
Jul 8, 2025
Editors:
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, modification, 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 accompanyingLICENSE file 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 notethe introduction that outlines our aims and general approach.The list of contributors ishere.
Problems:
You canread an explanation of the scope and structure of this Guide or just jump straight in:
Supporting sections:
You can sample rules for specific language features:
class:data –invariant –members –helpers –concrete types –ctors, =, and dtors –hierarchy –operatorsconcept:rules –in generic programming –template arguments –semanticsthrow –default –not needed –explicit –delegating –virtualclass:when to use –as interface –destructors –copy –getters and setters –multiple inheritance –overloading –slicing –dynamic_castthrow –for errors only –noexcept –minimizetry –what if no exceptions?for:range-for and for –for and while –for-initializer –empty body –loop variable –loop variable type ???inline:small functions –in headers{} –lambdas –default member initializers –class members –factory functionspublic,private, andprotected:information hiding –consistency –protectedstatic_assert:compile-time checking –and conceptsstruct:for organizing data –use if no invariant –no private memberstemplate:abstraction –containers –conceptsunsigned:and signed –bit manipulationvirtual:interfaces –notvirtual –destructor –never failYou can look at design concepts used to express the rules:
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++20, but almost all of our recommendations also apply to C++17, 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 might 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 find 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 find 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 flagged 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 specification 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.
This is a set of core guidelines for modern C++ (currently C++20 and C++17) taking likely future enhancements and ISO Technical Specifications (TSs) into account.The aim is to help C++ programmers to write simpler, more efficient, more maintainable code.
Introduction summary:
All C++ programmers. This includesprogrammers who might consider C.
The purpose of this document is to help developers to adopt modern C++ (currently C++20 and 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:
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 define 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 dereferencingnullptr, 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-specified 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 verifiable checks.Other rules articulate general principles. For these more general rules, more detailed and specific rules provide partial checking.
These guidelines address the core of C++ and its use.We expect that most large organizations, specific 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 specific rules as addenda to these core guidelines.Build your ideal small foundation library and use that, rather than lowering your level of programming to glorified assembly code.
The rules are designed to allowgradual 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.
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, seethe 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, seethe 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 final word on language definition 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 areemphatically not meant to define a, say, Java-like subset of C++.They are not meant to define 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 without thinking.The enforcement parts try to be that, but we would rather leave a rule or a definition a bit vagueand 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.
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.
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 specific user community.
So, we need subsetting to meet a variety of needs.
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 benefits.
This adds up to quite a few dilemmas.We try to resolve those using tools.Each rule has anEnforcement 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 bloat”.Where appropriate, we label a rule (in theEnforcement sections) with the name of groups of related rules (called “profiles”).A rule can be part of several profiles, or none.For a start, we have a few profiles corresponding to common needs (desires, ideals):
T as aU through casts, unions, or varargs)delete or multipledelete) and no access to invalid objects (dereferencingnullptr, using a dangling reference).The profiles are intended to be used by tools, but also serve as an aid to the human reader.We do not limit our comment in theEnforcement 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")]]and optionally with a message (following usual C++11 standard attribute syntax):
[[gsl::suppress("tag", justification: "message")]]where
"tag" is a string literal with the anchor name of the item where the Enforcement rule appears (e.g., forC.134 it is “Rh-public”), thename of a profile group-of-rules (“type”, “bounds”, or “lifetime”),or a specific rule in a profile (type.4, orbounds.2). Any text that is not one of those should be rejected.
"message" is a string literal
Each rule (guideline, suggestion) can have several parts:
newSome 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 refined 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 theAlternative paragraphs and theDiscussion sections.If you don’t understand a rule or disagree with it, please visit itsDiscussion.If you feel that a discussion is missing or incomplete, enter anIssueexplaining your concerns and possibly a corresponding PR.
Examples are written to illustrate rules.
f,base, andx.vector rather thanstd::vector.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 inthe references.
Supporting sections:
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”).
The rules in this section are very general.
Philosophy rules summary:
Philosophical rules are generally not mechanically checkable.However, individual rules reflecting these philosophical themes are.Without a philosophical basis, the more concrete/specific/checkable rules lack rationale.
Compilers don’t read comments (or design documents) and neither do many programmers (consistently).What is expressed in code has defined semantics and can (in principle) be checked by compilers and other tools.
class Date {public: Month month() const; // do int month(); // don't // ...};The first declaration ofmonth is explicit about returning aMonth and about not modifying the state of theDate object.The second version leaves the reader guessing and opens more possibilities for uncaught bugs.
This loop is a restricted form ofstd::find:
void f(vector<string>& v){ string val; cin >> val; // ... int index = -1; // bad, plus should use gsl::index for (int i = 0; i < v.size(); ++i) { if (v[i] == val) { index = i; break; } } // ...}A 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 theguidelines support library, and use it appropriately.
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 unitchange_speed(23_m / 10s); // meters per secondWe 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 defined aDelta type.
Very hard in general.
const consistently (check if member functions modify their object; check if functions modify arguments passed by pointer or reference)This is a set of guidelines for writing ISO Standard C++.
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 defined semantics. Even extensions thatare common and implemented by multiple compilers might have slightly differentbehaviors and edge case behavior as a direct result ofnot having a rigorousstandard definition. With sufficient use of any such extension, expectedportability will be impacted.
Using valid ISO C++ does not guarantee portability (let alone correctness).Avoid dependence on undefined behavior (e.g.,undefined order of evaluation)and be aware of constructs with implementation defined meaning (e.g.,sizeof(int)).
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 specific environment.
Use an up-to-date C++ compiler (currently C++20 or C++17) with a set of options that do not accept extensions.
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.
gsl::index i = 0;while (i < v.size()) { // ... do something with v[i] ...}The intent of “just” looping over the elements ofv is not expressed here. The implementation detail of an index is exposed (so that it might be misused), andi outlives the scope of the loop, which might or might 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 toconst elements so that accidental modification cannot happen. If modification is desired, say so:
for (auto& x : v) { /* modify x */ }For more details about for-statements, seeES.71.Sometimes better still, use a named algorithm. This example uses thefor_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 ofv are handled.
A programmer should be familiar with
Alternative formulation: Say what should be done, rather than just how it should be done.
Some language constructs express intent better than others.
If twoints are meant to be the coordinates of a 2D point, say so:
draw_line(int, int, int, int); // obscure: (x1,y1,x2,y2)? (x,y,h,w)? ...? // need to look up documentation to knowdraw_line(Point, Point); // clearerLook for common patterns for which there are better alternatives
for loops vs. range-for loopsf(T*, int) interfaces vs.f(span<T>) interfacesnew anddeleteThere is a huge scope for cleverness and semi-automated program transformation.
Ideally, a program would be completely statically (compile-time) type safe.Unfortunately, that is not possible. Problem areas:
These areas are sources of serious problems (e.g., crashes and security violations).We try to provide alternative techniques.
We can ban, restrain, or detect the individual problem categories separately, as required and feasible for individual programs.Always suggest an alternative.For example:
variant (in C++17)span (from the GSL)spannarrow ornarrow_cast (from the GSL) where they are necessaryCode clarity and performance.You don’t need to write error handlers for errors caught at compile time.
// Int is an alias used for integersint bits = 0; // don't: avoidable codefor (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 overflow is undefined) and should be replaced with a simplestatic_assert:
// Int is an alias used for integersstatic_assert(sizeof(Int) >= 4); // do: compile-time checkOr better still just use the type system and replaceInt withint32_t.
void read(int* p, int n); // read max n integers into *pint a[100];read(a, 1000); // bad, off the endbetter
void read(span<int> r); // read into the range of integers rint a[100];read(a); // better: let the compiler figure out the number of elementsAlternative formulation: Don’t postpone to run time what can be done well at compile time.
Leaving hard-to-detect errors in a program is asking for crashes and bad results.
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 sufficient resources (analysis programs, run-time checks, machine resources, time).
// separately compiled, possibly dynamically loadedextern 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 difficult whenf() 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.
We can of course pass the number of elements along with the pointer:
// separately compiled, possibly dynamically loadedextern 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 off2() is conventional, rather than explicit.
Also, it is implicit thatf2() is supposed todelete its argument (or did the caller make a second mistake?).
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 implementationextern void f3(unique_ptr<int[]>, int n);void g3(int n){ f3(make_unique<int[]>(n), m); // bad: pass ownership and size separately}We need to pass the pointer and the number of elements as an integral object:
extern void f4(vector<int>&); // separately compiled, possibly dynamically loadedextern 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 implementationvoid 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.
How do we transfer both ownership and all information needed for validating use?
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;}Avoid “mysterious” crashes.Avoid errors leading to (possibly unrecognized) wrong results.
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 // ...}Here we made a small error inuse1 that will lead to corrupted data or a crash.The (pointer, count)-style interface leavesincrement1() 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 untilp[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 usen as the bound, the code could be further simplified (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 // ...}Don’t repeatedly check the same value. Don’t pass structured data as strings:
Date read_date(istream& is); // read date from istreamDate extract_date(const string& s); // extract date from stringvoid user1(const string& date) // manipulate date{ auto d = extract_date(date); // ...}void user2(){ Date d = read_date(cin); // ... user1(d.to_string()); // ...}The date is validated twice (by theDate constructor) and passed as a character string (unstructured data).
Excess checking can be costly.There are cases where checking early is inefficient because you might never need the value, or might 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 aO(n) check to an interface with an average complexity ofO(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.
???
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.
void f(char* name){ FILE* input = fopen(name, "r"); // ... if (something) return; // bad: if something == true, a file handle is leaked // ... fclose(input);}PreferRAII:
void f(char* name){ ifstream input {name}; // ... if (something) return; // OK: no leak // ...}See also:The resource management section
A leak is colloquially “anything that isn’t cleaned up.”The more important classification 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 file 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.
Enforcingthe lifetime safety profile eliminates leaks.When combined with resource safety provided byRAII, it eliminates the need for “garbage collection” (by generating no garbage).Combine this with enforcement ofthe type and bounds profiles and you get complete type- and resource-safety, guaranteed by tools.
owner fromthe GSL.new anddeletefopen,malloc, andstrdup)This is C++.
Time and space that you spend well to achieve a goal (e.g., speed of development, resource safety, or simplification of testing) is not wasted.“Another benefit of striving for efficiency is that the process forces you to understand the problem in more depth.” - Alex Stepanov
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 ofX guarantees that at least 6 bytes (and most likely more) are wasted.The spurious definition 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 ofnew anddelete forbuf is redundant; if we really needed a local string, we should use a localstring.There are several more performance bugs and gratuitous complication.
void lower(zstring s){ for (int i = 0; i < strlen(s); ++i) s[i] = tolower(s[i]);}This is actually an example from production code.We can see that in our condition we havei < strlen(s). This expression will be evaluated on every iteration of the loop, which means thatstrlen must walk through string every loop to discover its length. While the string contents are changing, it’s assumed thattolower will not affect the length of the string, so it’s better to cache the length outside the loop and not incur that cost each iteration.
An individual example of waste is rarely significant, and where it is significant, it is typically easily eliminated by an expert.However, waste spread liberally across a code base can easily be significant and experts are not always as available as we would like.The aim of this rule (and the more specific 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.
Many more specific rules aim at the overall goals of simplicity and elimination of gratuitous waste.
operator++ oroperator-- function. Prefer using the prefix form instead. (Note: “User-defined non-defaulted” is intended to reduce noise. Review this enforcement if it’s still too noisy in practice.)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.
SeeCon: Constants and immutability
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.
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; // ...}This is low-level, verbose, and error-prone.For example, we “forgot” to test for memory exhaustion and assign new value tosz.Instead, we could usevector:
vector<int> v;v.reserve(100);// ...for (int x; cin >> x; ) { // ... check that x is valid ... v.push_back(x);}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 asvector,span,lock_guard, andfuture, we use the librariesdesigned 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 thesubset of superset principle that underlies these guidelines.
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.
Run a static analyzer to verify that your code follows the guidelines you want it to follow.
See
There are many other kinds of tools, such as source code repositories, build tools, etc.,but those are beyond the scope of these guidelines.
Be careful not to become dependent on over-elaborate or over-specialized tool chains.Those can make your otherwise portable code non-portable.
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 doif 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.
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 specific 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.
By default use
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.
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 efficient use, not error-prone, supporting testing, etc.) interfaces is probably the most important single aspect of code organization.
Interface rule summary:
const global variablesExpects() for expressing preconditionsEnsures() for expressing postconditionsT*) or reference (T&)not_nullSee also:
Correctness. Assumptions not stated in an interface are easily overlooked and hard to test.
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 ofround(7.2) might give different results.
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 fixed semantics.
Reporting through non-local variables (e.g.,errno) is easily ignored. For example:
// don't: no test of fprintf's return valuefprintf(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 function templates and sets of functions can be classes or class templates.
const global variablesNon-const global variables hide dependencies and make the dependencies subject to unpredictable changes.
struct Data { // ... lots of stuff ...} data; // non-const datavoid compute() // don't{ // ... use data ...}void output() // don't{ // ... use data ...}Who else might modifydata?
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 undefined initialization order even forconst objects.
A global object is often better than a singleton.
Global constants are useful.
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 toconst.Another solution is to define the data as the state of some object and the operations as member functions.
Warning: Beware of data races: If one thread can access non-local 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.
Using global pointers or references to access and change non-const, and otherwise non-global,data isn’t a better alternative to non-const global variables since that doesn’t solve the issues of hidden dependencies or potential race conditions.
You cannot have a race condition on immutable data.
References: See therules for calling functions.
The rule is “avoid”, not “don’t use.” Of course there will be (rare) exceptions, such ascin,cout, andcerr.
(Simple) Report all non-const variables declared at namespace scope and global pointers/references to non-const data.
Singletons are basically complicated global objects in disguise.
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.
If you don’t want a global object to change, declare itconst orconstexpr.
You can use the simplest “singleton” (so simple that it is often not considered a singleton) to get initialization on first 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 localstatic does not imply a race condition.However, if the destruction ofX 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 mustdelete 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,X object needs to be destroyed (e.g., because it releases a resource), andX’s destructor’s code needs to be synchronized.If you, as many do, define a singleton as a class for which only one object is created, functions likemyX are not singletons, and this useful technique is not an exception to the no-singleton rule.
Very hard in general.
singleton.Types are the simplest and best documentation, improve legibility due to their well-defined meaning, and are checked at compile time.Also, precisely typed code is often optimized better.
Consider:
void pass(void* data); // weak and under-qualified type void* is suspiciousCallers are unsure what types are allowed and if the data maybe mutated asconst is not specified. Note all pointer typesimplicitly convert tovoid*, so it is easy for callers to provide this value.
The callee muststatic_cast data to an unverified type to use it.That is error-prone and verbose.
Only useconst void* for passing in data in designs that are indescribable in C++. Consider using avariant or a pointer to base instead.
Alternative: Often, a template parameter can eliminate thevoid* turning it into aT* orT&.For generic code theseTs can be general or concept constrained template parameters.
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, anint can carry arbitrary forms of information, including values of many units, so we must guess about the meaning of the fourints. Most likely, the first two are anx,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 cornersdraw_rectangle(p, Size{10, 20}); // one corner and a (height, width) pairObviously, we cannot catch all errors through the static type system(e.g., the fact that a first argument is supposed to be a top-left point is left to convention (naming and comments)).
Consider:
set_settings(true, false, 42); // what do the numbers specify?The parameter types and their values do not communicate what settings are being specified or what those values mean.
This design is more explicit, safe and legible:
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 flagsenum; a pattern that expresses a set of boolean values.
enable_lamp_options(lamp_option::on | lamp_option::animate_state_transitions);In the following example, it is not clear from the interface whattime_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);}std::chrono::duration types help 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);}void* as a parameter or return type.bool parameter.Arguments have meaning that might constrain their proper use in the callee.
Consider:
double sqrt(double x);Herex must be non-negative. The type system cannot (easily and naturally) express that, so we must use other means. For example:
double sqrt(double x); // x must be non-negativeSome preconditions can be expressed as assertions. For example:
double sqrt(double x) { Expects(x >= 0); /* ... */ }Ideally, thatExpects(x >= 0) should be part of the interface ofsqrt() but that’s not easily done. For now, we place it in the definition (function body).
References:Expects() is described inGSL.
Prefer a formal specification of requirements, such asExpects(p);.If that is infeasible, use English text in comments, such as// the sequence [p:q) is ordered using <.
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.
(Not enforceable)
See also: The rules for passing pointers. ???
Expects() for expressing preconditionsTo make it clear that the condition is a precondition and to enable tool use.
int area(int height, int width){ Expects(height > 0 && width > 0); // good if (height <= 0 || width <= 0) my_error(); // obscure // ...}Preconditions can be stated in many ways, including comments,if-statements, andassert().This can make them hard to distinguish from ordinary code, hard to update, hard to manipulate by tools, and might have the wrong semantics (do you always want to abort in debug mode and check nothing in productions runs?).
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 thecontract proposal) we will adopt the standard version of preconditions, postconditions, and assertions.
Expects() can also be used to check a condition in the middle of an algorithm.
No, usingunsigned is not a good way to sidestep the problem ofensuring that a value is non-negative.
(Not enforceable) Finding the variety of ways preconditions can be asserted is not feasible. Warning about those that can be easily identified (assert()) has questionable value in the absence of a language facility.
To detect misunderstandings about the result and possibly catch erroneous implementations.
Consider:
int area(int height, int width) { return height * width; } // badHere, we (incautiously) left out the precondition specification, so it is not explicit that height and width must be positive.We also left out the postcondition specification, so it is not obvious that the algorithm (height * width) is wrong for areas larger than the largest integer.Overflow can happen.Consider using:
int area(int height, int width){ auto res = height * width; Ensures(res > 0); return res;}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 redundantmemset() call:
void f() // better{ char buffer[MAX]; // ... memset(buffer, 0, sizeof(buffer)); Ensures(buffer[0] == 0);}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.
Postconditions are especially important when they relate to something that is not directly reflected in a returned result, such as a state of a data structure used.
Consider a function that manipulates aRecord, using amutex to avoid race conditions:
mutex m;void manipulate(Record& r) // don't{ m.lock(); // ... no m.unlock() ...}Here, we “forgot” to state that themutex should be released, so we don’t know if the failure to ensure release of themutex 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, useRAII to ensure that the postcondition (“the lock must be released”) is enforced in code:
void manipulate(Record& r) // best{ lock_guard<mutex> _ {m}; // ...}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 belong in the definition/implementation.
(Not enforceable) This is a philosophical guideline that is infeasible to checkdirectly in the general case. Domain specific checkers (like lock-holdingcheckers) exist for many toolchains.
Ensures() for expressing postconditionsTo make it clear that the condition is a postcondition and to enable tool use.
void f(){ char buffer[MAX]; // ... memset(buffer, 0, MAX); Ensures(buffer[0] == 0);}Postconditions can be stated in many ways, including comments,if-statements, andassert().This can make them hard to distinguish from ordinary code, hard to update, hard to manipulate by tools, and might have the wrong semantics.
Alternative: Postconditions of the form “this resource must be released” are best expressed byRAII.
Ideally, thatEnsures should be part of the interface, but that’s not easily done.For now, we place it in the definition (function body).Once language support becomes available (e.g., see thecontract proposal) we will adopt the standard version of preconditions, postconditions, and assertions.
(Not enforceable) Finding the variety of ways postconditions can be asserted is not feasible. Warning about those that can be easily identified (assert()) has questionable value in the absence of a language facility.
Make the interface precisely specified and compile-time checkable in the (not so distant) future.
Use the C++20 style of requirements specification. For example:
template<typename Iter, typename Val> requires input_iterator<Iter> && equality_comparable_with<iter_value_t<Iter>, Val>Iter find(Iter first, Iter last, Val v){ // ...}See also:Generic programming andconcepts.
Warn if any non-variadic template parameter is not constrained by a concept (in its declaration or mentioned in arequires clause).
It should not be possible to ignore an error because that could leave the system or a computation in an undefined (or unexpected) state.This is a major source of errors.
int printf(const char* ...); // bad: return negative number if output failstemplate<class F, class ...Args>// good: throw system_error if unable to start the new threadexplicit thread(F&& f, Args&&... args);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 undefined 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.
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 have a good alternative to using such, so calling these does not violate the rule.
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.Since C++17 the “structured bindings” feature can be used to initialize variables directly from the return value:
auto [val, error_code] = do_something();if (error_code) { // ... handle the error or exit ...}// ... use val ...We don’t consider “performance” a valid reason not to use exceptions.
See also:I.5 andI.7 for reporting precondition and postcondition violations.
errno.T*) or reference (T&)If there is any doubt whether the caller or the callee owns an object, leaks or premature destruction will occur.
Consider:
X* compute(args) // don't{ X* res = new X{}; // ... return res;}Who deletes the returnedX? The problem would be harder to spot ifcompute 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 asunique_ptr (for exclusive ownership) andshared_ptr (for shared ownership).However, that is less elegant and often less efficient than returning the object itself,so use smart pointers only if reference semantics are needed.
Alternative: Sometimes older code can’t be modified because of ABI compatibility requirements or lack of resources.In that case, mark owning pointers usingowner from theguidelines 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 thatres is an owner.That is, its value must bedeleted or transferred to another owner, as is done here by thereturn.
owner is used similarly in the implementation of resource handles.
Every object passed as a raw pointer (or iterator) is assumed to be owned by thecaller, 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, andvalue return.
delete of a raw pointer that is not anowner<T>. Suggest use of standard-library resource handle or use ofowner<T>.reset or explicitlydelete anowner pointer on every code path.new or a function call with anowner return value is assigned to a raw pointer or non-owner reference.not_nullTo help avoid dereferencingnullptr errors.To improve performance by avoiding redundant checks fornullptr.
int length(const char* p); // it is not clear whether length(nullptr) is validlength(nullptr); // OK?int length(not_null<const char*> p); // better: we can assume that p cannot be nullptrint length(const char* p); // we must assume that p can be nullptrBy stating the intent in source, implementers and tools can provide better diagnostics, such as finding some classes of errors through static analysis, and perform optimizations, such as removing branches and null tests.
not_null is defined in theguidelines support library.
The assumption that the pointer tochar pointed to a C-style string (a zero-terminated string of characters) was still implicit, and a potential source of confusion and errors. Useczstring in preference toconst char*.
// we can assume that p cannot be nullptr// we can assume that p points to a zero-terminated array of charactersint length(not_null<czstring> p);Note:length() is, of course,std::strlen() in disguise.
nullptr before access, on all control-flow paths, then warn it should be declarednot_null.nullptr on all return paths, then warn the return type should be declarednot_null.(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.
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 thann elements in the array pointed to byq? Then, we overwrite some probably unrelated memory.What if there are fewer thann elements in the array pointed to byp? Then, we read some probably unrelated memory.Either is undefined behavior and a potentially very nasty bug.
Consider using explicit spans:
void copy(span<const T> r, span<T> r2); // copy r to r2Consider:
void draw(Shape* p, int n); // poor interface; poor codeCircle arr[10];// ...draw(arr, 10);Passing10 as then argument might be a mistake: the most common convention is to assume[0:n) but that is nowhere stated. Worse is that the call ofdraw() compiled at all: there was an implicit conversion from array to pointer (array decay) and then another implicit conversion fromCircle toShape. There is no way thatdraw() 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 elementsdraw2(arr); // deduce the element type and array sizevoid draw3(span<Shape>);draw3(arr); // error: cannot convert Circle[10] to span<Shape>Thisdraw2() passes the same amount of information todraw(), but makes the fact that it is supposed to be a range ofCircles explicit. See ???.
Usezstring andczstring to represent C-style, zero-terminated strings.But when doing so, usestd::string_view orspan<char> from theGSL to prevent range errors.
Complex initialization can lead to undefined order of execution.
// file1.cextern const X x;const Y y = f(x); // read x; write y// file2.cextern const Y y;const X x = g(y); // read y; write xSincex andy are in different translation units the order of calls tof() andg() is undefined;one will access an uninitializedconst.This shows that the order-of-initialization problem for global (namespace scope) objects is not limited to globalvariables.
Order of initialization problems become particularly difficult to handle in concurrent code.It is usually best to avoid global (namespace scope) objects altogether.
constexpr functionsextern objectsHaving many arguments opens opportunities for confusion. Passing lots of arguments is often costly compared to alternatives.
The two most common reasons why functions have too many parameters are:
Missing an abstraction.There is an abstraction missing, so that a compound value is beingpassed 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 valuesare no longer protected by an enforced invariant.
Violating “one function, one responsibility.”The function is trying to do more than one job and should probably be refactored.
The standard-librarymerge() 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 a standard library concept to define the notion of three types that must be usable for merging:
template<class In1, class In2, class Out> requires mergeable<In1, In2, Out>Out merge(In1 r1, In2 r2, Out result);The safety Profiles recommend replacing
void f(int* some_ints, int some_ints_length); // BAD: C style, unsafewith
void f(gsl::span<int> some_ints); // GOOD: safe, bounds-checkedHere, using an abstraction has safety and robustness benefits, and naturally also reduces the number of parameters.
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).
Alternative: Use default arguments or overloads to allow the most common forms of calls to be done with fewer arguments.
Adjacent arguments of the same type are easily swapped by mistake.
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.
Useconst for the “from” argument:
void copy_n(const T* p, T* q, int n); // copy from [p:p + n) to [q:q + n)If the order of the parameters is not important, there is no problem:
int max(int a, int b);Don’t pass arrays as pointers, pass an object representing a range (e.g., aspan):
void copy_n(span<const T> p, span<T> q); // copy from p to qDefine astruct as the parameter type and name the fields 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 parametersare often filled in by name at the call site.
Only the interface’s designer can adequately address the source of violations of this guideline.
(Simple) Warn if two consecutive parameters share the same type.
We are still looking for a less-simple enforcement.
Abstract classes that are empty (have no non-static member data) are more likely to be stable than base classes with state.
You just knew thatShape would turn up somewhere :-)
class Shape { // bad: interface class loaded with datapublic: 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 everyShape has aColor, and manyShapes are best represented without an outline defined as a sequence ofPoints. Using an abstract class is better:
class Shape { // better: Shape is a pure interfacepublic: virtual Point center() const = 0; // pure virtual functions virtual void draw() const = 0; virtual void rotate(int) = 0; // ... // ... no data members ... // ... virtual ~Shape() = default;};(Simple) Warn if a pointer/reference to a classC is assigned to a pointer/reference to a base ofC and the base class contains data members.
Different compilers implement different binary layouts for classes, exception handling, function names, and other implementation details.
Common ABIs are emerging on some platforms freeing you from the more draconian restrictions.
If you use a single compiler, you can use full C++ in interfaces. That might require recompilation after an upgrade to a new compiler version.
(Not enforceable) It is difficult to reliably identify where an interface forms part of an ABI.
Because private data members participate in class layout and private member functions participate in overload resolution, changes to thoseimplementation details require recompilation of all users of a class that uses them. A non-polymorphic interface class holding a pointer toimplementation (Pimpl) can isolate the users of a class from changes in its implementation at the cost of an indirection.
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&&) noexcept; // defined in the implementation file widget(const widget&) = delete; widget& operator=(widget&&) noexcept; // defined in the implementation file widget& operator=(const widget&) = delete;};implementation (widget.cpp)
class widget::impl { int n; // private datapublic: 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(widget&&) noexcept = default;widget::~widget() = default;widget& widget::operator=(widget&&) noexcept = default;SeeGOTW #100 andcppreference for the trade-offs and additional implementation details associated with this idiom.
(Not enforceable) It is difficult to reliably identify where an interface forms part of an ABI.
To keep code simple and safe.Sometimes, ugly, unsafe, or error-prone 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 thesubtleties.Implementation complexity should, if at all possible, not leak through interfaces into user code.
Consider a program that, depending on some form of input (e.g., arguments tomain), should consume inputfrom a file, 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 ruleagainst uninitialized variables,the rule againstignoring ownership,and the ruleagainst magic constants.In particular, someone has to remember to somewhere write
if (owned) delete inp;We could handle this particular example by usingunique_ptr with a special deleter that does nothing forcin,but that’s complicated for novices (who can easily encounter this problem) and the example is an example of a more generalproblem where a property that we would like to consider static (here, ownership) needs infrequently be addressedat 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(czstring p) : owned{true}, inp{new ifstream{p}} {} // read from file Istream(czstring p, Opt) : owned{true}, inp{new istringstream{p}} {} // read from command line ~Istream() { if (owned) delete inp; } operator istream&() { return *inp; }private: bool owned = false; istream* inp = &cin;};Now, the dynamic nature ofistream ownership has been encapsulated.Presumably, a bit of checking for potential errors would be added in real code.
A function specifies 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 specification. 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 definition rules:
constexprnoexceptT* orT& arguments rather than smart pointersParameter passing expression rules:
constconstX&& andstd::move the parameterTP&& and onlystd::forward the parameterT* overT& when “no argument” is a valid optionParameter passing semantic rules:
T* orowner<T*> to designate a single objectnot_null<T> to indicate that “null” is not a valid valuespan<T> or aspan_p<T> to designate a half-open sequencezstring or anot_null<zstring> to designate a C-style stringunique_ptr<T> to transfer ownership where a pointer is neededshared_ptr<T> to share ownershipT* to indicate a position (only)T& when copy is undesirable and “returning no object” isn’t neededT&&int is the return type formain()T& from assignment operatorsstd::move(local)const TOther function rules:
this or any class data member, don’t use[=] default captureva_arg argumentsFunctions have strong similarities to lambdas and function objects.
See also:C.lambdas: Function objects and lambdas
A function definition is a function declaration that also specifies the function’s implementation, the function body.
Factoring out common code makes code more readable, more likely to be reused, and limit errors from complex code.If something is a well-specified action, separate it out from its surrounding code and give it a name.
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 withread_and_print.It reads, it writes (to a fixedostream), it writes error messages (to a fixedostream), it handles onlyints.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 tangledmess could become hard to understand.
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.
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);The shortest code is not always the best for performance or maintainability.
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.The ruleKeep functions short and simple implies “Keep loop bodies short.”Similarly, lambdas used as callback arguments are sometimes non-trivial, yet unlikely to be reusable.
A function that performs a single operation is simpler to understand, test, and reuse.
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 specific input and will never find 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 templatizeread() andprint() 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};void print(auto& output, const auto& value){ output << value << "\n";}tuple for multiple return values.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
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.
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.;}“It doesn’t fit on a screen” is often a good practical definition of “far too large.”One-to-five-line functions should be considered normal.
Break large functions up into smaller cohesive and named functions.Small simple functions are easily inlined where the cost of a function call is significant.
constexprconstexpr is needed to tell the compiler to allow compile-time evaluation.
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;}This is C++14.For C++11, use a recursive formulation offac().
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}Don’t try to make all functionsconstexpr.Most computation is best done at run time.
Any API that might eventually depend on high-level run-time configuration orbusiness logic should not be madeconstexpr. Such customization can not beevaluated by the compiler, and anyconstexpr functions that depended uponthat API would have to be refactored or dropconstexpr.
Impossible and unnecessary.The compiler gives an error if a non-constexpr function is called where a constant is required.
inlineSome 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 (explicitly, or implicitly when writing member functions inside a class definition) encourages the compiler to do a better job.
inline string cat(const string& s, const string& s2) { return s + s2; }Do not put aninline 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.
constexpr impliesinline.
Member functions defined in-class areinline by default.
Function templates (including member functions of class templatesA<T>::function() and member function templatesA::function<T>()) are normally defined in headers and therefore inline.
Consider making functions out of line if they are more than three statements and can be declared out of line (such as class member functions).
noexceptIf 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 functionnoexcept helps optimizers by reducing the number of alternative execution paths. It also speeds up the exit after failure.
Putnoexcept 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.
constexpr functions can throw when evaluated at run time, so you might need conditionalnoexcept for some of those.
You can usenoexcept 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;}Ifcollect() runs out of memory, the program crashes.Unless the program is crafted to survive memory exhaustion, that might be just the right thing to do;terminate() might generate suitable error log information (but after memory runs out it is hard to do anything clever).
You must be aware of the execution environment that your code is running whendeciding whether to tag a functionnoexcept, especially because of the issueof throwing and allocation. Code that is intended to be perfectly general (likethe standard library and other utility code of that sort) needs to supportenvironments where abad_alloc exception could be handled meaningfully.However, most programs and execution environments cannot meaningfullyhandle a failure to allocate, and aborting the program is the cleanest andsimplest response to an allocation failure in those cases. If you know thatyour application code cannot respond to an allocation failure, it could beappropriate to addnoexcept even on functions that allocate.
Put another way: In most programs, most functions can throw (e.g., because theyusenew, call functions that do, or use library functions that report failureby throwing), so don’t just sprinklenoexcept all over the place withoutconsidering whether the possible exceptions can be handled.
noexcept is most useful (and most clearly correct) for frequently used,low-level functions.
Destructors,swap functions, move operations, and default constructors should never throw.See alsoC.44.
Care must be taken on base virtual functions and functions part of a public interface because declaring a functionnoexcept is establishing a guarantee that all current and future implementations must abide by. For virtual function, all overriders must also benoexcept and removingnoexcept from a function could break calling functions.
noexcept, yet cannot throw.swap,move, destructors, and default constructors.T* orT& arguments rather than smart pointersPassing a smart pointer transfers or shares ownership and should only be used when ownership semantics are intended.A function that does not manipulate lifetime should take raw pointers or references instead.
Passing by smart pointer restricts the use of a function to callers that use smart pointers.A function that needs awidget should be able to accept anywidget object, not just ones whose lifetimes are managed by a particular kind of smart pointer.
Passing a shared smart pointer (e.g.,std::shared_ptr) implies a run-time cost.
// accepts any int*void f(int*);// can only accept ints for which you want to transfer ownershipvoid g(unique_ptr<int>);// can only accept ints for which you are willing to share ownershipvoid g(shared_ptr<int>);// doesn't change ownership, but requires a particular ownership of the callervoid h(const unique_ptr<int>&);// accepts any intvoid h(int&);// calleevoid f(shared_ptr<widget>& w){ // ... use(*w); // only use of w -- the lifetime is not used at all // ...};// callershared_ptr<widget> my_widget = /* ... */;f(my_widget);widget stack_widget;f(stack_widget); // error// calleevoid f(widget& w){ // ... use(w); // ...};// callershared_ptr<widget> my_widget = /* ... */;f(*my_widget);widget stack_widget;f(stack_widget); // ok -- now this worksWe can catch many common cases of dangling pointers statically (seelifetime safety profile). Function arguments naturally live for the lifetime of the function call, and so have fewer lifetime problems.
operator-> oroperator*) that is copyable but the function only calls any of:operator*,operator-> orget().Suggest using aT* orT& instead.operator-> oroperator*) that is copyable/movable but never copied/moved from in the function body, and that is never modified, and that is not passed along to another function that could do so. That means the ownership semantics are not used.Suggest using aT* orT& instead.See also:
Pure functions are easier to reason about, sometimes easier to optimize (and even parallelize), and sometimes can be memoized.
template<class T>auto square(T t) { return t * t; }Not possible.
Readability.Suppression of unused parameter warnings.
widget* find(const set<widget>& s, const widget& w, Hint); // once upon a time, a hint was usedAllowing parameters to be unnamed was introduced in the early 1980s to address this problem.
If parameters are conditionally unused, declare them with the[[maybe_unused]] attribute.For example:
template <typename Value>Value* find(const set<Value>& s, const Value& v, [[maybe_unused]] Hint h){ if constexpr (sizeof(Value) > CacheSize) { // a hint is used only if Value is of a certain size }}Flag named unused parameters.
Documentation, readability, opportunity for reuse.
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) { return 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); });whether functions, lambdas, or operators.
for_each and similar control flow algorithms.That makes the code concise and gives better locality than alternatives.
auto earlyUsersEnd = std::remove_if(users.begin(), users.end(), [](const User &a) { return a.id > 100; });Naming a lambda can be useful for clarity even if it is used only once.
There are a variety of ways to pass parameters to a function and to return values.
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 might not be portable.
The following tables summarize the advice in the following Guidelines, F.16-21.
Normal parameter passing:

Advanced parameter passing:

Use the advanced techniques only after demonstrating need, and document that need in a comment.
For passing sequences of characters seeString.
To express shared ownership usingshared_ptr types, rather than following guidelines F.16-21,followR.34,R.35, andR.36.
constBoth 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.
void f1(const string& s); // OK: pass by reference to const; always cheapvoid f2(string s); // bad: potentially expensivevoid f3(int x); // OK: Unbeatablevoid 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:
&&. SeeF.18.const& (for lvalues),add an overload that passes the parameter by&& (for rvalues) and in the bodystd::moves it to its destination. Essentially this overloads a “will-move-from”; seeF.18.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 widgetAvoid “esoteric techniques” such as passing arguments asT&& “for efficiency”.Most rumors about performance advantages from passing by&& are false or brittle (but seeF.18 andF.19).
A reference can 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,std::optional, or a special value used to denote “no value.”
2 * sizeof(void*).Suggest using a reference toconst instead.const has a size less or equal than2 * sizeof(void*). Suggest passing by value instead.const ismoved.To express shared ownership usingshared_ptr types, followR.34 orR.36,depending on whether or not the function unconditionally takes a reference to the argument.
constThis makes it clear to callers that the object is assumed to be modified.
void update(Record& r); // assume that update writes to rSome user-defined and standard library types, such asspan<T> or the iteratorsarecheap to copy and may be passed by value, while doing so hasmutable (in-out) reference semantics:
void increment_all(span<int> a){ for (auto&& e : a) ++e;}AT& argument can pass information into a function as well as out of it.ThusT& 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}void g(){ string buffer = "................................."; f(buffer); // ...}Here, the writer ofg() is supplying a buffer forf() to fill, butf() simply replaces it (at a somewhat higher cost than a simple copy of the characters).A bad logic error can happen if the writer ofg() incorrectly assumes the size of thebuffer.
const parameters that donot write to them.const parameter being passed by reference ismoved.X&& andstd::move the parameterIt’s efficient and eliminates bugs at the call site:X&& binds to rvalues, which requires an explicitstd::move at the call site if passing an lvalue.
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 thestd::move(v) makes it possible forstore_somewhere() to leavev in a moved-from state.That could be dangerous.
Unique owner types that are move-only and cheap-to-move, such asunique_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 first.
For example:
template<class T>void sink(std::unique_ptr<T> p){ // use p ... possibly std::move(p) onward somewhere else} // p gets destroyedIf the “will-move-from” parameter is ashared_ptr followR.34 and pass theshared_ptr by value.
X&& parameters (whereX is not a template type parameter name) where the function body uses them withoutstd::move.TP&& and onlystd::forward the parameterIf 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 argumentconst-ness and rvalue-ness.
In that case, and only that case, make the parameterTP&& whereTP is a template type parameter – it bothignores andpreservesconst-ness and rvalue-ness. Therefore any code that uses aTP&& is implicitly declaring that it itself doesn’t care about the variable’sconst-ness and rvalue-ness (because it is ignored), but that intends to pass the value onward to other code that does care aboutconst-ness and rvalue-ness (because it is preserved). When used as a parameterTP&& is safe because any temporary objects passed from the caller will live for the duration of the function call. A parameter of typeTP&& should essentially always be passed onward viastd::forward in the body of the function.
Usually you forward the entire parameter (or parameter pack, using...) exactly once on every static control flow path:
template<class F, class... Args>inline decltype(auto) invoke(F&& f, Args&&... args){ return forward<F>(f)(forward<Args>(args)...);}Sometimes you may forward a composite parameter piecewise, each subobject once on every static control flow path:
template<class PairLike>inline auto test(PairLike&& pairlike){ // ... f1(some, args, and, forward<PairLike>(pairlike).first); // forward .first f2(and, forward<PairLike>(pairlike).second, in, another, call); // forward .second}TP&& parameter (whereTP is a template type parameter name) and does anything with it other thanstd::forwarding it exactly once on every static path, orstd::forwarding it more than once but qualified with a different data member exactly once on every static path.A return value is self-documenting, whereas an& 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.
// OK: return pointers to elements with the value xvector<const int*> find_all(const vector<int>&, int x);// Bad: place pointers to elements with value x in-outvoid find_all(const vector<int>&, vector<const int*>& out, int x);Astruct of many (individually cheap-to-move) elements might be in aggregate expensive to move.
unique_ptr orshared_ptr.array<BigTrivial>), 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 fill (to be used as an out-parameter).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.Assuming thatMatrix has move operations (possibly by keeping its elements in astd::vector):
Matrix operator+(const Matrix& a, const Matrix& b){ Matrix res; // ... fill res with the sum ... return res;}Matrix x = m1 + m2; // move constructory = m3 + m3; // move assignmentThe return value optimization doesn’t handle the assignment case, but the move assignment does.
struct Package { // exceptional case: expensive-to-move object char header[16]; char load[2024 - 16];};Package fill(); // Bad: large return valuevoid fill(Package&); // OKint val(); // OKvoid val(int&); // Bad: Is val reading its argumentconst parameters that are not read before being written to and are a type that could be cheaply returned; they should be “out” return values.A return value is self-documenting as an “output-only” value.Note that C++ does have multiple return values, by convention of using tuple-like types (struct,array,tuple, etc.),possibly with the extra convenience of structured bindings (C++17) at the call site.Prefer using a namedstruct if possible.Otherwise, atuple is useful in variadic templates.
// BAD: output-only parameter documented in a commentint f(const string& input, /*output only*/ string& output_data){ // ... output_data = something(); return status;}// GOOD: self-documentingstruct f_result { int status; string data; };f_result f(const string& input){ // ... return {status, something()};}C++98’s standard library used this style in places, by returningpair in some functions.For example, given aset<string> my_set, consider:
// C++98pair<set::iterator, bool> result = my_set.insert("Hello");if (result.second) do_something_with(result.first); // workaroundWith C++17 we are able to use “structured bindings” to give each member a name:
if (auto [ iter, success ] = my_set.insert("Hello"); success) do_something_with(iter);Astruct with meaningful names is more common in modern C++.See for exampleranges::min_max_result,from_chars_result, and others.
Sometimes, we need to pass an object to a function to manipulate its state.In such cases, passing the object by referenceT& 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& in, string& s); // much like std::operator>>()for (string s; in >> s; ) { // do something with line}Here, boths andin are used as in-out parameters.We passin by (non-const) reference to be able to manipulate its state.We passs to avoid repeated allocations.By reusings (passed by reference), we allocate new memory only when we need to expands’s capacity.This technique is sometimes called the “caller-allocated out” pattern and is particularly useful for types,such asstring andvector, that need to do free store allocations.
To compare, if we passed out all values as return values, we would write something like this:
struct get_string_result { istream& in; string s; };get_string_result get_string(istream& in) // not recommended{ string s; in >> s; return { in, move(s) };}for (auto [in, s] = get_string(cin); in; s = get_string(in).s) { // do something with string}We consider that significantly less elegant with significantly 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.
In most cases, it is useful to return a specific, user-defined type.For example:
struct Distance { int value; int unit = 1; // 1 means meters};Distance d1 = measure(obj1); // access d1.value and d1.unitauto d2 = measure(obj2); // access d2.value and d2.unitauto [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 confusingThe overly genericpair andtuple should be used only when the value returned represents independent entities rather than an abstraction.
Another option is to useoptional<T> orexpected<T, error_code>, rather thanpair ortuple.When used appropriately these types convey more information about what the members mean thanpair<T, bool> orpair<T, error_code> do.
When the object to be returned is initialized from local variables that are expensive to copy,explicitmove may be helpful to avoid copying:
pair<LargeObject, LargeObject> f(const string& input){ LargeObject large1 = g(input); LargeObject large2 = h(input); // ... return { move(large1), move(large2) }; // no copies}Alternatively,
pair<LargeObject, LargeObject> f(const string& input){ // ... return { g(input), h(input) }; // no copies, no moves}Note this is different from thereturn move(...) anti-pattern fromES.56.
const member function, or passes on as a non-const.pair ortuple return types should be replaced bystruct, if possible.In variadic templates,tuple is often unavoidable.T* overT& when “no argument” is a valid optionA pointer (T*) can be anullptr and a reference (T&) cannot, there is no valid “null reference”.Sometimes havingnullptr as an alternative to indicated “no object” is useful, but if it is not, a reference is notationally simpler and might yield better code.
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}It is possible, but not valid C++ to construct a reference that is essentially anullptr (e.g.,T* p = nullptr; T& r = *p;).That error is very uncommon.
If you prefer the pointer notation (-> and/or* vs..),not_null<T*> provides the same guarantee asT&.
T* orowner<T*> to designate a single objectReadability: it makes the meaning of a plain pointer clear.Enables significant tool support.
In traditional C and C++ code, plainT* is used for many weakly-related purposes, such as:
nullptrThis makes it hard to understand what the code does and is supposed to do.It complicates checking and tool support.
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}owner<T*> represents ownership,zstring represents a C-style string.
Also: Assume that aT* obtained from a smart pointer toT (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
not_null<T> to indicate that “null” is not a valid valueClarity. A function with anot_null<T> parameter makes it clear that the caller of the function is responsible for anynullptr checks that might be necessary.Similarly, a function with a return value ofnot_null<T> makes it clear that the caller of the function does not need to check fornullptr.
not_null<T*> makes it obvious to a reader (human or machine) that a test fornullptr is not necessary before dereference.Additionally, when debugging,owner<T*> andnot_null<T> can be instrumented to check for correctness.
Consider:
int length(Record* p);When I calllength(p) should I check ifp isnullptr first? Should the implementation oflength() check ifp isnullptr?
// it is the caller's job to make sure p != nullptrint length(not_null<Record*> p);// the implementor of length() must assume that p == nullptr is possibleint length(Record* p);Anot_null<T*> is assumed not to be thenullptr; aT* might be thenullptr; both can be represented in memory as aT* (so no run-time overhead is implied).
not_null is not just for built-in pointers. It works forunique_ptr,shared_ptr, and other pointer-like types.
nullptr (or equivalent) within a function, suggest it is declarednot_null instead.nullptr (or equivalent) within the function and sometimes is not.not_null pointer is tested againstnullptr within a function.span<T> or aspan_p<T> to designate a half-open sequenceInformal/non-explicit ranges are a source of errors.
X* find(span<X> r, const X& v); // find v in rvector<X> vec;// ...auto p = find({vec.begin(), vec.end()}, X{}); // find X{} in vecRanges 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 aren elements to access following*p.span<T> andspan_p<T> are simple helper classes designating a[p:q) range and a range starting withp and ending with the first element for which a predicate is true, respectively.
Aspan 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]);}Aspan<T> object does not own its elements and is so small that it can be passed by value.
Passing aspan object as an argument is exactly as efficient as passing a pair of pointer arguments or passing a pointer and an integer count.
See also:Support library
(Complex) Warn where accesses to pointer parameters are bounded by other parameters that are integral types and suggest they could usespan instead.
zstring or anot_null<zstring> to designate a C-style stringC-style strings are ubiquitous. They are defined 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.
If you don’t need null termination, usestring_view.
Consider:
int length(const char* p);When I calllength(s) should I check ifs isnullptr first? Should the implementation oflength() check ifp isnullptr?
// the implementor of length() must assume that p == nullptr is possibleint length(zstring p);// it is the caller's job to make sure p != nullptrint length(not_null<zstring> p);zstring does not represent ownership.
See also:Support library
unique_ptr<T> to transfer ownership where a pointer is neededUsingunique_ptr is the cheapest way to pass a pointer safely.
See also:C.50 regarding when to return ashared_ptr from a factory.
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); // ... }}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).
(Simple) Warn if a function returns a locally allocated raw pointer. Suggest using eitherunique_ptr orshared_ptr instead.
shared_ptr<T> to share ownershipUsingstd::shared_ptr is the standard way to represent shared ownership. That is, the last owner deletes the object.
{ 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}; // detaching threads requires extra care (e.g., to join before // main ends), but even if we do detach the four threads here ...}// ... shared_ptr ensures that eventually the last thread to// finish safely deletes the imagePrefer aunique_ptr over ashared_ptr if there is never more than one owner at a time.shared_ptr is for shared ownership.
Note that pervasive use ofshared_ptr has a cost (atomic operations on theshared_ptr’s reference count have a measurable aggregate cost).
Have a single object own the shared object (e.g. a scoped object) and destroy that (preferably implicitly) when all users have completed.
(Not enforceable) This is a too complex pattern to reliably detect.
T* to indicate a position (only)That’s what pointers are good for.Returning aT* to transfer ownership is a misuse.
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 thenullptr, the pointer returned byfind indicates aNode holdings.Importantly, that does not imply a transfer of ownership of the pointed-to object to the caller.
Positions can also be transferred by iterators, indices, and references.A reference is often a superior alternative to a pointerif there is no need to usenullptr orif the object referred to should not change.
Do not return a pointer to something that is not in the caller’s scope; seeF.43.
See also:discussion of dangling pointer prevention
delete,std::free(), etc. applied to a plainT*.Only owners should be deleted.new,malloc(), etc. assigned to a plainT*.Only owners should be responsible for deletion.To avoid the crashes and data corruption that can result from the use of such a dangling pointer.
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 == 999gx == 999I expected that because the call ofg() reuses the stack space abandoned by the call off() so*p refers to the space now occupied bygx.
fx andgx were of different types.fx orgx was a type with an invariant.Fortunately, most (all?) modern compilers catch and warn against this simple case.
This applies to references as well:
int& f(){ int x = 7; // ... return x; // Bad: returns reference to object that is about to be destroyed}This applies only to non-static local variables.Allstatic variables are (as their name indicates) statically allocated, so that pointers to them cannot dangle.
Not all examples of leaking a pointer to a local variable are that obvious:
int* glob; // global variables are bad in so many waystemplate<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 off.The pointer stored inglob could be used much later and cause trouble in unpredictable ways.
The address of a local variable can be “returned”/leaked by a return statement, by aT& out-parameter, as a member of a returned object, as an element of a returned array, and more.
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 ispointer invalidation.It can be detected/prevented with similar techniques.
T& when copy is undesirable and “returning no object” isn’t neededThe language guarantees that aT& refers to an object, so that testing fornullptr isn’t necessary.
See also: The return of a reference must not imply transfer of ownership:discussion of dangling pointer prevention anddiscussion of ownership.
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}Flag functions where noreturn expression could yieldnullptr.
T&&It’s asking to return a reference to a destroyed temporary object.An&& is a magnet for temporary objects.
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 farfoo(x); // Undefined behaviorThis 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.
Thelifetime safety profile will (when completely implemented) catch such problems.
Returning an rvalue reference is fine when the reference to the temporary is being passed “downward” to a callee;then, the temporary is guaranteed to outlive the function call (seeF.18 andF.19).However, it’s not fine 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 simpleauto return type deduction (notauto&&).
Assume thatF 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}Better:
template<class F>auto wrapper(F f){ log_call(typeid(f)); // or whatever instrumentation return f(); // OK}std::move andstd::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&&.
Flag any use of&& as a return type, except instd::move andstd::forward.
int is the return type formain()It’s a language rule, but violated through “language extensions” so often that it is worth mentioning.Declaringmain (the one globalmain of a program)void limits portability.
void main() { /* ... */ }; // bad, not C++ int main() { std::cout << "This is the way to do it\n"; }We mention this only because of the persistence of this error in the community.Note that despite its non-void return type, the main function does not require an explicit return statement.
T& from assignment operatorsThe convention for operator overloads (especially on concrete types) is foroperator=(const T&) to perform the assignment and then return (non-const)*this. This ensures consistency with standard-library types and follows theprinciple of “do as the ints do.”
Historically there was some guidance to make the assignment operator returnconst 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.
class Foo{ public: ... Foo& operator=(const Foo& rhs) { // Copy members. ... return *this; }};This should be enforced by tooling by checking the return type (and returnvalue) of any assignment operator.
return std::move(local)Returning a local variable implicitly moves it anyway.An explicitstd::move is always a pessimization, because it prevents Return Value Optimization (RVO),which can eliminate the move completely.
S bad(){ S result; return std::move(result);}S good(){ S result; // Named RVO: move elision at best, move construction at worst return result;}This should be enforced by tooling by checking the return expression.
const TIt is not recommended to return aconst 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 worthvoid g(vector<int>& vx){ // ... fct() = vx; // prevented by the "const" // ... vx = fct(); // expensive copy: move semantics suppressed by the "const" // ...}The argument for addingconst to a return value is that it prevents (very rare) accidental access to a temporary.The argument against is that it prevents (very frequent) use of move semantics.
See also:F.20, the general item about “out” output values
const value. To fix: Removeconst to return a non-const value instead.Functions can’t capture local variables or be defined 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 either will work, prefer writing a function; use the simplest tool necessary.
// writing a function that should only take an int or a string// -- overloading is naturalvoid 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 naturalvector<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();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.
auto x = [](int i) { /*...*/; };) that captures nothing and appears at global scope. Write an ordinary function instead.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.
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 formatvoid print(const string& s, format f);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);Default arguments for virtual functions
f(int),f(int, const string&),f(int, const string&, double)). (Note: Review this enforcement if it’s too noisy in practice.)For efficiency 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.
The efficiency 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.
Unfortunately, there is no simple way to capture by reference toconst to get the efficiency for a local call but also prevent side effects.
Here, a large object (a network message) is passed to an iterative algorithm, and it is not efficient or correct to copy the message (which might not be copyable):
std::for_each(begin(sockets), end(sockets), [&message](auto& socket){ socket.send(message);});This is a simple three-stage parallel pipeline. Eachstage object encapsulates a worker thread and a queue, has aprocess 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); }); for (auto& b : bufs) { decorator.process(b); }} // automatically blocks waiting for pipeline to finishFlag 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 flag 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 flag escaping pointers and references including via lambdas.)
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.
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); });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); });If a non-local pointer must be captured, consider usingunique_ptr; this handles both lifetime and synchronization.
If thethis pointer must be captured, consider using[*this] capture, which creates a copy of the entire object.
const and non-local contextthis or any class data member, don’t use[=] default captureIt’s confusing. Writing[=] in a member function appears to capture by value, but actually captures data members by reference because it actually captures the invisiblethis pointer by value. If you meant to do that, writethis explicitly.
class My_class { int x = 0; // ... void f() { int i = 0; // ... auto lambda = [=] { use(i, x); }; // BAD: "looks like" copy/value capture 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 // ... }};If you intend to capture a copy of all class data members, consider C++17[*this].
[=] and also capturesthis (whether explicitly or via the default capture and a use ofthis in the body)va_arg argumentsReading from ava_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.
int sum(...){ // ... while (/*...*/) result += va_arg(list, int); // BAD, assumes it will be passed ints // ...}sum(3, 2); // oksum(3.14159, 2.71828); // BAD, undefinedtemplate<class ...Args>auto sum(Args... args) // GOOD, and much more flexible{ return (... + args); // note: C++17 "fold expression"}sum(3, 2); // ok: 5sum(3.14159, 2.71828); // ok: ~5.85987variant argumentsinitializer_list (homogeneous)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.
va_list,va_start, orva_arg.[[suppress("type")]].Shallow nesting of conditions makes the code easier to follow. It also makes the intent clearer.Strive to place the essential code at outermost scope, unless this obscures intent.
Use a guard-clause to take care of exceptional cases and return early.
// Bad: Deep nestingvoid foo() { ... if (x) { computeImportantThings(x); }}// Bad: Still a redundant else.void foo() { ... if (!x) { return; } else { computeImportantThings(x); }}// Good: Early return, no redundant elsevoid foo() { ... if (!x) return; computeImportantThings(x);}// Bad: Unnecessary nesting of conditionsvoid foo() { ... if (x) { if (y) { computeImportantThings(x); } }}// Good: Merge conditions + return earlyvoid foo() { ... if (!(x && y)) return; computeImportantThings(x);}Flag a redundantelse.Flag a function whose body is simply a conditional statement enclosing a block.
A class is a user-defined type, for which a programmer can define the representation, operations, and interfaces.Class hierarchies are used to organize related classes into hierarchical structures.
Class rule summary:
structs orclasses)class if the class has an invariant; usestruct if the data members can vary independentlyclass rather thanstruct if any member is non-publicSubsections:
structs orclasses)Ease of comprehension.If data is related (for fundamental reasons), that fact should be reflected in code.
void draw(int x, int y, int x2, int y2); // BAD: unnecessary implicit relationshipsvoid draw(Point from, Point to); // betterA simple class without virtual functions implies no space or time overhead.
From a language perspectiveclass andstruct differ only in the default visibility of their members.
Probably impossible. Maybe a heuristic looking for data items used together is possible.
class if the class has an invariant; usestruct if the data members can vary independentlyReadability.Ease of comprehension.The use ofclass alerts the programmer to the need for an invariant.This is a useful convention.
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 usingExpects.
If all data members can vary independently of each other, no invariant is possible.
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};If a class has anyprivate data, a user cannot completely initialize an object without the use of a constructor.Hence, the class definer will provide a constructor and must specify its meaning.This effectively means the definer needs to define an invariant.
See also:
classprotected dataLook forstructs with all data private andclasses with public members.
An explicit distinction between interface and implementation improves readability and simplifies maintenance.
class Date {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; // ...private: // ... some representation ...};For example, we can now change the representation of aDate without affecting its users (recompilation is likely, though).
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 function template 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).
???
Less coupling than with member functions, fewer functions that can cause trouble by modifying object state, reduces the number of functions that need to be modified after a change in representation.
class Date { // ... relatively small interface ...};// helper functions:Date next_weekday(Date);bool operator==(Date, Date);The “helper functions” have no need for direct access to the representation of aDate.
This rule becomes even better if C++ gets“uniform function call”.
The language requiresvirtual functions to be members, and not allvirtual functions directly access data.In particular, members of an abstract class rarely do.
Notemulti-methods.
The language requires operators=,(),[], and-> to be members.
An overload set could have some members that do not directly accessprivate data:
class Foobar {public: void foo(long x) { /* manipulate private data */ } void foo(double x) { foo(std::lround(x)); } // ...private: // ...};Similarly, a set of functions could 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 accessprivate data.
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.virtual functions.private members.this.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 their relationship to the class obvious and allows them to be found by argument dependent lookup.
namespace Chrono { // here we keep time-related services class Time { /* ... */ }; class Date { /* ... */ }; // helper functions: bool operator==(Date, Date); Date next_weekday(Date); // ...}This is especially important foroverloaded operators.
Mixing a type definition and the definition of another entity in the same declaration is confusing and unnecessary.
struct Data { /*...*/ } data{ /*...*/ };struct Data { /*...*/ };Data data{ /*...*/ };} of a class or enumeration definition is not followed by a;. The; is missing.class rather thanstruct if any member is non-publicReadability.To make it clear that something is being hidden/abstracted.This is a useful convention.
struct Date { int d, m; 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.
Prefer to place the interface first in a class,see NL.16.
Flag classes declared withstruct if there is aprivate orprotected member.
Encapsulation.Information hiding.Minimize the chance of unintended access.This simplifies maintenance.
template<typename T, typename U>struct pair { T a; U b; // ...};Whatever we do in the//-part, an arbitrary user of apair can arbitrarily and independently change itsa andb.In a large code base, we cannot easily find which code does what to the members ofpair.This might be exactly what we want, but if we want to enforce a relation among members, we need to make themprivateand 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: double magnitude; double unit; // 1 is meters, 1000 is kilometers, 0.001 is millimeters, etc.};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.Forpublic andprotected data, that’s usually the case.
A class can provide two interfaces to its users.One for derived classes (protected) 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 // ...}Prefer the orderpublic members beforeprotected members beforeprivate members; seeNL.16.
public andprivate dataConcrete type rule summary:
const or references in a copyable or movable typeA concrete type is fundamentally simpler than a type in a class 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.
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 is 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.
Concrete types can be stack-allocated and be members of other classes.
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.
???
Regular types are easier to understand and reason about than types that are not regular (irregularities require extra effort to understand and use).
The C++ built-in types are regular, and so are standard-library classes such asstring,vector, andmap. Concrete classes without assignment and equality can be defined, but they are (and should be) rare.
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 is copyable, prefer to also give it an equality comparison operator, and ensure thata = b impliesa == b.
For structs intended to be shared with C code, definingoperator== may not be feasible.
Handles for resources that cannot be cloned, e.g., ascoped_lock for amutex, are concrete types but typically cannot be copied (instead, they can usually be moved),so they can’t be regular; instead, they tend to be move-only.
???
const or references in a copyable or movable typeconst and reference data members are not useful in a copyable or movable type, and make such types difficult to use by making them at least partly uncopyable/unmovable for subtle reasons.
class bad { const int i; // bad string& s; // bad // ...};Theconst and& data members make this class “only-sort-of-copyable” – copy-constructible but not copy-assignable.
If you need a member to point to something, use a pointer (raw or smart, andgsl::not_null if it should not be null) instead of a reference.
Flag a data member that isconst,&, or&& in a type that has any copy or move operation.
These functions control the lifecycle of objects: creation, copy, move, and destruction.Define constructors to guarantee and simplify initialization of classes.
These aredefault operations:
X()X(const X&)operator=(const X&)X(X&&)operator=(X&&)~X()By default, the compiler defines 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:
=delete any copy, move, or destructor function, define or=delete them allDestructor rules:
T*) or reference (T&), consider whether it might be owningnoexceptConstructor rules:
explicitCopy and move rules:
virtual, take the parameter byconst&, and return by non-const&virtual, take the parameter by&&, and return by non-const&noexceptOther default operations rules:
=default if you have to be explicit about using the default semantics=delete when you want to disable default behavior (without wanting an alternative)noexcept swap functionswap must not failswapnoexcept== symmetric with respect of operand types andnoexcept== on base classeshashnoexceptBy default, the language supplies the default operations with their default semantics.However, a programmer can disable or replace these defaults.
It’s the simplest and gives the cleanest semantics.
struct Named_map {public: explicit Named_map(const string& n) : name(n) {} // no copy/move constructors // no copy/move assignment operators // no destructorprivate: string name; map<int, int> rep;};Named_map nm("map"); // constructNamed_map nm2 {nm}; // copy constructSincestd::map andstring have all the special functions, no further work is needed.
This is known as “the rule of zero”.
(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 members and a destructor thatdeletes the pointer could probably be converted to avector.
=delete any copy, move, or destructor function, define or=delete them allThe semantics of copy, move, and destruction are closely related, so if one needs to be declared, the odds are that others need consideration too.
Declaring any copy/move/destructor function,even as=default or=delete, will suppress the implicit declarationof 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 constructoror implicitly generated copy assignment operator to be defined as deleted.So as soon as any of these are declared, the others shouldall be declared to avoid unwanted effects like turning all potential movesinto more expensive copies, or making a class move-only.
struct M2 { // bad: incomplete set of copy/move/destructor operationspublic: // ... // ... 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 the implicitly-defined copy and move assignment operators will be correct is low (here, we would get double deletion).
This is known as “the rule of five.”
If you want a default implementation (while defining another), write=default to show you’re doing so intentionally for that function.If you don’t want a generated default function, suppress it with=delete.
When a destructor needs to be declared just to make itvirtual, it can bedefined as defaulted.
class AbstractBase {public: virtual void foo() = 0; // at least one abstract method to make the class abstract virtual ~AbstractBase() = default; // ...};To prevent slicing as perC.67,make the copy and move operations protected or=deleted, and add aclone:
class CloneableBase {public: virtual unique_ptr<CloneableBase> clone() const; virtual ~CloneableBase() = default; CloneableBase() = default; CloneableBase(const CloneableBase&) = delete; CloneableBase& operator=(const CloneableBase&) = delete; CloneableBase(CloneableBase&&) = delete; CloneableBase& operator=(CloneableBase&&) = delete; // ... other constructors and functions ...};Defining only the move operations or only the copy operations would have thesame effect here, but stating the intent explicitly for each special membermakes it more obvious to the reader.
Compilers enforce much of this rule and ideally warn about any violation.
Relying on an implicitly generated copy operation in a class with a destructor is deprecated.
Writing these 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&&) noexcept = default; // move constructor X& operator=(X&&) noexcept = default; // move assignment};A minor mistake (such as a misspelling, leaving out aconst, 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 therule of zero.
(Simple) A class should have a declaration (even a=delete one) for either all or none of the copy/move/destructor functions.
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 destructors do not provide a consistent view of resource management. Users will be surprised if copy and move don’t reflect the way constructors and destructors work.
class Silly { // BAD: Inconsistent copy operations class Impl { // ... }; shared_ptr<Impl> p;public: Silly(const Silly& a) : p(make_shared<Impl>()) { *p = *a.p; } // deep copy Silly& operator=(const Silly& a) { p = a.p; return *this; } // shallow copy // ...};These operations disagree about copy semantics. This will lead to confusion and bugs.
“Does this class need a destructor?” is a surprisingly insightful design question.For most classes the answer is “no” either because the class holds no resources or because destruction is handled bythe 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 (seethe rule of five).
A destructor is implicitly invoked at the end of an object’s lifetime.If the default destructor is sufficient, use it.Only define a non-default destructor if a class needs to execute code that is not already part of its members’ destructors.
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 hereThe whole purpose offinal_action is to get a piece of code (usually a lambda) executed upon destruction.
There are two general categories of classes that need a user-defined destructor:
vector or a transaction class.final_action.class Foo { // bad; use the default destructorpublic: // ... ~Foo() { s = ""; i = 0; vi.clear(); } // clean upprivate: string s; int i; vector<int> vi;};The default destructor does it better, more efficiently, and can’t get it wrong.
Look for likely “implicit resources”, such as pointers and references. Look for classes with destructors even though all their data members have destructors.
Prevention of resource leaks, especially in error cases.
For resources represented as classes with a complete set of default operations, this happens automatically.
class X { ifstream f; // might own a file // ... no default operations defined or =deleted ...};X’sifstream implicitly closes any file it might have open upon destruction of itsX.
class X2 { // bad FILE* f; // might own a file // ... no default operations defined or =deleted ...};X2 might leak a file handle.
What about a socket that won’t close? A destructor, close, or cleanup operationshould 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.Seediscussion.To make the problem worse, many “close/release” operations are not retryable.Many have tried to solve this problem, but no general solution is known.If at all possible, consider failure to close/clean up a fundamental design error and terminate.
A class can hold pointers and references to objects that it does not own.Obviously, such objects should not bedeleted by the class’s destructor.For example:
Preprocessor pp { /* ... */ };Parser p { pp, /* ... */ };Type_checker tc { p, /* ... */ };Herep refers topp but does not own it.
gsl::owner), then they should be referenced in its destructor.T*) or reference (T&), consider whether it might be owningThere is a lot of code that is non-specific about ownership.
class legacy_class{ foo* m_owning; // Bad: change to unique_ptr<T> or owner<T*> bar* m_observer; // OK: keep}The only way to determine ownership may be code analysis.
Ownership should be clear in new code (and refactored legacy code) according toR.20 for owningpointers andR.3 for non-owning pointers. References should never ownR.4.
Look at the initialization of raw member pointers and member references and see if an allocation is used.
An owned object must bedeleted upon destruction of the object that owns it.
A pointer member could represent a resource.AT* should not do so, but in older code, that’s common.Consider aT* 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 ...};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 define a destructor, you must define or deleteall 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 thep1.p intop2.p leading to a double destruction ofp1.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}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.
Why not just require all owning pointers to be “smart pointers”?That would sometimes require non-trivial code changes and might affect ABIs.
owner<T> should define its default operations.To prevent undefined 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 undefined 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.
Seethis in the Discussion section.
struct Base { // BAD: implicitly has a public non-virtual 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 moreA virtual function defines 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.
A destructor must be non-private 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}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 destroyanother object (not itself) through a pointer to base. We haven’t seen such a case in practice, though.
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.
class X {public: ~X() noexcept; // ...};X::~X() noexcept{ // ... if (cannot_release_a_resource) terminate(); // ...}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.Seediscussion.To make the problem worse, many “close/release” operations are not retryable.If at all possible, consider failure to close/clean up a fundamental design error and terminate.
Declare a destructornoexcept. That will ensure that it either completes normally or terminates the program.
If a resource cannot be released and the program must 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.
If a destructor uses operations that could 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).
(Simple) A destructor should be declarednoexcept if it could throw.
noexceptA destructor must not fail. If a destructor tries to exit with an exception, it’s a bad design error and the program had better terminate.
A destructor (either user-defined or compiler-generated) is implicitly declarednoexcept (independently of what code is in its body) if all of the members of its class havenoexcept destructors. By explicitly marking destructorsnoexcept, an author guards against the destructor becoming implicitlynoexcept(false) through the addition or modification of a class member.
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.
Why not then declare all destructors noexcept?Because that would in many cases – especially simple cases – be distracting clutter.
(Simple) A destructor should be declarednoexcept if it could throw.
A constructor defines how an object is initialized (constructed).
That’s what constructors are for.
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 anEnsures on the constructor.
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"};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"};TheRec2 constructor is redundant.Also, the default forint would be better done as adefault member initializer.
See also:construct valid object andconstructor throws.
A constructor establishes the invariant for a class. A user of a class should be able to assume that a constructed object is usable.
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.
If a valid object cannot conveniently be constructed by a constructor,use a factory function.
Ensures contract, try to see if it holds as a postcondition.If a constructor acquires a resource (to create a valid object), that resource should bereleased by the destructor.The idiom of having constructors acquire resources and destructors release them is calledRAII (“Resource Acquisition Is Initialization”).
Leaving behind an invalid object is asking for trouble.
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 // ...}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 ... } // ...}For a variable definition (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 anis_valid() function before use is tedious, error-prone, and inefficient.
There are domains, such as some hard-real-time systems (think airplane controls) where (without additional tool support) exception handling is not sufficiently predictable from a timing perspective.There theis_valid() technique must be used. In such cases, checkis_valid() consistently and immediately to simulateRAII.
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 atfactory functions.
One reason people have usedinit() functions rather than doing the initialization work in a constructor has been to avoid code replication.Delegating constructors anddefault member initialization do that better.Another reason has been to delay initialization until an object is needed; the solution to that is oftennot to declare a variable until it can be properly initialized.
???
That is, ensure that if a concrete class is copyable it also satisfies the rest of “semiregular.”
Many language and library facilities rely on default constructors to initialize their elements, e.g.T a[10] andstd::vector<T> v(10).A default constructor often simplifies the task of defining a suitablemoved-from state for a type that is also copyable.
class Date { // BAD: no default constructorpublic: Date(int dd, int mm, int yyyy); // ...};vector<Date> vd1(1000); // default Date needed herevector<Date> vd2(1000, Date{7, Month::October, 1885}); // alternativeThe default constructor is only auto-generated if there is no user-declared constructor, hence it’s impossible to initialize the vectorvd1 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 defined, 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 floating-point’sNaN.However, most realisticDate classes have a “first 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);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 vectorBeware 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;}Statically allocated objects of built-in types are by default initialized to0, but local built-in variables are not.Beware that your compiler might default initialize local built-in variables, whereas an optimized build will not.Thus, code like the example above might appear to work, but it relies on undefined behavior.Assuming that you want initialization, an explicit default initialization can help:
struct X { string s; int i {}; // default initialize (to 0)};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 should not be copyable, and so does not necessarily need a default constructor:
// Shape is an abstract base class, not a copyable type.// It might or might 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 type.// It does not have a default constructor.lock_guard g {mx}; // guard the mutex mxlock_guard g2; // error: guarding nothingA 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 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 asstd::strings"" andstd::vectors{}.
= without a default constructor== but not copyableBeing able to set a value to “the default” without operations that might fail simplifies error handling and reasoning about move operations.
template<typename T>// elem points to space-elem element allocated using newclass 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 aVector0 to empty after an error involves an allocation, which might fail.Also, having a defaultVector represented as{new T[0], 0, 0} seems wasteful.For example,Vector0<int> v[100] costs 100 allocations.
template<typename T>// elem is nullptr or elem points to space-elem element allocated using newclass 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 {}; T* space {}; T* last {};};Using{nullptr, nullptr, nullptr} makesVector1{} cheap, but a special case and implies run-time checks.Setting aVector1 to empty after detecting an error is trivial.
Using default member initializers lets the compiler generate the function for you. The compiler-generated function can be more efficient.
class X1 { // BAD: doesn't use member initializers string s; int i;public: X1() :s{"default"}, i{1} { } // ...};class X2 { string s {"default"}; int i {1};public: // use compiler-generated default constructor // ...};(Simple) A default constructor should do more than just initialize data members with constants.
To avoid unintended conversions.
class String {public: String(int); // BAD // ...};String s = 10; // surprise: string of size 10If you really want an implicit conversion from the constructor argument type to the class type, don’t useexplicit:
class Complex {public: Complex(double d); // OK: we want a conversion from d to {d, 0} // ...};Complex z = 10.7; // unsurprising conversionSee also:Discussion of implicit conversions
Copy and move constructors should not be madeexplicit because they do not perform conversions. Explicit copy/move constructors make passing and returning by value difficult.
(Simple) Single-argument constructors should be declaredexplicit. Good single argument non-explicit constructors are rare in most code bases. Warn for all that are not on a “positive list”.
To minimize confusion and errors. That is the order in which the initialization happens (independent of the order of member initializers).
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(Simple) A member initializer list should mention the members in the same order they are declared.
See also:Discussion
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 efficient code.
class X { // BAD int i; string s; 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 whetherj was deliberately uninitialized (probably a bad idea anyway) and whether it was intentional to gives the default value"" in one case andqqq in another (almost certainly a bug)? The problem withj (forgetting to initialize a member) often happens when a new member is added to an existing class.
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 benefits 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 // ...};An initialization explicitly states that initialization, rather than assignment, is done and can be more elegant and efficient. Prevents “use before set” errors.
class A { // Good string s1;public: A(czstring p) : s1{p} { } // GOOD: directly construct (and the C-string is explicitly named) // ...};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 // ...};Instead of thoseconst char*s we could use C++17std::string_view orgsl::span<char>asa more general way to present arguments to a function:
class D { // Good string s1;public: D(string_view v) : s1{v} { } // GOOD: directly construct // ...};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.
The return type of the factory should normally beunique_ptr by default; if some uses are shared, the caller canmove theunique_ptr into ashared_ptr. However, if the factory author knows that all uses of the returned object will be shared uses, returnshared_ptr and usemake_shared in the body to save an allocation.
class B {public: B() { /* ... */ f(); // BAD: C.82: Don't call virtual functions in constructors and destructors /* ... */ } virtual void f() = 0;};class B {protected: class Token {};public: explicit B(Token) { /* ... */ } // create an imperfectly initialized object virtual void f() = 0; template<class T> static shared_ptr<T> create() // interface for creating shared objects { auto p = make_shared<T>(typename T::Token{}); p->post_initialize(); return p; }protected: virtual void post_initialize() // called right after construction { /* ... */ f(); /* ... */ } // GOOD: virtual dispatch is safe};class D : public B { // some derived classprotected: class Token {};public: explicit D(Token) : B{ B::Token{} } {} void f() override { /* ... */ };protected: template<class T> friend shared_ptr<T> B::create();};shared_ptr<D> p = D::create<D>(); // creating a D objectmake_shared requires that the constructor is public. By requiring a protectedToken the constructor cannot be publicly called anymore, so we avoid an incompletely constructed object escaping into the wild.By providing the factory functioncreate(), we make construction (on the free store) convenient.
Conventional factory functions allocate on the free store, rather than on the stack or in an enclosing object.
See also:Discussion
To avoid repetition and accidental differences.
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 might accidentally not be common.
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, considera default member initializer.
(Moderate) Look for similar constructor bodies.
If you need those constructors for a derived class, re-implementing them is tedious and error-prone.
std::vector has a lot of tricky constructors, so if I want my ownvector, 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 ... // ... lots of nice utility functions ...};struct Rec2 : public Rec { int x; using Rec::Rec;};Rec2 r {"foo", 7};int val = r.x; // uninitializedMake sure that every member of the derived class is initialized.
Concrete types should generally be copyable, but interfaces in a class hierarchy should not.Resource handles might or might not be copyable.Types can be defined to move for logical as well as performance reasons.
virtual, take the parameter byconst&, and return by non-const&It is simple and efficient. If you want to optimize for rvalues, provide an overload that takes an&& (seeF.18).
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: copya = f(); // assign rvalue: potentially moveTheswap implementation technique offers thestrong guarantee.
But what if you can get significantly better performance by not making a temporary copy? Consider a simpleVector intended for a domain where assignment of large, equal-sizedVectors is common. In this case, the copy of elements implied by theswap 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) { // ... 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 onlythe basic guarantee rather than the strong guarantee offered by theswap technique. Beware ofself-assignment.
Alternatives: If you think you need avirtual assignment operator, and understand why that’s deeply problematic, don’t call itoperator=. Make it a named function likevirtual void assign(const Foo&).Seecopy constructor vs.clone().
T& to enable chaining, not alternatives likeconst T& which interfere with composability and putting objects in containers.That is the generally assumed semantics. Afterx = y, we should havex == y.After a copyx andy 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).
class X { // OK: value semanticspublic: 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);}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 semanticsclass X2 { // OK: pointer semanticspublic: 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 semanticsPrefer value semantics unless you are building a “smart pointer”. Value semantics is the simplest to reason about and what the standard-library facilities expect.
(Not enforceable)
Ifx = x changes the value ofx, people will be surprised and bad errors will occur (often including leaks).
The standard-library containers handle self-assignment elegantly and efficiently:
std::vector<int> v = {3, 1, 4, 1, 5, 9};v = v;// the value of v is still {3, 1, 4, 1, 5, 9}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 efficientYou 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.,usingswap).
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 efficient.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 areint. All the cost is carried by the (rare) case of self-assignment.
(Simple) Assignment operators should not contain the patternif (this == &a) return *this; ???
virtual, take the parameter by&&, and return by non-const&It is simple and efficient.
See:The rule for copy-assignment.
Equivalent to what is done forcopy-assignment.
T& to enable chaining, not alternatives likeconst T& which interfere with composability and putting objects in containers.That is the generally assumed semantics.Aftery = std::move(x) the value ofy should be the valuex had andx should be in a valid state.
class X { // OK: value semanticspublic: X(); X(X&& a) noexcept; // move X X& operator=(X&& a) noexcept; // move-assign X void modify(); // change the value of X // ... ~X() { delete[] p; }private: T* p; int sz;};X::X(X&& a) noexcept :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 destroyedIdeally, 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 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 specified) valid state.
Unless there is an exceptionally strong reason not to, makex = std::move(y); y = z; work with the conventional semantics.
(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.
Ifx = x changes the value ofx, people will be surprised and bad errors can occur. However, people don’t usually directly write a self-assignment that turns into a move, but it can occur. However,std::swap is implemented using move operations so if you accidentally doswap(a, b) wherea andb refer to the same object, failing to handle self-move could be a serious and subtle error.
class Foo { string s; int i;public: Foo& operator=(Foo&& a) noexcept; // ...};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 againstif (this == &a) return *this; tests from the discussion ofself-assignment is even more relevant for self-move.
There is no known general way of avoiding anif (this == &a) return *this; test for a move assignment and still getting a correct answer (i.e., afterx = x the value ofx is unchanged).
The ISO standard guarantees only a “valid but unspecified” state for the standard-library containers. Apparently this has not been a problem in about 10 years of experimental and production use. Please contact the editors if you find a counter example. The rule here is more caution and insists on complete safety.
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->ptrT* temp = other.ptr;other.ptr = nullptr;delete ptr; // in self-move, this->ptr is also null; delete is a no-opptr = temp; // in self-move, the original ptr is restoreddeleted or set tonullptr.string) and consider them safe for ordinary (not life-critical) uses.noexceptA throwing move violates most people’s reasonable assumptions.A non-throwing move will be used more efficiently by standard-library and language facilities.
template<typename T>class Vector {public: Vector(Vector&& a) noexcept :elem{a.elem}, sz{a.sz} { a.elem = nullptr; a.sz = 0; } Vector& operator=(Vector&& a) noexcept { if (&a != this) { delete elem; elem = a.elem; a.elem = nullptr; sz = a.sz; a.sz = 0; } return *this; } // ...private: T* elem; int sz;};These operations do not throw.
template<typename T>class Vector2 {public: Vector2(Vector2&& a) noexcept { *this = a; } // just use the copy Vector2& operator=(Vector2&& a) noexcept { *this = a; } // just use the copy // ...private: T* elem; int sz;};ThisVector2 is not just inefficient, but since a vector copy requires allocation, it can throw.
(Simple) A move operation should be markednoexcept.
Apolymorphic class is a class that defines 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.
If the class has no data,=delete the copy/move functions. Otherwise, make them protected.
class B { // BAD: polymorphic base class doesn't suppress copyingpublic: 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);class B { // GOOD: polymorphic class suppresses copyingpublic: B() = default; 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}D d;f(d);If you need to create deep copies of polymorphic objects, useclone() functions: seeC.130.
Classes that represent exception objects need both to be polymorphic and copy-constructible.
In addition to the operations for which the language offers default implementations,there are a few operations that are so foundational that specific rules for their definition are needed:comparisons,swap, andhash.
=default if you have to be explicit about using the default semanticsThe compiler is more likely to get the default semantics right and you cannot implement these functions better than the compiler.
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&&) noexcept = default; Tracer& operator=(Tracer&&) noexcept = default;};Because we defined the destructor, we must define the copy and move operations. The= default is the best and simplest way of doing that.
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) noexcept :message{a.message} {} Tracer2& operator=(Tracer2&& a) noexcept { 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.
(Moderate) The body of a user-defined operation should not have the same semantics as the compiler-generated version, because that would be redundant.
=delete when you want to disable default behavior (without wanting an alternative)In a few cases, a default operation is not desirable.
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}Aunique_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 movingvoid 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.
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.
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 undefined behavior.
class Base {public: virtual void f() = 0; // not implemented virtual void g(); // implemented with Base version virtual void h(); // implemented with Base version virtual ~Base(); // 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 specific explicitly qualified function is not a virtual call even if the function isvirtual.
See alsofactory functions for how to achieve the effect of a call to a derived class function without risking undefined behavior.
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.
noexcept swap functionAswap 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 alsodestructors, deallocation, and swap must never fail.
class Foo {public: void swap(Foo& rhs) noexcept { m1.swap(rhs.m1); std::swap(m2, rhs.m2); }private: Bar m1; int m2;};Providing a non-memberswap function in the same namespace as your type for callers’ convenience.
void swap(Foo& a, Foo& b){ a.swap(b);}swap member function, it should be declarednoexcept.swap function must not failswap 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 failingswap. The standard-library containers and algorithms will not work correctly if a swap of an element type fails.
void swap(My_vector& x, My_vector& y){ auto tmp = x; // copy elements x = y; y = tmp;}This is not just slow, but if a memory allocation occurs for the elements intmp, thisswap could throw and would make STL algorithms fail if used with them.
(Simple) When a class has aswap member function, it should be declarednoexcept.
swapnoexceptAswap must not fail.If aswap tries to exit with an exception, it’s a bad design error and the program had better terminate.
(Simple) When a class has aswap member function, it should be declarednoexcept.
== symmetric with respect to operand types andnoexceptAsymmetric treatment of operands is surprising and a source of errors where conversions are possible.== is a fundamental operation and programmers should be able to use it without fear of failure.
struct X { string name; int number;};bool operator==(const X& a, const X& b) noexcept { return a.name == b.name && a.number == b.number;}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 first.
If a class has a failure state, likedouble’sNaN, there is a temptation to make a comparison against the failure state throw.The alternative is to make two failure states compare equal and any valid state compare false against the failure state.
This rule applies to all the usual comparison operators:!=,<,<=,>, and>=.
operator==() for which the argument types differ; same for other comparison operators:!=,<,<=,>, and>=.operator==()s; same for other comparison operators:!=,<,<=,>, and>=.== on base classesIt is really hard to write a foolproof and useful== for a hierarchy.
class B { string name; int number;public: 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 first.
class D : public B { char character;public: virtual bool operator==(const D& a) const { return B::operator==(a) && character == a.character; } // ...};B b = ...D d = ...b == d; // compares name and number, ignores d's characterd == b; // compares name and number, ignores d's characterD d2;d == d2; // compares name, number, and characterB& b2 = d2;b2 == d; // compares name and number, ignores d2's and d's characterOf course there are ways of making== work in a hierarchy, but the naive approaches do not scale.
This rule applies to all the usual comparison operators:!=,<,<=,>,>=, and<=>.
operator==(); same for other comparison operators:!=,<,<=,>,>=, and<=>.hashnoexceptUsers of hashed containers use hash indirectly and don’t expect simple access to throw.It’s a standard-library requirement.
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 define ahash specialization, try simply to let it combine standard-libraryhash specializations with^ (xor).That tends to work better than “cleverness” for non-specialists.
hashes.memset andmemcpyThe standard C++ mechanism to construct an instance of a type is to call its constructor. As specified in guidelineC.41: a constructor should create a fully initialized object. No additional initialization, such as bymemcpy, should be required.A type will provide a copy constructor and/or copy assignment operator to appropriately make a copy of the class, preserving the type’s invariants. Using memcpy to copy a non-trivially copyable type has undefined behavior. Frequently this results in slicing, or data corruption.
struct base { virtual void update() = 0; std::shared_ptr<int> sp;};struct derived : public base { void update() override {}};void init(derived& a){ memset(&a, 0, sizeof(derived));}This is type-unsafe and overwrites the vtable.
void copy(derived& a, derived& b){ memcpy(&a, &b, sizeof(derived));}This is also type-unsafe and overwrites the vtable.
memset ormemcpy.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::vector is the typical resource handle; its resource is its sequence of elements.
Summary of container rules:
* and->See also:Resources
The STL containers are familiar to most C++ programmers and a fundamentally sound design.
There are of course other fundamentally sound design styles and sometimes reasons to depart fromthe style of the standard library, but in the absence of a solid reason to differ, it is simplerand easier for both implementers and users to follow the standard.
In particular,std::vector andstd::map provide useful relatively simple models.
// 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&&) noexcept = default; Sorted_vector& operator=(const Sorted_vector&) = default; // copy assignment Sorted_vector& operator=(Sorted_vector&&) noexcept = 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" 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 specific container.The key is to define the conventional constructors, assignments, destructors, and iterators(as meaningful for the specific container) with their conventional semantics.From that base, the container can be expanded as needed.Here, special constructors fromstd::vector were added.
???
Regular objects are simpler to think and reason about than irregular ones.Familiarity.
If meaningful, make a containerRegular (the concept).In particular, ensure that an object compares equal to its copy.
void f(const Sorted_vector<string>& v){ Sorted_vector<string> v2 {v}; if (v != v2) cout << "Behavior against reason and logic.\n"; // ...}???
Containers tend to get large; without a move constructor and a copy constructor an object can beexpensive to move around, thus tempting people to pass pointers to it around and getting intoresource management problems.
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.
???
People expect to be able to initialize a container with a set of values.Familiarity.
Sorted_vector<int> sv {1, 3, -1, 7, 0, 0}; // Sorted_vector sorts elements as needed???
To make itRegular.
vector<Sorted_sequence<string>> vs(100); // 100 Sorted_sequences each with the value ""???
* and->That’s what is expected from pointers.Familiarity.
??????
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 thereforepassed by value).
Summary:
const variablesA 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:
Designing rules for classes in a hierarchy summary:
virtual,override, orfinalclone function instead of public copy construction/assignmentvirtual without reasonprotected dataconst data members have the same access levelvirtual bases to avoid overly general base classesusingfinal on classes sparinglyAccessing objects in a hierarchy rule summary:
dynamic_cast where class hierarchy navigation is unavoidabledynamic_cast to a reference type when failure to find the required class is considered an errordynamic_cast to a pointer type when failure to find the required class is considered a valid alternativeunique_ptr orshared_ptr to avoid forgetting todelete objects created usingnewmake_unique() to construct objects owned byunique_ptrsmake_shared() to construct objects owned byshared_ptrsDirect 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.
Donot 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.
class DrawableUIElement {public: virtual void render() const = 0; // ...};class AbstractButton : public DrawableUIElement {public: virtual void onClick() = 0; // ...};class PushButton : public AbstractButton { void render() const override; void onClick() override; // ...};class Checkbox : public AbstractButton {// ...};Donot 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; // ... // 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 ofContainer cannot rely on the member functions actually performing meaningful operations reasonably efficiently;it might throw an exception instead.Thus users have to resort to run-time checking and/ornot using this (over)general interface in favor of a particular interface found by a run-time type inquiry (e.g., adynamic_cast).
B where the derived classD does not override a virtual function or access a protected member inB, andB is not one of the following: empty, a template parameter or parameter pack ofD, a class template specialized withD.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.
class My_interface {public: // ... only pure virtual functions here ... virtual ~My_interface() {} // or =default};class Goof {public: // ... only pure virtual functions here ... // no virtual destructor};class Derived : public Goof { string s; // ...};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} // leakTheDerived isdeleted through itsGoof interface, so itsstring is leaked.GiveGoof a virtual destructor and all is well.
final) virtual function that wasn’t inherited from a base class.Such as on an ABI (link) boundary.
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 useD1s andD2s interchangeably through the interface provided byDevice.Furthermore, we can updateD1 andD2 in ways that are not binary compatible with older versions as long as all access goes throughDevice.
???An abstract class typically does not have any data for a constructor to initialize.
class Shape {public: // no user-written constructor needed in abstract base class virtual Point center() const = 0; // pure virtual virtual void move(Point to) = 0; // ... more pure virtual functions ... virtual ~Shape() {} // destructor};class Circle : public Shape {public: Circle(Point p, int rad); // constructor in derived class Point center() const override { return x; }};Flag abstract classes with constructors.
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 non-virtual; seeC.35.
struct B { virtual int f() = 0; // ... no user-written destructor, defaults to public non-virtual ...};// bad: derived from a class without a virtual destructorstruct D : B { string s {"default"}; // ...};void use(){ unique_ptr<B> p = make_unique<D>(); // ...} // undefined behavior, might call B::~B only and leak the stringThere are people who don’t follow this rule because they plan to use a class only through ashared_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 inappropriatedelete of the base. People who do this consistently can get a false positive, but the rule is important – what if one was allocated usingmake_unique? It’s not safe unless the author ofB ensures that it can never be misused, such as by making all constructors private and providing a factory function to enforce the allocation withmake_shared.
delete of a class with a virtual function but no virtual destructor.virtual,override, orfinalReadability.Detection of mistakes.Writing explicitvirtual,override, orfinal 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-final overrider.”final means exactly and only “this is a final overrider.”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() // ...};struct Better : B { void f1(int) override; // error (caught): Better::f1() hides B::f1() void f2(int) const override; void f3(double) override; // error (caught): Better::f3() hides B::f3() // ...};We want to eliminate two particular classes of errors:
Note: On a class defined asfinal, each individual virtual function should use eitheroverride orfinal; there is no semantic difference in this case.
Note: Usefinal on functions sparingly. It does not necessarily lead to optimization, and it precludes further overriding.
override norfinal.virtual,override, andfinal.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.
Definition:
A pure interface class is simply a set of pure virtual functions; seeI.25.
In early OOP (e.g., in the 1980s and 1990s), implementation inheritance and interface inheritance were often mixedand 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
class Shape { // BAD, mixed interface and implementationpublic: 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:
Shape, the constructors get harder to write and maintain.Triangle? We might never use it.Shape (e.g., drawing style or canvas)and all classes derived fromShape and all code usingShape will need to be reviewed, possibly changed, and probably recompiled.The implementation ofShape::move() is an example of implementation inheritance:we have definedmove() 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 benefits we gain - and the less stable the hierarchy is.
This Shape hierarchy can be rewritten using interface inheritance:
class Shape { // pure interfacepublic: 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 has 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 fromShape.
How can we gain the benefit of stable hierarchies from interface hierarchies and the benefit of implementation reuse from implementation inheritance?One popular technique is dual hierarchies.There are many 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 interfacepublic: 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 interfacepublic: virtual int radius() = 0; // ...};To make this interface useful, we must provide its implementation classes (here, named equivalently, but in theImpl namespace):
class Impl::Shape : public virtual ::Shape { // implementationpublic: // constructors, destructor // ... Point center() const override { /* ... */ } Color color() const override { /* ... */ } void rotate(int) override { /* ... */ } void move(Point p) override { /* ... */ } void redraw() override { /* ... */ } // ...};NowShape 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 { // implementationpublic: // constructors, destructor int radius() override { /* ... */ } // ...};And we could extend the hierarchies by adding a Smiley class (:-)):
class Smiley : public virtual Circle { // pure interfacepublic: // ...};class Impl::Smiley : public virtual ::Smiley, public Impl::Circle { // implementationpublic: // constructors, destructor // ...}There are now two hierarchies:
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::ShapeAs 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 interfaceor if direct use of a member offers optimization opportunities (e.g., if an implementation member function isfinal).
Another (related) technique for separating interface and implementation isPimpl.
There is often a choice between offering common functionality as (implemented) base class functions and freestanding functions(in an implementation namespace).Base classes give 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.
clone function instead of public copy construction/assignmentCopying a polymorphic class is discouraged due to the slicing problem, seeC.67. If you really need copy semantics, copy deeply: Provide a virtualclone 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).
class B {public: B() = default; virtual ~B() = default; virtual gsl::owner<B*> clone() const = 0;protected: B(const B&) = default; B& operator=(const B&) = default; B(B&&) noexcept = default; B& operator=(B&&) noexcept = default; // ...};class D : public B {public: gsl::owner<D*> clone() const override { return new D{*this}; };};Generally, it is recommended to use smart pointers to represent ownership (seeR.20). However, because of language rules, the covariant return type cannot be a smart pointer:D::clone can’t return aunique_ptr<D> whileB::clone returnsunique_ptr<B>. Therefore, you either need to consistently returnunique_ptr<B> in all overrides, or useowner<> utility from theGuidelines Support Library.
A trivial getter or setter adds no semantic value; the data item could just as well bepublic.
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};Consider making such a class astruct – 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 data members:C.49: Prefer initialization to assignment in constructors.
The key to this rule is whether the semantics of the getter/setter are trivial. While it is not a complete definition 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.
Flag multipleget andset member functions that simply access a member without additional semantics.
virtual without reasonRedundantvirtual 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.
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.
protected dataAlternative formulation: Make member datapublic or (preferably)private.
protected data is a source of complexity and errors.protected data 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.
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 derivedShape 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.
Protected data often looks tempting to enable arbitrary improvements through derivation.Often, what you get is unprincipled changes and errors.Preferprivate data with a well-specified and enforced invariant.Alternatively, and often better,keep data out of any class used as an interface.
Protected member function can be just fine.
Flag classes withprotected data.
const data members have the same access levelPrevention 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?
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:
Data members in category A should just bepublic (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 beprivate orconst. 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 werepublic, that would be all calling code that uses the object; if they wereprotected, 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:
public.By convention, declare such classesstruct rather thanclassconst variables should be private – it should be encapsulated.Occasionally classes will mix A and B, usually for debug reasons. An encapsulated object might 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 (madepublic, or in rarer casesprotected if they should be visible only to derived classes) and the B parts should still be treated like B’s (private orconst).
Flag any class that has non-const data members with different access levels.
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.
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 theistream andostream interfaces and the synchronization needed to allow both on a single stream.
This is a very common use of inheritance because the need for multiple different interfaces to an implementation is commonand such interfaces are often not easily or naturally organized into a single-rooted hierarchy.
Such interfaces are typically abstract classes.
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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.
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 theistream andostream interfaces and the synchronization needed to allow both on a single stream.
This is a relatively rare use because implementation can often be organized into a single-rooted hierarchy.
Sometimes, an “implementation attribute” is more like a “mixin” that determines the behavior of an implementation and injectsmembers to enable the implementation of the policies it requires.For example, seestd::enable_shared_from_thisor various bases from boost.intrusive (e.g.list_base_hook orintrusive_ref_counter).
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virtual bases to avoid overly general base classesAllow separation of shared data and interface. To avoid all shared data to being put into an ultimate base class.
struct Interface { virtual void f(); virtual int g(); // ... no data here ...};class Utility { // with data void utility1(); virtual void utility2(); // customization pointpublic: 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 outUtility makes sense if many derived classes share significant “implementation details.”
Obviously, the example is too “theoretical”, but it is hard to find asmall realistic example.Interface is the root of aninterface hierarchyandUtility is the root of animplementation hierarchy.Here isa slightly more realistic example with an explanation.
Often, linearization of a hierarchy is a better solution.
Flag mixed interface and implementation hierarchies.
usingWithout a using declaration, member functions in the derived class hide the entire inherited overload sets.
#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; } virtual ~B() = default;};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"}class D: public B {public: int f(int i) override { std::cout << "f(int): "; return i + 1; } using B::f; // exposes f(double)};This issue affects both virtual and non-virtual 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};Diagnose name hiding
final on classes sparinglyCapping a hierarchy withfinal classes is rarely needed for logical reasons and can be damaging to the extensibility of a hierarchy.
class Widget { /* ... */ };// nobody will ever want to improve My_widget (or so you thought)class My_widget final : public Widget { /* ... */ };class My_improved_widget : public My_widget { /* ... */ }; // error: can't do thatNot every class is meant to be a base class.Most standard-library classes are examples of that (e.g.,std::vector andstd::string are not designed to be derived from).This rule is about usingfinal on classes with virtual functions meant to be interfaces for a class hierarchy.
Claims of performance improvements fromfinal should be substantiated.Too often, such claims are based on conjecture or experience with other languages.
There are examples wherefinal 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.
Flag uses offinal on classes.
That can cause confusion: An overrider does not inherit default arguments.
class Base {public: virtual int multiply(int value, int factor = 2) = 0; virtual ~Base() = default;};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 butd.multiply(10); // with different arguments and so different resultsFlag default arguments on virtual functions if they differ between base and derived declarations.
If you have a class with a virtual function, you don’t (in general) know which class provided the function to be used.
struct B { int a; virtual int f(); virtual ~B() = default };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}Bothds are sliced.
You can safely access a named polymorphic object in the scope of its definition, just don’t slice it.
void use3(){ D d; d.f(); // OK}A polymorphic class should suppress copying
Flag all slicing.
dynamic_cast where class hierarchy navigation is unavoidabledynamic_cast is checked at run time.
struct B { // an interface virtual void f(); virtual void g(); virtual ~B();};struct D : B { // a wider interface 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 typeX to be accessed as if it were of an unrelated typeZ:
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}Like other casts,dynamic_cast is overused.Prefer virtual functions to casting.Preferstatic polymorphism to hierarchy navigation where it is possible (no run-time resolution necessary)and reasonably convenient.
Some people usedynamic_cast where atypeid would have been more appropriate;dynamic_cast is a general “is kind of” operation for discovering the best interface to an object,whereastypeid 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:
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 (pb2->id() == "D") { // looks innocent D* pd = static_cast<D*>(pb2); // ... } // ...}The result ofpb2->id() == "D" is actually implementation defined.We added it to warn of the dangers of home-brew RTTI.This code might 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.
If your implementation provided a really slowdynamic_cast, you might have to use a workaround.However, all workarounds that cannot be statically resolved involve explicit casting (typicallystatic_cast) and are error-prone.You will basically be crafting your own special-purposedynamic_cast.So, first make sure that yourdynamic_cast really is as slow as you think it is (there are a fair number of unsupported rumors about)and that your use ofdynamic_cast is really performance critical.
We are of the opinion that current implementations ofdynamic_cast are unnecessarily slow.For example, under suitable conditions, it is possible to perform adynamic_cast infast constant time.However, compatibility makes changes difficult even if all agree that an effort to optimize is worthwhile.
In very rare cases, if you have measured that thedynamic_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 resortingstatic_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.
Consider:
template<typename B>class Dx : B { // ...};static_cast for downcasts, including C-style casts that perform astatic_cast.dynamic_cast to a reference type when failure to find the required class is considered an errorCasting 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.
std::string f(Base& b){ return dynamic_cast<Derived&>(b).to_string();}???
dynamic_cast to a pointer type when failure to find the required class is considered a valid alternativeThedynamic_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 find 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 withC.147, where failure is an error, and should not be used for conditional execution.
The example below describes theadd function of aShape_owner that takes ownership of constructedShape objects. The objects are also sorted into views, according to their geometric attributes.In this example,Shape does not inherit fromGeometric_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); }}A failure to find the required class will causedynamic_cast to return a null value, and de-referencing a null-valued pointer will lead to undefined behavior.Therefore the result of thedynamic_cast should always be treated as if it might contain a null value, and tested.
dynamic_cast of a pointer type, warn upon dereference of the pointer.unique_ptr orshared_ptr to avoid forgetting todelete objects created usingnewAvoid resource leaks.
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}newdelete of local variablemake_unique() to construct objects owned byunique_ptrsSeeR.23
make_shared() to construct objects owned byshared_ptrsSeeR.22
Subscripting the resulting base pointer will lead to invalid object access and probably to memory corruption.
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 a[0].yuse(a); // bad: a decays to &a[0] which is converted to a B*span rather than as a pointer, and don’t let the array name suffer a derived-to-base conversion before getting into thespanA virtual function call is safe, whereas casting is error-prone.A virtual function call reaches the most derived function, whereas a cast might reach an intermediate class and thereforegive a wrong result (especially as a hierarchy is modified during maintenance).
???SeeC.146 and ???
You can overload ordinary functions, function templates, and operators.You cannot overload function objects.
Overload rule summary:
using for customization points& only as part of a system of smart pointers and referencesMinimize surprises.
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.
X operator+(X a, X b) { return a.v - b.v; } // bad: makes + subtractNon-member operators should be either friends or defined inthe same namespace as their operands.Binary operators should treat their operands equivalently.
Possibly impossible.
If you use member functions, you need two.Unless you use a non-member function for (say)==,a == b andb == a will be subtly different.
bool operator==(Point a, Point b) { return a.x == b.x && a.y == b.y; }Flag member operator functions.
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.
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.
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Having the same name for logically different functions is confusing and leads to errors when using generic programming.
Consider:
void open_gate(Gate& g); // remove obstacle from garage exit lanevoid fopen(const char* name, const char* mode); // open fileThe 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 lanevoid open(const char* name, const char* mode ="r"); // open fileThe 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.
Be particularly careful about common and popular names, such asopen,move,+, and==.
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Implicit conversions can be essential (e.g.,double toint) but often cause surprises (e.g.,String to C-style string).
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.
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();}The string returned byff() is destroyed before the returned pointer into it can be used.
Flag all non-explicit conversion operators.
using for customization pointsTo find function objects and functions defined in a separate namespace to “customize” a common function.
Considerswap. It is a general (standard-library) function with a definition that will work for just about any type.However, it is desirable to define specificswap()s for specific types.For example, the generalswap() will copy the elements of twovectors being swapped, whereas a good specific 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()}Thestd::swap() inf1() does exactly what we asked it to do: it calls theswap() in namespacestd.Unfortunately, that’s probably not what we wanted.How do we getN::X considered?
void f2(N::X& a, N::X& b){ swap(a, b); // calls N::swap}But that might not be what we wanted for generic code.There, we typically want the specific 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}Unlikely, except for known customization points, such asswap.The problem is that the unqualified and qualified lookups both have uses.
& only as part of a system of smart pointers and referencesThe& operator is fundamental in C++.Many parts of the C++ semantics assume its default meaning.
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}; } // ...};If you “mess with” operator& be sure that its definition 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:Operator Dot (R2).Note thatstd::addressof() always yields a built-in pointer.
Tricky. Warn if& is user-defined without also defining-> for the result type.
Readability. Convention. Reusability. Support for generic code
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 relies on the<< convention for output:
My_class var { /* ... */ };// ...cout << "var = " << var << '\n';There are strong and vigorous conventions for the meaning of most operators, such as
==,!=,<,<=,>,>=, and<=>),+,-,*,/, and%).,->, unary*, and[])=)Don’t define those unconventionally and don’t invent your own names for them.
Tricky. Requires semantic insight.
Readability.Ability for find operators using ADL.Avoiding inconsistent definition in different namespaces
struct S { };S operator+(S, S); // OK: in the same namespace as S, and even next to SS s;S r = s + s;namespace N { struct S { }; S operator+(S, S); // OK: in the same namespace as S, and even next to S}N::S s;S r = s + s; // finds N::operator+() by ADLstruct S { };S s;namespace N { bool operator!(S a) { return true; } bool not_s = !s;}namespace M { bool operator!(S a) { return false; } bool not_s = !s;}Here, the meaning of!s differs inN andM.This can be most confusing.Remove the definition ofnamespace M and the confusion is replaced by an opportunity to make the mistake.
If a binary operator is defined for two types that are defined in different namespaces, you cannot follow this rule.For example:
Vec::Vector operator*(const Vec::Vector&, const Mat::Matrix&);This might be something best avoided.
This is a special case of the rule thathelper functions should be defined in the same namespace as their class.
You cannot overload by defining two different lambdas with the same name.
void f(int);void f(double);auto f = [](char); // error: cannot overload variable and functionauto g = [](int) { /* ... */ };auto g = [](double) { /* ... */ }; // error: cannot overload variablesauto h = [](auto) { /* ... */ }; // OKThe compiler catches the attempt to overload a lambda.
Aunion is astruct where all members start at the same address so that it can hold only one member at a time.Aunion 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 aunion plus an indicator of which member is currently held is called atagged union, adiscriminated union, or avariant.
Union rule summary:
unions to save Memoryunionsunions to implement tagged unionsunion for type punningunions to save memoryAunion 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.
union Value { int x; double d;};Value v = { 123 }; // now v holds an intcout << v.x << '\n'; // write 123v.d = 987.654; // now v holds a doublecout << v.d << '\n'; // write 987.654But heed the warning:Avoid “naked”unions
// Short-string optimizationconstexpr size_t buffer_size = 16; // Slightly larger than the size of a pointerclass Immutable_string {public: Immutable_string(const char* str) : size(strlen(str)) { if (size < buffer_size) strcpy_s(string_buffer, buffer_size, str); 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;};???
unionsAnaked 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.
union Value { int x; double d;};Value v;v.d = 987.654; // v holds a doubleSo far, so good, but we can easily misuse theunion:
cout << v.x << '\n'; // BAD, undefined behavior: v holds a double, but we read it as an intNote that the type error happened without any explicit cast.When we tested that program the last value printed was1683627180 which is the integer value for the bit pattern for987.654.What we have here is an “invisible” type error that happens to give a result that could easily look innocent.
And, talking about “invisible”, this code produced no output:
v.x = 123;cout << v.d << '\n'; // BAD: undefined behaviorWrap aunion in a class together with a type field.
The C++17variant type (found in<variant>) does that for you:
variant<int, double> v;v = 123; // v holds an intint x = get<int>(v);v = 123.456; // v holds a doubledouble w = get<double>(v);???
unions to implement tagged unionsA well-designed tagged union is type safe.Ananonymous union simplifies the definition of a class with a (tag, union) pair.
This example is mostly borrowed from TC++PL4, pp. 216–218.You can look there for an explanation.
The code is somewhat elaborate.Handling a type with user-defined assignment and destructor is tricky.Saving programmers from having to write such code is one reason for includingvariant in the standard.
class Value { // two alternative representations represented as a unionprivate: 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{ 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}???
union for type punningIt is undefined behavior to read aunion 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 aunion is a source of errors.
union Pun { int x; unsigned char c[sizeof(int)];};The idea ofPun is to be able to look at the character representation of anint.
void bad(Pun& u){ u.x = 'x'; cout << u.c[0] << '\n'; // undefined behavior}If you wanted to see the bytes of anint, use a (named) cast:
void if_you_must_pun(int& x){ auto p = reinterpret_cast<std::byte*>(&x); cout << to_integer<unsigned>(p[0]) << '\n'; // OK; better // ...}Accessing the result of areinterpret_cast from the object’s declared type tochar*,unsigned char*, orstd::byte* is defined behavior. (Usingreinterpret_cast is discouraged,but at least we can see that something tricky is going on.)
Unfortunately,unions are commonly used for type punning.We don’t consider “sometimes, it works as expected” a conclusive argument.
C++17 introduced a distinct typestd::byte to facilitate operations on raw object representation. Use that type instead ofunsigned char orchar for these operations.
???
Enumerations are used to define sets of integer values and for defining types for such sets of values.There are two kinds of enumerations, “plain”enums andclass enums.
Enumeration rule summary:
enum classes over “plain”enumsALL_CAPS for enumeratorsMacros do not obey scope and type rules. Also, macro names are removed during preprocessing and so usually don’t appear in tools like debuggers.
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 2int webby = BLUE; // webby == 2; probably not what was desiredInstead use anenum:
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 specificWeb_color webby = Web_color::blue;We used anenum class to avoid name clashes.
Also considerconstexpr andconst inline variables.
Flag macros that define integer values. Useenum orconst inline or another non-macro alternative instead.
An enumeration shows the enumerators to be related and can be a named type.
enum class Web_color { red = 0xFF0000, green = 0x00FF00, blue = 0x0000FF };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-oneswitch-statements are often the results of an added enumerator and insufficient testing.
switch-statements where thecases cover most but not all enumerators of an enumeration.switch-statements where thecases cover a few enumerators of an enumeration, but there is nodefault.To minimize surprises: traditional enums convert to int too readily.
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 anenum class:
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.(Simple) Warn on any non-classenum definition.
Convenience of use and avoidance of errors.
enum class 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 astatic_cast is not pretty, but
Day& operator++(Day& d){ return d = (d == Day::sun) ? Day::mon : Day{++d}; // error}is an infinite recursion, and writing it without a cast, using aswitch on all cases is long-winded.
Flag repeated expressions cast back into an enumeration.
ALL_CAPS for enumeratorsAvoid clashes with macros.
// webcolors.h (third party header)#define RED 0xFF0000#define GREEN 0x00FF00#define BLUE 0x0000FF// productinfo.h// The following define product subtypes based on colorenum class Product_info { RED, PURPLE, BLUE }; // syntax errorFlag ALL_CAPS enumerators.
If you can’t name an enumeration, the values are not related
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.
Useconstexpr values instead. For example:
constexpr int red = 0xFF0000;constexpr short scale = 4;constexpr bool is_signed = true;Flag unnamed enumerations.
The default is the easiest to read and write.int is the default integer type.int is compatible with Cenums.
enum class Direction : char { n, s, e, w, ne, nw, se, sw }; // underlying type saves spaceenum class Web_color : int32_t { red = 0xFF0000, green = 0x00FF00, blue = 0x0000FF }; // underlying type is redundantSpecifying the underlying type is necessary to forward-declare an enum or enum class:
enum Flags : char;void f(Flags);// ....enum Flags : char { /* ... */ };or to ensure that values of that type have a specified bit-precision:
enum Bitboard : uint64_t { /* ... */ };????
It’s the simplest.It avoids duplicate enumerator values.The default gives a consecutive set of values that is good forswitch-statement implementations.
enum class Col1 { red, yellow, blue };enum class Col2 { red = 1, yellow = 2, blue = 2 }; // typoenum class Month { jan = 1, feb, mar, apr, may, jun, jul, august, sep, oct, nov, dec }; // starting with 1 is conventionalenum class Base_flag { dec = 1, oct = dec << 1, hex = dec << 2 }; // set of bitsSpecifying values is necessary to match conventional values (e.g.,Month)and where consecutive values are undesirable (e.g., to get separate bits as inBase_flag).
This section contains rules related to resources.A resource is anything that must be acquired and (explicitly or implicitly) released, such as memory, file handles, sockets, and locks.The reason it must be released is typically that it can be in short supply, so even delayed release might 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:
T*) is non-owningT&) is non-owningconst global variablesAllocation and deallocation rule summary:
malloc() andfree()new anddelete explicitly[] parameters, preferspanunique_ptr orshared_ptr to represent ownershipunique_ptr overshared_ptr unless you need to share ownershipmake_shared() to makeshared_ptrsmake_unique() to makeunique_ptrsstd::weak_ptr to break cycles ofshared_ptrsstd smart pointers, follow the basic pattern fromstdunique_ptr<widget> parameter to express that a function assumes ownership of awidgetunique_ptr<widget>& parameter to express that a function reseats thewidgetshared_ptr<widget> parameter to express shared ownershipshared_ptr<widget>& parameter to express that a function might reseat the shared pointerconst shared_ptr<widget>& parameter to express that it might retain a reference count to the object ???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 asfopen/fclose,lock/unlock, andnew/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.
Consider:
void send(X* x, string_view 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 tounlock,close_port, anddelete on all paths, and do each exactly once.Further, if any of the code marked... throws an exception, thenx is leaked andmy_mutex remains locked.
Consider:
void send(unique_ptr<X> x, string_view destination) // x owns the X{ 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 xNow 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 isPort? A handy wrapper that encapsulates the resource:
class Port { PortHandle port;public: Port(string_view 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;};Where a resource is “ill-behaved” in that it isn’t represented as a class with a destructor, wrap it in a class or usefinally
See also:RAII
Arrays are best represented by a container type (e.g.,vector (owning)) or aspan (non-owning).Such containers and views hold sufficient information to do range checking.
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 whetherp really points ton elements.Use aspan instead.
void g(int* p, int fmt) // print *p using format #fmt{ // ... uses *p and p[0] only ...}C-style strings are passed as single pointers to a zero-terminated sequence of characters.Usezstring rather thanchar* to indicate that you rely on that convention.
Many current uses of pointers to a single element could be references.However, wherenullptr is a possible value, a reference might not be a reasonable alternative.
++) 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.T*) is non-owningThere is nothing (in the C++ standard or in most code) to say otherwise and most raw pointers are non-owning.We want owning pointers identified so that we can reliably and efficiently delete the objects pointed to by owning pointers.
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 // ...}Theunique_ptr protects against leaks by guaranteeing the deletion of its object (even in the presence of exceptions). TheT* does not.
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 fix 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 // ...};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 owningT*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 (even assuming good code transformation software), especially not soon.This problem cannot be solved (at scale) by transforming all owning pointers tounique_ptrs andshared_ptrs,partly because we need/use owning “raw pointers” as well as simple pointers in the implementation of our fundamental resource handles.For example, commonvector implementations have one owning pointer and two non-owning pointers.Many ABIs (and essentially all interfaces to C code) useT*s, some of them owning.Some interfaces cannot be simply annotated withowner because they need to remain compilable as C(although this would be a rare good use for a macro, that expands toowner in C++ mode only).
owner<T*> has no default semantics beyondT*. It can be used without changing any code using it and without affecting ABIs.It is simply an indicator to programmers and analysis tools.For example, if anowner<T*> is a member of a class, that class better have a destructor thatdeletes it.
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 ofleak, 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 efficient move operation), just return it “by value” (see“out” return values):
Gadget make_gadget(int n){ Gadget g{n}; // ... return g;}This rule applies to factory functions.
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.”
delete of a raw pointer that is not anowner<T>.reset or explicitlydelete anowner<T> pointer on every code path.new is assigned to a raw pointer.T&) is non-owningThere is nothing (in the C++ standard or in most code) to say otherwise and most raw references are non-owning.We want owners identified so that we can reliably and efficiently delete the objects pointed to by owning pointers.
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
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.
The following example is inefficient (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}; // ...}Unique_pointer orShared_pointer that is not moved, copied, reassigned orreset before its lifetime ends is not declaredconst.Exception: Do not produce such a warning on a localUnique_pointer to an unbounded array. (See below.)If your stack space is limited, it is OK to create a localconst unique_ptr<BigObject> to store the object on the heap instead of the stack.
const global variablesSeeI.2
malloc() andfree()malloc() andfree() do not support construction and destruction, and do not mix well withnew anddelete.
class Record { int id; string name; // ...};void use(){ // p1 might 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 might 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 thatdelete and thatfree() might work, or maybe they will cause run-time errors.
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 thenothrow versions ofnew.
Flag explicit use ofmalloc andfree.
new anddelete explicitlyThe pointer returned bynew should belong to a resource handle (that can calldelete).If the pointer returned bynew is assigned to a plain/naked pointer, the object can be leaked.
In a large program, a nakeddelete (that is adelete in application code, rather than part of code devoted to resource management)is a likely bug: if you have Ndeletes, how can you be certain that you don’t need N+1 or N-1?The bug might be latent: it might emerge only during maintenance.If you have a nakednew, you probably need a nakeddelete somewhere, so you probably have a bug.
(Simple) Warn on any explicit use ofnew anddelete. Suggest usingmake_unique instead.
If you don’t, an exception or a return might lead to a leak.
void func(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 ofbuf might fail and leak the file handle.
void func(const string& name){ ifstream f{name}; // open the file vector<char> buf(1024); // ...}The use of the file handle (inifstream) is simple, efficient, and safe.
If you perform two explicit resource allocations in one statement, you could leak resources because the order of evaluation of many subexpressions, including function arguments, is unspecified.
void fun(shared_ptr<Widget> sp1, shared_ptr<Widget> sp2);Thisfun can be called like this:
// BAD: potential leakfun(shared_ptr<Widget>(new Widget(a, b)), shared_ptr<Widget>(new Widget(c, d)));This is exception-unsafe because the compiler might reorder the two expressions building the function’s two arguments.In particular, the compiler can interleave execution of the two expressions:Memory allocation (by callingoperator new) could be done first for both objects, followed by attempts to call the twoWidget 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 messyfun(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)); // BestWrite your own factory wrapper if there is not one already.
[] parameters, preferspanAn array decays to a pointer, thereby losing its size, opening the opportunity for range errors.Usespan to preserve size information.
void f(int[]); // not recommendedvoid f(int*); // not recommended for multiple objects // (a pointer should point to a single object, do not subscript)void f(gsl::span<int>); // good, recommendedFlag[] parameters. Usespan instead.
Otherwise you get mismatched operations and chaos.
class X { // ... void* operator new(size_t s); void operator delete(void*); // ...};If you want memory that cannot be deallocated,=delete the deallocation operation.Don’t leave it undeclared.
Flag incomplete pairs.
unique_ptr orshared_ptr to represent ownershipThey can prevent resource leaks.
Consider:
void f(){ X* p1 { new X }; // bad, p1 will leak auto p2 = make_unique<X>(); // good, unique ownership auto p3 = make_shared<X>(); // good, shared ownership}This will leak the object used to initializep1 (only).
new is assigned to a raw pointer.unique_ptr overshared_ptr unless you need to share ownershipAunique_ptr is conceptually simpler and more predictable (you know when destruction happens) and faster (you don’t implicitly maintain a use count).
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 baseThis is more efficient:
void f(){ unique_ptr<Base> base = make_unique<Derived>(); // use base locally} // destroy base(Simple) Warn if a function uses aShared_pointer with an object allocated within the function, but never returns theShared_pointer or passes it to a function requiring aShared_pointer. Suggest usingunique_ptr instead.
make_shared() to makeshared_ptrsmake_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 theshared_ptr’s use counts next to its object.It also ensures exception safety in complex expressions (in pre-C++17 code).
Consider:
shared_ptr<X> p1 { new X{2} }; // badauto p = make_shared<X>(2); // goodThemake_shared() version mentionsX only once, so it is usually shorter (as well as faster) than the version with the explicitnew.
(Simple) Warn if ashared_ptr is constructed from the result ofnew rather thanmake_shared.
make_unique() to makeunique_ptrsmake_unique gives a more concise statement of the construction.It also ensures exception safety in complex expressions (in pre-C++17 code).
unique_ptr<Foo> p {new Foo{7}}; // OK: but repetitiveauto q = make_unique<Foo>(7); // Better: no repetition of Foo(Simple) Warn if aunique_ptr is constructed from the result ofnew rather thanmake_unique.
std::weak_ptr to break cycles ofshared_ptrsshared_ptrs rely on use counting and the use count for a cyclic structure never goes to zero, so we need a mechanism tobe able to destroy a cyclic structure.
#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 {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_;};??? (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 anothershared_ptr.)
??? probably impossible. If we could statically detect cycles, we wouldn’t needweak_ptr
SeeF.7.
std smart pointers, follow the basic pattern fromstdThe 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:
shared_ptr.unique_ptr.// 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'{ p->foo();}Both cases are an error under thesharedptrparam guideline:p is aShared_pointer, 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 awidget*, if it can benullptr. Otherwise, and ideally, the function should accept awidget&.These smart pointers match theShared_pointer concept, so these guideline enforcement rules work on them out of the box and expose this common pessimization.
unique_ptr<widget> parameter to express that a function assumes ownership of awidgetUsingunique_ptr in this way both documents and enforces the function call’s ownership transfer.
void sink(unique_ptr<widget>); // takes ownership of the widgetvoid uses(widget*); // just uses the widgetUnique_pointer<T> parameter by lvalue reference and does not either assign to it or callreset() on it on at least one code path. Suggest taking aT* orT& instead.unique_ptr<widget>& parameter to express that a function reseats thewidgetUsingunique_ptr in this way both documents and enforces the function call’s reseating semantics.
“reseat” means “making a pointer or a smart pointer refer to a different object.”
void reseat(unique_ptr<widget>&); // "will" or "might" reseat pointerUnique_pointer<T> parameter by lvalue reference and does not either assign to it or callreset() on it on at least one code path. Suggest taking aT* orT& instead.shared_ptr<widget> parameter to express shared ownershipThis makes the function’s ownership sharing explicit.
class WidgetUser{public: // WidgetUser will share ownership of the widget explicit WidgetUser(std::shared_ptr<widget> w) noexcept: m_widget{std::move(w)} {} // ...private: std::shared_ptr<widget> m_widget;};Shared_pointer<T> parameter by lvalue reference and does not either assign to it or callreset() on it on at least one code path. Suggest taking aT* orT& instead.Shared_pointer<T> by value or by reference toconst and does not copy or move it to anotherShared_pointer on at least one code path. Suggest taking aT* orT& instead.Shared_pointer<T> by rvalue reference. Suggesting taking it by value instead.shared_ptr<widget>& parameter to express that a function might reseat the shared pointerThis makes the function’s reseating explicit.
“reseat” means “making a reference or a smart pointer refer to a different object.”
void ChangeWidget(std::shared_ptr<widget>& w){ // This will change the callers widget w = std::make_shared<widget>(widget{});}Shared_pointer<T> parameter by lvalue reference and does not either assign to it or callreset() on it on at least one code path. Suggest taking aT* orT& instead.Shared_pointer<T> by value or by reference toconst and does not copy or move it to anotherShared_pointer on at least one code path. Suggest taking aT* orT& instead.Shared_pointer<T> by rvalue reference. Suggesting taking it by value instead.const shared_ptr<widget>& parameter to express that it might retain a reference count to the object ???This makes the function’s ??? explicit.
void share(shared_ptr<widget>); // share -- "will" retain refcountvoid reseat(shared_ptr<widget>&); // "might" reseat ptrvoid may_share(const shared_ptr<widget>&); // "might" retain refcountShared_pointer<T> parameter by lvalue reference and does not either assign to it or callreset() on it on at least one code path. Suggest taking aT* orT& instead.Shared_pointer<T> by value or by reference toconst and does not copy or move it to anotherShared_pointer on at least one code path. Suggest taking aT* orT& instead.Shared_pointer<T> by rvalue reference. Suggesting taking it by value instead.Violating this rule is the number one cause of losing reference counts and finding 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 tree below.
To do this, sometimes you need to take a local copy of a smart pointer, which firmly keeps the object alive for the duration of the function and the call tree.
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 non-local smart pointer // that could be inadvertently reset somewhere inside f or its callees f(*g_p); // BAD: same reason, just passing it as a "this" pointer g_p->func();}The fix 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();}Unique_pointer orShared_pointer) that is non-local, or that is local but potentially aliased, is used in a function call. If the smart pointer is aShared_pointer then suggest taking a local copy of the smart pointer and obtain a pointer or reference from that instead.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, seeNL: Naming and layout.
General rules:
Declaration rules:
ALL_CAPS namesauto to avoid redundant repetition of type names{}-initializer syntaxunique_ptr<T> to hold pointersconst orconstexpr unless you want to modify its value later onstd::array orstack_array for arrays on the stackconst variablesALL_CAPS for all macro namesExpression rules:
nullptr rather than0 orNULLconststd::move() only when you need to explicitly move an object to another scopenew anddelete outside resource management functionsdelete[] and non-arrays usingdeleteT{e}notation for constructionStatement rules:
switch-statement to anif-statement when there is a choicefor-statement to afor-statement when there is a choicefor-statement to awhile-statement when there is an obvious loop variablewhile-statement to afor-statement when there is no obvious loop variablefor-statementdo-statementsgotobreak andcontinue in loopsswitch statementsdefault to handle common cases (only)== or!= to conditionsArithmetic rules:
unsignedunsigned for subscripts, prefergsl::indexCode 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.
auto sum = accumulate(begin(a), end(a), 0.0); // gooda range version ofaccumulate would be even better:
auto sum = accumulate(v, 0.0); // betterbut don’t hand-code a well-known algorithm:
int max = v.size(); // bad: verbose, purpose unstateddouble sum = 0.0;for (int i = 0; i < max; ++i) sum = sum + v[i];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.
Not easy. ??? Look for messy loops, nested loops, long functions, absence of function calls, lack of use of built-in types. Cyclomatic complexity?
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.
vector<string> read1(istream& is) // good{ vector<string> res; for (string s; is >> s;) 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 incomplete{ 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 overflow and error handling has been added that code gets quite messy, and there is the problem remembering todelete the returned pointer and the C-style strings that array contains.
Not easy. ??? Look for messy loops, nested loops, long functions, absence of function calls, lack of use of built-in types. Cyclomatic complexity?
Duplicated or otherwise redundant code obscures intent, makes it harder to understand the logic, and makes maintenance harder, among other problems. It often arises from cut-and-paste programming.
Use standard algorithms where appropriate, instead of writing some own implementation.
void func(bool flag) // Bad, duplicated code.{ if (flag) { x(); y(); } else { x(); z(); }}void func(bool flag) // Better, no duplicated code.{ x(); if (flag) y(); else z();}A declaration is a statement. A declaration introduces a name into a scope and might cause the construction of a named object.
Readability. Minimize resource retention. Avoid accidental misuse of value.
Alternative formulation: Don’t declare a name in an unnecessarily large scope.
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 ... }}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 measures too long anyway, but the point is that the resources used byfn and the file handle held byisare retained for much longer than needed and that unanticipated use ofis andfn 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){ Record r = load_record(name); // ... 200 lines of code ...}Readability.Limit the loop variable visibility to the scope of the loop.Avoid using the loop variable for other purposes after the loop.Minimize resource retention.
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 ... }}int j; // BAD: j is visible outside the loopfor (j = 0; j < 100; ++j) { // ...}// j is still visible here and isn't neededSee also:Don’t use a variable for two unrelated purposes
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 variableis only accessible in the loop body unblocks optimizations such as hoisting, strength reduction, loop-invariant code motion, etc.
Note: C++17 and C++20 also addif,switch, and range-for 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 hereReadability. Lowering the chance of clashes between unrelated non-local names.
Conventional short, local names increase readability:
template<typename T> // goodvoid print(ostream& os, const vector<T>& v){ for (gsl::index i = 0; i < v.size(); ++i) os << v[i] << '\n';}An index is conventionally calledi and there is no hint about the meaning of the vector in this generic function, sov is as good a name as any. Compare
template<typename Element_type> // bad: verbose, hard to readvoid 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.
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 // ...}Here, there is a chance that the reader knows whattrim_tail means and that the reader can remember it after looking it up.
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 reflect that.
Check length of local and non-local names. Also take function length into account.
Code clarity and readability. Too-similar names slow down comprehension and increase the likelihood of error.
if (readable(i1 + l1 + ol + o1 + o0 + ol + o1 + I0 + l0)) surprise();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 asstruct orenum. It also removes a source of errors, asstruct X can implicitly declareX if lookup fails.
struct foo { int n; };struct foo foo(); // BAD, foo is a type already in scopestruct foo x = foo(); // requires disambiguationAntique header files might declare non-types and types with the same name in the same scope.
ALL_CAPS namesSuch names are commonly used for macros. Thus,ALL_CAPS name are vulnerable to unintended macro substitution.
// 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: // ...// ...}Do not useALL_CAPS for constants just because constants used to be macros.
Flag all uses of ALL CAPS. For older code, accept ALL CAPS for macro names and flag all non-ALL-CAPS macro names.
One declaration per line increases readability and avoids mistakes related tothe C/C++ grammar. It also leaves room for a more descriptive end-of-linecomment.
char *p, c, a[7], *pp[7], **aa[10]; // yuck!A function declaration can contain several function argument declarations.
A structured binding (C++17) is specifically designed to introduce several variables:
auto [iter, inserted] = m.insert_or_assign(k, val);if (inserted) { /* new entry was inserted */ }template<class InputIterator, class Predicate>bool any_of(InputIterator first, InputIterator last, Predicate pred);or better using concepts:
bool any_of(input_iterator auto first, input_iterator auto last, predicate auto pred);double scalbn(double x, int n); // OK: x * pow(FLT_RADIX, n); FLT_RADIX is usually 2or:
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 2double scalbn(double base, int exponent);int a = 10, b = 11, c = 12, d, e = 14, f = 15;In a long list of declarators it is easy to overlook an uninitialized variable.
Flag variable and constant declarations with multiple declarators (e.g.,int* p, q;)
auto to avoid redundant repetition of type namesauto, the name of the declared entity is in a fixed position in the declaration, increasing readability.Consider:
auto p = v.begin(); // vector<DataRecord>::iteratorauto z1 = v[3]; // makes copy of DataRecordauto& z2 = v[3]; // avoids copyconst auto& z3 = v[3]; // const and avoids copyauto 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.
template<class T>auto Container<T>::first() -> Iterator; // Container<T>::IteratorAvoidauto for initializer lists and in cases where you know exactly which type you want and where an initializer might require conversion.
auto lst = { 1, 2, 3 }; // lst is an initializer listauto x{1}; // x is an int (in C++17; initializer_list in C++11)As of C++20, we can (and should) use concepts to be more specific about the type we are deducing:
// ...forward_iterator auto p = algo(x, y, z);std::set<int> values;// ...auto [ position, newly_inserted ] = values.insert(5); // break out the members of the std::pairFlag redundant repetition of type names in a declaration.
It is easy to get confused about which variable is used.Can cause maintenance problems.
int d = 0;// ...if (cond) { // ... d = 9; // ...}else { // ... int d = 7; // ... d = value_to_be_returned; // ...}return d;If this is a largeif-statement, it is easy to overlook that a newd 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”.
Shadowing is primarily a problem when functions are too large and too complex.
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 // ... }}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 // ... }}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 calld.f(1) would not have found theint version off.
??? Do we need a specific rule about shadowing/hiding in class hierarchies?
Avoid used-before-set errors and their associated undefined behavior.Avoid problems with comprehension of complex initialization.Simplify refactoring.
void use(int arg){ int i; // bad: uninitialized variable // ... i = 7; // initialize i}No,i = 7 does not initializei; 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 // ...}Thealways initialize rule is deliberately stronger than thean object must be set before used language rule.The latter, more relaxed rule, catches the technical bugs, but:
Thealways initialize rule is a style rule aimed to improve maintainability as well as a rule protecting against used-before-set errors.
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 trivial typewidget j;if (cond) { // bad: i and j are initialized "late" i = f1(); j = f2();}else { i = f3(); j = f4();}This cannot trivially be rewritten to initializei andj 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 “efficiency”, 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 betweeni andj, 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++17If themake_related_widgets function is otherwise redundant,we can eliminate it by using a lambdaES.28:
auto [i, j] = [x] { return (x) ? pair{f1(), f2()} : pair{f3(), f4()} }(); // C++17Using a value representing “uninitialized” is a symptom of a problem and not a solution:
widget i = uninit; // badwidget 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 anuninit widget and which are not?
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.
This rule covers data members.
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 flag the uninitializedcm3 because it is aconst, but it will not catch the lack of initialization ofm3.Usually, a rare spurious member initialization is worth the absence of errors from lack of initialization and often an optimizercan eliminate a redundant initialization (e.g., an initialization that occurs immediately before an assignment).
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 might 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: uninitializedf.read(buf, max);The cost of initializing that array could be significant 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 situationsf.read(buf, max);Because of the restrictive initialization rules for arrays andstd::array, they offer the most compelling examples of the need for this exception.
When feasible use a library function that is known not to overflow. For example:
string s; // s is default initialized to ""cin >> s; // s expands to hold the stringDon’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.
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
const argument can be assumed to be a write into the variable.Readability. To limit the scope in which the variable can be used.
int x = 7;// ... no use of x here ...++x;Flag declarations that are distant from their first use.
Readability. Limit the scope in which a variable can be used. Don’t risk used-before-set. Initialization is often more efficient than assignment.
string s;// ... no use of s here ...s = "what a waste";SomeLargeType var; // Hard-to-read CaMeLcAsEvArIaBlEif (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 flowThis would be fine if there was a default initialization forSomeLargeType 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 forconst variables, consider using a lambda to express the initializer; seeES.28.
{}-initializer syntaxPrefer{}. The rules for{} initialization are simpler, more general, less ambiguous, and safer than for other forms of initialization.
Use= only when you are sure that there can be no narrowing conversions. For built-in arithmetic types, use= only withauto.
Avoid() initialization, which allows parsing ambiguities.
int x {f(99)};int y = x;vector<int> v = {1, 2, 3, 4, 5, 6};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 0vector<int> v2{10}; // vector of 1 element with the value 10vector<int> v3(1, 2); // vector of 1 element with the value 2vector<int> v4{1, 2}; // vector of 2 elements with the values 1 and 2{}-initializers do not allow narrowing conversions (and that is usually a good thing) and allow explicit constructors (which is fine, we’re intentionally initializing a new variable).
int x {7.9}; // error: narrowingint y = 7.9; // OK: y becomes 7. Hope for a compiler warningint z {gsl::narrow_cast<int>(7.9)}; // OK: you asked for itauto zz = gsl::narrow_cast<int>(7.9); // OK: you asked for it{} initialization can be used for nearly all initialization; other forms of initialization can’t:
auto p = new vector<int> {1, 2, 3, 4, 5}; // initialized vectorD::D(int a, int b) :m{a, b} { // member initializer (e.g., m might be a pair) // ...};X var {}; // initialize var to be emptystruct 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).
Initialization of a variable declared usingauto 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 7auto x2 = {7}; // x2 is an initializer_list<int> with an element 7auto x11 {7, 8}; // error: two initializersauto x22 = {7, 8}; // x22 is an initializer_list<int> with elements 7 and 8Use={...} if you really want aninitializer_list<T>
auto fib10 = {1, 1, 2, 3, 5, 8, 13, 21, 34, 55}; // fib10 is a list={} gives copy initialization whereas{} gives direct initialization.Like the distinction between copy-initialization and direct-initialization itself, this can lead to surprises.{} acceptsexplicit constructors;={} does not. For example:
struct Z { explicit Z() {} };Z z1{}; // OK: direct initialization, so we use explicit constructorZ z2 = {}; // error: copy initialization, so we cannot use the explicit constructorUse plain{}-initialization unless you specifically want to disable explicit constructors.
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
= to initialize arithmetic types where narrowing occurs.() initialization syntax that are actually declarations. (Many compilers should warn on this already.)unique_ptr<T> to hold pointersUsingstd::unique_ptr is the simplest way to avoid leaks. It is reliable, itmakes the type system do much of the work to validate ownership safety, itincreases readability, and it has zero or near zero run-time cost.
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 delete p2; // too late to prevent leaks // ...}Ifleak == true the object pointed to byp2 is leaked and the object pointed to byp1 is not.The same is the case whenat() throws. In both cases, thedelete p2 statement is not reached.
Look for raw pointers that are targets ofnew,malloc(), or functions that might return such pointers.
const orconstexpr unless you want to modify its value later onThat way you can’t change the value by mistake. That way might offer the compiler optimization opportunities.
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? // ...}Look to see if a variable is actually mutated, and flag it ifnot. Unfortunately, it might be impossible to detect when a non-const was notintended to vary (vs when it merely did not vary).
Readability and safety.
void use(){ int i; for (i = 0; i < 20; ++i) { /* ... */ } for (i = 0; i < 200; ++i) { /* ... */ } // bad: i recycled}As an optimization, you might 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... }}Flag recycled variables.
std::array orstack_array for arrays on the stackThey are readable and don’t implicitly convert to pointers.They are not confused with non-standard extensions of built-in arrays.
const int n = 7;int m = 9;void f(){ int a1[n]; int a2[m]; // error: not ISO C++ // ...}The definition ofa1 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 overflow, pointers from array decay, etc.).The definition ofa2 is C but not C++ and is considered a security risk.
const int n = 7;int m = 9;void f(){ array<int, n> a1; stack_array<int> a2(m); // ...}const variablesIt nicely encapsulates local initialization, including cleaning up scratch variables needed only for the initialization, without needing to create a needless non-local yet non-reusable function. It also works for variables that should beconst but only after some initialization work.
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} // needed to initialize x// from here, x should be const, but we can't say so in code in this styleconst 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;}();If at all possible, reduce the conditions to a simple set of alternatives (e.g., anenum) and don’t mix up selection and initialization.
Hard. At best a heuristic. Look for an uninitialized variable followed by a loop assigning to it.
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.
#define Case break; case /* BAD */This innocuous-looking macro makes a single lower casec instead of aC into a bad flow-control bug.
This rule does not ban the use of macros for “configuration control” use in#ifdefs, etc.
In the future, modules are likely to eliminate the need for macros in configuration control.
This rule is meant to also discourage use of# for stringification and## for 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 definition and use of macros:
#define CAT(a, b) a ## b#define STRINGIFY(a) #avoid 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:
enum E { a, b };template<int x>constexpr const char* stringify(){ switch (x) { case a: return "a"; case b: return "b"; }}void f(){ string s1 = stringify<a>(); string s2 = stringify<b>(); // ...}This is not as convenient as a macro to define, but as easy to use, has zero overhead, and is typed and scoped.
In the future, static reflection is likely to eliminate the last needs for the preprocessor for program text manipulation.
Scream when you see a macro that isn’t just used for source control (e.g.,#ifdef)
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.
#define PI 3.14#define SQUARE(a, b) (a * b)Even if we hadn’t left a well-known bug inSQUARE 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; }Scream when you see a macro that isn’t just used for source control (e.g.,#ifdef)
ALL_CAPS for all macro namesConvention. Readability. Distinguishing macros.
#define forever for (;;) /* very BAD */#define FOREVER for (;;) /* Still evil, but at least visible to humans */Scream when you see a lower case macro.
Macros do not obey scope rules.
#define MYCHAR /* BAD, will eventually clash with someone else's MYCHAR*/#define ZCORP_CHAR /* Still evil, but less likely to clash */Avoid macros if you can:ES.30,ES.31, andES.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 prefixes (e.g., your organization’s name) to lower the likelihood of a clash.
Warn against short macro names.
Not type safe.Requires messy cast-and-macro-laden code to get working right.
#include <cstdarg>// "severity" followed by a zero-terminated list of char*s; write the C-style strings to cerrvoid 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 <iostream>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.}This is basically the wayprintf is implemented.
#include <cstdarg> and#include <stdarg.h>Expressions manipulate values.
Complicated expressions are error-prone.
// bad: assignment hidden in subexpressionwhile ((c = getc()) != -1)// bad: two non-local variables assigned in sub-expressionswhile ((cin >> c1, cin >> c2), c1 == c2)// better, but possibly still too complicatedfor (char c1, c2; cin >> c1 >> c2 && c1 == c2;)// OK: if i and j are not aliasedint x = ++i + ++j;// OK: if i != j and i != kv[i] = v[j] + v[k];// bad: multiple assignments "hidden" in subexpressionsx = a + (b = f()) + (c = g()) * 7;// bad: relies on commonly misunderstood precedence rulesx = a & b + c * d && e ^ f == 7;// bad: undefined behaviorx = x++ + x++ + ++x;Some of these expressions are unconditionally bad (e.g., they rely on undefined behavior). Others are simply so complicated and/or unusual that even good programmers could misunderstand them or overlook a problem when in a hurry.
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 unspecified;see ES.43),but that doesn’t change the fact that complicated expressions are potentially confusing.
A programmer should know and use the basic rules for expressions.
x = k * y + z; // OKauto t1 = k * y; // bad: unnecessarily verbosex = t1 + z;if (0 <= x && x < max) // OKauto t1 = 0 <= x; // bad: unnecessarily verboseauto t2 = x < max;if (t1 && t2) // ...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:
Avoid errors. Readability. Not everyone has the operator table memorized.
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 intendedYou should know enough not to need parentheses for:
if (a < 0 || a <= max) { // ...}Complicated pointer manipulation is a major source of errors.
Usegsl::span instead.Pointers shouldonly 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.
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}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}Subscripting with a variable is difficult 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 needed to access an array, use the iterators from aspan constructed over the array.
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}Use aspan:
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}Useat():
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}void f(){ int arr[COUNT]; for (int i = 0; i < COUNT; ++i) arr[i] = i; // BAD, cannot use non-constant indexer}Use aspan:
void f1(){ int arr[COUNT]; span<int> av = arr; for (int i = 0; i < COUNT; ++i) av[i] = i;}Use aspan and range-for:
void f1a(){ int arr[COUNT]; span<int, COUNT> av = arr; int i = 0; for (auto& e : av) e = i++;}Useat() 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]; int i = 0; for (auto& e : arr) e = i++;}Tooling can offer rewrites of array accesses that involve dynamic index expressions to useat() 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}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) codevoid g1(span<int> av); // BETTER: get g() changed.void f2(){ int a[5]; span<int> av = a; g(av.data(), av.size()); // OK, if you have no choice g1(a); // OK -- no decay here, instead use implicit span ctor}std::array) where the indexer is not a compile-time constant expression with a value between0 and the upper bound of the array.This rule is part of thebounds-safety profile.
You have no idea what such code does. Portability.Even if it does something sensible for you, it might do something different on another compiler (e.g., the next release of your compiler) or with a different optimizer setting.
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 unspecified.
However, remember that your code might be compiled with a pre-C++17 compiler (e.g., through cut-and-paste) so don’t be too clever.
v[i] = ++i; // the result is undefinedA good rule of thumb is that you should not read a value twice in an expression where you write to it.
Can be detected by a good analyzer.
Because that order is unspecified.
C++17 tightens up the rules for the order of evaluation, but the order of evaluation of function arguments is still unspecified.
int i = 0;f(++i, ++i);Before C++17, the behavior is undefined, so the behavior could be anything (e.g.,f(2, 2)).Since C++17, this code does not have undefined behavior, but it is still not specified which argument is evaluated first. The call will bef(1, 2) orf(2, 1), but you don’t know which.
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()Can be detected by a good analyzer.
Unnamed constants embedded in expressions are easily overlooked and often hard to understand:
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..12constexpr 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';Flag literals in code. Give a pass to0,1,nullptr,\n,"", and others on a positive list.
A narrowing conversion destroys information, often unexpectedly so.
A key example is basic narrowing:
double d = 7.9;int i = d; // bad: narrowing: i becomes 7i = (int) d; // bad: we're going to claim this is still not explicit enoughvoid f(int x, long y, double d){ char c1 = x; // bad: narrowing char c2 = y; // bad: narrowing char c3 = d; // bad: narrowing}The guidelines support library offers anarrow_cast operation for specifying that narrowing is acceptable and anarrow (“narrow if”) that throws an exception if a narrowing would throw away legal values:
i = gsl::narrow_cast<int>(d); // OK (you asked for it): narrowing: i becomes 7i = gsl::narrow<int>(d); // OK: throws narrowing_errorWe also include lossy arithmetic casts, such as from a negative floating point type to an unsigned integral type:
double d = -7.9;unsigned u = 0;u = d; // bad: narrowingu = gsl::narrow_cast<unsigned>(d); // OK (you asked for it): u becomes 4294967289u = gsl::narrow<unsigned>(d); // OK: throws narrowing_errorThis rule does not apply tocontextual conversions to bool:
if (ptr) do_something(*ptr); // OK: ptr is used as a conditionbool b = ptr; // bad: narrowingA good analyzer can detect all narrowing conversions. However, flagging all narrowing conversions will lead to a lot of false positives. Suggestions:
float->char anddouble->int. Here be dragons! We need data.)long->char. (I suspectint->char is very common. Here be dragons! We need data.)nullptr rather than0 orNULLReadability. Minimize surprises:nullptr cannot be confused with anint.nullptr also has a well-specified (very restrictive) type, and thusworks in more scenarios where type deduction might do the wrong thing onNULLor0.
Consider:
void f(int);void f(char*);f(0); // call f(int)f(nullptr); // call f(char*)Flag uses of0 andNULL for pointers. The transformation might be helped by simple program transformation.
Casts are a well-known source of errors and make some optimizations unreliable.
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 defined. I got
2 0 4611686018427387904Adding
*q = 666;cout << d << ' ' << *p << ' ' << *q << '\n';I got
3.29048e-321 666 666Surprised? It is actually undefined behavior, and so could also have crashed the program.
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 fix (cast).
Casts are necessary in a systems programming language. For example, how elsewould we get the address of a device register into a pointer? However, castsare seriously overused as well as a major source of errors.
If you feel the need for a lot of casts, there might be a fundamental design problem.
Thetype profile bansreinterpret_cast and C-style casts.
Never cast to(void) to ignore a[[nodiscard]]return value.If you deliberately want to discard such a result, first think hard about whether that is really a good idea (there is usually a good reason the author of the function or of the return type used[[nodiscard]] in the first place).If you still think it’s appropriate and your code reviewer agrees, usestd::ignore = to turn off the warning which is simple, portable, and easy to grep.
Casts are widely (mis)used. Modern C++ has rules and constructs that eliminate the need for casts in many contexts, such as
std::variantstd::ignore = to ignore[[nodiscard]] values.void.Type(value). UseType{value} instead which is not narrowing. (SeeES.64.)Readability. Error avoidance.Named casts are more specific than a C-style or functional cast, allowing the compiler to catch some errors.
The named casts are:
static_castconst_castreinterpret_castdynamic_caststd::move //move(x) is an rvalue reference toxstd::forward //forward<T>(x) is an rvalue or an lvalue reference tox depending onTgsl::narrow_cast //narrow_cast<T>(x) isstatic_cast<T>(x)gsl::narrow //narrow<T>(x) isstatic_cast<T>(x) ifstatic_cast<T>(x) == x or it throwsnarrowing_errorclass 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? 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 whereD used to be derived fromB, 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).
When converting between types with no information loss (e.g. fromfloat todouble or fromint32 toint64), brace initialization might be used instead.
double d {some_float};int64_t i {some_int32};This makes it clear that the type conversion was intended and also preventsconversions between types that might result in loss of precision. (It is acompilation error to try to initialize afloat from adouble in this fashion,for example.)
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 dangerousvoid.Type(value). UseType{value} instead which is not narrowing. (SeeES.64.)reinterpret_cast.static_cast between arithmetic types.constIt makes a lie out ofconst.If the variable is actually declaredconst, modifying it results in undefined behavior.
void f(const int& x){ const_cast<int&>(x) = 42; // BAD}static int i = 0;static const int j = 0;f(i); // silent side effectf(j); // undefined behaviorSometimes, you might be tempted to resort toconst_cast to avoid code duplication, such as when two accessor functions that differ only inconst-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 theconst function. However, when there is complex logic this can lead to the following pattern that still resorts to aconst_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 deducesconst. This doesn’t use anyconst_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) { /* the complex logic around getting a possibly-const reference to my_bar */ }};Note: Don’t do large non-dependent work inside a template, which leads to code bloat. For example, a further improvement would be if all or part ofget_bar_impl can be non-dependent and factored out into a common non-template function, for a potentially big reduction in code size.
You might need to cast awayconst when callingconst-incorrect functions.Prefer to wrap such functions in inlineconst-correct wrappers to encapsulate the cast in one place.
Sometimes, “cast awayconst” 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 usingmutable or an indirection than with aconst_cast.
Consider keeping previously computed results around for a costly operation:
int compute(int x); // compute a value for x; assume this to be costlyclass Cache { // some type implementing a cache for an int->int operationpublic: 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 aconst member.To do this we still need to mutatecache, so people sometimes resort to aconst_cast:
class X { // Suspicious solution based on castingpublic: 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;};Fortunately, there is a better solution:State thatcache is mutable even for aconst object:
class X { // better solutionpublic: 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 thecache:
class X { // OK, but slightly messier solutionpublic: 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 flexible, but requires explicit construction and destruction of*cache(most likely in the constructor and destructor ofX).
In any variant, we must guard against data races on thecache in multi-threaded code, possibly using astd::mutex.
const_casts.Constructs that cannot overflow do not overflow (and usually run faster):
for (auto& x : v) // print all elements of v cout << x << '\n';auto p = find(v, x); // find x in vLook for explicit range checks and heuristically suggest alternatives.
std::move() only when you need to explicitly move an object to another scopeWe 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).
Moving is done implicitly when the source is an rvalue (e.g., value in areturn treatment or a function result), so don’t pointlessly complicate code in those cases by writingmove 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 explicitstd::move.
Explicitmove 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.
void sink(X&& x); // sink takes ownership of xvoid 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, astd::move() is used as an argument to an&& parameter.And after you do that, assume the object has been moved from (seeC.64) and don’t read its state again until you first set it to a new value.
void f(){ string s1 = "supercalifragilisticexpialidocious"; 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");}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}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 redundantstd::move()s.
Never writestd::move() just because you’ve heard “it’s more efficient.”In general, don’t believe claims of “efficiency” without data (???).In general, don’t complicate your code without reason (??).Never writestd::move() on a const object, it is silently transformed into a copy (see Item 23 inMeyers15)
vector<int> make_vector(){ vector<int> result; // ... load result with data return std::move(result); // bad; just write "return result;"}Never writereturn move(local_variable);, because the language already knows the variable is a move candidate.Writingmove 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.
vector<int> v = std::move(make_vector()); // bad; the std::move is entirely redundantNever writemove on a returned value such asx = move(f()); wheref returns by value.The language already knows that a returned value is a temporary object that can be moved from.
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?}std::move(x) wherex is an rvalue or the language will already treat it as an rvalue, includingreturn std::move(local_variable); andstd::move(f()) on a function that returns by value.S&& parameter if there is noconst S& overload to take care of lvalues.std::moved argument passed to a parameter, except when the parameter type is anX&& rvalue reference or the type is move-only and the parameter is passed by value.std::move is applied to a forwarding reference (T&& whereT is a template parameter type). Usestd::forward instead.std::move is applied to other than an rvalue reference to non-const. (More general case of the previous rule to cover the non-forwarding cases.)std::forward is applied to an rvalue reference (X&& whereX is a non-template parameter type). Usestd::move instead.std::forward is applied to other than a forwarding reference. (More general case of the previous rule to cover the non-moving cases.)const operation; there should first be an intervening non-const operation, ideally assignment, to first reset the object’s value.new anddelete outside resource management functionsDirect resource management in application code is error-prone and tedious.
This is also known as the rule of “No nakednew!”
void f(int n){ auto p = new X[n]; // n default constructed Xs // ... delete[] p;}There can be code in the... part that causes thedelete never to happen.
See also:R: Resource management
Flag nakednews and nakeddeletes.
delete[] and non-arrays usingdeleteThat’s what the language requires, and mismatches can lead to resource release errors and/or memory corruption.
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[]}This example not only violates theno nakednew rule as in the previous example, it has many more problems.
new anddelete if they are in the same scope.new anddelete if they are in a constructor/destructor pair.The result of doing so is undefined.
void f(){ int a1[7]; int a2[9]; if (&a1[5] < &a2[7]) {} // bad: undefined if (0 < &a1[5] - &a2[7]) {} // bad: undefined}This example has many more problems.
???
Slicing – that is, copying only part of an object using assignment or initialization – most often leads to errors becausethe object was meant to be considered as a whole.In the rare cases where the slicing was deliberate the code can be surprising.
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 Circles = c; // or copy assign only the Shape part of Circlevoid assign(const Shape& src, Shape& dest){ dest = src;}Circle c2 { {1, 1}, 43 };assign(c, c2); // oops, not the whole state is transferredassert(c == c2); // if we supply copying, we should also provide comparison, // but this will likely return falseThe result will be meaningless because the center and radius will not be copied fromc intos.The first defense against this is todefine the base classShape not to allow this.
If you mean to slice, define 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 CircleCircle c2 {sm.copy_circle()};Warn against slicing.
T{e}notation for constructionTheT{e} construction syntax makes it explicit that construction is desired.TheT{e} construction syntax doesn’t allow narrowing.T{e} is the only safe and general expression for constructing a value of typeT from an expressione.The casts notationsT(e) and(T)e are neither safe nor general.
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 defined when using theT(e) or(T)e notations, and non-portablebetween platforms with different integer and pointer sizes.
Avoid casts (explicit type conversion) and if you mustprefer named casts.
When unambiguous, theT can be left out ofT{e}.
complex<double> f(complex<double>);auto z = f({2*pi, 1});The construction notation is the most generalinitializer notation.
std::vector and other containers were defined before we had{} as a notation for construction.Consider:
vector<string> vs {10}; // ten empty stringsvector<int> vi1 {1, 2, 3, 4, 5, 6, 7, 8, 9, 10}; // ten elements 1..10vector<int> vi2 {10}; // one element with the value 10How do we get avector of 10 default initializedints?
vector<int> v3(10); // ten elements with value 0The use of() rather than{} for number of elements is conventional (going back to the early 1980s), hard to change, but stilla design error: for a container where the element type can be confused with the number of elements, we have an ambiguity thatmust be resolved.The conventional resolution is to interpret{10} as a list of one element and use(10) to distinguish a size.
This mistake need not be repeated in new code.We can define 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 problemThe main problem left is to find a suitable name forCount.
Flag the C-style(T)e and functional-styleT(e) casts.
Dereferencing an invalid pointer, such asnullptr, is undefined behavior, typically leading to immediate crashes,wrong results, or memory corruption.
By pointer here we mean any indirection to an object, including equivalently an iterator or view.
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 ofC++’s model for type- and resource-safety.
See also:
nullptr isn’t a possibility.nullptr early.void f(){ int x = 0; int* p = &x; if (condition()) { int y = 0; p = &y; } // invalidates p *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 fix.
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 whetherp could be thenullptr.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 fornullptr:
nullptrvoid f2(int* p) // state that p is not supposed to be nullptr{ assert(p); int x = *p;}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 usegsl::not_null to ensure thatp is not thenullptr.
void f(not_null<int*> p){ int x = *p;}These remedies take care ofnullptr only.Remember that there are other ways of getting an invalid pointer.
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}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}This rule is part of thelifetime safety profile
nullptrdeleteStatements control the flow of control (except for function calls and exception throws, which are expressions).
switch-statement to anif-statement when there is a choiceswitch compares against constants and is usually better optimized than a series of tests in anif-then-else chain.switch enables some heuristic consistency checking. For example, have all values of anenum been covered? If not, is there adefault?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) // ...}Flagif-then-else chains that check against constants (only).
for-statement to afor-statement when there is a choiceReadability. Error prevention. Efficiency.
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) cout << v[i] << '\n'; // output odd elements}A human or a good static analyzer might determine that there really isn’t a side effect onv inf(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.
Don’t use expensive copies of the loop variable of a range-for loop:
for (string s : vs) // ...This will copy each element ofvs intos. Better:
for (string& s : vs) // ...Better still, if the loop variable isn’t modified or copied:
for (const string& s : vs) // ...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.
for-statement to awhile-statement when there is an obvious loop variableReadability: the complete logic of the loop is visible “up front”. The scope of the loop variable can be limited.
for (gsl::index i = 0; i < vec.size(); i++) { // do work}int i = 0;while (i < vec.size()) { // do work i++;}???
while-statement to afor-statement when there is no obvious loop variableReadability.
int events = 0;for (; wait_for_event(); ++events) { // bad, confusing // ...}The “event loop” is misleading because theevents counter has nothing to do with the loop condition (wait_for_event()).Better
int events = 0;while (wait_for_event()) { // better ++events; // ...}Flag actions infor-initializers andfor-increments that do not relate to thefor-condition.
for-statementSeeES.6
do-statementsReadability, avoidance of errors.The termination condition is at the end (where it can be overlooked) and the condition is not checked the first time through.
int x;do { cin >> x; // ...} while (x < 0);Yes, there are genuine examples where ado-statement is a clear statement of a solution, but also many bugs.
Flagdo-statements.
gotoReadability, avoidance of errors. There are better control structures for humans;goto is for machine generated code.
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:// ...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,considergsl::finally() as a cleaner and more reliable alternative togoto exit
goto. Better still flag allgotos that do not jump from a nested loop to the statement immediately after a nest of loops.break andcontinue in loopsIn a non-trivial loop body, it is easy to overlook abreak or acontinue.
Abreak in a loop has a dramatically different meaning than abreak in aswitch-statement (and you can haveswitch-statement in a loop and a loop in aswitch-case).
switch(x) {case 1 : while (/* some condition */) { // ... break; } // Oops! break switch or break while intended?case 2 : // ... break;}Often, a loop that requires abreak is a good candidate for a function (algorithm), in which case thebreak becomes areturn.
//Original code: break inside loopvoid use1(){ std::vector<T> vec = {/* initialized with some values */}; T value; for (const T item : vec) { if (/* some condition*/) { value = item; break; } } /* then do something with value */}//BETTER: create a function and return inside loopT search(const std::vector<T> &vec){ for (const T &item : vec) { if (/* some condition*/) return item; } return T(); //default value}void use2(){ std::vector<T> vec = {/* initialized with some values */}; T value = search(vec); /* then do something with value */}Often, a loop that usescontinue can equivalently and as clearly be expressed by anif-statement.
for (int item : vec) { // BAD if (item%2 == 0) continue; if (item == 5) continue; if (item > 10) continue; /* do something with item */}for (int item : vec) { // GOOD if (item%2 != 0 && item != 5 && item <= 10) { /* do something with item */ }}If you really need to break out a loop, abreak is typically better than alternatives such asmodifying the loop variable or agoto:
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switch statementsAlways end a non-emptycase with abreak. Accidentally leaving out abreak is a fairly common bug.A deliberate fallthrough can be a maintenance hazard and should be rare and explicit.
switch (eventType) {case Information: update_status_bar(); break;case Warning: write_event_log(); // Bad - implicit fallthroughcase Error: display_error_window(); break;}Multiple case labels of a single statement is OK:
switch (x) {case 'a':case 'b':case 'f': do_something(x); break;}Return statements in a case label are also OK:
switch (x) {case 'a': return 1;case 'b': return 2;case 'c': return 3;}In rare cases if fallthrough is deemed appropriate, be explicit and use the[[fallthrough]] annotation:
switch (eventType) {case Information: update_status_bar(); break;case Warning: write_event_log(); [[fallthrough]];case Error: display_error_window(); break;}Flag all implicit fallthroughs from non-emptycases.
default to handle common cases (only)Code clarity. Improved opportunities for error detection.
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 casesa andb are special.
But what if there is no default action and you mean to handle only specific 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 break; }}If you leave out thedefault, a maintainer and/or a compiler might 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 cased 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 everyswitch over the enumerators.
Flagswitch-statements over an enumeration that don’t handle all enumerators and do not have adefault.This might yield too many false positives in some code bases; if so, flag onlyswitches that handle most but not all cases(that was the strategy of the very first C++ compiler).
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.
void f(){ lock_guard<mutex>{mx}; // Bad // ...}This declares an unnamedlock_guard 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-find race conditions.
Unnamed function arguments are fine.
Flag statements that are just a temporary.
Readability.
for (i = 0; i < max; ++i); // BAD: the empty statement is easily overlookedv[i] = f(v[i]);for (auto x : v) { // better // nothing}v[i] = f(v[i]);Flag empty statements that are not blocks and don’t contain comments.
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.
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. //}Flag variables that are potentially updated (have a non-const use) in both the loop control iteration-expression and the loop body.
== or!= to conditionsDoing so avoids verbosity and eliminates some opportunities for mistakes.Helps make style consistent and conventional.
By definition, a condition in anif-statement,while-statement, or afor-statement selects betweentrue andfalse.A numeric value is compared to0 and a pointer value tonullptr.
// These all mean "if p is not nullptr"if (p) { ... } // goodif (p != 0) { ... } // redundant !=0, bad: don't use 0 for pointersif (p != nullptr) { ... } // redundant !=nullptr, not recommendedOften,if (p) is read as “ifp is valid” which is a direct expression of the programmers intent,whereasif (p != nullptr) would be a long-winded workaround.
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, goodif (auto pc = dynamic_cast<Circle*>(ps); pc != nullptr) { ... } // not recommendedNote that implicit conversions to bool are applied in conditions.For example:
for (string s; cin >> s; ) v.push_back(s);This invokesistream’soperator bool().
Explicit comparison of an integer to0 is in general not redundant.The reason is that (as opposed to pointers and Booleans) an integer often has more than two reasonable values.Furthermore0 (zero) is often used to indicate success.Consequently, it is best to be specific 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.
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!)would not in itself save you.
The opposite condition is most easily expressed using a negation:
// These all mean "if p is nullptr"if (!p) { ... } // goodif (p == 0) { ... } // redundant == 0, bad: don't use 0 for pointersif (p == nullptr) { ... } // redundant == nullptr, not recommendedEasy, just check for redundant use of!= and== in conditions.
Avoid wrong results.
int x = -3;unsigned int y = 7;cout << x - y << '\n'; // unsigned result, possibly 4294967286cout << x + y << '\n'; // unsigned result: 4cout << x * y << '\n'; // unsigned result, possibly 4294967275It is harder to spot the problem in more realistic examples.
Unfortunately, C++ uses signed integers for array subscripts and the standard library uses unsigned integers for container subscripts.This precludes consistency. Usegsl::index for subscripts;see ES.107.
sizeof or a call to container.size() and the other isptrdiff_t.Unsigned types support bit manipulation without surprises from sign bits.
unsigned char x = 0b1010'1010;unsigned char y = ~x; // y == 0b0101'0101;Unsigned types can also be useful for modular arithmetic.However, if you want modular arithmetic addcomments as necessary noting the reliance on wraparound behavior, as such codecan be surprising for many programmers.
Because most arithmetic is assumed to be signed;x - y yields a negative number wheny > x except in the rare cases where you really want modular arithmetic.
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 seenus - (s + 2) ors += 2; ...; us - s, would you reliably have suspected that the result would print as4294967294?
Use unsigned types if you really want modular arithmetic - addcomments as necessary noting the reliance on overflow behavior, as such codeis going to be surprising for many programmers.
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 notfor (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 exceptionvector<int> v2(-2);Usegsl::index for subscripts;see ES.107.
-2) used as container subscripts.sizeof or a call to container.size() and the other isptrdiff_t.Overflow usually makes your numeric algorithm meaningless.Incrementing a value beyond a maximum value can lead to memory corruption and undefined behavior.
int a[10];a[10] = 7; // bad, array bounds overflowfor (int n = 0; n <= 10; ++n) a[n] = 9; // bad, array bounds overflowint n = numeric_limits<int>::max();int m = n + 1; // bad, numeric overflowint area(int h, int w) { return h * w; }auto a = area(10'000'000, 100'000'000); // bad, numeric overflowUse unsigned types if you really want modular arithmetic.
Alternative: For critical applications that can afford some overhead, use a range-checked integer and/or floating-point type.
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Decrementing a value beyond a minimum value can lead to memory corruption and undefined behavior.
int a[10];a[-2] = 7; // badint n = 101;while (n--) a[n - 1] = 9; // bad (twice)Use unsigned types if you really want modular arithmetic.
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The result is undefined and probably a crash.
This also applies to%.
int divide(int a, int b){ // BAD, should be checked (e.g., in a precondition) return a / b;}int 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(double a, double b){ // good, address via using double instead return a / b;}Alternative: For critical applications that can afford some overhead, use a range-checked integer and/or floating-point type.
unsignedChoosingunsigned implies many changes to the usual behavior of integers, including modular arithmetic,can suppress warnings related to overflow,and opens the door for errors related to signed/unsigned mixes.Usingunsigned doesn’t actually eliminate the possibility of negative values.
unsigned int u1 = -2; // Valid: the value of u1 is 4294967294int i1 = -2;unsigned int u2 = i1; // Valid: the value of u2 is 4294967294int i2 = u2; // Valid: the value of i2 is -2These 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-expects)// ...int height;cin >> height;auto a = area(height, 2); // if the input is -2 a becomes 4294967292Remember that-1 when assigned to anunsigned int becomes the largestunsigned int.Also, since unsigned arithmetic is modular arithmetic the multiplication didn’t overflow, it wrapped around.
unsigned max = 100000; // "accidental typo", I mean to say 10'000unsigned short x = 100;while (x < max) x += 100; // infinite loopHadx been a signedshort, we could have warned about the undefined behavior upon overflow.
x >= 0Assert(-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???
See ES.100 Enforcements.
unsigned for subscripts, prefergsl::indexTo avoid signed/unsigned confusion.To enable better optimization.To enable better error detection.To avoid the pitfalls withauto andint.
vector<int> vec = /*...*/;for (int i = 0; i < vec.size(); i += 2) // might 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) // might 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) // might not be big enough cout << vec[i] << '\n';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';The built-in array allows 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 sufficient size, which is guaranteed bygsl::index.
template<typename T>struct My_container {public: // ... T& operator[](gsl::index i); // not unsigned // ...};??? demonstrate improved code generation and potential for error detection ???Alternatives for users
sizeof or a call to container.size() and the other isptrdiff_t.??? 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 naïvely try to follow them in general code: achieving the goals of low latency requires extra work.
Performance rule summary:
If there is no need for optimization, the main result of the effort will be more errors and higher maintenance costs.
Some people optimize out of habit or because it’s fun.
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Elaborately optimized code is usually larger and harder to change than unoptimized code.
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Optimizing a non-performance-critical part of a program has no effect on system performance.
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 doingcomputation A and 40% of its time doing computation B, a 50% improvement on A isonly as impactful as a 5% improvement on B. (If you don’t even know how muchtime is spent on A or B, seePer.1 andPer.2.)
Simple code can be very fast. Optimizers sometimes do marvels with simple code
// clear expression of intent, fast executionvector<uint8_t> v(100000);for (auto& c : v) c = ~c;// intended to be faster, but is often slowervector<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;}???
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Low-level code sometimes inhibits optimizations. Optimizers sometimes do marvels with high-level code.
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The field of performance is littered with myth and bogus folklore.Modern hardware and optimizers defy naive assumptions; even experts are regularly surprised.
Getting good performance measurements can be hard and require specialized tools.
A few simple microbenchmarks using Unixtime 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 profiler can help tell you which parts of your system are performance critical.Often, you will be surprised.
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Because we often need to optimize the initial design.Because a design that ignores the possibility of later improvement is hard to change.
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 toqsort throws away much useful information (e.g., the element type), forces the user to repeat informationalready known (e.g., the element size), and forces the user to write extra code (e.g., a function to comparedoubles).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_doublesqsort(data, 100, sizeof(double), compare_doubles);From the point of view of interface design,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 comparedoubles.
With C++20, we can do better still
// sortable specifies that c must be a// random-access sequence of elements comparable with <void sort(sortable auto& c);sort(c);The key is to pass sufficient information for a good implementation to be chosen.In this, thesort interfaces shown here still have a weakness:They implicitly rely on the element type having less-than (<) defined.To complete the interface, we need a second version that accepts a comparison criterion:
// compare elements of c using rtemplate<random_access_range R, class C> requires sortable<R, C>void sort(R&& r, C c);The standard-library specification ofsort offers those two versions, and more.
Premature optimization is said to bethe 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 efficient, maintainable, and optimizable code.In particular, when you write a function that is not a one-off implementation detail, consider
std::vector andaccess 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.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 whether7 is inc or not.However, it will not tell you where that7 is or whether there are more than one7.
Sometimes, just passing the minimal amount of information back (here,true orfalse) is sufficient, but a good interface passesneeded 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 first match if any, otherwise to the first element greater thanval, orlast 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 apair of iterators specifying the first 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';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.
Do not simply craft the interface to match the first implementation and the first use case you think of.Once your first initial implementation is complete, review it; once you deploy it, mistakes will be hard to remedy.
A need for efficiency does not imply a need forlow-level code.High-level code isn’t necessarily slow or bloated.
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 ofa memory access,a function call,a string comparison,a system call,a disk access,and a message through a network.
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?”
This rule does not contradict theDon’t optimize prematurely rule.It complements it, encouraging developers to enable later - appropriate and non-premature - optimization, if and where needed.
Tricky.Maybe looking forvoid* function arguments will find examples of interfaces that hinder later optimization.
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.
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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).
double square(double d) { return d*d; }static double s2 = square(2); // old-style: dynamic initializationconstexpr 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 initializationCode like the initialization ofs2 isn’t uncommon, especially for initialization that’s a bit more complicated thansquare().However, compared to the initialization ofs3 there are two problems:
s2 just might be accessed by another thread before the initialization happens.Note: you can’t have a data race on a constant.
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 thatScoped andOn_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.
The ideal isnot to try to 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 timesand 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.
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Performance is typically dominated by memory access times.
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Performance is typically dominated by memory access times.
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Performance is very sensitive to cache performance, and cache algorithms favor simple (usually linear) access to adjacent data.
int matrix[rows][cols];// badfor (int c = 0; c < cols; ++c) for (int r = 0; r < rows; ++r) sum += matrix[r][c];// goodfor (int r = 0; r < rows; ++r) for (int c = 0; c < cols; ++c) sum += matrix[r][c];???
We often want our computers to do many tasks at the same time (or at least appear to do them at the same time).The reasons for doing so vary (e.g., waiting for many events using only a single processor, processing many data streams simultaneously, or utilizing many hardware facilities)and so do the basic facilities for expressing concurrency and parallelism.Here, we articulate principles and rules for using the ISO standard C++ facilities for expressing basic concurrency and parallelism.
Threads are the machine-level foundation for concurrent and parallel programming.Threads allow running multiple sections of a program independently, while sharingthe same memory. Concurrent programming is tricky,because protecting shared data between threads is easier said than done.Making existing single-threaded code execute concurrently can beas trivial as addingstd::async orstd::thread strategically, or it cannecessitate a full rewrite, depending on whether the original code was writtenin a thread-friendly way.
The concurrency/parallelism rules in this document are designed with three goalsin mind:
It is also important to note that concurrency in C++ is an unfinishedstory. C++11 introduced many core concurrency primitives, C++14 and C++17 improved onthem, and there is much interest in making the writing ofconcurrent programs in C++ even easier. We expect some of the library-relatedguidance here to change significantly 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:
volatile for synchronizationSee also:
It’s hard to be certain that concurrency isn’t used now or won’t be used sometime in the future.Code gets reused.Libraries not using threads might be used from some other part of a program that does use threads.Note that this rule applies most urgently to library code and least urgently to stand-alone applications.However, over time, code fragments can turn up in unexpected places.
double cached_computation(int x){ // bad: these statics cause data races in multi-threaded usage static int cached_x = 0.0; static double cached_result = COMPUTATION_OF_ZERO; if (cached_x != x) { cached_x = x; cached_result = computation(x); } return cached_result;}Althoughcached_computation works perfectly in a single-threaded environment, in a multi-threaded environment the twostatic variables result in data races and thus undefined behavior.
struct ComputationCache { int cached_x = 0; double cached_result = COMPUTATION_OF_ZERO; double compute(int x) { if (cached_x != x) { cached_x = x; cached_result = computation(x); } return cached_result; }};Here the cache is stored as member data of aComputationCache object, rather than as shared static state.This refactoring essentially delegates the concern upward to the caller: a single-threaded programmight still choose to have one globalComputationCache, while a multi-threaded program mighthave oneComputationCache instance per thread, or one per “context” for any definition of “context.”The refactored function no longer attempts to manage the allocation ofcached_x. In that sense,this is an application of the Single Responsibility Principle.
In this specific example, refactoring for thread-safety also improved reusability in single-threadedprograms. It’s not hard to imagine that a single-threaded program might want twoComputationCache instancesfor use in different parts of the program, without having them overwrite each other’s cached data.
There are several other ways one might add thread-safety to code written for a standard multi-threaded environment(that is, one where the only form of concurrency isstd::thread):
thread_local instead ofstatic.static variables with astatic std::mutex.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 programwas 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.
Unless you do, nothing is guaranteed to work and subtle errors will persist.
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 (seeCarefully study the literature).
There are many examples of data races that exist, some of which are running inproduction 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:
id, the OS context switches A out for someperiod, during which other threads create hundreds of IDs. Thread A is thenallowed to run again, andid is written back to that location as A’s read ofid plus one.id and increment it simultaneously. They both get thesame ID.Local static variables are a common source of data races.
void f(fstream& fs, regex pattern){ 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(std::execution::par, s); }); // spawn a task to sort // ... auto h2 = async([&] { return find_all(buf, sz, pattern); }); // spawn a task to find matches // ...}Here, we have a (nasty) data race on the elements ofbuf (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.
// code not controlled by a lockunsigned 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 thatval can change will most likely implement thatswitch using a jump table with five entries.Then, aval 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 might be able to determine where the stray jump will go for a given value;this can be a security risk.
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 significant 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:
static variablesconstexpr, andconst)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).
bool validate(const vector<Reading>&);Graph<Temp_node> temperature_gradients(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_gradients(surface_readings); }); auto h3 = async([&] { return altitude_map(surface_readings); }); // ... h1.get(); auto v2 = h2.get(); auto v3 = h3.get(); // ...}Without thoseconsts, we would have to review every asynchronously invoked function for potential data races onsurface_readings.Makingsurface_readings beconst (with respect to this function) allows reasoning using only the function body.
Immutable data can be safely and efficiently shared.No locking is needed: You can’t have a data race on a constant.See alsoCP.mess: Message Passing andCP.31: prefer pass by value.
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Athread 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.
void some_fun(const std::string& msg){ std::thread publisher([=] { std::cout << msg; }); // bad: less expressive // and more error-prone auto pubtask = std::async([=] { std::cout << msg; }); // OK // ... publisher.join();}With the exception ofasync(), 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 possible, built on top of standard-library facilities).
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volatile for synchronizationIn 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.
int free_slots = max_slots; // current source of memory for objectsPool* 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 andthere is a race condition onfree_slots so that two threads might get the same value andfree_slots.That’s (obviously) a bad data race, so people trained in other languages might try to fix it like this:
volatile int free_slots = max_slots; // current source of memory for objectsPool* 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 isatomic types:
atomic<int> free_slots = max_slots; // current source of memory for objectsPool* 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.
Useatomic types where you might have usedvolatile in some other language.Use amutex for more complicated examples.
Experience shows that concurrent code is exceptionally hard to get rightand that compile-time checking, run-time checks, and testing are less effective at finding concurrency errorsthan they are at finding errors in sequential code.Subtle concurrency errors can have dramatically bad effects, including memory corruption, deadlocks, and security vulnerabilities.
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Static enforcement tools: bothclangand some older versions ofGCChave 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 data member 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’sThread 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 unit tests that operate on multiple threads.Workload matters: When TSAN identifies a problem, it is effectively always an actual data race,but it can only identify races seen in a given execution.
It is up to an application builder to choose which support tools are valuable for a particular application.
This section focuses on relatively ad-hoc uses of multiple threads communicating through shared data.
Concurrency rule summary:
lock()/unlock()std::lock() orstd::scoped_lock to acquire multiplemutexesthread as a scoped containerthread as a global containergsl::joining_thread overstd::threaddetach() a threadthreads useshared_ptrwait without a conditionlock_guards andunique_locksmutex together with the data it guards. Usesynchronized_value<T> where possibletry_lock()lock_guard overunique_locknew threadlock()/unlock()Avoids nasty errors from unreleased locks.
mutex mtx;void do_stuff(){ mtx.lock(); // ... do stuff ... mtx.unlock();}Sooner or later, someone will forget themtx.unlock(), place areturn in the... do stuff ..., throw an exception, or something.
mutex mtx;void do_stuff(){ unique_lock<mutex> lck {mtx}; // ... do stuff ...}Flag calls of memberlock() andunlock(). ???
std::lock() orstd::scoped_lock to acquire multiplemutexesTo avoid deadlocks on multiplemutexes.
This is asking for deadlock:
// thread 1lock_guard<mutex> lck1(m1);lock_guard<mutex> lck2(m2);// thread 2lock_guard<mutex> lck2(m2);lock_guard<mutex> lck1(m1);Instead, uselock():
// thread 1lock(m1, m2);lock_guard<mutex> lck1(m1, adopt_lock);lock_guard<mutex> lck2(m2, adopt_lock);// thread 2lock(m2, m1);lock_guard<mutex> lck2(m2, adopt_lock);lock_guard<mutex> lck1(m1, adopt_lock);or (better, but C++17 only):
// thread 1scoped_lock<mutex, mutex> lck1(m1, m2);// thread 2scoped_lock<mutex, mutex> lck2(m2, m1);Here, the writers ofthread1 andthread2 are still not agreeing on the order of themutexes, but order no longer matters.
In real code,mutexes are rarely named to conveniently remind the programmer of an intended relation and intended order of acquisition.In real code,mutexes 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 themutex type deduced.
Detect the acquisition of multiplemutexes.This is undecidable in general, but catching common simple examples (like the one above) is easy.
If you don’t know what a piece of code does, you are risking deadlock.
void do_this(Foo* p){ lock_guard<mutex> lck {my_mutex}; // ... do something ... p->act(my_data); // ...}If you don’t know whatFoo::act does (maybe it is a virtual function invoking a derived class member of a class not yet written),it might calldo_this (recursively) and cause a deadlock onmy_mutex.Maybe it will lock on a different mutex and not return in a reasonable time, causing delays to any code callingdo_this.
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 arecursive_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.
mutex heldmutex heldthread as a scoped containerTo maintain pointer safety and avoid leaks, we need to consider what pointers are used by athread.If athread joins, we can safely pass pointers to objects in the scope of thethread and its enclosing scopes.
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 // ...}Agsl::joining_thread is astd::thread with a destructor that joins and that cannot bedetached().By “OK” we mean that the object will be in scope (“live”) for as long as athread can use the pointer to it.The fact thatthreads run concurrently doesn’t affect the lifetime or ownership issues here;thesethreads can be seen as just a function object called fromsome_fct.
Ensure thatjoining_threads don’tdetach().After that, the usual lifetime and ownership (for local objects) enforcement applies.
thread as a global containerTo maintain pointer safety and avoid leaks, we need to consider what pointers are used by athread.If athread is detached, we can safely pass pointers to static and free store objects (only).
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 athread can use the pointers to it.By “bad” we mean that athread might use a pointer after the pointed-to object is destroyed.The fact thatthreads run concurrently doesn’t affect the lifetime or ownership issues here;thesethreads can be seen as just a function object called fromsome_fct.
Even objects with static storage duration can be problematic if used from detached threads: if thethread continues until the end of the program, it might be running concurrently with the destructionof objects with static storage duration, and thus accesses to such objects might race.
This rule is redundant if youdon’tdetach() andusegsl::joining_thread.However, converting code to follow those guidelines could be difficult 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 adetach() is executed for athread, but simple common cases are easily detected.If we cannot prove that athread does notdetach(), 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.
Flag attempts to pass local variables to a thread that mightdetach().
gsl::joining_thread overstd::threadAjoining_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).
void f() { std::cout << "Hello "; }struct F { void operator()() const { 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 bugsvoid f() { std::cout << "Hello "; }struct F { void operator()() const { 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 leftMake “immortal threads” globals, put them in an enclosing scope, or put them on the free store rather thandetach().Don’tdetach.
Because of old code and third party libraries usingstd::thread, this rule can be hard to introduce.
Flag uses ofstd::thread:
gsl::joining_thread or C++20std::jthread.detach() a threadOften, the need to outlive the scope of its creation is inherent in thethreads task,but implementing that idea bydetach 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.
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 whichdetach() 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 notification events using acondition_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"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); // ...}Flagdetach().
A small amount of data is cheaper to copy and access than to share it using some locking mechanism.Copying naturally gives unique ownership (simplifies code) and eliminates the possibility of data races.
Defining “small amount” precisely is impossible.
string modify1(string);void modify2(string&);void fct(string& s){ auto res = async(modify1, s); async(modify2, s);}The call ofmodify1 involves copying twostring values; the call ofmodify2 does not.On the other hand, the implementation ofmodify1 is exactly as we would have written it for single-threaded code,whereas the implementation ofmodify2 will need some form of locking to avoid data races.If the string is short (say 10 characters), the call ofmodify1 can be surprisingly fast;essentially all the cost is in thethread switch. If the string is long (say 1,000,000 characters), copying it twiceis probably not a good idea.
Note that this argument has nothing to do withasync as such. It applies equally to considerations about whether to usemessage passing or shared memory.
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threads useshared_ptrIf 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, ashared_ptr (or equivalent) is the onlysafe way to ensure proper deletion.
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Context switches are expensive.
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Thread creation is expensive.
void worker(Message m){ // process}void dispatcher(istream& is){ for (Message m; is >> m; ) run_list.push_back(new thread(worker, m));}This spawns athread per message, and therun_list is presumably managed to destroy those tasks once they are finished.
Instead, we could have a set of pre-created worker threads processing the messages
Sync_queue<Message> work;void dispatcher(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};}If your system has a good thread pool, use it.If your system has a good message queue, use it.
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wait without a conditionAwait without a condition can miss a wakeup or wake up simply to find that there is no work to do.
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 }}void thread2(){ while (true) { std::unique_lock<std::mutex> lock(mx); cv.wait(lock); // might block forever // do work ... }}Here, if some otherthread consumesthread1’s notification,thread2 can wait forever.
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 executingget() wakes up (e.g., because another thread has gotten toget() before it),it will immediately go back to sleep, waiting.
Flag allwaits without conditions.
The less time is spent with amutex taken, the less chance that anotherthread has to wait,andthread suspension and resumption are expensive.
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 theuse 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}Impossible in general.Flag “naked”lock() andunlock().
lock_guards andunique_locksAn unnamed local object is a temporary that immediately goes out of scope.
// global mutexesmutex m1;mutex m2;void f(){ unique_lock<mutex>(m1); // (A) lock_guard<mutex> {m2}; // (B) // do work in critical section ...}This looks innocent enough, but it isn’t. At (A),m1 is a default-constructedlocalunique_lock, which shadows the global::m1 (and does not lock it).At (B) an unnamed temporarylock_guard is constructed and locks::m2,but immediately goes out of scope and unlocks::m2 again.For the rest of the functionf() neither mutex is locked.
Flag all unnamedlock_guards andunique_locks.
mutex together with the data it guards. Usesynchronized_value<T> where possibleIt 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 asynchronized_value<T> ensures that the data has a mutex, and the right mutex is locked when the data is accessed.See theWG21 proposal to addsynchronized_value to a future TS or revision of the C++ standard.
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};??? Possible?
This section focuses on uses of coroutines.
Coroutine rule summary:
Usage patterns that are correct with normal lambdas are hazardous with coroutine lambdas. The obvious pattern of capturing variables will result in accessing freed memory after the first suspension point, even for refcounted smart pointers and copyable types.
A lambda results in a closure object with storage, often on the stack, that will go out of scope at some point. When the closure object goes out of scope the captures will also go out of scope. Normal lambdas will have finished executing by this time so it is not a problem. Coroutine lambdas may resume from suspension after the closure object has destructed and at that point all captures will be use-after-free memory access.
int value = get_value();std::shared_ptr<Foo> sharedFoo = get_foo();{ const auto lambda = [value, sharedFoo]() -> std::future<void> { co_await something(); // "sharedFoo" and "value" have already been destroyed // the "shared" pointer didn't accomplish anything }; lambda();} // the lambda closure object has now gone out of scopeint value = get_value();std::shared_ptr<Foo> sharedFoo = get_foo();{ // take as by-value parameter instead of as a capture const auto lambda = [](auto sharedFoo, auto value) -> std::future<void> { co_await something(); // sharedFoo and value are still valid at this point }; lambda(sharedFoo, value);} // the lambda closure object has now gone out of scopeUse a function for coroutines.
std::future<void> Class::do_something(int value, std::shared_ptr<Foo> sharedFoo){ co_await something(); // sharedFoo and value are still valid at this point}void SomeOtherFunction(){ int value = get_value(); std::shared_ptr<Foo> sharedFoo = get_foo(); do_something(value, sharedFoo);}Flag a lambda that is a coroutine and has a non-empty capture list.
This pattern creates a significant risk of deadlocks. Some types of waits will allow the current thread to perform additional work until the asynchronous operation has completed. If the thread holding the lock performs work that requires the same lock then it will deadlock because it is trying to acquire a lock that it is already holding.
If the coroutine completes on a different thread from the thread that acquired the lock then that is undefined behavior. Even with an explicit return to the original thread an exception might be thrown before coroutine resumes and the result will be that the lock guard is not destructed.
std::mutex g_lock;std::future<void> Class::do_something(){ std::lock_guard<std::mutex> guard(g_lock); co_await something(); // DANGER: coroutine has suspended execution while holding a lock co_await somethingElse();}std::mutex g_lock;std::future<void> Class::do_something(){ { std::lock_guard<std::mutex> guard(g_lock); // modify data protected by lock } co_await something(); // OK: lock has been released before coroutine suspends co_await somethingElse();}This pattern is also bad for performance. When a suspension point is reached, such as co_await, execution of the current function stops and other code begins to run. It may be a long period of time before the coroutine resumes. For that entire duration the lock will be held and cannot be acquired by other threads to perform work.
Flag all lock guards that are not destructed before a coroutine suspends.
Once a coroutine reaches the first suspension point, such as a co_await, the synchronous portion returns. After that point any parameters passed by reference are dangling. Any usage beyond that is undefined behavior which may include writing to freed memory.
std::future<int> Class::do_something(const std::shared_ptr<int>& input){ co_await something(); // DANGER: the reference to input may no longer be valid and may be freed memory co_return *input + 1;}std::future<int> Class::do_something(std::shared_ptr<int> input){ co_await something(); co_return *input + 1; // input is a copy that is still valid here}This problem does not apply to reference parameters that are only accessed before the first suspension point. Subsequent changes to the function may add or move suspension points which would reintroduce this class of bug. Some types of coroutines have the suspension point before the first line of code in the coroutine executes, in which case reference parameters are always unsafe. It is safer to always pass by value because the copied parameter will live in the coroutine frame that is safe to access throughout the coroutine.
The same danger applies to output parameters.F.20: For “out” output values, prefer return values to output parameters discourages output parameters. Coroutines should avoid them entirely.
Flag all reference parameters to a coroutine.
By “parallelism” we refer to performing a task (more or less) simultaneously (“in parallel with”) on many data items.
Parallelism rule summary:
The standard-library facilities are quite low-level, focused on the needs of close-to-the-hardware critical programming usingthreads,mutexes,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:
future to return a value from a concurrent taskasync() to spawn concurrent tasks???? should there be a “use X rather thanstd::async” where X is something that would use a better specified thread pool?
??? Isstd::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?
future to return a value from a concurrent taskAfuture 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.
??????
???
async() to spawn concurrent tasksSimilar toR.12, which tells you to avoid raw owning pointers, you shouldalso avoid raw threads and raw promises where possible. Use a factory function such asstd::async,which handles spawning or reusing a thread without exposing raw threads to your own code.
int read_value(const std::string& filename){ std::ifstream in(filename); in.exceptions(std::ifstream::failbit); int value; in >> value; return value;}void async_example(){ try { std::future<int> f1 = std::async(read_value, "v1.txt"); std::future<int> f2 = std::async(read_value, "v2.txt"); std::cout << f1.get() + f2.get() << '\n'; } catch (const std::ios_base::failure& fail) { // handle exception here }}Unfortunately,std::async is not perfect. For example, it doesn’t use a thread pool,which means that it might fail due to resource exhaustion, rather than queuing up your tasksto be executed later. However, even if you cannot usestd::async, you should prefer towrite your ownfuture-returning factory function, rather than using raw promises.
This example shows two different ways to succeed at usingstd::future, but to failat avoiding rawstd::thread management.
void async_example(){ std::promise<int> p1; std::future<int> f1 = p1.get_future(); std::thread t1([p1 = std::move(p1)]() mutable { p1.set_value(read_value("v1.txt")); }); t1.detach(); // evil std::packaged_task<int()> pt2(read_value, "v2.txt"); std::future<int> f2 = pt2.get_future(); std::thread(std::move(pt2)).detach(); std::cout << f1.get() + f2.get() << '\n';}This example shows one way you could follow the general pattern set bystd::async, in a context wherestd::async itself was unacceptable foruse in production.
void async_example(WorkQueue& wq){ std::future<int> f1 = wq.enqueue([]() { return read_value("v1.txt"); }); std::future<int> f2 = wq.enqueue([]() { return read_value("v2.txt"); }); std::cout << f1.get() + f2.get() << '\n';}Any threads spawned to execute the code ofread_value are hidden behindthe call toWorkQueue::enqueue. The user code deals only withfutureobjects, never with rawthread,promise, orpackaged_task objects.
???
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 specifically crafted to enable it.
Vectorization rule summary:
Synchronization usingmutexes andcondition_variables 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” facilitiesthat rely on briefly gaining exclusive (“atomic”) access to memory.Lock-free programming is also used to implement higher-level concurrency mechanisms, such asthreads andmutexes.
Lock-free programming rule summary:
It’s error-prone and requires expert level knowledge of language features, machine architecture, and data structures.
extern atomic<Link*> head; // the shared head of a linked listLink* nh = new Link(data, nullptr); // make a link ready for insertionLink* h = head.load(); // read the shared head of the listdo { 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 hSpot the bug.It would be really hard to find through testing.Read up on the ABA problem.
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.
Higher-level concurrency mechanisms, such asthreads andmutexes are implemented using lock-free programming.
Alternative: Use lock-free data structures implemented by others as part of some library.
The low-level hardware interfaces used by lock-free programming are among the hardest to implement well and amongthe areas where the most subtle portability problems occur.If you are doing lock-free programming for performance, you need to check for regressions.
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 fly too close to the sun.”
Have strong rules for re-testing in place that covers any change in hardware, operating system, compiler, and libraries.
With the exception of atomics and a few other standard patterns, lock-free programming is really an expert-only topic.Become an expert before shipping lock-free code for others to use.
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 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 }};??? Is it possible to detect the idiom?
Double-checked locking is easy to mess up. If you really need to write your own double-checked locking, in spite of the rulesCP.110: Do not write your own double-checked locking for initialization andCP.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 ofCP.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.
The use of volatile does not make the first check thread-safe, see alsoCP.200: Usevolatile 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; }}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 might be beneficial where acquire load is more efficient 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); }}??? Is it possible to detect the idiom?
These rules defy simple categorization:
volatile only to talk to non-C++ memoryvolatile is used to refer to objects that are shared with “non-C++” code or hardware that does not follow the C++ memory model.
const volatile long clock;This describes a register constantly updated by a clock circuit.clock isvolatile because its value will change without any action from the C++ program that uses it.For example, readingclock 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 isconst because the program should not try to write toclock.
Unless you are writing the lowest level code manipulating hardware directly, considervolatile an esoteric feature that is best avoided.
Usually C++ code receivesvolatile 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 thevolatile 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++)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 data members, for the same reason.
void f(){ volatile int i = 0; // bad, volatile local variable // etc.}class My_type { volatile int i = 0; // suspicious, volatile data member // etc.};In C++, unlike in some other languages,volatile hasnothing to do with synchronization.
volatile T local and data members; almost certainly you intended to useatomic<T> instead.???UNIX signal handling???. Might be worth reminding how little is async-signal-safe, and how to communicate with a signal handler (best is probably “not at all”)
Error handling involves:
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-defined 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:
unions and casts)deleted)Error-handling rule summary:
noexcept when exiting a function because of athrow is impossible or unacceptableswap, and exception type copy/move construction must never failtry/catchE.19: Use afinal_action object to express cleanup if no suitable resource handle is available
E.28: Avoid error handling based on global state (e.g.errno)
catch-clausesA consistent and complete strategy for handling errors and resource leaks is hard to retrofit into a system.
To make error handling systematic, robust, and non-repetitive.
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 andstrings constructors might not be able to allocate sufficient memory for their elements,vectors constructor might not be able to copy theThings in its initializer list, andFile_handle might not be able to open the required file.In each case, they throw an exception foruse()’s caller to handle.Ifuse() could handle the failure to constructbar it can take control usingtry/catch.In either case,Foo’s constructor correctly destroys constructed members before passing control to whatever tried to create aFoo.Note that there is no return value that could contain an error code.
TheFile_handle constructor might be defined 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};}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:
v[v.size()] = 7)In contrast, termination of an ordinary loop is not exceptional.Unless the loop was meant to be infinite, termination is normal and expected.
Don’t use athrow as simply an alternative way of returning a value from a function.
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 athrow.
See also:RAII
See also:discussion
Before deciding that you cannot afford or don’t like exception-based error handling, have a look at thealternatives;they have their own complexities and problems.Also, as far as possible, measure before making claims about efficiency.
To keep error handling separated from “ordinary code.”C++ implementations tend to be optimized based on the assumption that exceptions are rare.
// don't: exception not used for error handlingint 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}This is more complicated and most likely runs much slower than the obvious alternative.There is nothing exceptional about finding a value in avector.
Would need to be heuristic.Look for exception values “leaked” out ofcatch clauses.
To use an object it must be in a valid state (defined formally or informally by an invariant) and to recover from an error every object not destroyed must be in a valid state.
Aninvariant is a logical condition for the members of an object that a constructor must establish for the public member functions to assume.
???
Leaving an object without its invariant established is asking for trouble.Not all member functions can be called.
class Vector { // very simplified vector of doubles // if elem != nullptr then elem points to sz doublespublic: 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, rely on the invariant.
See also:If a constructor cannot construct a valid object, throw an exception
Flag classes withprivate state without a constructor (public, protected, or private).
Leaks are typically unacceptable.Manual resource release is error-prone.RAII (“Resource Acquisition Is Initialization”) is the simplest, most systematic way of preventing leaks.
void f1(int i) // Bad: possible 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 possiblethrows 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 thethrow 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); // might 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); // ... helper(i); // might throw // ...}That’s even simpler and safer, and often more efficient.
If there is no obvious resource handle and for some reason defining a proper RAII object/handle is infeasible,as a last resort, cleanup actions can be represented by afinal_action object.
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:
Only the first 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 avalid() 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 usualObviously, this increases the size of the code, doesn’t allow for implicit propagation of “exceptions” (valid() checks), andvalid() checks can be forgotten.Prefer to use exceptions.
See also:Use ofnoexcept
???
To avoid interface errors.
See also:precondition rule
To avoid interface errors.
See also:postcondition rule
noexcept when exiting a function because of athrow is impossible or unacceptableTo make error handling systematic, robust, and efficient.
double compute(double d) noexcept{ return log(sqrt(d <= 0 ? 1 : d));}Here, we know thatcompute will not throw because it is composed out of operations that don’t throw.By declaringcompute to benoexcept, we give the compiler and human readers information that can make it easier for them to understand and manipulatecompute.
Many standard-library functions arenoexcept including all the standard-library functions “inherited” from the C Standard Library.
vector<double> munge(const vector<double>& v) noexcept{ vector<double> v2(v.size()); // ... do something ...}Thenoexcept here states that I am not willing or able to handle the situation where I cannot construct the localvector.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.
Do not use traditionalexception-specifications.
That would be a leak.
void leak(int x) // don't: might leak{ auto p = new int{7}; if (x < 0) throw Get_me_out_of_here{}; // might leak *p // ... delete p; // we might 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); // ...}If you have a local “thing” that requires cleanup, but is not represented by an object with a destructor, such cleanup mustalso be done before athrow.Sometimes,finally() can make such unsystematic cleanup a bit more manageable.
A user-defined type can better transmit information about an error to a handler. Informationcan be encoded into the type itself and the type is unlikely to clash with other people’s exceptions.
throw 7; // badthrow "something bad"; // badthrow std::exception{}; // bad - no infoDeriving fromstd::exception gives the flexibility to catch the specific exception or handle generally throughstd::exception:
class MyException : public std::runtime_error{public: MyException(const string& msg) : std::runtime_error{msg} {} // ...};// ...throw MyException{"something bad"}; // goodExceptions do not need to be derived fromstd::exception:
class MyCustomError final {}; // not derived from std::exception// ...throw MyCustomError{}; // good - handlers must catch this type (or ...)Library types derived fromstd::exception can be used as generic exceptions ifno useful information can be added at the point of detection:
throw std::runtime_error("something bad"); // good// ...throw std::invalid_argument("i is not even"); // goodenum classes are also allowed:
enum class alert {RED, YELLOW, GREEN};throw alert::RED; // goodCatchthrow of built-in types andstd::exception.
Throwing by value (not by pointer) and catching by reference prevents copying, especially slicing base subobjects.
void f(){ try { // ... throw new widget{}; // don't: throw by value, not by raw pointer // ... } catch (base_class e) { // don't: might slice // ... }}Instead, use a reference:
catch (base_class& e) { /* ... */ }or - typically better still - aconst reference:
catch (const base_class& e) { /* ... */ }Most handlers do not modify their exception and in general werecommend use ofconst.
Catch by value can be appropriate for a small value type such as anenum value.
To rethrow a caught exception usethrow; notthrow e;. Usingthrow e; would throw a new copy ofe (sliced to the static typestd::exception, when the exception is caught bycatch (const std::exception& e)) instead of rethrowing the original exception of typestd::runtime_error. (But keepDon’t try to catch every exception in every function andMinimize the use of explicittry/catch in mind.)
swap, and exception type copy/move construction must never failWe don’t know how to write reliable programs if a destructor, a swap, a memory deallocation, or attempting to copy/move-construct an exception object fails; that is, if it exits by an exception or simply doesn’t perform its required action.
class Connection { // ...public: ~Connection() // Don't: very bad destructor { if (cannot_disconnect()) throw I_give_up{information}; // ... }};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 specific 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.
The standard library assumes that destructors, deallocation functions (e.g.,operator delete), andswap do not throw. If they do, basic standard-library invariants are broken.
operator delete, must benoexcept.swap functions must benoexcept.noexcept by default.noexcept.noexcept. In general we cannot mechanically enforce this, because we do not know whether a type is intended to be used as an exception type.throw a type whose copy constructor is notnoexcept. In general we cannot mechanically enforce this, because eventhrow std::string(...) could throw but does not in practice.swaps thatthrow.noexcept.See also:discussion
Catching an exception in a function that cannot take a meaningful recovery 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 byRAII.
void f() // bad{ try { // ... } catch (...) { // no action throw; // propagate exception }}try/catchtry/catch is verbose and non-trivial uses are error-prone.try/catch can be a sign of unsystematic and/or low-level resource management or error handling.
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 thetry 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};}??? hard, needs a heuristic
final_action object to express cleanup if no suitable resource handle is availablefinally from theGSL is less verbose and harder to get wrong thantry/catch.
void f(int n){ void* p = malloc(n); auto _ = gsl::finally([p] { free(p); }); // ...}finally is not as messy astry/catch, but it is still ad-hoc.Preferproper resource management objects.Considerfinally a last resort.
Use offinally is a systematic and reasonably clean alternative to the oldgoto exit; techniquefor dealing with cleanup where resource management is not systematic.
Heuristic: Detectgoto exit;
Even without exceptions,RAII is usually the best and most systematic way of dealing with resources.
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.
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 fixed 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. flight control software) typically also ban the use of dynamic (heap) memory.
So, the primary guideline for error handling is “use exceptions andRAII.”This section deals with the cases where you either do not have an efficient implementation of exceptions,or have such a rat’s nest of old-style code(e.g., lots of pointers, ill-defined 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 oferror codes.Consider the cost and complexity of the use of error codes.If performance is your worry, measure.
Assume you wanted to write
void func(zstring arg){ Gadget g {arg}; // ...}If thegadget 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 avalid() member function toGadget:
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. To encourage doing so, consider adding a[[nodiscard]].
See also:Discussion
Possible (only) for specific versions of this idea: e.g., test for systematic test ofvalid() after resource handle construction
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
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, callabort(),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.
void f(int n){ // ... p = static_cast<X*>(malloc(n * sizeof(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.
Awkward
Systematic use of any error-handling strategy minimizes the chance of forgetting to handle an error.
See also:Simulating RAII
There are several issues to be addressed:
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 avalid() indicatoror a pair of values can be returned.
Gadget make_gadget(int n){ // ...}void user(){ Gadget g = make_gadget(17); if (!g.valid()) { // error handling } // ...}This approach fits withsimulated RAII resource management.Thevalid() function could return anerror_indicator (e.g. a member of anerror_indicator enumeration).
What if we cannot or do not want to modify theGadget 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 specific type.For example:
Gval make_gadget(int n){ // ...}void user(){ auto r = make_gadget(17); if (!r.err) { // error handling } Gadget& g = r.val; // ...}One reason to prefer a specific return type is to have names for its members, rather than the somewhat crypticfirst andsecondand to avoid confusion with other uses ofstd::pair.
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(31); if (!g2.valid()) { cleanup(g1); return {0, g2_error}; } // ... if (all_foobar(g1, g2)) { cleanup(g2); cleanup(g1); return {0, foobar_error}; } // ... cleanup(g2); cleanup(g1); 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 that the extra scope aroundg2 is undesirable but necessary to make thegoto version compile):
std::pair<int, error_indicator> user(){ error_indicator err = 0; int res = 0; Gadget g1 = make_gadget(17); if (!g1.valid()) { err = g1_error; goto g1_exit; } { Gadget g2 = make_gadget(31); if (!g2.valid()) { err = g2_error; goto g2_exit; } if (all_foobar(g1, g2)) { err = foobar_error; goto g2_exit; } // ... g2_exit: if (g2.valid()) cleanup(g2); }g1_exit: if (g1.valid()) cleanup(g1); return {res, err};}The larger the function, the more tempting this technique becomes.finally canease the pain a bit.Also, the larger the program becomes the harder it is to apply an error-indicator-based error-handling strategy systematically.
Weprefer exception-based error handling and recommendkeeping functions short.
See also:Discussion
See also:Returning multiple values
Awkward.
errno)Global state is hard to manage and it is easy to forget to check it.When did you last test the return value ofprintf()?
See also:Simulating RAII
int last_err;void f(int n){ // ... p = static_cast<X*>(malloc(n * sizeof(X))); if (!p) last_err = -1; // error if memory is exhausted // ...}C-style error handling is based on the global variableerrno, so it is essentially impossible to avoid this style completely.
Awkward.
Exception specifications make error handling brittle, impose a run-time cost, and have been removed from the C++ standard.
int use(int arg) throw(X, Y){ // ... auto x = f(arg); // ...}Iff() throws an exception different fromX andY the unexpected handler is invoked, which by default terminates.That’s OK, but say that we have checked that this cannot happen andf is changed to throw a new exceptionZ,we now have a crash on our hands unless we changeuse() (and re-test everything).The snag is thatf() might be in a library we do not control and the new exception is not anything thatuse() can doanything about or is in any way interested in.We can changeuse() to passZ through, but nowuse()’s callers probably need to be modified.This quickly becomes unmanageable.Alternatively, we can add atry-catch touse() to mapZ into an acceptable exception.This, too, quickly becomes unmanageable.Note that changes to the set of exceptions often happen 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 modified.Ifuse() is part of a library, it might 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.
No. This would not be any better had exception specifications been statically enforced.For example, seeStroustrup94.
If no exception can be thrown, usenoexcept.
Flag every exception specification.
catch-clausescatch-clauses are evaluated in the order they appear and one clause can hide another.
void f(){ // ... try { // ... } catch (Base& b) { /* ... */ } catch (Derived& d) { /* ... */ } catch (...) { /* ... */ } catch (std::exception& e) { /* ... */ }}IfDerivedis derived fromBase theDerived-handler will never be invoked.The “catch everything” handler ensured that thestd::exception-handler will never be invoked.
Flag all “hiding handlers”.
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 promise “no change” of objects passed as arguments greatly increase readability.
Constant rule summary:
constconstsconst to define objects with values that do not change after constructionconstexpr for values that can be computed at compile timeImmutable 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.
for (const int i : c) cout << i << '\n'; // just reading: constfor (int i : c) cout << i << '\n'; // BAD: just readingA local variable that is returned by value and is cheaper to move than copy should not be declaredconstbecause it can force an unnecessary copy.
std::vector<int> f(int i){ std::vector<int> v{ i, i, i }; // const not needed return v;}Function parameters passed by value are rarely mutated, but also rarely declaredconst.To avoid confusion and lots of false positives, don’t enforce this rule for function parameters.
void g(const int i) { ... } // pedanticNote that a function parameter is a local variable so changes to it are local.
const variables that are not modified (except for parameters to avoid many false positivesand returned local variables)constA member function should be markedconst 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.
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}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* orT& will modify the object referred to.If it doesn’t now, it might do so later without forcing recompilation.
There are code/libraries that offer functions that declare aT* even thoughthose functions do not modify thatT.This is a problem for people modernizing code.You can
const-correct; preferred long-term solutionconst”;best avoidedExample:
void f(int* p); // old code: f() does not modify `*p`void f(const int* p) { f(const_cast<int*>(p)); } // wrapperNote that this wrapper solution is a patch that should be used only when the declaration off() cannot be modified,e.g. because it is in a library that you cannot modify.
Aconst member function can modify the value of an object that ismutable 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 aDate that caches (memoizes) 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; // ...};Another way of saying this is thatconstness is not transitive.It is possible for aconst member function to change the value ofmutable members and the value of objects accessedthrough 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
const, but that does not perform a non-const operation on any data member.constsTo avoid a called function unexpectedly changing the value. It’s far easier to reason about programs when called functions don’t modify state.
void f(char* p); // does f modify *p? (assume it does)void g(const char* p); // g does not modify *pIt 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.
constconstconst to define objects with values that do not change after constructionPrevent surprises from unexpectedly changed object values.
void f(){ int x = 7; const int y = 9; for (;;) { // ... } // ...}Asx is notconst, we must assume that it is modified somewhere in the loop.
const variables.constexpr for values that can be computed at compile timeBetter performance, better compile-time checking, guaranteed compile-time evaluation, no possibility of race conditions.
double x = f(2); // possible run-time evaluationconst double y = f(2); // possible run-time evaluationconstexpr double z = f(2); // error unless f(2) can be evaluated at compile timeSee F.4.
const definitions with constant expression initializers.Generic programming is programming using types and algorithms parameterized by types, values, and algorithms.In C++, generic programming is supported by thetemplate 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” were standardized in C++20, although they were first made available, in slightly older syntax, in GCC 6.1.
Template use rule summary:
Concept use rule summary:
auto for local variablesConcept definition rule summary:
!C<T>) sparingly to express a minor differenceC1<T> || C2<T>) sparingly to express alternativesTemplate interface rule summary:
using overtypedef for defining aliasesenable_ifTemplate definition rule summary:
{} rather than() within templates to avoid ambiguitiesTemplate and hierarchy rule summary:
Variadic template rule summary:
Metaprogramming rule summary:
constexpr functions to compute values at compile timeOther template rules summary:
static_assertGeneric programming is programming using types and algorithms parameterized by types, values, and algorithms.
Generality. Reuse. Efficiency. Encourages consistent definition of user types.
Conceptually, the following requirements are wrong because what we want ofT 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 thatIncrementable does not support+ andSimple_number does not support+=, we have overconstrained implementers ofsum1 andsum2.And, in this case, missed an opportunity for a generalization.
template<typename T> requires Arithmetic<T>T sum(vector<T>& v, T s){ for (auto x : v) s += x; return s;}Assuming thatArithmetic requires both+ and+=, we have constrained the user ofsum 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 anyArithmetic typecan be used for a wide variety of algorithms.
For additional generality and reusability, we could also use a more generalContainer orRange concept instead of committing to only one container,vector.
If we define 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.
Templates can be used to express essentially everything (they are Turing complete), but the aim of generic programming (as expressed using templates)is to efficiently generalize operations/algorithms over a set of types with similar semantic properties.
Generality. Minimizing the amount of source code. Interoperability. Reuse.
That’s the foundation of the STL. A singlefind 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){ // ...}Don’t use a template unless you have a realistic need for more than one template argument type.Don’t overabstract.
??? tough, probably needs a human
Containers need an element type, and expressing that as a template argument is general, reusable, and type safe.It also avoids brittle or inefficient workarounds. Convention: That’s the way the STL does it.
template<typename T> // requires Regular<T>class Vector { // ... T* elem; // points to sz Ts int sz;};Vector<double> v(10);v[7] = 9.9;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 thevoid* 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.SeeStable base.
void*s and casts outside low-level implementation code???
???Exceptions: ???
Generic and OO techniques are complementary.
Static helps dynamic: Use static polymorphism to implement dynamically polymorphic interfaces.
class Command { // pure virtual functions};// implementationstemplate</*...*/>class ConcreteCommand : public Command { // implement virtuals};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 withstd::shared_ptr’s deleter (butdon’t overuse type erasure).
#include <memory>class Object {public: template<typename T> Object(T&& obj) : concept_(std::make_shared<ConcreteCommand<T>>(std::forward<T>(obj))) {} int get_id() const { return concept_->get_id(); }private: struct Command { virtual ~Command() {} virtual int get_id() const = 0; }; template<typename T> struct ConcreteCommand final : Command { ConcreteCommand(T&& obj) noexcept : object_(std::forward<T>(obj)) {} int get_id() const final { return object_.get_id(); } private: T object_; }; std::shared_ptr<Command> concept_;};class Bar {public: int get_id() const { return 1; }};struct Foo {public: int get_id() const { return 2; }};Object o(Bar{});Object o2(Foo{});In a class template, non-virtual functions are only instantiated if they’re used – but virtual functions are instantiated every time.This can bloat code size, and might overconstrain a generic type by instantiating functionality that is never needed.Avoid this, even though the standard-library facets made this mistake.
See the reference to more specific rules.
Concepts is a C++20 facility for specifying requirements for template arguments.They are 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:
autoConcept definition rule summary:
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.
template<typename Iter, typename Val> requires input_iterator<Iter> && equality_comparable_with<iter_value_t<Iter>, Val>Iter find(Iter b, Iter e, Val v){ // ...}or equivalently and more succinctly:
template<input_iterator Iter, typename Val> requires equality_comparable_with<iter_value_t<Iter>, Val>Iter find(Iter b, Iter e, Val v){ // ...}Plaintypename (orauto) 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
Flag template type arguments without concepts
“Standard” concepts (as provided by theGSL and the ISO standard itself)save us the work of thinking up our own concepts, are better thought out than we can manage to do in a hurry, and improve interoperability.
Unless you are creating a new generic library, most of the concepts you need will already be defined by the standard library.
template<typename T> // don't define this: sortable is in <iterator>concept Ordered_container = Sequence<T> && Random_access<Iterator<T>> && Ordered<Value_type<T>>;void sort(Ordered_container auto& s);ThisOrdered_container is quite plausible, but it is very similar to thesortable concept in the standard library.Is it better? Is it right? Does it accurately reflect the standard’s requirements forsort?It is better and simpler just to usesortable:
void sort(sortable auto& s); // betterThe set of “standard” concepts is evolving as we approach an ISO standard including concepts.
Designing a useful concept is challenging.
Hard.
auto for local variablesauto is the weakest concept. Concept names convey more meaning than justauto.
vector<string> v{ "abc", "xyz" };auto& x = v.front(); // badString auto& s = v.front(); // good (String is a GSL concept)Readability. Direct expression of an idea.
To say “T issortable”:
template<typename T> // Correct but verbose: "The parameter is requires sortable<T> // of type T which is the name of a typevoid sort(T&); // that is sortable"template<sortable T> // Better: "The parameter is of type Tvoid sort(T&); // which is Sortable"void sort(sortable auto&); // Best: "The parameter is Sortable"The shorter versions better match the way we speak. Note that many templates don’t need to use thetemplate keyword.
<typename T> and<class T> notation.Defining 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 the arguments for a single class or algorithm is not what concepts were designed forand will not give the full benefits of the mechanism.
Obviously, defining concepts is most useful for code that can use an implementation (e.g., C++20 or later)but defining concepts is in itself a useful design technique and helps catch conceptual errors and clean up the concepts (sic!) of an implementation.
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 specified in isolationand should be used only as building blocks for meaningful concepts, rather than in user code.
template<typename T>// bad; insufficientconcept Addable = requires(T a, T b) { a + b; };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 = 16string xx = "7";string yy = "9";auto zz = algo(xx, yy); // zz = "79"Maybe the concatenation was expected. More likely, it was an accident. Defining minus equivalently would give dramatically different sets of accepted types.ThisAddable violates the mathematical rule that addition is supposed to be commutative:a+b == b+a.
The ability to specify meaningful semantics is a defining characteristic of a true concept, as opposed to a syntactic constraint.
template<typename T>// The operators +, -, *, and / for a number are assumed to follow the usual mathematical rulesconcept Number = requires(T a, T b) { a + b; a - b; a * b; a / b; };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 = 16string xx = "7";string yy = "9";auto zz = algo(xx, yy); // error: string is not a NumberConcepts with multiple operations have far lower chance of accidentally matching a type than a single-operation concept.
concepts when used outside the definition of otherconcepts.enable_if that appear to simulate single-operationconcepts.Ease of comprehension.Improved interoperability.Helps implementers and maintainers.
This is a specific variant of the general rule thata concept must make semantic sense.
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:<,>,<=,>=,==,!=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:
class Minimal { // ...};bool operator==(const Minimal&, const Minimal&);bool operator<(const Minimal&, const Minimal&);Minimal operator+(const Minimal&, const Minimal&);// no other operatorsvoid 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 efficient.
The rule supports the view that a concept should reflect a (mathematically) coherent set of operations.
class Convenient { // ...};bool operator==(const Convenient&, const Convenient&);bool operator<(const Convenient&, const Convenient&);// ... and the other comparison operators ...Convenient 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 define all operators, but not hard.Ideally, that rule should be language supported by giving you comparison operators by default.
== but not!= or+ but not-.Yes,std::string is “odd”, but it’s too late to change that.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.
template<typename T> // The operators +, -, *, and / for a number are assumed to follow the usual mathematical rules // 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 } -> convertible_to<T>; { a - b } -> convertible_to<T>; { a * b } -> convertible_to<T>; { a / b } -> convertible_to<T>; };This is an axiom in the mathematical sense: something that can 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 might not be general, but the template writer can assume that it holds for all inputs actually used (similar to a precondition).
In this context axioms are Boolean expressions.See thePalo 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
The GSL concepts have well-defined semantics; see the Palo Alto TR and the Ranges TS.
Early versions of a new “concept” still under development will often just define simple sets of constraints without a well-specified semantics.Finding good semantics can take effort and time.An incomplete set of constraints can still be very useful:
// balancer for a generic binary treetemplate<typename Node> concept Balancer = requires(Node* p) { add_fixup(p); touch(p); detach(p);};So aBalancer must supply at least these operations on a treeNode,but we are not yet ready to specify detailed semantics because a new kind of balanced tree might require more operationsand 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-specified 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 might require such an incomplete concept to be improved.
Otherwise they cannot be distinguished automatically by the compiler.
template<typename I>// Note: input_iterator is defined in <iterator>concept Input_iter = requires(I iter) { ++iter; };template<typename I>// Note: forward_iterator is defined in <iterator>concept Fwd_iter = Input_iter<I> && requires(I iter) { iter++; };The compiler can determine refinement based on the sets of required operations (here, suffix++).This decreases the burden on implementers of these types sincethey 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 refinement).
Two concepts requiring the same syntax but having different semantics lead to ambiguity unless the programmer differentiates them.
template<typename I> // iterator providing random access// Note: random_access_iterator is defined in <iterator>concept RA_iter = ...;template<typename I> // iterator providing random access to contiguous data// Note: contiguous_iterator is defined in <iterator>concept Contiguous_iter = RA_iter<I> && is_contiguous_v<I>; // using is_contiguous traitThe programmer (in a library) must defineis_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_v<I>;template<typename I>concept Contiguous_iter = RA_iter<I> && Contiguous<I>;The programmer (in a library) must defineis_contiguous (a trait) appropriately.
Traits can be trait classes or type traits.These can be user-defined or standard-library ones.Prefer the standard-library ones.
Clarity. Maintainability.Functions with complementary requirements expressed using negation are brittle.
Initially, people will try to define functions with complementary requirements:
template<typename T> requires !C<T> // badvoid 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 whenC<T> isunsatisfied. If you do not want to (or cannot) define an unconstrainedversion off(), then delete it.
template<typename T>void f() = delete;The compiler will select the overload, or emit an appropriate error.
Complementary constraints are unfortunately common inenable_if code:
template<typename T>enable_if<!C<T>, void> // badf();template<typename T>enable_if<C<T>, void>f();Complementary requirements on one requirement are sometimes (wrongly) considered manageable.However, for two or more requirements the number of definitions needs can go up exponentially (2,4,8,16,…):
C1<T> && C2<T>!C1<T> && C2<T>C1<T> && !C2<T>!C1<T> && !C2<T>Now the opportunities for errors multiply.
C<T> and!C<T> constraintsThe definition 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.
You might be tempted to define a conceptEquality 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 standardequality_comparable,but - just as an example - if you had to define such a concept, prefer:
template<typename T> concept Equality = requires(T a, T b) { { a == b } -> std::convertible_to<bool>; { a != b } -> std::convertible_to<bool>; // axiom { !(a == b) == (a != b) } // axiom { a = b; => a == b } // => means "implies"};as opposed to defining two meaningless conceptshas_equal andhas_not_equal just as helpers in the definition ofEquality.By “meaningless” we mean that we cannot specify the semantics ofhas_equal in isolation.
???
Over the years, programming with templates has suffered from a weak distinction between the interface of a templateand 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.
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.
bool greater(double x, double y) { return x > y; }sort(v, greater); // pointer to function: potentially slowsort(v, [](double x, double y) { return x > y; }); // function objectsort(v, std::greater{}); // function objectbool greater_than_7(double x) { return x > 7; }auto x = find_if(v, greater_than_7); // pointer to function: inflexibleauto y = find_if(v, [](double x) { return x > 7; }); // function object: carries the needed dataauto z = find_if(v, Greater_than<double>(7)); // function object: carries the needed dataYou can, of course, generalize those functions usingauto or concepts. For example:
auto y1 = find_if(v, [](totally_ordered auto x) { return x > 7; }); // require an ordered typeauto z1 = find_if(v, [](auto x) { return x > 7; }); // hope that the type has a >Lambdas generate function objects.
The performance argument depends on compiler and optimizer technology.
Keep interfaces simple and stable.
Consider, asort instrumented with (oversimplified) simple debug support:
void sort(sortable auto& 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 insortable that requiresiostream support.On the other hand, there is nothing in the fundamental idea of sorting that says anything about debugging.
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 definition 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 might 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 asdebug andcerr) also introduces context dependencies that might lead to “mysterious” errors.
It can be hard to decide which properties of a type are essential and which are not.
???
Improved readability.Implementation hiding.Note that template aliases replace many uses of traits to compute a type.They can also be used to wrap a trait.
template<typename T, size_t N>class Matrix { // ... using Iterator = typename std::vector<T>::iterator; // ...};This saves the user ofMatrix from having to know that its elements are stored in avector and also saves the user from repeatedly typingtypename std::vector<T>::.
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 ofValue_type from having to know the technique used to implementvalue_types.
template<typename T>void user2(T& c){ // ... Value_type<T> x; // ...}A simple, common use could be expressed: “Wrap traits!”
typename as a disambiguator outsideusing declarations.using overtypedef for defining aliasesImproved readability: Withusing, the new name comes first rather than being embedded somewhere in a declaration.Generality:using can be used for template aliases, whereastypedefs can’t easily be templates.Uniformity:using is syntactically similar toauto.
typedef int (*PFI)(int); // OK, but convolutedusing PFI2 = int (*)(int); // OK, preferredtemplate<typename T>typedef int (*PFT)(T); // errortemplate<typename T>using PFT2 = int (*)(T); // OKtypedef. This will give a lot of “hits” :-(Writing the template argument types explicitly can be tedious and unnecessarily verbose.
tuple<int, string, double> t1 = {1, "Hamlet", 3.14}; // explicit typeauto t2 = make_tuple(1, "Ophelia"s, 3.14); // better; deduced typeNote the use of thes suffix to ensure that the string is astd::string, rather than a C-style string.
Since you can trivially write amake_T function, so could the compiler. Thus,make_T functions might become redundant in the future.
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 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>Flag uses where an explicitly specialized type exactly matches the types of the arguments used.
Readability.Preventing surprises and errors.Most uses support that anyway.
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}; // fineX y = x; // finestd::vector<X> v(10); // error: no default constructorSemiregular requires default constructible.
An unconstrained template argument is a perfect match for anything so such a template can be preferred over more specific types that require minor conversions. This is particularly annoying/dangerous when ADL is used. Common names make this problem more likely.
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; bool b2 = v.size() == bad; }}This printsT0 andBad.
Now the== inBad was designed to cause trouble, but would you have spotted the problem in real code?The problem is thatv.size() returns anunsigned integer so that a conversion is needed to call the local==;the== inBad requires no conversions.Realistic types, such as the standard-library iterators can be made to exhibit similar anti-social tendencies.
If an unconstrained template is defined 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.
This rule should not be necessary, but the committee cannot agree to exclude unconstrained templates 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 namespacestd.
Flag templates defined in a namespace where concrete types are also defined (maybe not feasible until we have concepts).
enable_ifBecause that’s the best we can do without direct concept support.enable_if can be used to conditionally define functions and to select among a set of functions.
template<typename T>enable_if_t<is_integral_v<T>>f(T v){ // ...}// Equivalent to:template<Integral T>void f(T v){ // ...}Beware ofcomplementary constraints.Faking concept overloading usingenable_if sometimes forces us to use that error-prone design technique.
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Type erasure incurs an extra level of indirection by hiding type information behind a separate compilation boundary.
???Exceptions: Type erasure is sometimes appropriate, such as forstd::function.
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A template definition (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 specific to template implementation.In particular, it focuses on a template definition’s dependence on its context.
Eases understanding.Minimizes errors from unexpected dependencies.Eases tool creation.
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? }}Templates typically appear in header files so their context dependencies are more vulnerable to#include order dependencies than functions in.cpp files.
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, algorithms usually use other algorithms and invoke operations that do not exclusively operate on arguments.And don’t get us started on macros!
See also:T.69
??? Tricky
A member that does not depend on a template parameter cannot be used except for a specific template argument.This limits use and typically increases code size.
template<typename T, typename A = std::allocator<T>> // requires Regular<T> && Allocator<A>class List {public: struct Link { // does not depend on A T elem; Link* pre; Link* 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 nowLink 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; Link* pre; Link* suc;};template<typename T, typename A = std::allocator<T>> // requires Regular<T> && Allocator<A>class List2 {public: using iterator = Link<T>*; iterator first() const { return head; } // ...private: Link<T>* head;};List2<int> lst1;List2<int, My_allocator> lst2;Some people found the idea that theLink no longer was hidden inside the list scary, so we named the techniqueSCARY. From that academic paper:“The acronym SCARY describes assignments and initializations that are Seemingly erroneous (appearing Constrained by conflicting generic parameters), but Actually work with the Right implementation (unconstrained bY the conflict due to minimized dependencies).”
This also applies to lambdas that don’t depend on all of the template parameters.
Allow the base class members to be used without specifying template arguments and without template instantiation.
template<typename T>class Foo {public: enum { v1, v2 }; // ...};???
struct Foo_base { enum { v1, v2 }; // ...};template<typename T>class Foo : public Foo_base {public: // ...};A more general version of this rule would be“If a class template 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 inT.61.
??? What about constants? class statics?
A template defines a general interface.Specialization offers a powerful mechanism for providing alternative implementations of that interface.
??? string specialization (==)??? representation specialization ????
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This is a simplified version ofstd::copy (ignoring the possibility of non-contiguous sequences)
struct trivially_copyable_tag {};struct non_trivially_copyable_tag {};// T is not trivially copyabletemplate<class T> struct copy_trait { using tag = non_trivially_copyable_tag; };// int is trivially copyabletemplate<> struct copy_trait<int> { using tag = trivially_copyable_tag; };template<class Iter>Out copy_helper(Iter first, Iter last, Iter out, trivially_copyable_tag){ // use memmove}template<class Iter>Out copy_helper(Iter first, Iter last, Iter out, non_trivially_copyable_tag){ // use loop calling copy constructors}template<class Iter>Out copy(Iter first, Iter last, Iter out){ using tag_type = typename copy_trait<std::iter_value_t<Iter>>; return copy_helper(first, last, out, tag_type{})}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.
With C++20 constraints, such alternatives can be distinguished directly:
template<class Iter> requires std::is_trivially_copyable_v<std::iter_value_t<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}???
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{} rather than() within templates to avoid ambiguities() is vulnerable to grammar ambiguities.
template<typename T, typename U>void f(T t, U u){ T v1(T(u)); // mistake: oops, v1 is a function, not a variable T v2{u}; // clear: obviously a variable auto x = T(u); // unclear: construction or cast?}f(1, "asdf"); // bad: cast from const char* to int() initializersThere are three major ways to let calling code customize a template.
template<class T> // Call a member functionvoid test1(T t){ t.f(); // require T to provide f()}template<class T>void test2(T t) // Call a non-member 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,aconstexpr function to compute a value,or a traditional traits template to be specialized on the user’s type.
If you intend to call your own helper functionhelper(t) with a valuet that depends on a template type parameter,put it in a::detail namespace and qualify the call asdetail::helper(t);.An unqualified call becomes a customization point where any functionhelper in the namespace oft’s type can be invoked;this can cause problems likeunintentionally invoking unconstrained function templates.
Templates are the backbone of C++’s support for generic programming and class hierarchies the backbone of its supportfor object-oriented programming.The two language mechanisms can be used effectively in combination, but a few design pitfalls must be avoided.
Templating a class hierarchy that has many functions, especially many virtual functions, can lead to code bloat.
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 bad idea to define asort 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 ifvector<int>::sort() is called, so it must generate code for it.Similar forvector<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.
In many cases you can provide a stable interface by not parameterizing a base;see“stable base” andOO and GP
An array of derived classes can implicitly “decay” to a pointer to a base class with potential disastrous results.
Assume thatApple andPear are two kinds ofFruits.
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 aPear (without the use of a cast!).Ifsizeof(Apple) != sizeof(Pear) the access toaa[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 thatmaul() violates the aT* 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 itApple& a0 = &va[0]; // a Pear?Note that the assignment inmaul2() violated theno-slicing rule.
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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.
class Shape { // ... template<class T> virtual bool intersect(T* p); // error: template cannot be virtual};We need a rule because people keep asking about this
Double dispatch, visitors, calculate which function to call
The compiler handles that.
Improve stability of code.Avoid code bloat.
It could be a base class:
struct Link_base { // stable Link_base* suc; Link_base* pre;};template<typename T> // templated wrapper to add type safetystruct 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() { return static_cast<Link<T>*>(first)->val; } // explicit cast back to Link<T> // ...};List<int> li;List<string> ls;Now there is only one copy of the operations linking and unlinking elements of aList.TheLink andList classes do nothing but type manipulation.
Instead of using a separate “base” type, another common technique is to specialize forvoid orvoid* and have the general template forT be just the safely-encapsulated casts to and from the corevoid implementation.
Alternative: Use aPimpl implementation.
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Variadic templates is the most general mechanism for that, and is both efficient and type-safe. Don’t use C varargs.
??? printfva_arg in user code.???
??? beware of move-only and reference arguments???
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??? forwarding, type checking, references???
There are more precise ways of specifying a homogeneous sequence, such as aninitializer_list.
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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.
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 might be no other way in C++.
???enable_ifInstead, use concepts. But seeHow to emulate concepts if you don’t have language support.
??? goodAlternative: If the result is a value, rather than a type, use aconstexpr function.
If you feel the need to hide your template metaprogramming in macros, you have probably gone too far.
Where C++20 is not 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.
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;}Such code is much simpler using concepts:
void advance(random_access_iterator auto p, int n) { p += n; }void advance(forward_iterator auto p, int n) { assert(n >= 0); while (n--) ++p;}???
Template metaprogramming is the only directly supported and half-way principled way of generating types at compile time.
“Traits” techniques are mostly replaced by template aliases to compute types andconstexpr functions to compute values.
??? big object / small object optimization???
constexpr functions to compute values at compile timeA function is the most obvious and conventional way of expressing the computation of a value.Often aconstexpr function implies less compile-time overhead than alternatives.
“Traits” techniques are mostly replaced by template aliases to compute types andconstexpr functions to compute values.
template<typename T> // requires Number<T>constexpr T pow(T v, int n) // power/exponential{ T res = 1; while (n--) res *= v; return res;}constexpr auto f7 = pow(pi, 7);constexpr functions.Facilities defined in the standard, such asconditional,enable_if, andtuple, are portable and can be assumed to be known.
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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.
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SeeF.10
SeeF.11
Improved readability.
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Generality. Reusability. Don’t gratuitously commit to details; use the most general facilities available.
Use!= instead of< to compare iterators;!= works for more objects because it doesn’t rely on ordering.
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.
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 onlyvoid my_func(Derived1& param){ use(param.f()); use(param.g());}// good, uses only Base interface so only commit to thatvoid my_func(Base& param){ use(param.f()); use(param.g());}< instead of!=.x.size() == 0 whenx.empty() orx.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.You can’t partially specialize a function template per language rules. You can 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.
???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).
static_assertIf you intend for a class to match a concept, verifying that early saves users’ pain.
class X {public: X() = delete; X(const X&) = default; X(X&&) = default; X& operator=(const X&) = default; // ...};Somewhere, possibly in an implementation file, let the compiler check the desired properties ofX:
static_assert(Default_constructible<X>); // error: X has no default constructorstatic_assert(Copyable<X>); // error: we forgot to define X's move constructorNot feasible.
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:
C++ provides better type checking and more notational support.It provides better support for high-level programming and often generates faster code.
char ch = 7;void* pv = &ch;int* pi = pv; // not C++*pi = 999; // overwrite sizeof(int) bytes near &chThe rules for implicit casting to and fromvoid* in C are subtle and unenforced.In particular, this example violates a rule against converting to a type with stricter alignment.
Use a C++ compiler.
That subset can be compiled with both C and C++ compilers, and when compiled as C++ is better type checked than “pure C.”
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 Cint* p4 = (int*) malloc(10 * sizeof(int)); // both C and C++Flag if using a build mode that compiles code as C.
C++ is more expressive than C and offers better support for many types of programming.
For example, to use a 3rd party C library or C systems interface, define 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.
You can call C from C++:
// in C:double sqrt(double);// in C++:extern "C" double sqrt(double);sqrt(2);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}None needed
Distinguish between declarations (used as interfaces) and definitions (used as implementations).Use header files to represent interfaces and to emphasize logical structure.
Source file rule summary:
.cpp suffix for code files and.h for interface files if your project doesn’t already follow another convention.cpp file must include the header file(s) that defines its interfaceusing namespace directives for transition, for foundation libraries (such asstd), or within a local scope (only)using namespace at global scope in a header file#include guards for all header files#included names#include for files relative to the including file and the angle bracket form everywhere elseSF.13: Use portable header identifiers in#include statements
namespaces to express logical structure.cpp suffix for code files and.h for interface files if your project doesn’t already follow another conventionSeeNL.27
Including entities subject to the one-definition rule leads to linkage errors.
// file.h:namespace Foo { int x = 7; int xx() { return x+x; }}// file1.cpp:#include <file.h>// ... more ... // file2.cpp:#include <file.h>// ... more ...Linkingfile1.cpp andfile2.cpp will give two linker errors.
Alternative formulation: A header file must contain only:
#includes of other header files (possibly with include guards)extern declarationsinline function definitionsconstexpr definitionsconst definitionsusing alias definitionsCheck the positive list above.
Maintainability. Readability.
// bar.cpp:void bar() { cout << "bar\n"; }// foo.cpp:extern void bar();void foo() { bar(); }A maintainer ofbar cannot find all declarations ofbar if its type needs changing.The user ofbar cannot know if the interface used is complete and correct. At best, error messages come (late) from the linker.
.h.Minimize context dependencies and increase readability.
#include <vector>#include <algorithm>#include <string>// ... my code here ...#include <vector>// ... my code here ...#include <algorithm>#include <string>This applies to both.h and.cpp files.
There is an argument for insulating code from declarations and macros in header files by#including headersafter the code we want to protect(as in the example labeled “bad”).However
See also:
Easy.
.cpp file must include the header file(s) that defines its interfaceThis enables the compiler to do an early consistency check.
// 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 callingbar orfoobar.
// foo.h:void foo(int);int bar(long);int foobar(int);// foo.cpp:#include "foo.h"void foo(int) { /* ... */ }int bar(double) { /* ... */ }double foobar(int); // error: wrong return typeThe return-type error forfoobar is now caught immediately whenfoo.cpp is compiled.The argument-type error forbar cannot be caught until link time because of the possibility of overloading, but systematic use of.h files increases the likelihood that it is caught earlier by the programmer.
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using namespace directives for transition, for foundation libraries (such asstd), or within a local scope (only)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 qualification would be verbose and distracting.
#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 requiringstd:: everywherecould be distracting.
The use ofusing 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}However, this is not particularly likely to lead to a resolution that is not an error andpeople who useusing namespace std are supposed to know aboutstd and about this risk.
A.cpp file is a form of local scope.There is little difference in the opportunities for name clashes in an N-line.cpp containing ausing namespace X,an N-line function containing ausing namespace X,and M functions each containing ausing namespace X with N lines of code in total.
Don’t writeusing namespace at global scope in a header file.
using namespace at global scope in a header fileDoing so takes away an#includer’s ability to effectively disambiguate and to use alternatives. It also makes#included headers order-dependent as they might have different meaning when included in different orders.
// bad.h#include <iostream>using namespace std; // bad// user.cpp#include "bad.h"bool copy(/*... some parameters ...*/); // some function that happens to be named copyint main(){ copy(/*...*/); // now overloads local ::copy and std::copy, could be ambiguous}An exception isusing namespace std::literals;. This is necessary to use string literalsin header files and giventhe rules - users are requiredto name their own UDLsoperator""_x - they will not collide with the standard library.
Flagusing namespace at global scope in a header file.
#include guards for all header filesTo avoid files being#included several times.
In order to avoid include guard collisions, do not just name the guard after the filename.Be sure to also include a key and good differentiator, such as the name of library or componentthe header file is part of.
// file foobar.h:#ifndef LIBRARY_FOOBAR_H#define LIBRARY_FOOBAR_H// ... declarations ...#endif // LIBRARY_FOOBAR_HFlag.h files without#include guards.
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 filesystem semanticsinto your program, in addition to locking you down to a vendor.Our recommendation is to write in ISO C++: Seerule P.2.
Cycles complicate comprehension and slow down compilation. They alsocomplicate conversion to use language-supported modules (when they becomeavailable).
Eliminate cycles; don’t just break them with#include guards.
// file1.h:#include "file2.h"// file2.h:#include "file3.h"// file3.h:#include "file1.h"Flag all cycles.
#included namesAvoid surprises.Avoid having to change#includes if an#included header changes.Avoid accidentally becoming dependent on implementation details and logically separate entities included in a header.
#include <iostream>using namespace std;void use(){ string s; cin >> s; // fine getline(cin, s); // error: getline() not defined if (s == "surprise") { // error == not defined // ... }}<iostream> exposes the definition ofstd::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’tgetline(cin,s); work?”or even an occasional “strings 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 // ... }}Some headers exist exactly to collect a set of consistent declarations from a variety of headers.For example:
// basic_std_lib.h:#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 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.
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 having to manage that header’s dependencies.
#include "helpers.h"// helpers.h depends on std::string and includes <string>Failing to follow this results in difficult to diagnose errors for clients of a header.
A header should include all its dependencies. Be careful about using relative paths because C++ implementations diverge on their meaning.
A test should verify that the header file itself compiles or that a cpp file which only includes the header file compiles.
#include for files relative to the including file and the angle bracket form everywhere elseThestandard provides flexibility for compilers to implementthe two forms of#include selected using the angle (<>) or quoted ("") syntax. Vendors takeadvantage of this and use different search algorithms and methods for specifying the include path.
Nevertheless, the guidance is to use the quoted form for including files that exist at a relative path to the file containing the#include statement (from within the same component or project) and to use the angle bracket form everywhere else, where possible. This encourages being clear about the locality of the file relative to files that include it, or scenarios where the different search algorithm is required. It makes it easy to understand at a glance whether a header is being included from a local relative file versus a standard library header or a header from the alternate search path (e.g. a header from another library or a common set of includes).
// foo.cpp:#include <string> // From the standard library, requires the <> form#include <some_library/common.h> // A file that is not locally relative, included from another library; use the <> form#include "foo.h" // A file locally relative to foo.cpp in the same project, use the "" form#include "util/util.h" // A file locally relative to foo.cpp in the same project, use the "" form#include <component_b/bar.h> // A file in the same project located via a search path, use the <> formFailing to follow this results in difficult to diagnose errors due to picking up the wrong file by incorrectly specifying the scope when it is included. For example, in a typical case where the#include "" search algorithm might search for a file existing at a local relative path first, then using this form to refer to a file that is not locally relative could mean that if a file ever comes into existence at the local relative path (e.g. the including file is moved to a new location), it will now be found ahead of the previous include file and the set of includes will have been changed in an unexpected way.
Library creators should put their headers in a folder and have clients include those files using the relative path#include <some_library/common.h>
A test should identify whether headers referenced via"" could be referenced with<>.
#include statementsThestandard does not specify how compilers uniquely locate headers from an identifier in an#include directive, nor does it specify what constitutes uniqueness. For example, whether the implementation considers the identifiers to be case-sensitive, or whether the identifiers are file system paths to a header file, and if so, how a hierarchical file system path is delimited.
To maximize the portability of#include directives across compilers, guidance is to:
/ to delimit path components as this is the most widely-accepted path-delimiting character.// good examples#include <vector>#include <string>#include "util/util.h"// bad examples#include <VECTOR> // bad: the standard library defines a header identified as <vector>, not <VECTOR>#include <String> // bad: the standard library defines a header identified as <string>, not <String>#include "Util/Util.H" // bad: the header file exists on the file system as "util/util.h"#include "util\util.h" // bad: may not work if the implementation interprets `\u` as an escape sequence, or where '\' is not a valid path separatorIt is only possible to enforce on implementations where header identifiers are case-sensitive and which only support/ as a file path delimiter.
namespaces to express logical structure???
??????
It is almost always a bug to mention an unnamed namespace in a header file.
// file foo.h:namespace{ const double x = 1.234; // bad double foo(double y) // bad { return y + x; }}namespace Foo{ const double x = 1.234; // good inline double foo(double y) // good { return y + x; }}Nothing external can depend on an entity in a nested unnamed namespace.Consider putting every definition in an implementation source file in an unnamed namespace unless that is defining an “external/exported” entity.
static int f();int g();static bool h();int k();namespace { int f(); bool h();}int g();int k();An API class and its members can’t live in an unnamed namespace; but any “helper” class or function that is defined in an implementation source file should be at an unnamed namespace scope.
???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:
Standard-library rule summary:
stdSave time. Don’t re-invent the wheel.Don’t replicate the work of others.Benefit from other people’s work when they make improvements.Help other people when you make improvements.
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.
stdAdding tostd might change the meaning of otherwise standards conforming code.Additions tostd might clash with future versions of the standard.
namespace std { // BAD: violates standardclass My_vector { // . . .};}namespace Foo { // GOOD: user namespace is allowedclass My_vector { // . . .};}Possible, but messy and likely to cause problems with platforms.
Because, obviously, breaking this rule can lead to undefined behavior, memory corruption, and all kinds of other bad errors.
This is a semi-philosophical meta-rule, which needs many supporting concrete rules.We need it as an umbrella for the more specific rules.
Summary of more specific rules:
???
Container rule summary:
array orvector instead of a C arrayvector by default unless you have a reason to use a different containermemset ormemcpy for arguments that are not trivially-copyablearray orvector instead of a C arrayC arrays are less safe, and have no advantages overarray andvector.For a fixed-length array, usestd::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-allocatedstd::array keeps its elements on the stack.For a variable-length array, usestd::vector, which additionally can change its size and handles memory allocation.
int v[SIZE]; // BADstd::array<int, SIZE> w; // okint* v = new int[initial_size]; // BAD, owning raw pointerdelete[] v; // BAD, manual deletestd::vector<int> w(initial_size); // okUsegsl::span for non-owning references into a container.
Comparing the performance of a fixed-sized array allocated on the stack against avector with its elements on the free store is bogus.You could just as well compare astd::array on the stack against the result of amalloc() 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 ofvector does.People working with code for which that difference matters are quite capable of choosing betweenarray andvector.
std::array.vector by default unless you have a reason to use a different containervector andarray are the only standard containers that offer the following advantages:
Usually you need to add and remove elements from the container, so usevector by default; if you don’t need to modify the container’s size, usearray.
Even when other containers seem more suited, such asmap for O(log N) lookup performance or alist for efficient insertion in the middle, avector will usually still perform better for containers up to a few KB in size.
string should not be used as a container of individual characters. Astring is a textual string; if you want a container of characters, usevector</*char_type*/> orarray</*char_type*/> instead.
If you have a good reason to use another container, use that instead. For example:
Ifvector suits your needs but you don’t need the container to be variable size, usearray 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 sortedvector is infeasible, go ahead and use anunordered_map ormap instead.
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 20Prefer the {}-initializer syntax.
vector whose size never changes after construction (such as because it’sconst or because no non-const functions are called on it). To fix: Use anarray instead.Read or write beyond an allocated range of elements typically leads to bad errors, wrong results, crashes, and security violations.
The standard-library functions that apply to ranges of elements all have (or could have) bounds-safe overloads that takespan.Standard types such asvector can be modified to perform bounds-checks under the bounds profile (in a compatible way, such as by adding contracts), or used withat().
Ideally, the in-bounds guarantee should be statically enforced.For example:
for cannot loop beyond the range of the container to which it is appliedv.begin(),v.end() is easily determined to be bounds safeSuch 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
v.begin(),v.begin()+i thei can easily be checked againstv.size()Such loops can be much faster than individually checked element accesses.
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() orstd::fill() or even an empty initializer are better candidates thanmemset().
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::ranges::fill() if ( a == b ) { // ... }}If code is using an unmodified standard library, then there are still workarounds that enable use ofstd::array andstd::vector in a bounds-safe manner. Code can call the.at() member function on each class, which will result in anstd::out_of_range exception being thrown. Alternatively, code can call theat() 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)}This rule is part of thebounds profile.
memset ormemcpy for arguments that are not trivially-copyableDoing so messes the semantics of the objects (e.g., by overwriting avptr).
Similarly for (w)memset, (w)memcpy, (w)memmove, and (w)memcmp
struct base { virtual void update() = 0;};struct derived : public base { void update() override {}};void f(derived& a, derived& b) // goodbye v-tables{ memset(&a, 0, sizeof(derived)); memcpy(&a, &b, sizeof(derived)); memcmp(&a, &b, sizeof(derived));}Instead, define proper default initialization, copy, and comparison functions
void g(derived& a, derived& b){ a = {}; // default initialize b = a; // copy if (a == b) do_something(a, b);}TODO Notes:
memcmp and shipping them in the GSL.vector that are not fully bounds-checked, the goal is for these features to be bounds-checked when called from code with the bounds profile on, and unchecked when called from legacy code, possibly using contracts (concurrently being proposed by several WG21 members).Text manipulation is a huge topic.std::string doesn’t cover all of it.This section primarily tries to clarifystd::string’s relation tochar*,zstring,string_view, andgsl::span<char>.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:
std::string to own character sequencesstd::string_view orgsl::span<char> to refer to character sequenceszstring orczstring to refer to a C-style, zero-terminated, sequence of characterschar* to refer to a single characterSL.str.5: Usestd::byte to refer to byte values that do not necessarily represent characters
std::string when you need to perform locale-sensitive string operationsgsl::span<char> rather thanstd::string_view when you need to mutate a strings suffix for string literals meant to be standard-librarystringsSee also:
std::string to own character sequencesstring correctly handles allocation, ownership, copying, gradual expansion, and offers a variety of useful operations.
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;}Note how>> and!= are provided forstring (as examples of useful operations) and there are no explicitallocations, deallocations, or range checks (string takes care of those).
In C++17, we might usestring_view as the argument, rather thanconst string& to allow more flexibility 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;}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 tofree() the returned pointer?Will this code pass a security review?
Do not assume thatstring is slower than lower-level techniques without measurement and remember that not all code is performance critical.Don’t optimize prematurely
???
std::string_view orgsl::span<char> to refer to character sequencesstd::string_view orgsl::span<char> provides simple and (potentially) safe access to character sequences independently of howthose sequences are allocated and stored.
vector<string> read_until(string_view terminator);void user(zstring p, const string& s, string_view ss){ auto v1 = read_until(p); auto v2 = read_until(s); auto v3 = read_until(ss); // ...}std::string_view (C++17) is read-only.
???
zstring orczstring to refer to a C-style, zero-terminated, sequence of charactersReadability.Statement of intent.A plainchar* 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.
void f1(const char* s); // s is probably a stringAll 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 nullptrvoid f1(czstring s); // s is a C-style string constant or the nullptrvoid f1(std::byte* s); // s is a pointer to a byte (C++17)Don’t convert a C-style string tostring unless there is a reason to.
Like any other “plain pointer”, azstring should not represent ownership.
There are billions of lines of C++ “out there”, most usechar* andconst char* without documenting intent.They are used in a wide variety of ways, including to represent ownership and as generic pointers to memory (instead ofvoid*).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.
[] on achar*delete on achar*free() on achar*char* to refer to a single characterThe variety of uses ofchar* in current code is a major source of errors.
char arr[] = {'a', 'b', 'c'};void print(const char* p){ cout << p << '\n';}void use(){ print(arr); // run-time error; potentially very bad}The arrayarr is not a C-style string because it is not zero-terminated.
Seezstring,string, andstring_view.
[] on achar*std::byte to refer to byte values that do not necessarily represent charactersUse ofchar* to represent a pointer to something that is not necessarily a character causes confusionand disables valuable optimizations.
???C++17
???
std::string when you need to perform locale-sensitive string operationsstd::string supports standard-librarylocale facilities
??????
???
gsl::span<char> rather thanstd::string_view when you need to mutate a stringstd::string_view is read-only.
???
???
The compiler will flag attempts to write to astring_view.
s suffix for string literals meant to be standard-librarystringsDirect expression of an idea minimizes mistakes.
auto pp1 = make_pair("Tokyo", 9.00); // {C-style string,double} intended?pair<string, double> pp2 = {"Tokyo", 9.00}; // a bit verboseauto pp3 = make_pair("Tokyo"s, 9.00); // {std::string,double} // C++14pair pp4 = {"Tokyo"s, 9.00}; // {std::string,double} // C++17???
iostreams 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-defined extensions, such as streaming across networks (asio: not yet standardized).
Iostream rule summary:
printf-family functions callios_base::sync_with_stdio(false)endlUnless you genuinely just deal with individual characters, using character-level input leads to the user code performing potentially error-proneand potentially inefficient composition of tokens out of characters.
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 thereserve(128) is probably not worthwhile.
???
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).
??????
iostreams for I/Oiostreams are safe, flexible, and extensible.
// write a complex number:complex<double> z{ 3, 4 };cout << z << '\n';complex is a user-defined type and its I/O is defined without modifying theiostream library.
// read a file of complex numbers:for (complex<double> z; cin >> z; ) v.push_back(z);??? performance ???
iostreams vs. theprintf() familyIt is often (and often correctly) pointed out that theprintf() family has two advantages compared toiostreams:flexibility of formatting and performance.This has to be weighed againstiostreams advantages of extensibility to handle user-defined types, resilience against security violations,implicit memory management, andlocale handling.
If you need I/O performance, you can almost always do better thanprintf().
gets(),scanf() using%s, andprintf() using%s are security hazards (vulnerable to buffer overflow and generally error-prone).C11 defines some “optional extensions” that do extra checking of their arguments.If present in your C library,gets_s(),scanf_s(), andprintf_s() might be safer alternatives, but they are still not type safe.
Optionally flag<cstdio> and<stdio.h>.
printf-family functions callios_base::sync_with_stdio(false)Synchronizingiostreams withprintf-style I/O can be costly.cin andcout are by default synchronized withprintf.
int main(){ ios_base::sync_with_stdio(false); // ... use iostreams ...}???
endlTheendl manipulator is mostly equivalent to'\n' and"\n";as most commonly used it simply slows down output by doing redundantflush()s.This slowdown can be significant compared toprintf-style output.
cout << "Hello, World!" << endl; // two output operations and a flushcout << "Hello, World!\n"; // one output operation and no flushForcin/cout (and equivalent) interaction, there is no reason to flush; that’s done automatically.For writing to a file, there is rarely a need toflush.
For string streams (specificallyostringstream), the insertion of anendl is entirely equivalentto the insertion of a'\n' character, but also in this case,endl might be significantly slower.
endl doesnot take care of producing a platform specific end-of-line sequence (like"\r\n" onWindows). So for a string stream,s << endl just inserts asingle character,'\n'.
Apart from the (occasionally important) issue of performance,the choice between'\n' andendl is almost completely aesthetic.
<regex> is the standard C++ regular expression library.It supports a variety of regular expression pattern conventions.
<chrono> (defined in namespacestd::chrono) provides the notions oftime_point andduration together with functions foroutputting time in various units.It provides clocks for registeringtime_points.
???
C Standard Library rule summary:
alongjmp ignores destructors, thus invalidating all resource-management strategies relying on RAII
Flag all occurrences oflongjmpandsetjmp
This section contains ideas about higher-level architectural ideas and libraries.
Architectural rule summary:
Isolating less stable code facilitates its unit testing, interface improvement, refactoring, and eventual deprecation.
A library is a collection of declarations and definitions 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 files.You can statically or dynamically link a library into a program, or you can#include a header-only library.
A library can contain cyclic references in the definition of its components.For example:
???However, a library should not depend on another that depends on it.
This section contains rules and guidelines that are popular somewhere, but that we deliberately don’t recommend.We know perfectly 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 naïvely trust “common wisdom” (e.g., unsupported statements about “efficiency”);such “wisdom” might be based on decades-old information or experiences 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:
return-statement in a functiongoto exitprotectedThe “all declarations on top” 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.
int use(int x){ int i; char c; double d; // ... some stuff ... if (x < i) { // ... 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.
return-statement in a functionThe 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.
template<class T>// requires Number<T>string sign(T x){ if (x < 0) return "negative"; 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;}This is both longer and likely to be less efficient.The larger and more complicated the function is, the more painful the workarounds get.Of course many simple functions will naturally have just onereturn because of their simpler inherent logic.
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 thegoto exit non-rule.
return statements (and to throw exceptions).There seem to be four main reasons given for not using exceptions:
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.
However, we can briefly outline why we consider exceptions the best alternative for general-purpose programmingand 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
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
Remember
???Expects andEnsures (until we get language support for contracts)The resulting number of files from placing each class in its own file are hard to manage and can slow down compilation.Individual classes are rarely a good logical unit of maintenance and distribution.
???Splitting initialization into two 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).
Sometimes also called two-stage construction.
// Old conventional style: many problemsclass Picture{ int mx; int my; int * data;public: // main problem: constructor does not fully construct Picture(int x, int y) { mx = x; // also bad: assignment in constructor body // rather than in member initializer my = y; data = nullptr; // also bad: constant initialization in constructor // rather than in member initializer } ~Picture() { Cleanup(); } // ... // bad: two-phase initialization bool Init() { // invariant checks if (mx <= 0 || my <= 0) { return false; } if (data) { return false; } data = (int*) malloc(mx*my*sizeof(int)); // also bad: owning raw * and malloc return data != nullptr; } // also bad: no reason to make cleanup a separate function void Cleanup() { if (data) free(data); data = nullptr; }};Picture picture(100, 0); // not ready-to-use picture here// this will fail..if (!picture.Init()) { puts("Error, invalid picture");}// now have an invalid picture object instance.class Picture{ int mx; int my; vector<int> data; static int check_size(int size) { // invariant check Expects(size > 0); return size; }public: // even better would be a class for a 2D Size as one single parameter Picture(int x, int y) : mx(check_size(x)) , my(check_size(y)) // now we know x and y have a valid size , data(mx * my) // will throw std::bad_alloc on error { // picture is ready-to-use } // compiler generated dtor does the job. (also see C.21) // ...};Picture picture1(100, 100);// picture1 is ready-to-use here...// not a valid size for y,// default contract violation behavior will call std::terminate thenPicture picture2(100, 0);// not reach here...goto exitgoto is error-prone.This technique is a pre-exception technique for RAII-like resource and error handling.
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.
protectedprotected 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.
???Many coding standards, rules, and guidelines have been written for C++, and especially for specialized uses of C++.Many
A bad coding standard is worse than no coding standard.However an appropriate set of guidelines are much better than no standards: “Form is liberating.”
Why can’t we just have a language that allows all we want and disallows all we don’t want (“a perfect language”)?Fundamentally, because affordable languages (and their tool chains) also serve people with needs that differ from yours and serve more needs than you have today.Also, your needs change over time and a general-purpose language is needed to allow you to adapt.A language that is ideal for today would be overly restrictive tomorrow.
Coding guidelines adapt the use of a language to specific needs.Thus, there cannot be a single coding style for everybody.We expect different organizations to provide additions, typically with more restrictions and firmer style rules.
Reference sections:
This section contains materials that have been useful for presenting the core guidelines and the ideas behind them:
Note that slides for CppCon presentations are available (links with the posted videos).
Contributions to this list would be most welcome.
Thanks to the many people who contributed rules, suggestions, supporting information, references, etc.:
and see the contributor list on the github.
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 fit 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 forgradual adoption.
Whatever strategy for gradual adoption we adopt, we need to be able to apply sets of related guidelines to address some setof problems first 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 baseor if a set of specialized guidelines is to be applied for a specialized application area.We call such a set of related guidelines a “profile”.We aim for such a set of guidelines to be coherent so that they together help us reach a specific goal, such as “absence of range errors”or “static type safety.”Each profile 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 definite improvement.
A “profile” is a set of deterministic and portably enforceable subset of rules (i.e., restrictions) that are designed to achieve a specific 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 profile is considered to conform to the profile.Conforming code is considered to be safe by construction with regard to the safety properties targeted by that profile.Conforming code will not be the root cause of errors for that property,although such errors might be introduced into a program by other code, libraries or the external environment.A profile might also introduce additional library types to ease conformance and encourage correct code.
Profiles summary:
In the future, we expect to define many more profiles and add more checks to existing profiles.Candidates include:
const violations: Mostly done by compilers already, but we can catch inappropriate casting and underuse ofconst.Enabling a profile is implementation defined; typically, it is set in the analysis tool used.
To suppress enforcement of a profile check, place asuppress 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]{ // ...}Nowraw_find() can scramble memory to its heart’s content.Obviously, suppression should be very rare.
This profile 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 defined to be the property that a variable is not used in a way that doesn’t obey the rules for the type of its definition.Memory accessed as a typeT should not be valid memory that actually contains an object of an unrelated typeU.Note that the safety is intended to be complete when combined also withBounds safety andLifetime safety.
An implementation of this profile shall recognize the following patterns in source code as non-conforming and issue a diagnostic.
Type safety profile summary:
Type.1:Avoid casts:
reinterpret_cast; A strict version ofAvoid casts andprefer named casts.static_cast for arithmetic types; A strict version ofAvoid casts andprefer named casts.static_cast to downcast:Usedynamic_cast instead.const_cast to cast awayconst (i.e., at all):Don’t cast away const.(T)expression or functionalT(expression) casts:Preferconstruction ornamed casts orT{expression}.variant instead.va_arg arguments.With the type-safety profile you can trust that every operation is applied to a valid object.An exception can 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 haveBounds safety andLifetime safety.Without those guarantees, a region of memory could be accessed independent of which object, objects, or parts of objects are stored in it.
This profile 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 profile is to restrict pointers to only refer to single objects, not arrays.
We define 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 withType safety andLifetime safety,which cover other unsafe operations that allow bounds violations.
Bounds safety profile summary:
span instead:Pass pointers to single objects (only) andKeep pointer arithmetic simple.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-find errors, including the (in)famous “buffer overflow” 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.”
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 might be uninitialized, thenullptr, point beyond the range of an array, or to a deleted object.
See the current design specification here.
Lifetime safety profile summary:
Once completely enforced through a combination of style rules, static analysis, and library support, this profile
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 defined in namespacegsl and the names might be aliases for standard library or other well-known library names. Using the (compile-time) indirection through thegsl namespace allows for experimentation and for local variants of the support facilities.
The GSL is header only, and can be found atGSL: 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 use types from the standard (e.g., C++17) in addition to ones from the GSL.For example, we assume avariant type, but this is not currently in GSL.Eventually, usethe one voted into C++17.
Some of the GSL types listed below might not be supported in the library you use due to technical reasons such as limitations in the current versions of C++.Therefore, please consult your GSL documentation to find out more.
For each GSL type below we state an invariant for that type. That invariant holds as long as user code only changes the state of a GSL object using the type’s provided member/free functions (i.e., user code does not bypass the type’s interface to change the object’s value/bits by violating any other Guidelines rule).
Summary of GSL components:
We plan for a “ISO C++ standard style” semi-formal specification 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.
These types allow the user to distinguish between owning and non-owning pointers and between pointers to a single object and pointers to the first element of a sequence.
These “views” are never owners.
References are never owners (seeR.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 doingpush_back, binding tostd::max(x, y + 1), etc). The Lifetime safety profile aims to address those things, but even soowner<T&> does not make sense and is discouraged.
The names are mostly ISO standard-library style (lower case and underscore):
T* // TheT* is not an owner, might be null; assumed to be pointing to a single element.T& // TheT& 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 orvector<T>) or markedowner<T*>.
owner<T*> // aT* that owns the object pointed/referred to; might benullptr.owner is used to mark owning pointers in code that cannot be upgraded to use proper resource handles.Reasons for that include:
Anowner<T> differs from a resource handle for aT by still requiring an explicitdelete.
Anowner<T> is assumed to refer to an object on the free store (heap).
If something is not supposed to benullptr, say so:
not_null<T> //T is usually a pointer type (e.g.,not_null<int*> andnot_null<owner<Foo*>>) that must not benullptr.T can be any type for which==nullptr is meaningful.
span<T> //[p:p+n), constructor from{p, q} and{p, n};T is the pointer typespan_p<T> //{p, predicate}[p:q) whereq is the first element for whichpredicate(*p) is trueAspan<T> refers to zero or more mutableTs unlessT is aconst type. All accesses to elements of the span, notably viaoperator[], are guaranteed to be bounds-checked by default.
Note: GSL’s
span(initially calledarray_view) was proposed for inclusion in the C++ standard library, and was adopted (with changes to its name and interface) except only thatstd::spandoes not provide for guaranteed bounds checking. Therefore GSL changedspan’s name and interface to trackstd::spanand should be exactly the same asstd::span, and the only difference should be that GSLspanis fully bounds-safe by default. If bounds-safety might affect its interface, then those change proposals should be brought back via the ISO C++ committee to keepgsl::spaninterface-compatible withstd::span. If a future evolution ofstd::spanadds bounds checking,gsl::spancan be removed.
“Pointer arithmetic” is best done withinspans.Achar* that points to more than onechar but is not a C-style string (e.g., a pointer into an input buffer) should be represented by aspan.
zstring // achar* supposed to be a C-style string; that is, a zero-terminated sequence ofchar ornullptrczstring // aconst char* supposed to be a C-style string; that is, a zero-terminated sequence ofconstchar ornullptrLogically, those last two aliases are not needed, but we are not always logical, and they make the distinction between a pointer to onechar and a pointer to a C-style string explicit.A sequence of characters that is not assumed to be zero-terminated should be aspan<char>, or if that is impossible because of ABI issues achar*, rather than azstring.
Usenot_null<zstring> for C-style strings that cannot benullptr. ??? Do we need a name fornot_null<zstring>? or is its ugliness a feature?
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 is determined at construction and fixed thereafter. The elements are mutable unlessT is aconst type.dyn_array<T> // A container, non-growing dynamically allocated array. The number of elements is determined at construction and fixed thereafter.The elements are mutable unlessT is aconst type. Basically aspan that allocates and owns its elements.Expects // precondition assertion. Currently placed in function bodies. Later, should be moved to declarations. //Expects(p) terminates the program unlessp == true //Expects is 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 definitions (only)pending standard committee decisions on contracts and assertion syntax.Seethe contract proposal; using the attribute syntax,for example,Expects(p) will become[[expects: p]].
finally //finally(f) makes afinal_action{f} with a destructor that invokesfnarrow_cast //narrow_cast<T>(x) isstatic_cast<T>(x)narrow //narrow<T>(x) isstatic_cast<T>(x) ifstatic_cast<T>(x) == x with no signedness promotions, or it throwsnarrowing_error (e.g.,narrow<unsigned>(-42) throws)[[implicit]] // “Marker” to put on single-argument constructors to explicitly make them non-explicit.move_owner //p = move_owner(q) meansp = q but ???joining_thread // a RAII style version ofstd::thread that joins.index // a type to use for all container and array indexing (currently an alias forptrdiff_t)These concepts (type predicates) are borrowed fromAndrew Sutton’s Origin library,the Range proposal,and the ISO WG21 Palo Alto TR.Many of them are very similar to what became part of the ISO C++ standard in C++20.
StringNumberBooleanRange // in C++20,std::ranges::rangeSortable // in C++20,std::sortableEqualityComparable // in C++20,std::equality_comparableConvertible // in C++20,std::convertible_toCommon // in C++20,std::common_withIntegral // in C++20,std::integralSignedIntegral // in C++20,std::signed_integralSemiRegular // in C++20,std::semiregularRegular // in C++20,std::regularTotallyOrdered // in C++20,std::totally_orderedFunction // in C++20,std::invocableRegularFunction // in C++20,std::regular_invocablePredicate // in C++20,std::predicateRelation // in C++20,std::relationPointer // A type with*,->,==, and default construction (default construction is assumed to set the singular “null” value)Unique_pointer // A type that matchesPointer, is movable, and is not copyableShared_pointer // A type that matchesPointer, and is copyableConsistent 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 include 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:
ALL_CAPS for macro names onlyunderscore_style namesvoid as an argument typeconst notation.cpp suffix for code files and.h for interface filesMost 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 specific and detailed rules are easier to enforce.
These rules bear a strong resemblance to the recommendations in thePPP Style Guidewritten in support of Stroustrup’sProgramming: Principles and Practice using C++.
Compilers do not read comments.Comments are less precise than code.Comments are not updated as consistently as code.
auto x = m * v1 + vv; // multiply m with v1 and add the result to vvBuild an AI program that interprets colloquial English text and see if what is said could be better expressed in C++.
Code says what is done, not what is supposed to be done. Often intent can be stated more clearly and concisely than the implementation.
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 ...}If the comment and the code disagree, both are likely to be wrong.
Verbosity slows down understanding and makes the code harder to read by spreading it around in the source file.
Use intelligible English.I might be fluent in Danish, but most programmers are not; the maintainers of my code might not be.Avoid SMS lingo and watch your grammar, punctuation, and capitalization.Aim for professionalism, not “cool.”
not possible.
Readability. Avoidance of “silly mistakes.”
int i;for (i = 0; i < max; ++i); // bug waiting to happenif (i == j) return i;Always indenting the statement afterif (...),for (...), andwhile (...) is usually a good idea:
if (i < 0) error("negative argument");if (i < 0) error("negative argument");Use a tool.
If names reflect 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 modified.Minimize unintentional conversions.
void print_int(int i);void print_string(const char*);print_int(1); // repetitive, manual type matchingprint_string("xyzzy"); // repetitive, manual type matchingvoid print(int i);void print(string_view); // also works on any string-like sequenceprint(1); // clear, automatic type matchingprint("xyzzy"); // clear, automatic type matchingNames with types encoded are either verbose or cryptic.
printS // print a std::stringprints // print a C-style stringprinti // print an intRequiring 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).
Some styles use very general (not type-specific) prefixes 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.
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.
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.
Rationale: The larger the scope the greater the chance of confusion and of an unintended name clash.
double sqrt(double x); // return the square root of x; x must be non-negativeint length(const char* p); // return the number of characters in a zero-terminated C-style stringint length_of_string(const char zero_terminated_array_of_char[]) // bad: verboseint g; // bad: global variable with a cryptic nameint open; // bad: global variable with a short, popular nameThe use ofp for pointer andx for a floating-point variable is conventional and non-confusing in a restricted scope.
???
Rationale: Consistency in naming and naming style increases readability.
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.
ISO Standard, use lower case only and digits, separate words with underscores:
intvectormy_mapAvoid identifier names that contain double underscores__ or that start with an underscore followed by a capital letter (e.g.,_Throws).Such identifiers are reserved for the C++ implementation.
Stroustrup:ISO Standard, but with upper case used for your own types and concepts:
intvectorMy_mapCamelCase: capitalize each word in a multi-word identifier:
intvectorMyMapmyMapSome conventions capitalize the first letter, some don’t.
Try to be consistent in your use of acronyms and lengths of identifiers:
int mtbf {12};int mean_time_between_failures {12}; // make up your mindWould be possible except for the use of libraries with varying conventions.
ALL_CAPS for macro names onlyTo avoid confusing macros with names that obey scope and type rules.
void f(){ const int SIZE{1000}; // Bad, use 'size' instead int v[SIZE];}In particular, this avoids confusing macros with non-macro symbolic constants (see alsoEnum.5: Don’t useALL_CAPS for enumerators)
enum bad { BAD, WORSE, HORRIBLE }; // BADALL_CAPS non-macro namesunderscore_style namesThe use of underscores to separate parts of a name is the original C and C++ style and used in the C++ Standard Library.
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 forconsistency.The need for consistency beats personal taste.
This is a recommendation forwhen you have no constraints or better ideas.This rule was added after many requests for guidance.
Stroustrup:ISO Standard, but with upper case used for your own types and concepts:
intvectorMy_mapImpossible.
Readability.
Use digit separators to avoid long strings of digits
auto c = 299'792'458; // m/s2auto q2 = 0b0000'1111'0000'0000;auto ss_number = 123'456'7890;Use literal suffixes where clarification is needed
auto hello = "Hello!"s; // a std::stringauto world = "world"; // a C-style stringauto interval = 100ms; // using <chrono>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 defined.It is easy to make a typo in a long string of integers.
Flag long digit sequences. The trouble is to define “long”; maybe 7.
Too much space makes the text larger and distracts.
#include < map >int main(int argc, char * argv [ ]){ // ...}#include <map>int main(int argc, char* argv[]){ // ...}Some IDEs have their own opinions and add distracting space.
This is a recommendation forwhen you have no constraints or better ideas.This rule was added after many requests for guidance.
We value well-placed whitespace as a significant help for readability. Just don’t overdo it.
A conventional order of members improves readability.
When declaring a class use the following order
using)Use thepublic beforeprotected beforeprivate order.
This is a recommendation forwhen you have no constraints or better ideas.This rule was added after many requests for guidance.
class X {public: // interfaceprotected: // unchecked function for use by derived class implementationsprivate: // implementation details};Sometimes, the default order of members conflicts 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: // interfaceprotected: // unchecked function for use by derived class implementationsprivate: // implementation details (types, functions, and data)};Avoid multiple blocks of declarations of one access (e.g.,public) dispersed among blocks of declarations with different access (e.g.private).
class X { // badpublic: void f();public: int g(); // ...};The use of macros to declare groups of members often leads to violation of any ordering rules.However, using macros obscures what is being expressed anyway.
Flag departures from the suggested order. There will be a lot of old code that doesn’t follow this rule.
This is the original C and C++ layout. It preserves vertical space well. It distinguishes different language constructs (such as functions and classes) well.
In the context of C++, this style is often called “Stroustrup”.
This is a recommendation forwhen you have no constraints or better ideas.This rule was added after many requests for guidance.
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(); else something_else(); return some_value;}Note the space betweenif and(
Use separate lines for each statement, the branches of anif, and the body of afor.
The{ for aclass and astruct isnot on a separate line, but the{ for a function is.
Capitalize the names of your user-defined types to distinguish them from standards-library types.
Do not capitalize function names.
If you want enforcement, use an IDE to reformat.
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.
T& operator[](size_t); // OKT &operator[](size_t); // just strangeT & operator[](size_t); // undecidedThis is a recommendation forwhen you have no constraints or better ideas.This rule was added after many requests for guidance.
Impossible in the face of history.
Readability.Not everyone has screens and printers that make it easy to distinguish all characters.We easily confuse similarly spelled and slightly misspelled words.
int oO01lL = 6; // badint splunk = 7;int splonk = 8; // bad: splunk and splonk are easily confused???
Readability.It is really easy to overlook a statement when there is more on a line.
int x = 7; char* p = 29; // don'tint x = 7; f(x); ++x; // don'tEasy.
Readability.Minimizing confusion with the declarator syntax.
For details, seeES.10.
void as an argument typeIt’s verbose and only needed where C compatibility matters.
void f(void); // badvoid g(); // betterEven Dennis Ritchie deemedvoid 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++.
const notationConventional notation is more familiar to more programmers.Consistency in large code bases.
const int x = 7; // OKint const y = 9; // badconst int *const p = nullptr; // OK, constant pointer to constant intint const *const p = nullptr; // bad, constant pointer to constant intWe are well aware that you could claim the “bad” examples are 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 forwhen you have no constraints or better ideas.This rule was added after many requests for guidance.
Flagconst used as a suffix for a type.
.cpp suffix for code files and.h for interface filesIt’s a longstanding convention.But consistency is more important, so if your project uses something else, follow that.
This convention reflects 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 files are rarely shared with C and so should typically be distinguished from.c files,so it’s normally best to name all C++ implementation files something else (such as.cpp).
The specific 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 files,even though the actual extension might be different.
Your IDE (if you use one) might have strong opinions about suffixes.
// foo.h:extern int a; // a declarationextern void foo();// foo.cpp:int a; // a definitionvoid foo() { ++a; }foo.h provides the interface tofoo.cpp. Global variables are best avoided.
// foo.h:int a; // a definitionvoid foo() { ++a; }#include <foo.h> twice in a program and you get a linker error for two one-definition-rule violations.
.h and.cpp (and equivalents) follow the rules below.This section covers answers to frequently asked questions about these guidelines.
See thetop of this page. This is an open-source project to maintain modern authoritative guidelines for writing C++ code using the current C++ Standard. 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.
It was announced byBjarne Stroustrup in his CppCon 2015 opening keynote, “Writing Good C++14”. See also theaccompanying isocpp.org blog post, and for the rationale of the type and memory safety guidelines seeHerb Sutter’s follow-up CppCon 2015 talk, “Writing Good C++14 … By Default”.
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!”
SeeCONTRIBUTING.md. We appreciate volunteer help!
By contributing a lot first and having the consistent quality of your contributions recognized. SeeCONTRIBUTING.md. We appreciate volunteer help!
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.
github.com/isocpp?Becauseisocpp is the Standard C++ Foundation; the committee’s repositories are undergithub.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 theC++ FAQ, which was initially the work of Bjarne Stroustrup, Marshall Cline, and Herb Sutter and contributed to the open project in the same way.
No. These guidelines are about how to best use modern standard C++ and write code assuming you have a modern conforming compiler.
No. These guidelines are about how to best use modern Standard C++, and they limit themselves to recommending only those features.
These coding standards are written usingCommonMark, and<a> HTML anchors.
We are considering the following extensions fromGitHub Flavored Markdown (GFM):
Avoid other HTML tags and other extensions.
Note: We are not yet consistent with this style.
The GSL is the small set of types and aliases specified in these guidelines. As of this writing, their specification herein is too sparse; we plan to add a WG21-style interface specification 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.
No. That is just a first 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 specification to ensure that different implementations agree.
We are reluctant to bless one particular implementation because we do not want to make people think there is only one, and inadvertently stifle parallel implementations. And if these guidelines included an actual implementation, then whoever contributed it could be mistakenly seen as too influential. 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.
Because we want to use them immediately, and because they are temporary in that we want to retire them as soon as types that fill the same needs exist in the standard library.
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 fill the same need) then they can be removed from the GSL.
span<char> different from thestring_view in the Library Fundamentals 1 Technical Specification and C++17 Working Paper? Why not just use the committee-approvedstring_view?The consensus on the taxonomy of views for the C++ Standard Library was that “view” means “read-only”, and “span” means “read/write”. If you only need a read-only view of characters that does not need guaranteed bounds-checking and you have C++17, use C++17std::string_view. Otherwise, if you need a read-write view that does not need guaranteed bounds-checking and you have C++20, use C++20std::span<char>. Otherwise, usegsl::span<char>.
owner the same as the proposedobserver_ptr?No.owner owns, is an alias, and can be applied to any indirection type. The main intent ofobserver_ptr is to signify anon-owning pointer.
stack_array the same as the standardarray?No.stack_array is guaranteed to be allocated on the stack. Although astd::array contains its storage directly inside itself, thearray object can be put anywhere, including the heap.
dyn_array the same asvector or the proposeddynarray?No.dyn_array is a container, likevector, but it is not resizable; its size is fixed at runtime when it is constructed.It is a safe way to refer to a dynamically “heap”-allocated fixed-size array. Unlikevector, it is intended to replace array-new[]. Unlike thedynarray 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.
Expects the same asassert?No. It is a placeholder for language support for contract preconditions.
Ensures the same asassert?No. It is a placeholder for language support for contract postconditions.
This section lists recommended libraries, and explicitly recommends a few.
??? Suitable for the general guide? I think not ???
Ideally, we follow all rules in all code.Realistically, we have to deal with a lot of old code:
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:
span, cannot be done on a per-module basis.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.
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.
Data members are always initialized in the order they are declared in the class definition, 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 beforefirst andlast because it is declared first. That means its constructor will attempt to usefirst andlast too soon – not just before they are set to the desired values, but before they are constructed at all.
If the class definition and the constructor body are in separate files, the long-distance influence that the order of data member 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
=,{}, and() as initializers???
If your design wants virtual dispatch into a derived class from a base class constructor or destructor for functions likef andg, you need other techniques, such as a post-constructor – a separate member function the caller must invoke to complete initialization, which can safely callf andg 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:
Here is an example of the last option:
class B {public: B() { /* ... */ f(); // BAD: C.82: Don't call virtual functions in constructors and destructors /* ... */ } virtual void f() = 0;};class B {protected: class Token {};public: // constructor needs to be public so that make_shared can access it. // protected access level is gained by requiring a Token. explicit B(Token) { /* ... */ } // create an imperfectly initialized object virtual void f() = 0; template<class T> static shared_ptr<T> create() // interface for creating shared objects { auto p = make_shared<T>(typename T::Token{}); p->post_initialize(); return p; }protected: virtual void post_initialize() // called right after construction { /* ... */ f(); /* ... */ } // GOOD: virtual dispatch is safe }};class D : public B { // some derived classprotected: class Token {};public: // constructor needs to be public so that make_shared can access it. // protected access level is gained by requiring a Token. explicit D(Token) : B{ B::Token{} } {} void f() override { /* ... */ };protected: template<class T> friend shared_ptr<T> B::create();};shared_ptr<D> p = D::create<D>(); // creating a D objectThis design requires the following discipline:
D must not expose a publicly callable constructor. Otherwise,D’s users could createD objects that don’t invokepost_initialize.operator new.B can, however, overridenew (see Items 45 and 46 inSuttAlex05).D must define a constructor with the same parameters thatB selected. Defining several overloads ofcreate 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 thatpost_initialize has been called for any fully constructedB-derived object.post_initialize 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]
Should destruction behave virtually? That is, should destruction through a pointer to abase class be allowed? If yes, thenbase’s destructor must be public in order to be callable, and virtual, otherwise calling it results in undefined behavior. Otherwise, it should be protected so that only derived classes can invoke it in their own destructors, and non-virtual since it doesn’t need to behave virtually.
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 ashared_ptr<base>:
class Base {public: ~Base(); // BAD, not virtual virtual ~Base(); // GOOD // ...};class Derived : public Base { /* ... */ };{ unique_ptr<Base> pb = make_unique<Derived>(); // ...} // ~pb invokes correct destructor only when ~Base is virtualIn 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 non-virtual:
class My_policy {public: virtual ~My_policy(); // BAD, public and virtualprotected: ~My_policy(); // GOOD // ...};template<class Policy>class customizable : Policy { /* ... */ }; // note: private inheritanceThis simple guideline illustrates a subtle issue and reflects modern uses of inheritance and object-oriented design principles.
For a base classBase, calling code might try to destroy derived objects through pointers toBase, such as when using aunique_ptr<Base>. IfBase’s destructor is public and non-virtual (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 undefined. 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 define an abstraction (see Items 35 through 37). Recall that for each member function participating in that abstraction, you need to decide:
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 toBase non-virtually (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 non-virtual calls dangerous or wrong. For a base class destructor, therefore, the choice is between allowing it to be called via a pointer toBase virtually or not at all; “non-virtually” is not an option. Hence, a base class destructor is virtual if it can be called (i.e., is public), and non-virtual otherwise.
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 non-virtual. You can always=default the implementation if the default body is fine and you’re just writing the function to give it the proper visibility and virtuality.
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 forB objects to be created and destroyed.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 first 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 non-virtual but clearly document that further-derived objects must not be used polymorphically asB’s. This is what was done withstd::unary_function.
In general, however, avoid concrete base classes (see Item 35). For example,unary_function 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 non-virtual destructor.
References:[SuttAlex05] 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
???
Never allow an error to be reported from a destructor, a resource deallocation function (e.g.,operator delete), or aswap function usingthrow. 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. Specifically, types whose destructors might throw an exception are flatly forbidden from use with the C++ Standard Library. Most destructors are now implicitlynoexcept by default.
class Nefarious {public: Nefarious() { /* code that could throw */ } // ok ~Nefarious() { /* code that could throw */ } // BAD, should not throw // ...};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 nHere, copyings could throw, and if that throws and ifn’s destructor then also throws, the program will exit viastd::terminate because two exceptions can’t be propagated simultaneously.
Classes withNefarious members or bases are also hard to use safely, because their destructors must invokeNefarious’ destructor, and are similarly poisoned by its bad 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 iHere, if constructingcopy2 throws, we have the same problem becausei’s destructor now also can throw, and if so we’ll invokestd::terminate.
You can’t reliably create global or staticNefarious objects either:
static Nefarious n; // oops, any destructor exception can't be caughtYou can’t reliably create arrays ofNefarious:
void test() { std::array<Nefarious, 10> arr; // this line can std::terminate() }The behavior of arrays is undefined 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 anarr 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.
You can’t useNefarious 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 storeNefarious objects in standard containers or use them with any other part of the standard library.
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 defined 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 specifically overloadedoperator delete andoperator 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 onswap 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 ofoperator= for a typeT that performs copy construction followed by a call to a no-failswap:
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 definitely 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 atry/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, files, locks, ports, windows, or other system objects).
When using exceptions as your error handling mechanism, always document this behavior by declaring these functionsnoexcept. (See Item 75.)
References:[SuttAlex05] 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
???
If you define a copy constructor, you must also define a copy assignment operator.
If you define a move constructor, you must also define a move assignment operator.
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; // okx2 = x1; // pitfall: either fails to compile, or does something suspiciousIf you define a destructor, you should not use the compiler-generated copy or move operation; you probably need to define 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 suspiciousx2 = x1; // pitfall: either fails to compile, or does something suspiciousIf you define copying, and any base or member has a type that defines a move operation, you should also define 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?)};X test(){ X local; // ... return local; // pitfall: will be inefficient and/or do the wrong thing}If you define any of the copy constructor, copy assignment operator, or destructor, you probably should define the others.
If you need to define any of these five functions, it means you need it to do more than its default behavior – and the five are asymmetrically interrelated. Here’s how:
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 classified 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 non-public 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:[SuttAlex05] Item 52;[Cline99] §30.01-14,[Koenig97] §4,[Stroustrup00] §5.5, §10.4,[SuttHysl04b]
Resource management rule summary:
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.
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 theTs. To do so,Vector must define or deletethe copy, move, and destruction operations.
??? "odd" non-memory resource ???The basic technique for preventing leaks is to have every resource owned by a resource handle with a suitable destructor. A checker can find “nakednews”. Given a list of C-style allocation functions (e.g.,fopen()), a checker can also find uses that are not managed by a resource handle. In general, “naked pointers” can be viewed with suspicion, flagged, and/or analyzed. A complete list of resources cannot be generated without human input (the definition of “a resource” is necessarily too general), but a tool can be “parameterized” with a resource list.
That would be a leak.
void f(int i){ FILE* f = fopen("a file", "r"); ifstream is { "another file" }; // ... if (i == 0) return; // ... fclose(f);}Ifi == 0 the file handle fora file is leaked. On the other hand, theifstream foranother file will correctly close its file (upon destruction). If you must use an explicit pointer, rather than a resource handle with specific semantics, use aunique_ptr or ashared_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; // ...}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 ofspan andstring_view should help a lot (they are not resource handles).
To be able to distinguish owners from views.
This is independent of how you “spell” pointer:T*,T&,Ptr<T> andRange<T> are not owners.
To avoid extremely hard-to-find errors. Dereferencing such a pointer is undefined behavior and could lead to violations of the type system.
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 might not be the string "This" string x = *p; // undefined behavior: we don't know what (if anything) is allocated a location p *p = "Evil!";}Thestrings ofv are destroyed upon exit frombad() and so isv itself. The returned pointer points to unallocated memory on the free store. This memory (pointed into byp) might have been reallocated by the time*p is executed. There might be nostring to read and a write throughp could easily corrupt objects of unrelated types.
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.
To provide statically type-safe manipulation of elements.
template<typename T> class Vector { // ... T* elem; // point to sz elements of type T int sz;};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
vector<int> get_large_vector(){ return ...;}auto v = get_large_vector(); // return by value is ok, most modern compilers will do copy elisionSee the Exceptions inF.20.
Check for pointers and references returned from functions and see if they are assigned to resource handles (e.g., to aunique_ptr).
To provide complete control of the lifetime of the resource. To provide a coherent set of operations on the resource.
??? Messing with pointersIf all members are resource handles, rely on the compiler-generated operations where possible.
template<typename T> struct Named { string name; T value;};NowNamed has a default constructor, a destructor, and efficient copy and move operations, providedT has.
In general, a tool cannot know if a class is a resource handle. However, if a class has some ofthe 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.
It is common to need an initial set of elements.
template<typename T> class Vector {public: Vector(std::initializer_list<T>); // ...};Vector<string> vs { "Nygaard", "Ritchie" };When is a class a container? ???
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 toolsthat are helpful in writing good C++ code. If a tool is designed specifically to support and links to the C++ Core Guidelines it is a candidate for inclusion.
Clang-tidy has a set of rules that specifically enforce the C++ Core Guidelines. These rules are named in the patterncppcoreguidelines-*.
The Microsoft compiler’s C++ code analysis contains a set of rules specifically aimed at enforcement of the C++ Core Guidelines.
A relatively informal definition of terms used in the guidelines(based off the glossary inProgramming: Principles and Practice using C++)
More information on many topics about C++ can be found on theStandard C++ Foundation’s site.
[0:max).final virtual function), and objects of the type are intended to be used only indirectly (e.g., by pointer). [In strict terms, “base class” could be defined as “something we derived from” but we are specifying in terms of the class designer’s intent.] Typically a base class has one or more virtual functions.while-statement.[0:5) means the values 0, 1, 2, 3, and 4.std::regular concept). After a copy, the copied object compares equal to the original object. A regular type behaves similarly to built-in types likeint 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 alsosemiregular type.std::semiregular concept). The result of a copy is an independent object with the same value as the original. A semiregular type behaves roughly like a built-in type likeint, but possibly without a== operator. See alsoregular type.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.
std::literals::*_literals)?void* should have their toes set on fire. That one has been a personal favorite of mine for a number of years. :)const-ness wherever possible: member functions, variables and (yippee)const_iteratorsauto(size) vs.{initializers} vs.{Extent{size}}std::function) vs. CRTP/static? YES Perhaps even vs. tag dispatch?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?p = (s1 + s2).c_str();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 ... }avoid static class members variables (race conditions, almost-global variables)
lock_guard,unique_lock,shared_lock), never callmutex.lock andmutex.unlock directly (RAII)std::terminate in destructor if not joined or detached … is there a good reason to detach threads?) – ??? could support library provide a RAII wrapper forstd::thread?std::lock (or another deadlock avoidance algorithm?)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.atomic_compare_exchange_strong withstd::atomic<user-defined-struct> (differences in padding matter, whilecompare_exchange_weak in a loop converges to stable padding)shared_future objects are not thread-safe: two threads cannot wait on the sameshared_future object (they can wait on copies of ashared_future that refer to the same shared state)individualshared_ptr objects are not thread-safe: different threads can call non-const member functions ondifferentshared_ptrs that refer to the same shared object, but one thread cannot call a non-const member function of ashared_ptr object while another thread accesses that sameshared_ptr object (if you need that, consideratomic_shared_ptr instead)