR.7: Don’t: Make all data members protected

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

focus on lower-level issues, such as the spelling of identi ers


are written by C++ novices
see “stopping programmers from doing unusual things” as their primary aim
aim at portability across many compilers (some 10 years old)
are written to preserve decades old code bases
aim at a single application domain
are downright counterproductive
are ignored (must be ignored by programmers to get their work done well)

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:

RF.rules: Coding rules


RF.books: Books with coding guidelines
RF.C++: C++ Programming (C++11/C++14/C++17)
RF.web: Websites
RS.video: Videos about “modern C++”
RF.man: Manuals
RF.core: Core Guidelines materials

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RF.rules: Coding rules


Boost Library Requirements and Guidelines. ???.
Bloomberg: BDE C++ Coding. Has a strong emphasis on code organization and
layout.
Facebook: ???
GCC Coding Conventions. C++03 and (reasonably) a bit backwards looking.
Google C++ Style Guide. Geared toward C++03 and (also) older code bases. Google
experts are now actively collaborating here on helping to improve these
Guidelines, and hopefully to merge efforts so these can be a modern common set
they could also recommend.
JSF++: JOINT STRIKE FIGHTER AIR VEHICLE C++ CODING STANDARDS. Document
Number 2RDU00001 Rev C. December 2005. For ight control software. For hard-
real-time. This means that it is necessarily very restrictive (“if the program fails
somebody dies”). For example, no free store allocation or deallocation may occur
after the plane takes off (no memory over ow and no fragmentation allowed). No
exception may be used (because there was no available tool for guaranteeing that
an exception would be handled within a xed short time). Libraries used have to
have been approved for mission critical applications. Any similarities to this set of
guidelines are unsurprising because Bjarne Stroustrup was an author of JSF++.
Recommended, but note its very speci c focus.
Mozilla Portability Guide. As the name indicates, this aims for portability across
many (old) compilers. As such, it is restrictive.
Geosoft.no: C++ Programming Style Guidelines. ???.
Possibility.com: C++ Coding Standard. ???.
SEI CERT: Secure C++ Coding Standard. A very nicely done set of rules (with
examples and rationales) done for security-sensitive code. Many of their rules
apply generally.
High Integrity C++ Coding Standard.
llvm. Somewhat brief, pre-C++11, and (not unreasonably) adjusted to its domain.
???

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RF.books: Books with coding guidelines


Meyers96 Scott Meyers: More Effective C++. Addison-Wesley 1996.
Meyers97 Scott Meyers: Effective C++, Second Edition. Addison-Wesley 1997.
Meyers01 Scott Meyers: Effective STL. Addison-Wesley 2001.
Meyers05 Scott Meyers: Effective C++, Third Edition. Addison-Wesley 2005.
Meyers15 Scott Meyers: Effective Modern C++. O’Reilly 2015.
SuttAlex05 Sutter and Alexandrescu: C++ Coding Standards. Addison-Wesley 2005.
More a set of meta-rules than a set of rules. Pre-C++11.
Stroustrup05 Bjarne Stroustrup: A rationale for semantically enhanced library
languages. LCSD05. October 2005.
Stroustrup14 Stroustrup: A Tour of C++. Addison Wesley 2014. Each chapter ends
with an advice section consisting of a set of recommendations.
Stroustrup13 Stroustrup: The C++ Programming Language (4th Edition). Addison
Wesley 2013. Each chapter ends with an advice section consisting of a set of
recommendations.
Stroustrup: Style Guide for Programming: Principles and Practice using C++. Mostly
low-level naming and layout rules. Primarily a teaching tool.

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RF.C++: C++ Programming (C++11/C++14)


TC++PL4: A thorough description of the C++ language and standard libraries for
experienced programmers.
Tour++: An overview of the C++ language and standard libraries for experienced
programmers.
Programming: Principles and Practice using C++: A textbook for beginners and
relative novices.

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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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RS.video: Videos about “modern C++”


Bjarne Stroustrup: C++11 Style. 2012.
Bjarne Stroustrup: The Essence of C++: With Examples in C++84, C++98, C++11,
and C++14. 2013
All the talks from CppCon ‘14
Bjarne Stroustrup: The essence of C++ at the University of Edinburgh. 2014.
Bjarne Stroustrup: The Evolution of C++ Past, Present and Future. CppCon 2016
keynote.
Bjarne Stroustrup: Make Simple Tasks Simple!. CppCon 2014 keynote.
Bjarne Stroustrup: Writing Good C++14. CppCon 2015 keynote about the Core
Guidelines.
Herb Sutter: Writing Good C++14… By Default. CppCon 2015 keynote about the
Core Guidelines.
CppCon 15
??? C++ Next
??? Meting C++
??? more ???

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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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RF.core: Core Guidelines materials


This section contains materials that has been useful for presenting the core guidelines
and the ideas behind them:

Our documents directory


Stroustrup, Sutter, and Dos Reis: A brief introduction to C++’s model for type- and
resource-safety. A paper with lots of examples.
Sergey Zubkov: a Core Guidelines talk and here are the slides. In Russian. 2017.
Neil MacIntosh: The Guideline Support Library: One Year Later. CppCon 2016.
Bjarne Stroustrup: Writing Good C++14. CppCon 2015 keynote.
Herb Sutter: Writing Good C++14… By Default. CppCon 2015 keynote.
Peter Sommerlad: C++ Core Guidelines - Modernize your C++ Code Base. ACCU
2017.
Bjarne Stroustrup: No Littering!. Bay Area ACCU 2016. It gives some idea of the
ambition level for the Core Guidelines.

Note that slides for CppCon presentations are available (links with the posted videos).

Contributions to this list would be most welcome.

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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

and see the contributor list on the github.

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Pro: Pro les


Ideally, we would follow all of the guidelines. That would give the cleanest, most
regular, least error-prone, and often the fastest code. Unfortunately, that is usually
impossible because we have to t our code into large code bases and use existing
libraries. Often, such code has been written over decades and does not follow these
guidelines. We must aim for gradual adoption.

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.

Code written to be warning-free using such a language pro le is considered to conform


to the pro le. Conforming code is considered to be safe by construction with regard to
the safety properties targeted by that pro le. Conforming code will not be the root cause
of errors for that property, although such errors may be introduced into a program by
other code, libraries or the external environment. A pro le may also introduce additional
library types to ease conformance and encourage correct code.

Pro les summary:

Pro.type: Type safety


Pro.bounds: Bounds safety
Pro.lifetime: Lifetime safety

In the future, we expect to de ne many more pro les and add more checks to existing
pro les. Candidates include:

narrowing arithmetic promotions/conversions (likely part of a separate safe-


arithmetic pro le)
arithmetic cast from negative oating point to unsigned integral type (ditto)

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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.

To suppress enforcement of a pro le check, place a suppress annotation on a language


contract. For example:

[[suppress(bounds)]] char* raw_find(char* p, int n, char x) // find x in p[0]..p[n - 1]


{
// ...
}

Now raw_find() can scramble memory to its heart’s content. Obviously, suppression
should be very rare.

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Pro.safety: Type-safety pro le


This pro le makes it easier to construct code that uses types correctly and avoids
inadvertent type punning. It does so by focusing on removing the primary sources of
type violations, including unsafe uses of casts and unions.

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.

Type safety pro le summary:

Type.1: Avoid casts: a. Don’t use reinterpret_cast ; A strict version of Avoid


casts and prefer named casts. b. Don’t use static_cast for arithmetic types; A
strict version of Avoid casts and prefer named casts. c. Don’t cast between pointer
types where the source type and the target type are the same; A strict version of
Avoid casts. d. Don’t cast between pointer types when the conversion could be
implicit; A strict version of Avoid casts.
Type.2: Don’t use static_cast to downcast: Use dynamic_cast instead.
Type.3: Don’t use const_cast to cast away const (i.e., at all): Don’t cast away
const.
Type.4: Don’t use C-style (T)expression or functional T(expression) casts:
Prefer construction or named casts.
Type.5: Don’t use a variable before it has been initialized: always initialize.
Type.6: Always initialize a member variable: always initialize, possibly using
default constructors or default member initializers.
Type.7: Avoid naked union: Use variant instead.
Type.8: Avoid varargs: Don’t use va_arg arguments.

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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Pro.bounds: Bounds safety pro le


This pro le makes it easier to construct code that operates within the bounds of
allocated blocks of memory. It does so by focusing on removing the primary sources of
bounds violations: pointer arithmetic and array indexing. One of the core features of this
pro le is to restrict pointers to only refer to single objects, not arrays.

We de ne bounds-safety to be the property that a program does not use an object to


access memory outside of the range that was allocated for it. Bounds safety is intended
to be complete only when combined with Type safety and Lifetime safety, which cover
other unsafe operations that allow bounds violations.

Bounds safety pro le summary:

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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Pro.lifetime: Lifetime safety pro le


Accessing through a pointer that doesn’t point to anything is a major source of errors,
and very hard to avoid in many traditional C or C++ styles of programming. For example,
a pointer may be uninitialized, the nullptr , point beyond the range of an array, or to a
deleted object.

See the current design speci cation here.

Lifetime safety pro le summary:

Lifetime.1: Don’t dereference a possibly invalid pointer: detect or avoid.

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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GSL: Guidelines support library


The GSL is a small library of facilities designed to support this set of guidelines. Without
these facilities, the guidelines would have to be far more restrictive on language details.

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.

Summary of GSL components:

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.

These “views” are never owners.

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):

T* // The T* is not an owner, may be null; assumed to be pointing to a single


element.
T& // The T& is not an owner and can never be a “null reference”; references are
always bound to objects.

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<T*> // a T* that owns the object pointed/referred to; may be nullptr .

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.

An owner<T> is assumed to refer to an object on the free store (heap).

If something is not supposed to be nullptr , say so:

not_null<T> // T is usually a pointer type (e.g., not_null<int*> and not_nul


l<owner<Foo*>> ) that may not be nullptr . T can be any type for which ==nul
lptr is meaningful.

span<T> // [p:p+n) , constructor from {p, q} and {p, n} ; T is the pointer


type

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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>

A span<T> refers to zero or more mutable T s unless T is a const type.

“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 .

zstring // a char* supposed to be a C-style string; that is, a zero-terminated


sequence of char or nullptr
czstring // a const char* supposed to be a C-style string; that is, a zero-
terminated sequence of const char or nullptr

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.owner: Ownership pointers


unique_ptr<T> // unique ownership: std::unique_ptr<T>
shared_ptr<T> // shared ownership: std::shared_ptr<T> (a counted pointer)
stack_array<T> // A stack-allocated array. The number of elements are
determined at construction and xed thereafter. The elements are mutable unless
T is a const type.
dyn_array<T> // ??? needed ??? A heap-allocated array. The number of elements
are determined at construction and xed thereafter. The elements are mutable
unless T is a const type. Basically a span that allocates and owns its elements.

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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

GSL.ptr: Smart pointer concepts


See Lifetime paper.

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NL: Naming and layout rules


Consistent naming and layout are helpful. If for no other reason because it minimizes
“my style is better than your style” arguments. However, there are many, many, different
styles around and people are passionate about them (pro and con). Also, most real-world
projects includes code from many sources, so standardizing on a single style for all code
is often impossible. After many requests for guidance from users, we present a set of
rules that you might use if you have no better ideas, but the real aim is consistency,
rather than any particular rule set. IDEs and tools can help (as well as hinder).

Naming and layout rules:

NL.1: Don’t say in comments what can be clearly stated in code


NL.2: State intent in comments
NL.3: Keep comments crisp
NL.4: Maintain a consistent indentation style
NL.5: Avoid encoding type information in names
NL.7: Make the length of a name roughly proportional to the length of its scope
NL.8: Use a consistent naming style
NL.9: Use ALL_CAPS for macro names only
NL.10: Prefer underscore_style names
NL.11: Make literals readable
NL.15: Use spaces sparingly
NL.16: Use a conventional class member declaration order
NL.17: Use K&R-derived layout
NL.18: Use C++-style declarator layout
NL.19: Avoid names that are easily misread
NL.20: Don’t place two statements on the same line
NL.21: Declare one name (only) per declaration
NL.25: Don’t use void as an argument type
NL.26: Use conventional const notation

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.

More speci c and detailed rules are easier to enforce.

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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++.

NL.1: Don’t say in comments what can be clearly stated in code

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++.

NL.2: State intent in comments

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.

NL.3: Keep comments crisp

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.”

Enforcement not possible.

NL.4: Maintain a consistent indentation style

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Reason Readability. Avoidance of “silly mistakes.”

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");

Enforcement Use a tool.

NL.5: Avoid encoding type information in names

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*);

print_int(1); // repetitive, manual type matching


print_string("xyzzy"); // repetitive, manual type matching

Example, good
void print(int i);
void print(string_view); // also works on any string-like sequence

print(1); // clear, automatic type matching


print("xyzzy"); // clear, automatic type matching

Note Names with types encoded are either verbose or cryptic.


printS // print a std::string
prints // print a C-style string
printi // print an int

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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"

auto cntHits = calc_total_of_hits(/*...*/);


// note: "cnt" is not being used to encode a type,
// just generally to say "this is a count of something"

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.

NL.7: Make the length of a name roughly proportional to the length of


its scope
Rationale: The larger the scope the greater the chance of confusion and of an
unintended name clash.

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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

int length_of_string(const char zero_terminated_array_of_char[]) // bad: verbose

int g; // bad: global variable with a cryptic name

int open; // bad: global variable with a short, popular name

The use of p for pointer and x for a oating-point variable is conventional and non-
confusing in a restricted scope.

Enforcement ???

NL.8: Use a consistent naming style


Rationale: Consistence in naming and naming style increases readability.

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

Avoid double underscores __ .

Example Stroustrup: ISO Standard, but with upper case used for your own types and
concepts:
int
vector
My_map

Example CamelCase: capitalize each word in a multi-word identi er:


int
vector
MyMap
myMap

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Some conventions capitalize the rst letter, some don’t.

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.

NL.9: Use ALL_CAPS for macro names only

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];
}

Note This rule applies to non-macro symbolic constants:


enum bad { BAD, WORSE, HORRIBLE }; // BAD

Enforcement
Flag macros with lower-case letters
Flag ALL_CAPS non-macro names

NL.10: Prefer underscore_style 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.

NL.15: Use spaces sparingly

Reason Too much space makes the text larger and distracts.

Example, bad
#include < map >

int main(int argc, char * argv [ ])


{
// ...
}

Example
#include <map>

int main(int argc, char* argv[])


{
// ...
}

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.

NL.11: Make literals readable

Reason Readability.

Example Use digit separators to avoid long strings of digits


auto c = 299'792'458; // m/s2
auto q2 = 0b0000'1111'0000'0000;
auto ss_number = 123'456'7890;

Example Use literal suf xes where clari cation is needed


auto hello = "Hello!"s; // a std::string
auto world = "world"; // a C-style string
auto interval = 100ms; // using <chrono>

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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.

Enforcement Flag long digit sequences. The trouble is to de ne “long”; maybe 7.

NL.16: Use a conventional class member declaration order

Reason A conventional order of members improves readability.


When declaring a class use the following order

types: classes, enums, and aliases ( using )


constructors, assignments, destructor
functions
data

Use the public before protected before private order.

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.

NL.17: Use K&R-derived layout

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.

Note In the context of C++, this style is often called “Stroustrup”.


This is a recommendation for when you have no constraints or better ideas. Thus rule
was added after many requests for guidance.

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 the space between if and (

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.

Note Do not capitalize function names.

Enforcement If you want enforcement, use an IDE to reformat.

NL.18: Use C++-style declarator layout

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.

Enforcement Impossible in the face of history.

NL.19: Avoid names that are easily misread

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 oO01lL = 6; // bad

int splunk = 7;
int splonk = 8; // bad: splunk and splonk are easily confused

Enforcement ???

NL.20: Don’t place two statements on the same line

Reason Readability. It is really easy to overlook a statement when there is more on a


line.

Example
int x = 7; char* p = 29; // don't
int x = 7; f(x); ++x; // don't

Enforcement Easy.

NL.21: Declare one name (only) per declaration

Reason Readability. Minimizing confusion with the declarator syntax.

Note For details, see ES.10.

NL.25: Don’t use void as an argument type

Reason It’s verbose and only needed where C compatibility matters.

Example
void f(void); // bad

void g(); // better

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++.

NL.26: Use conventional const notation

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Reason Conventional notation is more familiar to more programmers. Consistency in


large code bases.

Example
const int x = 7; // OK
int const y = 9; // bad

const int *const p = nullptr; // OK, constant pointer to constant int


int const *const p = nullptr; // bad, constant pointer to constant int

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.

Enforcement Flag const used as a suf x for a type.

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FAQ: Answers to frequently asked


questions
This section covers answers to frequently asked questions about these guidelines.

FAQ.1: What do these guidelines aim to achieve?


See the top of this page. This is an open-source project to maintain modern authoritative
guidelines for writing C++ code using the current C++ Standard (as of this writing,
C++14). The guidelines are designed to be modern, machine-enforceable wherever
possible, and open to contributions and forking so that organizations can easily
incorporate them into their own corporate coding guidelines.

FAQ.2: When and where was this work rst announced?


It was announced by Bjarne Stroustrup in his CppCon 2015 opening keynote, “Writing
Good C++14”. See also the accompanying isocpp.org blog post, and for the rationale of
the type and memory safety guidelines see Herb Sutter’s follow-up CppCon 2015 talk,
“Writing Good C++14 … By Default”.

FAQ.3: Who are the authors and maintainers of these guidelines?


The initial primary authors and maintainers are Bjarne Stroustrup and Herb Sutter, and
the guidelines so far were developed with contributions from experts at CERN,
Microsoft, Morgan Stanley, and several other organizations. At the time of their release,
the guidelines are in a “0.6” state, and contributions are welcome. As Stroustrup said in
his announcement: “We need help!”

FAQ.4: How can I contribute?


See CONTRIBUTING.md. We appreciate volunteer help!

FAQ.5: How can I become an editor/maintainer?


By contributing a lot rst and having the consistent quality of your contributions
recognized. See CONTRIBUTING.md. We appreciate volunteer help!

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.

FAQ.8: Will there be a C++98 version of these Guidelines? a C++11


version?
No. These guidelines are about how to best use Standard C++14 (and, if you have an
implementation available, the Concepts Technical Speci cation) and write code
assuming you have a modern conforming compiler.

FAQ.9: Do these guidelines propose new language features?


No. These guidelines are about how to best use Standard C++14 + the Concepts
Technical Speci cation, and they limit themselves to recommending only those features.

FAQ.10: What version of Markdown do these guidelines use?


These coding standards are written using CommonMark, and <a> HTML anchors.

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)

Avoid other HTML tags and other extensions.

Note: We are not yet consistent with this style.

FAQ.50: What is the GSL (guidelines support library)?


The GSL is the small set of types and aliases speci ed in these guidelines. As of this
writing, their speci cation herein is too sparse; we plan to add a WG21-style interface
speci cation to ensure that different implementations agree, and to propose as a
contribution for possible standardization, subject as usual to whatever the committee
decides to accept/improve/alter/reject.

FAQ.51: Is github.com/Microsoft/GSL the GSL?

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No. That is just a rst implementation contributed by Microsoft. Other implementations


by other vendors are encouraged, as are forks of and contributions to that
implementation. As of this writing one week into the public project, at least one GPLv3
open-source implementation already exists. We plan to produce a WG21-style interface
speci cation to ensure that different implementations agree.

FAQ.52: Why not supply an actual GSL implementation in/with these


guidelines?
We are reluctant to bless one particular implementation because we do not want to
make people think there is only one, and inadvertently sti e parallel implementations.
And if these guidelines included an actual implementation, then whoever contributed it
could be mistakenly seen as too in uential. We prefer to follow the long-standing
approach of the committee, namely to specify interfaces, not implementations. But at
the same time we want at least one implementation available; we hope for many.

FAQ.53: Why weren’t the GSL types proposed through Boost?


Because we want to use them immediately, and because they are temporary in that we
want to retire them as soon as types that ll the same needs exist in the standard library.

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.

FAQ.56: Is owner the same as the proposed observer_ptr ?


No. owner owns, is an alias, and can be applied to any indirection type. The main intent
of observer_ptr is to signify a non-owning pointer.

FAQ.57: Is stack_array the same as the standard array ?

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No. stack_array is guaranteed to be allocated on the stack. Although a std::array


contains its storage directly inside itself, the array object can be put anywhere,
including the heap.

FAQ.58: Is dyn_array the same as vector or the proposed dynarra


y?
No. dyn_array is not resizable, and is a safe way to refer to a heap-allocated xed-size
array. Unlike vector , it is intended to replace array- new[] . Unlike the dynarray that
has been proposed in the committee, this does not anticipate compiler/language magic
to somehow allocate it on the stack when it is a member of an object that is allocated
on the stack; it simply refers to a “dynamic” or heap-based array.

FAQ.59: Is Expects the same as assert ?


No. It is a placeholder for language support for contract preconditions.

FAQ.60: Is Ensures the same as assert ?


No. It is a placeholder for language support for contract postconditions.

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Appendix A: Libraries
This section lists recommended libraries, and explicitly recommends a few.

??? Suitable for the general guide? I think not ???

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Appendix B: Modernizing code


Ideally, we follow all rules in all code. Realistically, we have to deal with a lot of old
code:

application code written before the guidelines were formulated or known


libraries written to older/different standards
code written under “unusual” constraints
code that we just haven’t gotten around to modernizing

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.

The purpose of modernizing code is to simplify adding new functionality, to ease


maintenance, and to increase performance (throughput or latency), and to better utilize
modern hardware. Making code “look pretty” or “follow modern style” are not by
themselves reasons for change. There are risks implied by every change and costs
(including the cost of lost opportunities) implied by having an outdated code base. The
cost reductions must outweigh the risks.

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.

Discussion: De ne and initialize member variables in the order of


member declaration
Member variables are always initialized in the order they are declared in the class
de nition, so write them in that order in the constructor initialization list. Writing them
in a different order just makes the code confusing because it won’t run in the order you
see, and that can make it hard to see order-dependent bugs.

class Employee {
string email, first, last;
public:
Employee(const char* firstName, const char* lastName);
// ...
};

Employee::Employee(const char* firstName, const char* lastName)


: first(firstName),
last(lastName),
// BAD: first and last not yet constructed
email(first + "." + last + "@acme.com")
{}

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:

[Cline99] §22.03-11, [Dewhurst03] §52-53, [Koenig97] §4, [Lakos96] §10.3.5, [Meyers97]


§13, [Murray93] §2.1.3, [Sutter00] §47

Discussion: Use of = , {} , and () as initializers


???

Discussion: Use a factory function if you need “virtual behavior” during


initialization

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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.

Here is an example of the last option:

class B {
public:
B() { /* ... */ f(); /* ... */ } // BAD: see Item 49.1

virtual void f() = 0;

// ...
};

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;
}
};

class D : public B { // some derived class


public:
void f() override { /* ... */ };

protected:
D() {}

template<class T>
friend shared_ptr<T> B::Create();
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};

shared_ptr<D> p = D::Create<D>(); // creating a D object

This design requires the following discipline:

Derived classes such as D must not expose a public constructor. Otherwise, D ’s


users could create D objects that don’t invoke PostInitialize .
Allocation is limited to operator new . B can, however, override new (see Items
45 and 46).
D must de ne a constructor with the same parameters that B selected. De ning
several overloads of Create can assuage this problem, however; and the
overloads can even be templated on the argument types.

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.

In summary, no post-construction technique is perfect. The worst techniques dodge the


whole issue by simply asking the caller to invoke the post-constructor manually. Even
the best require a different syntax for constructing objects (easy to check at compile
time) and/or cooperation from derived class authors (impossible to check at compile
time).

References: [Alexandrescu01] §3, [Boost], [Dewhurst03] §75, [Meyers97] §46,


[Stroustrup00] §15.4.3, [Taligent94]

Discussion: Make base class destructors public and virtual, or protected


and nonvirtual
Should destruction behave virtually? That is, should destruction through a pointer to a
base class be allowed? If yes, then base ’s destructor must be public in order to be
callable, and virtual otherwise calling it results in unde ned behavior. Otherwise, it
should be protected so that only derived classes can invoke it in their own destructors,
and nonvirtual since it doesn’t need to behave virtually.

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
// ...
};

class Derived : public Base { /* ... */ };

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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:

Whether it should behave virtually or not.


Whether it should be publicly available to all callers using a pointer to Base or
else be a hidden internal implementation detail.

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

Discussion: Usage of noexcept


???

Discussion: Destructors, deallocation, and swap must never fail

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Never allow an error to be reported from a destructor, a resource deallocation function


(e.g., operator delete ), or a swap function using throw . It is nearly impossible to
write useful code if these operations can fail, and even if something does go wrong it
nearly never makes any sense to retry. Speci cally, types whose destructors may throw
an exception are atly forbidden from use with the C++ Standard Library. Most
destructors are now implicitly noexcept by default.

Example
class Nefarious {
public:
Nefarious() { /* code that could throw */ } // ok
~Nefarious() { /* code that could throw */ } // BAD, should not throw
// ...
};

1. Nefarious objects are hard to use safely even as local variables:

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

Here, if constructing copy2 throws, we have the same problem because i ’s


destructor now also can throw, and if so we’ll invoke std::terminate .

3. You can’t reliably create global or static Nefarious objects either:

static Nefarious n; // oops, any destructor exception can't be caught

4. You can’t reliably create arrays of Nefarious :

void test()
{

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std::array<Nefarious, 10> arr; // this line can std::terminate(!)


}

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.

5. You can’t use Nefarious objects in standard containers:

std::vector<Nefarious> vec(10); // this line can std::terminate()

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:

If a destructor called during stack unwinding exits with an exception,


terminate is called (15.5.1). So destructors should generally catch
exceptions and not let them propagate out of the destructor. –[C++03]
§15.2(3)

No destructor operation de ned in the C++ Standard Library (including


the destructor of any type that is used to instantiate a standard-library
template) will throw an exception. –[C++03] §17.4.4.8(3)

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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T& T::operator=(const T& other) {


auto temp = other;
swap(temp);
return *this;
}

(See also Item 56. ???)

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.)

References: [C++CS] Item 51; [C++03] §15.2(3), §17.4.4.8(3), [Meyers96] §11,


[Stroustrup00] §14.4.7, §E.2-4, [Sutter00] §8, §16, [Sutter02] §18-19

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De ne Copy, move, and destroy consistently

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 */ }

// BAD: failed to also define a copy assignment operator

X(x&&) noexcept { /* stuff */ }

// BAD: failed to also define a move assignment operator


};

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 */ }

// BAD: failed to also define a move construction and move assignment


// (why wasn't the custom "stuff" repeated here?)
};

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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.)

Prefer compiler-generated (including =default ) special members; only these can be


classi ed as “trivial”, and at least one major standard library vendor heavily optimizes for
classes having trivial special members. This is likely to become common practice.

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]

Resource management rule summary:

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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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Discussion: Never throw while holding a resource not owned by a


handle

Reason That would be a leak.

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).

Discussion: A “raw” pointer or reference is never a resource handle

Reason To be able to distinguish owners from views.

Note This is independent of how you “spell” pointer: T* , T& , Ptr<T> and Range<T>
are not owners.
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Discussion: Never let a pointer outlive the object it points to

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.

Discussion: Use templates to express containers (and other resource


handles)

Reason To provide statically type-safe manipulation of elements.

Example
template<typename T> class Vector {
// ...
T* elem; // point to sz elements of type T
int sz;
};

Discussion: Return containers by value (relying on move or copy elision


for ef ciency)
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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

Exception See the Exceptions in F.20.

Enforcement Check for pointers and references returned from functions and see if they
are assigned to resource handles (e.g., to a unique_ptr ).

Discussion: If a class is a resource handle, it needs a constructor, a


destructor, and copy and/or move operations

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.

Enforcement In general, a tool cannot know if a class is a resource handle. However, if a


class has some of the default operations, it should have all, and if a class has a member
that is a resource handle, it should be considered as resource handle.

Discussion: If a class is a container, give it an initializer-list


constructor
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Reason It is common to need an initial set of elements.

Example
template<typename T> class Vector {
public:
Vector(std::initializer_list<T>);
// ...
};

Vector<string> vs { "Nygaard", "Ritchie" };

Enforcement When is a class a container? ???

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Appendix D: Supporting tools


This section contains a list of tools that directly support adoption of the C++ Core
Guidelines. This list is not intended to be an exhaustive list of tools that are helpful in
writing good C++ code. If a tool is designed speci cally to support and links to the C++
Core Guidelines it is a candidate for inclusion.

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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complexity: a hard-to-precisely-de ne notion or measure of the dif culty of


constructing a solution to a problem or of the solution itself. Sometimes
complexity is used to (simply) mean an estimate of the number of operations
needed to execute an algorithm.
computation: the execution of some code, usually taking some input and producing
some output.
concept: (1) a notion, and idea; (2) a set of requirements, usually for a template
argument.
concrete class: class for which objects can be created using usual construction
syntax (e.g., on the stack) and the resulting object behaves much like an int as it
comes to copying, comparison, and such (as opposed to a base class in a
hierarchy).
constant: a value that cannot be changed (in a given scope); not mutable.
constructor: an operation that initializes (“constructs”) an object. Typically a
constructor establishes an invariant and often acquires resources needed for an
object to be used (which are then typically released by a destructor).
container: an object that holds elements (other objects).
copy: an operation that makes two object have values that compare equal. See also
move.
correctness: a program or a piece of a program is correct if it meets its speci cation.
Unfortunately, a speci cation can be incomplete or inconsistent, or can fail to meet
users’ reasonable expectations. Thus, to produce acceptable code, we sometimes
have to do more than just follow the formal speci cation.
cost: the expense (e.g., in programmer time, run time, or space) of producing a
program or of executing it. Ideally, cost should be a function of complexity.
customization point: ???
data: values used in a computation.
debugging: the act of searching for and removing errors from a program; usually far
less systematic than testing.
declaration: the speci cation of a name with its type in a program.
de nition: a declaration of an entity that supplies all information necessary to
complete a program using the entity. Simpli ed de nition: a declaration that
allocates memory.
derived class: a class derived from one or more base classes.
design: an overall description of how a piece of software should operate to meet its
speci cation.
destructor: an operation that is implicitly invoked (called) when an object is
destroyed (e.g., at the end of a scope). Often, it releases resources.
encapsulation: protecting something meant to be private (e.g., implementation
details) from unauthorized access.
error: a mismatch between reasonable expectations of program behavior (often
expressed as a requirement or a users’ guide) and what a program actually does.
executable: a program ready to be run (executed) on a computer.

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feature creep: a tendency to add excess functionality to a program “just in case.”


le: a container of permanent information in a computer.
oating-point number: a computer’s approximation of a real number, such as 7.93
and 10.78e-3.
function: a named unit of code that can be invoked (called) from different parts of a
program; a logical unit of computation.
generic programming: a style of programming focused on the design and ef cient
implementation of algorithms. A generic algorithm will work for all argument
types that meet its requirements. In C++, generic programming typically uses
templates.
global variable: technically, a named object in namespace scope.
handle: a class that allows access to another through a member pointer or
reference. See also resource, copy, move.
header: a le containing declarations used to share interfaces between parts of a
program.
hiding: the act of preventing a piece of information from being directly seen or
accessed. For example, a name from a nested (inner) scope can prevent that same
name from an outer (enclosing) scope from being directly used.
ideal: the perfect version of something we are striving for. Usually we have to make
trade-offs and settle for an approximation.
implementation: (1) the act of writing and testing code; (2) the code that
implements a program.
in nite loop: a loop where the termination condition never becomes true. See
iteration.
in nite recursion: a recursion that doesn’t end until the machine runs out of
memory to hold the calls. In reality, such recursion is never in nite but is
terminated by some hardware error.
information hiding: the act of separating interface and implementation, thus hiding
implementation details not meant for the user’s attention and providing an
abstraction.
initialize: giving an object its rst (initial) value.
input: values used by a computation (e.g., function arguments and characters typed
on a keyboard).
integer: a whole number, such as 42 and -99.
interface: a declaration or a set of declarations specifying how a piece of code (such
as a function or a class) can be called.
invariant: something that must be always true at a given point (or points) of a
program; typically used to describe the state (set of values) of an object or the
state of a loop before entry into the repeated statement.
iteration: the act of repeatedly executing a piece of code; see recursion.
iterator: an object that identi es an element of a sequence.
ISO: International Organization for Standardization. The C++ language is an ISO
standard, ISO/IEC 14882. More information at iso.org.

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library: a collection of types, functions, classes, etc. implementing a set of facilities


(abstractions) meant to be potentially used as part of more that one program.
lifetime: the time from the initialization of an object until it becomes unusable
(goes out of scope, is deleted, or the program terminates).
linker: a program that combines object code les and libraries into an executable
program.
literal: a notation that directly speci es a value, such as 12 specifying the integer
value “twelve.”
loop: a piece of code executed repeatedly; in C++, typically a for-statement or a wh
ile -statement.
move: an operation that transfers a value from one object to another leaving
behind a value representing “empty.” See also copy.
mutable: changeable; the opposite of immutable, constant, and invariable.
object: (1) an initialized region of memory of a known type which holds a value of
that type; (2) a region of memory.
object code: output from a compiler intended as input for a linker (for the linker to
produce executable code).
object le: a le containing object code.
object-oriented programming: (OOP) a style of programming focused on the design
and use of classes and class hierarchies.
operation: something that can perform some action, such as a function and an
operator.
output: values produced by a computation (e.g., a function result or lines of
characters written on a screen).
over ow: producing a value that cannot be stored in its intended target.
overload: de ning two functions or operators with the same name but different
argument (operand) types.
override: de ning a function in a derived class with the same name and argument
types as a virtual function in the base class, thus making the function callable
through the interface de ned by the base class.
owner: an object responsible for releasing a resource.
paradigm: a somewhat pretentious term for design or programming style; often
used with the (erroneous) implication that there exists a paradigm that is superior
to all others.
parameter: a declaration of an explicit input to a function or a template. When
called, a function can access the arguments passed through the names of its
parameters.
pointer: (1) a value used to identify a typed object in memory; (2) a variable
holding such a value.
post-condition: a condition that must hold upon exit from a piece of code, such as a
function or a loop.
pre-condition: a condition that must hold upon entry into a piece of code, such as a
function or a loop.

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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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style: a set of techniques for programming leading to a consistent use of language


features; sometimes used in a very restricted sense to refer just to low-level rules
for naming and appearance of code.
subtype: derived type; a type that has all the properties of a type and possibly
more.
supertype: base type; a type that has a subset of the properties of a type.
system: (1) a program or a set of programs for performing a task on a computer; (2)
a shorthand for “operating system”, that is, the fundamental execution environment
and tools for a computer.
TS: Technical Speci cation, A Technical Speci cation addresses work still under
technical development, or where it is believed that there will be a future, but not
immediate, possibility of agreement on an International Standard. A Technical
Speci cation is published for immediate use, but it also provides a means to obtain
feedback. The aim is that it will eventually be transformed and republished as an
International Standard.
template: a class or a function parameterized by one or more types or (compile-
time) values; the basic C++ language construct supporting generic programming.
testing: a systematic search for errors in a program.
trade-off: the result of balancing several design and implementation criteria.
truncation: loss of information in a conversion from a type into another that cannot
exactly represent the value to be converted.
type: something that de nes a set of possible values and a set of operations for an
object.
uninitialized: the (unde ned) state of an object before it is initialized.
unit: (1) a standard measure that gives meaning to a value (e.g., km for a distance);
(2) a distinguished (e.g., named) part of a larger whole.
use case: a speci c (typically simple) use of a program meant to test its
functionality and demonstrate its purpose.
value: a set of bits in memory interpreted according to a type.
variable: a named object of a given type; contains a value unless uninitialized.
virtual function: a member function that can be overridden in a derived class.
word: a basic unit of memory in a computer, often the unit used to hold an integer.

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To-do: Unclassi ed proto-rules


This is our to-do list. Eventually, the entries will become rules or parts of rules.
Alternatively, we will decide that no change is needed and delete the entry.

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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pointer/iterator invalidation leading to dangling pointers:

void bad()
{
int* p = new int[700];
int* q = &p[7];
delete p;

vector<int> v(700);
int* q2 = &v[7];
v.resize(900);

// ... use q and q2 ...


}

LSP
private inheritance vs/and membership
avoid static class members variables (race conditions, almost-global variables)

Use RAII lock guards ( lock_guard , unique_lock , shared_lock ), never call mu


tex.lock and mutex.unlock directly (RAII)
Prefer non-recursive locks (often used to work around bad reasoning, overhead)
Join your threads! (because of std::terminate in destructor if not joined or
detached … is there a good reason to detach threads?) – ??? could support library
provide a RAII wrapper for std::thread ?
If two or more mutexes must be acquired at the same time, use std::lock (or
another deadlock avoidance algorithm?)
When using a condition_variable , always protect the condition by a mutex
(atomic bool whose value is set outside of the mutex is wrong!), and use the same
mutex for the condition variable itself.
Never use atomic_compare_exchange_strong with std::atomic<user-defi
ned-struct> (differences in padding matter, while compare_exchange_weak in
a loop converges to stable padding)
individual shared_future objects are not thread-safe: two threads cannot wait
on the same shared_future object (they can wait on copies of a shared_futur
e that refer to the same shared state)
individual shared_ptr objects are not thread-safe: different threads can call
non- const member functions on different shared_ptr s that refer to the same
shared object, but one thread cannot call a non- const member function of a sha
red_ptr object while another thread accesses that same shared_ptr object (if
you need that, consider atomic_shared_ptr instead)

rules for arithmetic

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