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May 2, 2019
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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 accompanying LICENSE 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 note the introduction that outlines our aims and general approach. The list of contributors is here.
Problems:
- The sets of rules have not been completely checked for completeness, consistency, or enforceability.
- Triple question marks (???) mark known missing information
- Update reference sections; many pre-C++11 sources are too old.
- For a more-or-less up-to-date to-do list see: To-do: Unclassified proto-rules
You can read an explanation of the scope and structure of this Guide or just jump straight in:
- In: Introduction
- P: Philosophy
- I: Interfaces
- F: Functions
- C: Classes and class hierarchies
- Enum: Enumerations
- R: Resource management
- ES: Expressions and statements
- Per: Performance
- CP: Concurrency and parallelism
- E: Error handling
- Con: Constants and immutability
- T: Templates and generic programming
- CPL: C-style programming
- SF: Source files
- SL: The Standard Library
Supporting sections:
- A: Architectural ideas
- NR: Non-Rules and myths
- RF: References
- Pro: Profiles
- GSL: Guidelines support library
- NL: Naming and layout rules
- FAQ: Answers to frequently asked questions
- Appendix A: Libraries
- Appendix B: Modernizing code
- Appendix C: Discussion
- Appendix D: Supporting tools
- Glossary
- To-do: Unclassified proto-rules
You can sample rules for specific language features:
- assignment: regular types -- prefer initialization -- copy -- move -- other operations -- default
-
class
: data -- invariant -- members -- helpers -- concrete types -- ctors, =, and dtors -- hierarchy -- operators -
concept
: rules -- in generic programming -- template arguments -- semantics - constructor:
invariant --
establish invariant --
throw
-- default -- not needed --explicit
-- delegating --virtual
- derived
class
: when to use -- as interface -- destructors -- copy -- getters and setters -- multiple inheritance -- overloading -- slicing --dynamic_cast
- destructor: and constructors -- when needed? -- may not fail
- exception:
errors --
throw
-- for errors only --noexcept
-- minimizetry
-- what if no exceptions? -
for
: range-for and for -- for and while -- for-initializer -- empty body -- loop variable -- loop variable type ??? - function: naming -- single operation -- no throw -- arguments -- argument passing -- multiple return values -- pointers -- lambdas
-
inline
: small functions -- in headers - initialization:
always --
prefer
{}
-- lambdas -- in-class initializers -- class members -- factory functions - lambda expression: when to use
- operator: conventional -- avoid conversion operators -- and lambdas
-
public
,private
, andprotected
: information hiding -- consistency --protected
-
static_assert
: compile-time checking -- and concepts -
struct
: for organizing data -- use if no invariant -- no private members -
template
: abstraction -- containers -- concepts -
unsigned
: and signed -- bit manipulation -
virtual
: interfaces -- notvirtual
-- destructor -- never fail
You can look at design concepts used to express the rules:
- assertion: ???
- error: ???
- exception: exception guarantee (???)
- failure: ???
- invariant: ???
- leak: ???
- library: ???
- precondition: ???
- postcondition: ???
- resource: ???
This document is a set of guidelines for using C++ well. The aim of this document is to help people to use modern C++ effectively. By "modern C++" we mean effective use of the ISO C++ standard (currently C++17, but almost all of our recommendations also apply to C++14 and C++11). In other words, what would you like your code to look like in 5 years' time, given that you can start now? In 10 years' time?
The guidelines are focused on relatively high-level issues, such as interfaces, resource management, memory management, and concurrency. Such rules affect application architecture and library design. Following the rules will lead to code that is statically type safe, has no resource leaks, and catches many more programming logic errors than is common in code today. And it will run fast -- you can afford to do things right.
We are less concerned with low-level issues, such as naming conventions and indentation style. However, no topic that can help a programmer is out of bounds.
Our initial set of rules emphasizes safety (of various forms) and simplicity. They may very well be too strict. We expect to have to introduce more exceptions to better accommodate real-world needs. We also need more rules.
You will 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++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:
- In.target: Target readership
- In.aims: Aims
- In.not: Non-aims
- In.force: Enforcement
- In.struct: The structure of this document
- In.sec: Major sections
All C++ programmers. This includes programmers who might consider C.
The purpose of this document is to help developers to adopt modern C++ (currently C++17) and to achieve a more uniform style across code bases.
We do not suffer the delusion that every one of these rules can be effectively applied to every code base. Upgrading old systems is hard. However, we do believe that a program that uses a rule is less error-prone and more maintainable than one that does not. Often, rules also lead to faster/easier initial development. As far as we can tell, these rules lead to code that performs as well or better than older, more conventional techniques; they are meant to follow the zero-overhead principle ("what you don't use, you don't pay for" or "when you use an abstraction mechanism appropriately, you get at least as good performance as if you had handcoded using lower-level language constructs"). Consider these rules ideals for new code, opportunities to exploit when working on older code, and try to approximate these ideals as closely as feasible. Remember:
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 dereferencing nullptr
, for avoiding dangling pointers, and the systematic use of exceptions (via RAII).
Partly to achieve that and partly to minimize obscure code as a source of errors, the rules also emphasize simplicity and the hiding of necessary complexity behind well-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 allow gradual adoption.
Some rules aim to increase various forms of safety while others aim to reduce the likelihood of accidents, many do both. The guidelines aimed at preventing accidents often ban perfectly legal C++. However, when there are two ways of expressing an idea and one has shown itself a common source of errors and the other has not, we try to guide programmers towards the latter.
The rules are not intended to be minimal or orthogonal. In particular, general rules can be simple, but unenforceable. Also, it is often hard to understand the implications of a general rule. More specialized rules are often easier to understand and to enforce, but without general rules, they would just be a long list of special cases. We provide rules aimed at helping novices as well as rules supporting expert use. Some rules can be completely enforced, but others are based on heuristics.
These rules are not meant to be read serially, like a book. You can browse through them using the links. However, their main intended use is to be targets for tools. That is, a tool looks for violations and the tool returns links to violated rules. The rules then provide reasons, examples of potential consequences of the violation, and suggested remedies.
These guidelines are not intended to be a substitute for a tutorial treatment of C++. If you need a tutorial for some given level of experience, see the references.
This is not a guide on how to convert old C++ code to more modern code. It is meant to articulate ideas for new code in a concrete fashion. However, see the modernization section for some possible approaches to modernizing/rejuvenating/upgrading. Importantly, the rules support gradual adoption: It is typically infeasible to completely convert a large code base all at once.
These guidelines are not meant to be complete or exact in every language-technical detail. For the 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 are emphatically 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 blindly. The enforcement parts try to be that, but we would rather leave a rule or a definition a bit vague and open to interpretation than specify something precisely and wrong. Sometimes, precision comes only with time and experience. Design is not (yet) a form of Math.
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.
- But we want lots of rules, and we want rules that everybody can use.
- But different people have different needs.
- But people don't like to read lots of rules.
- But people can't remember many rules.
So, we need subsetting to meet a variety of needs.
- But arbitrary subsetting leads to chaos.
We want guidelines that help a lot of people, make code more uniform, and strongly encourage people to modernize their code. We want to encourage best practices, rather than leave all to individual choices and management pressures. The ideal is to use all rules; that gives the greatest benefits.
This adds up to quite a few dilemmas. We try to resolve those using tools. Each rule has an Enforcement section listing ideas for enforcement. Enforcement might be done by code review, by static analysis, by compiler, or by run-time checks. Wherever possible, we prefer "mechanical" checking (humans are slow, inaccurate, and bore easily) and static checking. Run-time checks are suggested only rarely where no alternative exists; we do not want to introduce "distributed fat". Where appropriate, we label a rule (in the Enforcement sections) with the name of groups of related rules (called "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):
-
type: No type violations (reinterpreting a
T
as aU
through casts, unions, or varargs) - bounds: No bounds violations (accessing beyond the range of an array)
-
lifetime: No leaks (failing to
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 the Enforcement sections to things we know how to enforce; some comments are mere wishes that might inspire some tool builder.
Tools that implement these rules shall respect the following syntax to explicitly suppress a rule:
[[gsl::suppress(tag)]]
where "tag" is the anchor name of the item where the Enforcement rule appears (e.g., for C.134 it is "Rh-public"), the name of a profile group-of-rules ("type", "bounds", or "lifetime"), or a specific rule in a profile (type.4, or bounds.2).
Each rule (guideline, suggestion) can have several parts:
- The rule itself -- e.g., no naked
new
- A rule reference number -- e.g., C.7 (the 7th rule related to classes). Since the major sections are not inherently ordered, we use letters as the first part of a rule reference "number". We leave gaps in the numbering to minimize "disruption" when we add or remove rules.
- Reasons (rationales) -- because programmers find it hard to follow rules they don't understand
- Examples -- because rules are hard to understand in the abstract; can be positive or negative
- Alternatives -- for "don't do this" rules
- Exceptions -- we prefer simple general rules. However, many rules apply widely, but not universally, so exceptions must be listed
- Enforcement -- ideas about how the rule might be checked "mechanically"
- See alsos -- references to related rules and/or further discussion (in this document or elsewhere)
- Notes (comments) -- something that needs saying that doesn't fit the other classifications
- Discussion -- references to more extensive rationale and/or examples placed outside the main lists of rules
Some rules are hard to check mechanically, but they all meet the minimal criteria that an expert programmer can spot many violations without too much trouble. We hope that "mechanical" tools will improve with time to approximate what such an expert programmer notices. Also, we assume that the rules will be 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 the Alternative paragraphs and the Discussion sections. If you don't understand a rule or disagree with it, please visit its Discussion. If you feel that a discussion is missing or incomplete, enter an Issue explaining your concerns and possibly a corresponding PR.
This is not a language manual. It is meant to be helpful, rather than complete, fully accurate on technical details, or a guide to existing code. Recommended information sources can be found in the references.
- In: Introduction
- P: Philosophy
- I: Interfaces
- F: Functions
- C: Classes and class hierarchies
- Enum: Enumerations
- R: Resource management
- ES: Expressions and statements
- Per: Performance
- CP: Concurrency and parallelism
- E: Error handling
- Con: Constants and immutability
- T: Templates and generic programming
- CPL: C-style programming
- SF: Source files
- SL: The Standard Library
Supporting sections:
- A: Architectural ideas
- NR: Non-Rules and myths
- RF: References
- Pro: Profiles
- GSL: Guidelines support library
- NL: Naming and layout rules
- FAQ: Answers to frequently asked questions
- Appendix A: Libraries
- Appendix B: Modernizing code
- Appendix C: Discussion
- Appendix D: Supporting tools
- Glossary
- To-do: Unclassified proto-rules
These sections are not orthogonal.
Each section (e.g., "P" for "Philosophy") and each subsection (e.g., "C.hier" for "Class Hierarchies (OOP)") have an abbreviation for ease of searching and reference. The main section abbreviations are also used in rule numbers (e.g., "C.11" for "Make concrete types regular").
The rules in this section are very general.
Philosophy rules summary:
- P.1: Express ideas directly in code
- P.2: Write in ISO Standard C++
- P.3: Express intent
- P.4: Ideally, a program should be statically type safe
- P.5: Prefer compile-time checking to run-time checking
- P.6: What cannot be checked at compile time should be checkable at run time
- P.7: Catch run-time errors early
- P.8: Don't leak any resources
- P.9: Don't waste time or space
- P.10: Prefer immutable data to mutable data
- P.11: Encapsulate messy constructs, rather than spreading through the code
- P.12: Use supporting tools as appropriate
- P.13: Use support libraries as appropriate
Philosophical rules are generally not mechanically checkable. However, individual rules 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 of month
is explicit about returning a Month
and about not modifying the state of the Date
object.
The second version leaves the reader guessing and opens more possibilities for uncaught bugs.
This loop is a restricted form of std::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 the guidelines 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 unit
change_speed(23m / 10s); // meters per second
We could have accepted a plain (unit-less) double
as a delta, but that would have been error-prone.
If we wanted both absolute speed and deltas, we would have defined a Delta
type.
Very hard in general.
- use
const
consistently (check if member functions modify their object; check if functions modify arguments passed by pointer or reference) - flag uses of casts (casts neuter the type system)
- detect code that mimics the standard library (hard)
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 that are common and implemented by multiple compilers may have slightly different behaviors and edge case behavior as a direct result of not having a rigorous standard definition. With sufficient use of any such extension, expected portability 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++17, C++14, or C++11) 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 of v
is not expressed here. The implementation detail of an index is exposed (so that it might be misused), and i
outlives the scope of the loop, which may or may not be intended. The reader cannot know from just this section of code.
Better:
for (const auto& x : v) { /* do something with the value of x */ }
Now, there is no explicit mention of the iteration mechanism, and the loop operates on a reference to const
elements so that accidental modification cannot happen. If modification is desired, say so:
for (auto& x : v) { /* modify x */ }
For more details about for-statements, see ES.71.
Sometimes better still, use a named algorithm. This example uses the for_each
from the Ranges TS because it directly expresses the intent:
for_each(v, [](int x) { /* do something with the value of x */ });
for_each(par, v, [](int x) { /* do something with the value of x */ });
The last variant makes it clear that we are not interested in the order in which the elements of v
are handled.
A programmer should be familiar with
- The guidelines support library
- The ISO C++ Standard Library
- Whatever foundation libraries are used for the current project(s)
Alternative formulation: Say what should be done, rather than just how it should be done.
Some language constructs express intent better than others.
If two int
s are meant to be the coordinates of a 2D point, say so:
draw_line(int, int, int, int); // obscure
draw_line(Point, Point); // clearer
Look for common patterns for which there are better alternatives
- simple
for
loops vs. range-for
loops -
f(T*, int)
interfaces vs.f(span<T>)
interfaces - loop variables in too large a scope
- naked
new
anddelete
- functions with many parameters of built-in types
There 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:
- unions
- casts
- array decay
- range errors
- narrowing conversions
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:
- unions -- use
variant
(in C++17) - casts -- minimize their use; templates can help
- array decay -- use
span
(from the GSL) - range errors -- use
span
- narrowing conversions -- minimize their use and use
narrow
ornarrow_cast
(from the GSL) where they are necessary
Code clarity and performance. You don't need to write error handlers for errors caught at compile time.
// Int is an alias used for integers
int bits = 0; // don't: avoidable code
for (Int i = 1; i; i <<= 1)
++bits;
if (bits < 32)
cerr << "Int too small\n";
This example fails to achieve what it is trying to achieve (because overflow is undefined) and should be replaced with a simple static_assert
:
// Int is an alias used for integers
static_assert(sizeof(Int) >= 4); // do: compile-time check
Or better still just use the type system and replace Int
with int32_t
.
void read(int* p, int n); // read max n integers into *p
int a[100];
read(a, 1000); // bad, off the end
better
void read(span<int> r); // read into the range of integers r
int a[100];
read(a); // better: let the compiler figure out the number of elements
Alternative formulation: Don't postpone to run time what can be done well at compile time.
- Look for pointer arguments.
- Look for run-time checks for range violations.
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 loaded
extern void f(int* p);
void g(int n)
{
// bad: the number of elements is not passed to f()
f(new int[n]);
}
Here, a crucial bit of information (the number of elements) has been so thoroughly "obscured" that static analysis is probably rendered infeasible and dynamic checking can be very difficult when f()
is part of an ABI so that we cannot "instrument" that pointer. We could embed helpful information into the free store, but that requires global changes to a system and maybe to the compiler. What we have here is a design that makes error detection very hard.
We can of course pass the number of elements along with the pointer:
// separately compiled, possibly dynamically loaded
extern void f2(int* p, int n);
void g2(int n)
{
f2(new int[n], m); // bad: a wrong number of elements can be passed to f()
}
Passing the number of elements as an argument is better (and far more common) than just passing the pointer and relying on some (unstated) convention for knowing or discovering the number of elements. However (as shown), a simple typo can introduce a serious error. The connection between the two arguments of f2()
is conventional, rather than explicit.
Also, it is implicit that f2()
is supposed to delete
its argument (or did the caller make a second mistake?).
The standard library resource management pointers fail to pass the size when they point to an object:
// separately compiled, possibly dynamically loaded
// NB: this assumes the calling code is ABI-compatible, using a
// compatible C++ compiler and the same stdlib implementation
extern void f3(unique_ptr<int[]>, int n);
void g3(int n)
{
f3(make_unique<int[]>(n), m); // bad: pass ownership and size separately
}
We need to pass the pointer and the number of elements as an integral object:
extern void f4(vector<int>&); // separately compiled, possibly dynamically loaded
extern void f4(span<int>); // separately compiled, possibly dynamically loaded
// NB: this assumes the calling code is ABI-compatible, using a
// compatible C++ compiler and the same stdlib implementation
void g3(int n)
{
vector<int> v(n);
f4(v); // pass a reference, retain ownership
f4(span<int>{v}); // pass a view, retain ownership
}
This design carries the number of elements along as an integral part of an object, so that errors are unlikely and dynamic (run-time) checking is always feasible, if not always affordable.
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;
}
- ???
- show how possible checks are avoided by interfaces that pass polymorphic base classes around, when they actually know what they need? Or strings as "free-style" options
- Flag (pointer, count)-style interfaces (this will flag a lot of examples that can't be fixed for compatibility reasons)
- ???
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 in use1
that will lead to corrupted data or a crash.
The (pointer, count)-style interface leaves increment1()
with no realistic way of defending itself against out-of-range errors.
If we could check subscripts for out of range access, then the error would not be discovered until p[10]
was accessed.
We could check earlier and improve the code:
void increment2(span<int> p)
{
for (int& x : p) ++x;
}
void use2(int m)
{
const int n = 10;
int a[n] = {};
// ...
increment2({a, m}); // maybe typo, maybe m <= n is supposed
// ...
}
Now, m <= n
can be checked at the point of call (early) rather than later.
If all we had was a typo so that we meant to use n
as the bound, the code could be further 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 istream
Date extract_date(const string& s); // extract date from string
void user1(const string& date) // manipulate date
{
auto d = extract_date(date);
// ...
}
void user2()
{
Date d = read_date(cin);
// ...
user1(d.to_string());
// ...
}
The date is validated twice (by the Date
constructor) and passed as a character string (unstructured data).
Excess checking can be costly.
There are cases where checking early is dumb because you may not ever need the value, or may only need part of the value that is more easily checked than the whole. Similarly, don't add validity checks that change the asymptotic behavior of your interface (e.g., don't add a O(n)
check to an interface with an average complexity of O(1)
).
class Jet { // Physics says: e * e < x * x + y * y + z * z
float x;
float y;
float z;
float e;
public:
Jet(float x, float y, float z, float e)
:x(x), y(y), z(z), e(e)
{
// Should I check here that the values are physically meaningful?
}
float m() const
{
// Should I handle the degenerate case here?
return sqrt(x * x + y * y + z * z - e * e);
}
???
};
The physical law for a jet (e * e < x * x + y * y + z * z
) is not an invariant because of the possibility for measurement errors.
???
- Look at pointers and arrays: Do range-checking early and not repeatedly
- Look at conversions: Eliminate or mark narrowing conversions
- Look for unchecked values coming from input
- Look for structured data (objects of classes with invariants) being converted into strings
- ???
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);
}
Prefer RAII:
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.
Enforcing the lifetime safety profile eliminates leaks. When combined with resource safety provided by RAII, it eliminates the need for "garbage collection" (by generating no garbage). Combine this with enforcement of the type and bounds profiles and you get complete type- and resource-safety, guaranteed by tools.
- Look at pointers: Classify them into non-owners (the default) and owners.
Where feasible, replace owners with standard-library resource handles (as in the example above).
Alternatively, mark an owner as such using
owner
from the GSL. - Look for naked
new
anddelete
- Look for known resource allocating functions returning raw pointers (such as
fopen
,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 of X
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 of new
and delete
for buf
is redundant; if we really needed a local string, we should use a local string
.
There are several more performance bugs and gratuitous complication.
void lower(zstring s)
{
for (int i = 0; i < strlen(s); ++i) s[i] = tolower(s[i]);
}
Yes, this is an example from production code. We leave it to the reader to figure out what's wasted.
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.
- Flag an unused return value from a user-defined non-defaulted postfix
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.
See Con: 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.
Instead, we could use vector
:
vector<int> v;
v.reserve(100);
// ...
for (int x; cin >> x; ) {
// ... check that x is valid ...
v.push_back(x);
}
The standards library and the GSL are examples of this philosophy.
For example, instead of messing with the arrays, unions, cast, tricky lifetime issues, gsl::owner
, etc.,
that are needed to implement key abstractions, such as vector
, span
, lock_guard
, and future
, we use the libraries
designed and implemented by people with more time and expertise than we usually have.
Similarly, we can and should design and implement more specialized libraries, rather than leaving the users (often ourselves)
with the challenge of repeatedly getting low-level code well.
This is a variant of the subset of superset principle that underlies these guidelines.
- Look for "messy code" such as complex pointer manipulation and casting outside the implementation of abstractions.
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 do if the majority of your time must be spent on an implementation. The cost (time, effort, money, etc.) of a library can be shared over many users. A widely used library is more likely to be kept up-to-date and ported to new systems than an individual application. Knowledge of a widely-used library can save time on other/future projects. So, if a suitable library exists for your application domain, use it.
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:
- I.1: Make interfaces explicit
- I.2: Avoid non-
const
global variables - I.3: Avoid singletons
- I.4: Make interfaces precisely and strongly typed
- I.5: State preconditions (if any)
- I.6: Prefer
Expects()
for expressing preconditions - I.7: State postconditions
- I.8: Prefer
Ensures()
for expressing postconditions - I.9: If an interface is a template, document its parameters using concepts
- I.10: Use exceptions to signal a failure to perform a required task
- I.11: Never transfer ownership by a raw pointer (
T*
) or reference (T&
) - I.12: Declare a pointer that must not be null as
not_null
- I.13: Do not pass an array as a single pointer
- I.22: Avoid complex initialization of global objects
- I.23: Keep the number of function arguments low
- I.24: Avoid adjacent unrelated parameters of the same type
- I.25: Prefer abstract classes as interfaces to class hierarchies
- I.26: If you want a cross-compiler ABI, use a C-style subset
- I.27: For stable library ABI, consider the Pimpl idiom
- I.30: Encapsulate rule violations
See also:
- F: Functions
- C.concrete: Concrete types
- C.hier: Class hierarchies
- C.over: Overloading and overloaded operators
- C.con: Containers and other resource handles
- E: Error handling
- T: Templates and generic programming
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 of round(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 printf's return value
fprintf(connection, "logging: %d %d %d\n", x, y, s);
What if the connection goes down so that no logging output is produced? See I.???.
Alternative: Throw an exception. An exception cannot be ignored.
Alternative formulation: Avoid passing information across an interface through non-local or implicit state.
Note that non-const
member functions pass information to other member functions through their object's state.
Alternative formulation: An interface should be a function or a set of functions. Functions can be template functions and sets of functions can be classes or class templates.
- (Simple) A function should not make control-flow decisions based on the values of variables declared at namespace scope.
- (Simple) A function should not write to variables declared at namespace scope.
Non-const
global variables hide dependencies and make the dependencies subject to unpredictable changes.
struct Data {
// ... lots of stuff ...
} data; // non-const data
void compute() // don't
{
// ... use data ...
}
void output() // don't
{
// ... use data ...
}
Who else might modify data
?
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 to const
.
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 nonlocal data (or data passed by reference) while another thread executes the callee, we can have a data race. Every pointer or reference to mutable data is a potential data race.
You cannot have a race condition on immutable data.
References: See the rules for calling functions.
The rule is "avoid", not "don't use." Of course there will be (rare) exceptions, such as cin
, cout
, and cerr
.
(Simple) Report all non-const
variables declared at namespace scope.
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 it const
or constexpr
.
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 local static
does not imply a race condition.
However, if the destruction of X
involves an operation that needs to be synchronized we must use a less simple solution.
For example:
X& myX()
{
static auto p = new X {3};
return *p; // potential leak
}
Now someone must delete
that object in some suitably thread-safe way.
That's error-prone, so we don't use that technique unless
-
myX
is in multi-threaded code, - that
X
object needs to be destroyed (e.g., because it releases a resource), and -
X
's destructor's code needs to be synchronized.
If you, as many do, define a singleton as a class for which only one object is created, functions like myX
are not singletons, and this useful technique is not an exception to the no-singleton rule.
Very hard in general.
- Look for classes with names that include
singleton
. - Look for classes for which only a single object is created (by counting objects or by examining constructors).
- If a class X has a public static function that contains a function-local static of the class' type X and returns a pointer or reference to it, ban that.
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 suspicious
Callers are unsure what types are allowed and if the data may
be mutated as const
is not specified. Note all pointer types
implicitly convert to void*, so it is easy for callers to provide this value.
The callee must static_cast
data to an unverified type to use it.
That is error-prone and verbose.
Only use const void*
for passing in data in designs that are indescribable in C++. Consider using a variant
or a pointer to base instead.
Alternative: Often, a template parameter can eliminate the void*
turning it into a T*
or T&
.
For generic code these T
s can be general or concept constrained template parameters.
Consider:
draw_rect(100, 200, 100, 500); // what do the numbers specify?
draw_rect(p.x, p.y, 10, 20); // what units are 10 and 20 in?
It is clear that the caller is describing a rectangle, but it is unclear what parts they relate to. Also, an int
can carry arbitrary forms of information, including values of many units, so we must guess about the meaning of the four int
s. Most likely, the first two are an x
,y
coordinate pair, but what are the last two?
Comments and parameter names can help, but we could be explicit:
void draw_rectangle(Point top_left, Point bottom_right);
void draw_rectangle(Point top_left, Size height_width);
draw_rectangle(p, Point{10, 20}); // two corners
draw_rectangle(p, Size{10, 20}); // one corner and a (height, width) pair
Obviously, we cannot catch all errors through the static type system (e.g., the fact that a 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 flags enum; 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 what time_to_blink
means: Seconds? Milliseconds?
void blink_led(int time_to_blink) // bad -- the unit is ambiguous
{
// ...
// do something with time_to_blink
// ...
}
void use()
{
blink_led(2);
}
std::chrono::duration
types (C++11) helps making the unit of time duration explicit.
void blink_led(milliseconds time_to_blink) // good -- the unit is explicit
{
// ...
// do something with time_to_blink
// ...
}
void use()
{
blink_led(1500ms);
}
The function can also be written in such a way that it will accept any time duration unit.
template<class rep, class period>
void blink_led(duration<rep, period> time_to_blink) // good -- accepts any unit
{
// assuming that millisecond is the smallest relevant unit
auto milliseconds_to_blink = duration_cast<milliseconds>(time_to_blink);
// ...
// do something with milliseconds_to_blink
// ...
}
void use()
{
blink_led(2s);
blink_led(1500ms);
}
- (Simple) Report the use of
void*
as a parameter or return type. - (Simple) Report the use of more than one
bool
parameter. - (Hard to do well) Look for functions that use too many primitive type arguments.
Arguments have meaning that may constrain their proper use in the callee.
Consider:
double sqrt(double x);
Here x
must be nonnegative. The type system cannot (easily and naturally) express that, so we must use other means. For example:
double sqrt(double x); // x must be nonnegative
Some preconditions can be expressed as assertions. For example:
double sqrt(double x) { Expects(x >= 0); /* ... */ }
Ideally, that Expects(x >= 0)
should be part of the interface of sqrt()
but that's not easily done. For now, we place it in the definition (function body).
References: Expects()
is described in GSL.
Prefer a formal specification of requirements, such as Expects(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. ???
To 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, and assert()
.
This can make them hard to distinguish from ordinary code, hard to update, hard to manipulate by tools, and may have the wrong semantics (do you always want to abort in debug mode and check nothing in productions runs?).
Preconditions should be part of the interface rather than part of the implementation, but we don't yet have the language facilities to do that. Once language support becomes available (e.g., see the contract proposal) we will adopt the standard version of preconditions, postconditions, and assertions.
Expects()
can also be used to check a condition in the middle of an algorithm.
No, using unsigned
is not a good way to sidestep the problem of ensuring that a value is nonnegative.
(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; } // bad
Here, 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 redundant memset()
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 a Record
, using a mutex
to avoid race conditions:
mutex m;
void manipulate(Record& r) // don't
{
m.lock();
// ... no m.unlock() ...
}
Here, we "forgot" to state that the mutex
should be released, so we don't know if the failure to ensure release of the mutex
was a bug or a feature.
Stating the postcondition would have made it clear:
void manipulate(Record& r) // postcondition: m is unlocked upon exit
{
m.lock();
// ... no m.unlock() ...
}
The bug is now obvious (but only to a human reading comments).
Better still, use RAII to ensure that the postcondition ("the lock must be released") is enforced in code:
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 belongs in the definition/implementation.
(Not enforceable) This is a philosophical guideline that is infeasible to check directly in the general case. Domain specific checkers (like lock-holding checkers) exist for many toolchains.
To 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, and assert()
.
This can make them hard to distinguish from ordinary code, hard to update, hard to manipulate by tools, and may have the wrong semantics.
Alternative: Postconditions of the form "this resource must be released" are best expressed by RAII.
Ideally, that Ensures
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 the contract 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 ISO Concepts TS style of requirements specification. For example:
template<typename Iter, typename Val>
// requires InputIterator<Iter> && EqualityComparable<ValueType<Iter>>, Val>
Iter find(Iter first, Iter last, Val v)
{
// ...
}
Soon (maybe in 2018), most compilers will be able to check requires
clauses once the //
is removed.
Concepts are supported in GCC 6.1 and later.
See also: Generic programming and concepts.
(Not yet enforceable) A language facility is under specification. When the language facility is available, warn if any non-variadic template parameter is not constrained by a concept (in its declaration or mentioned in a requires
clause).
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 fails
template <class F, class ...Args>
// good: throw system_error if unable to start the new thread
explicit 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. A facility structured bindings to deal with that will become available in C++17.
auto [val, error_code] = do_something();
if (error_code) {
// ... handle the error or exit ...
}
// ... use val ...
We don't consider "performance" a valid reason not to use exceptions.
- Often, explicit error checking and handling consume as much time and space as exception handling.
- Often, cleaner code yields better performance with exceptions (simplifying the tracing of paths through the program and their optimization).
- A good rule for performance critical code is to move checking outside the critical part of the code (checking).
- In the longer term, more regular code gets better optimized.
- Always carefully measure before making performance claims.
See also: I.5 and I.7 for reporting precondition and postcondition violations.
- (Not enforceable) This is a philosophical guideline that is infeasible to check directly.
- Look for
errno
.
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 returned X
? The problem would be harder to spot if compute
returned a reference.
Consider returning the result by value (use move semantics if the result is large):
vector<double> compute(args) // good
{
vector<double> res(10000);
// ...
return res;
}
Alternative: Pass ownership using a "smart pointer", such as unique_ptr
(for exclusive ownership) and shared_ptr
(for shared ownership).
However, that is less elegant and often less 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 using owner
from the guidelines support library:
owner<X*> compute(args) // It is now clear that ownership is transferred
{
owner<X*> res = new X{};
// ...
return res;
}
This tells analysis tools that res
is an owner.
That is, its value must be delete
d or transferred to another owner, as is done here by the return
.
owner
is used similarly in the implementation of resource handles.
Every object passed as a raw pointer (or iterator) is assumed to be owned by the caller, so that its lifetime is handled by the caller. Viewed another way: ownership transferring APIs are relatively rare compared to pointer-passing APIs, so the default is "no ownership transfer."
See also: Argument passing, use of smart pointer arguments, and value return.
- (Simple) Warn on
delete
of a raw pointer that is not anowner<T>
. Suggest use of standard-library resource handle or use ofowner<T>
. - (Simple) Warn on failure to either
reset
or explicitlydelete
anowner
pointer on every code path. - (Simple) Warn if the return value of
new
or a function call with anowner
return value is assigned to a raw pointer or non-owner
reference.
To help avoid dereferencing nullptr
errors.
To improve performance by avoiding redundant checks for nullptr
.
int length(const char* p); // it is not clear whether length(nullptr) is valid
length(nullptr); // OK?
int length(not_null<const char*> p); // better: we can assume that p cannot be nullptr
int length(const char* p); // we must assume that p can be nullptr
By stating the intent in source, implementers and tools can provide better diagnostics, such as finding some classes of errors through static analysis, and perform optimizations, such as removing branches and null tests.
not_null
is defined in the guidelines support library.
The assumption that the pointer to char
pointed to a C-style string (a zero-terminated string of characters) was still implicit, and a potential source of confusion and errors. Use czstring
in preference to const char*
.
// we can assume that p cannot be nullptr
// we can assume that p points to a zero-terminated array of characters
int length(not_null<zstring> p);
Note: length()
is, of course, std::strlen()
in disguise.
- (Simple) ((Foundation)) If a function checks a pointer parameter against
nullptr
before access, on all control-flow paths, then warn it should be declarednot_null
. - (Complex) If a function with pointer return value ensures it is not
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 than n
elements in the array pointed to by q
? Then, we overwrite some probably unrelated memory.
What if there are fewer than n
elements in the array pointed to by p
? Then, we read some probably unrelated memory.
Either is undefined behavior and a potentially very nasty bug.
Consider using explicit spans:
void copy(span<const T> r, span<T> r2); // copy r to r2
Consider:
void draw(Shape* p, int n); // poor interface; poor code
Circle arr[10];
// ...
draw(arr, 10);
Passing 10
as the n
argument may be a mistake: the most common convention is to assume [0:n)
but that is nowhere stated. Worse is that the call of draw()
compiled at all: there was an implicit conversion from array to pointer (array decay) and then another implicit conversion from Circle
to Shape
. There is no way that draw()
can safely iterate through that array: it has no way of knowing the size of the elements.
Alternative: Use a support class that ensures that the number of elements is correct and prevents dangerous implicit conversions. For example:
void draw2(span<Circle>);
Circle arr[10];
// ...
draw2(span<Circle>(arr)); // deduce the number of elements
draw2(arr); // deduce the element type and array size
void draw3(span<Shape>);
draw3(arr); // error: cannot convert Circle[10] to span<Shape>
This draw2()
passes the same amount of information to draw()
, but makes the fact that it is supposed to be a range of Circle
s explicit. See ???.
Use zstring
and czstring
to represent a C-style, zero-terminated strings.
But when doing so, use string_span
from the GSL to prevent range errors.
- (Simple) ((Bounds)) Warn for any expression that would rely on implicit conversion of an array type to a pointer type. Allow exception for zstring/czstring pointer types.
- (Simple) ((Bounds)) Warn for any arithmetic operation on an expression of pointer type that results in a value of pointer type. Allow exception for zstring/czstring pointer types.
Complex initialization can lead to undefined order of execution.
// file1.c
extern const X x;
const Y y = f(x); // read x; write y
// file2.c
extern const Y y;
const X x = g(y); // read y; write x
Since x
and y
are in different translation units the order of calls to f()
and g()
is undefined;
one will access an uninitialized const
.
This shows that the order-of-initialization problem for global (namespace scope) objects is not limited to global variables.
Order of initialization problems become particularly difficult to handle in concurrent code. It is usually best to avoid global (namespace scope) objects altogether.
- Flag initializers of globals that call non-
constexpr
functions - Flag initializers of globals that access
extern
objects
Having 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 being passed as individual elements instead of as a single object that enforces an invariant. This not only expands the parameter list, but it leads to errors because the component values are no longer protected by an enforced invariant.
-
Violating "one function, one responsibility." The function is trying to do more than one job and should probably be refactored.
The standard-library merge()
is at the limit of what we can comfortably handle:
template<class InputIterator1, class InputIterator2, class OutputIterator, class Compare>
OutputIterator merge(InputIterator1 first1, InputIterator1 last1,
InputIterator2 first2, InputIterator2 last2,
OutputIterator result, Compare comp);
Note that this is because of problem 1 above -- missing abstraction. Instead of passing a range (abstraction), STL passed iterator pairs (unencapsulated component values).
Here, we have four template arguments and six function arguments.
To simplify the most frequent and simplest uses, the comparison argument can be defaulted to <
:
template<class InputIterator1, class InputIterator2, class OutputIterator>
OutputIterator merge(InputIterator1 first1, InputIterator1 last1,
InputIterator2 first2, InputIterator2 last2,
OutputIterator result);
This doesn't reduce the total complexity, but it reduces the surface complexity presented to many users. To really reduce the number of arguments, we need to bundle the arguments into higher-level abstractions:
template<class InputRange1, class InputRange2, class OutputIterator>
OutputIterator merge(InputRange1 r1, InputRange2 r2, OutputIterator result);
Grouping arguments into "bundles" is a general technique to reduce the number of arguments and to increase the opportunities for checking.
Alternatively, we could use concepts (as defined by the ISO TS) to define the notion of three types that must be usable for merging:
Mergeable{In1, In2, Out}
OutputIterator merge(In1 r1, In2 r2, Out result);
The safety Profiles recommend replacing
void f(int* some_ints, int some_ints_length); // BAD: C style, unsafe
with
void f(gsl::span<int> some_ints); // GOOD: safe, bounds-checked
Here, using an abstraction has safety and robustness 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.
- Warn when a function declares two iterators (including pointers) of the same type instead of a range or a view.
- (Not enforceable) This is a philosophical guideline that is infeasible to check directly.
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.
Use const
for the "from" argument:
void copy_n(const T* p, T* q, int n); // copy from [p:p + n) to [q:q + n)
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., a span
):
void copy_n(span<const T> p, span<T> q); // copy from p to q
Define a struct
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 parameters are often filled in by name at the call site.
(Simple) Warn if two consecutive parameters share the same type.
Abstract classes are more likely to be stable than base classes with state.
You just knew that Shape
would turn up somewhere :-)
class Shape { // bad: interface class loaded with data
public:
Point center() const { return c; }
virtual void draw() const;
virtual void rotate(int);
// ...
private:
Point c;
vector<Point> outline;
Color col;
};
This will force every derived class to compute a center -- even if that's non-trivial and the center is never used. Similarly, not every Shape
has a Color
, and many Shape
s are best represented without an outline defined as a sequence of Point
s. Abstract classes were invented to discourage users from writing such classes:
class Shape { // better: Shape is a pure interface
public:
virtual Point center() const = 0; // pure virtual functions
virtual void draw() const = 0;
virtual void rotate(int) = 0;
// ...
// ... no data members ...
// ...
virtual ~Shape() = default;
};
(Simple) Warn if a pointer/reference to a class C
is assigned to a pointer/reference to a base of C
and the base class contains data members.
Different compilers implement different binary layouts for classes, exception handling, function names, and other implementation details.
You can carefully craft an interface using a few carefully selected higher-level C++ types. See ???.
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 may 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 those implementation details require recompilation of all users of a class that uses them. A non-polymorphic interface class holding a pointer to implementation (Pimpl) can isolate the users of a class from changes in its implementation at the cost of an indirection.
interface (widget.h)
class widget {
class impl;
std::unique_ptr<impl> pimpl;
public:
void draw(); // public API that will be forwarded to the implementation
widget(int); // defined in the implementation file
~widget(); // defined in the implementation file, where impl is a complete type
widget(widget&&) = default;
widget(const widget&) = delete;
widget& operator=(widget&&); // defined in the implementation file
widget& operator=(const widget&) = delete;
};
implementation (widget.cpp)
class widget::impl {
int n; // private data
public:
void draw(const widget& w) { /* ... */ }
impl(int n) : n(n) {}
};
void widget::draw() { pimpl->draw(*this); }
widget::widget(int n) : pimpl{std::make_unique<impl>(n)} {}
widget::~widget() = default;
widget& widget::operator=(widget&&) = default;
See GOTW #100 and cppreference 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 the subtleties. 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 to main
), should consume input
from 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 rule against uninitialized variables, the rule against ignoring ownership, and the rule against magic constants. In particular, someone has to remember to somewhere write
if (owned) delete inp;
We could handle this particular example by using unique_ptr
with a special deleter that does nothing for cin
,
but that's complicated for novices (who can easily encounter this problem) and the example is an example of a more general
problem where a property that we would like to consider static (here, ownership) needs infrequently be addressed
at run time.
The common, most frequent, and safest examples can be handled statically, so we don't want to add cost and complexity to those.
But we must also cope with the uncommon, less-safe, and necessarily more expensive cases.
Such examples are discussed in [Str15].
So, we write a class
class Istream { [[gsl::suppress(lifetime)]]
public:
enum Opt { from_line = 1 };
Istream() { }
Istream(zstring p) :owned{true}, inp{new ifstream{p}} {} // read from file
Istream(zstring p, Opt) :owned{true}, inp{new istringstream{p}} {} // read from command line
~Istream() { if (owned) delete inp; }
operator istream& () { return *inp; }
private:
bool owned = false;
istream* inp = &cin;
};
Now, the dynamic nature of istream
ownership has been encapsulated.
Presumably, a bit of checking for potential errors would be added in real code.
- Hard, it is hard to decide what rule-breaking code is essential
- Flag rule suppression that enable rule-violations to cross interfaces
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:
- F.1: "Package" meaningful operations as carefully named functions
- F.2: A function should perform a single logical operation
- F.3: Keep functions short and simple
- F.4: If a function may have to be evaluated at compile time, declare it
constexpr
- F.5: If a function is very small and time-critical, declare it inline
- F.6: If your function may not throw, declare it
noexcept
- F.7: For general use, take
T*
orT&
arguments rather than smart pointers - F.8: Prefer pure functions
- F.9: Unused parameters should be unnamed
Parameter passing expression rules:
- F.15: Prefer simple and conventional ways of passing information
- F.16: For "in" parameters, pass cheaply-copied types by value and others by reference to
const
- F.17: For "in-out" parameters, pass by reference to non-
const
- F.18: For "will-move-from" parameters, pass by
X&&
andstd::move
the parameter - F.19: For "forward" parameters, pass by
TP&&
and onlystd::forward
the parameter - F.20: For "out" output values, prefer return values to output parameters
- F.21: To return multiple "out" values, prefer returning a struct or tuple
- F.60: Prefer
T*
overT&
when "no argument" is a valid option
Parameter passing semantic rules:
- F.22: Use
T*
orowner<T*>
to designate a single object - F.23: Use a
not_null<T>
to indicate that "null" is not a valid value - F.24: Use a
span<T>
or aspan_p<T>
to designate a half-open sequence - F.25: Use a
zstring
or anot_null<zstring>
to designate a C-style string - F.26: Use a
unique_ptr<T>
to transfer ownership where a pointer is needed - F.27: Use a
shared_ptr<T>
to share ownership
- F.42: Return a
T*
to indicate a position (only) - F.43: Never (directly or indirectly) return a pointer or a reference to a local object
- F.44: Return a
T&
when copy is undesirable and "returning no object" isn't needed - F.45: Don't return a
T&&
- F.46:
int
is the return type formain()
- F.47: Return
T&
from assignment operators - F.48: Don't
return std::move(local)
Other function rules:
- F.50: Use a lambda when a function won't do (to capture local variables, or to write a local function)
- F.51: Where there is a choice, prefer default arguments over overloading
- F.52: Prefer capturing by reference in lambdas that will be used locally, including passed to algorithms
- F.53: Avoid capturing by reference in lambdas that will be used nonlocally, including returned, stored on the heap, or passed to another thread
- F.54: If you capture
this
, capture all variables explicitly (no default capture) - F.55: Don't use
va_arg
arguments
Functions have strong similarities to lambdas and function objects.
See also: C.lambdas: Function objects and lambdas
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 with read_and_print
.
It reads, it writes (to a fixed ostream
), it writes error messages (to a fixed ostream
), it handles only int
s.
There is nothing to reuse, logically separate operations are intermingled and local variables are in scope after the end of their logical use.
For a tiny example, this looks OK, but if the input operation, the output operation, and the error handling had been more complicated the tangled
mess could become hard to understand.
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);
find_if(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 rule Keep functions short and simple implies "Keep loop bodies short." Similarly, lambdas used as callback arguments are sometimes non-trivial, yet unlikely to be reusable.
- See Keep functions short and simple
- Flag identical and very similar lambdas used in different places.
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 templatize read()
and print()
on the data type, the I/O mechanism, the response to errors, etc. Example:
auto read = [](auto& input, auto& value) // better
{
input >> value;
// check for errors
};
auto print(auto& output, const auto& value)
{
output << value << "\n";
}
- Consider functions with more than one "out" parameter suspicious. Use return values instead, including
tuple
for multiple return values. - Consider "large" functions that don't fit on one editor screen suspicious. Consider factoring such a function into smaller well-named suboperations.
- Consider functions with 7 or more parameters suspicious.
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.
- Flag functions that do not "fit on a screen." How big is a screen? Try 60 lines by 140 characters; that's roughly the maximum that's comfortable for a book page.
- Flag functions that are too complex. How complex is too complex? You could use cyclomatic complexity. Try "more than 10 logical path through." Count a simple switch as one path.
constexpr
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 of fac()
.
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 functions constexpr
.
Most computation is best done at run time.
Any API that may eventually depend on high-level run-time configuration or
business logic should not be made constexpr
. Such customization can not be
evaluated by the compiler, and any constexpr
functions that depended upon
that API would have to be refactored or drop constexpr
.
Impossible and unnecessary.
The compiler gives an error if a non-constexpr
function is called where a constant is required.
Some optimizers are good at inlining without hints from the programmer, but don't rely on it.
Measure! Over the last 40 years or so, we have been promised compilers that can inline better than humans without hints from humans.
We are still waiting.
Specifying inline
encourages the compiler to do a better job.
inline string cat(const string& s, const string& s2) { return s + s2; }
Do not put an inline
function in what is meant to be a stable interface unless you are certain that it will not change.
An inline function is part of the ABI.
constexpr
implies inline
.
Member functions defined in-class are inline
by default.
Template functions (incl. template member functions) are normally defined in headers and therefore inline.
Flag inline
functions that are more than three statements and could have been declared out of line (such as class member functions).
If an exception is not supposed to be thrown, the program cannot be assumed to cope with the error and should be terminated as soon as possible. Declaring a function noexcept
helps optimizers by reducing the number of alternative execution paths. It also speeds up the exit after failure.
Put noexcept
on every function written completely in C or in any other language without exceptions.
The C++ Standard Library does that implicitly for all functions in the C Standard Library.
constexpr
functions can throw when evaluated at run time, so you may need noexcept
for some of those.
You can use noexcept
even on functions that can throw:
vector<string> collect(istream& is) noexcept
{
vector<string> res;
for (string s; is >> s;)
res.push_back(s);
return res;
}
If collect()
runs out of memory, the program crashes.
Unless the program is crafted to survive memory exhaustion, that may be just the right thing to do;
terminate()
may generate suitable error log information (but after memory runs out it is hard to do anything clever).
You must be aware of the execution environment that your code is running when
deciding whether to tag a function noexcept
, especially because of the issue
of throwing and allocation. Code that is intended to be perfectly general (like
the standard library and other utility code of that sort) needs to support
environments where a bad_alloc
exception may be handled meaningfully.
However, most programs and execution environments cannot meaningfully
handle a failure to allocate, and aborting the program is the cleanest and
simplest response to an allocation failure in those cases. If you know that
your application code cannot respond to an allocation failure, it may be
appropriate to add noexcept
even on functions that allocate.
Put another way: In most programs, most functions can throw (e.g., because they
use new
, call functions that do, or use library functions that reports failure
by throwing), so don't just sprinkle noexcept
all over the place without
considering whether the possible exceptions can be handled.
noexcept
is most useful (and most clearly correct) for frequently used,
low-level functions.
Destructors, swap
functions, move operations, and default constructors should never throw.
See also C.44.
- Flag functions that are not
noexcept
, yet cannot throw. - Flag throwing
swap
,move
, destructors, and default constructors.
Passing a smart pointer transfers or shares ownership and should only be used when ownership semantics are intended (see R.30).
Passing by smart pointer restricts the use of a function to callers that use smart pointers.
Passing a shared smart pointer (e.g., std::shared_ptr
) implies a run-time cost.
// accepts any int*
void f(int*);
// can only accept ints for which you want to transfer ownership
void g(unique_ptr<int>);
// can only accept ints for which you are willing to share ownership
void g(shared_ptr<int>);
// doesn't change ownership, but requires a particular ownership of the caller
void h(const unique_ptr<int>&);
// accepts any int
void h(int&);
// callee
void f(shared_ptr<widget>& w)
{
// ...
use(*w); // only use of w -- the lifetime is not used at all
// ...
};
See further in R.30.
We can catch dangling pointers statically, so we don't need to rely on resource management to avoid violations from dangling pointers.
See also:
Flag a parameter of a smart pointer type (a type that overloads operator->
or operator*
) for which the ownership semantics are not used;
that is
- copyable but never copied/moved from or movable but never moved
- and that is never modified or passed along to another function that could do so.
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.
X* find(map<Blob>& m, const string& s, Hint); // once upon a time, a hint was used
Allowing parameters to be unnamed was introduced in the early 1980 to address this problem.
Flag named unused parameters.
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 may 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.
Both let the caller know that a function will not modify the argument, and both allow initialization by rvalues.
What is "cheap to copy" depends on the machine architecture, but two or three words (doubles, pointers, references) are usually best passed by value. When copying is cheap, nothing beats the simplicity and safety of copying, and for small objects (up to two or three words) it is also faster than passing by reference because it does not require an extra indirection to access from the function.
void f1(const string& s); // OK: pass by reference to const; always cheap
void f2(string s); // bad: potentially expensive
void f3(int x); // OK: Unbeatable
void f4(const int& x); // bad: overhead on access in f4()
For advanced uses (only), where you really need to optimize for rvalues passed to "input-only" parameters:
- If the function is going to unconditionally move from the argument, take it by
&&
. See F.18. - If the function is going to keep a copy of the argument, in addition to passing by
const&
(for lvalues), add an overload that passes the parameter by&&
(for rvalues) and in the bodystd::move
s it to its destination. Essentially this overloads a "will-move-from"; see F.18. - In special cases, such as multiple "input + copy" parameters, consider using perfect forwarding. See F.19.
int multiply(int, int); // just input ints, pass by value
// suffix is input-only but not as cheap as an int, pass by const&
string& concatenate(string&, const string& suffix);
void sink(unique_ptr<widget>); // input only, and moves ownership of the widget
Avoid "esoteric techniques" such as:
- Passing arguments as
T&&
"for efficiency". Most rumors about performance advantages from passing by&&
are false or brittle (but see F.18 and F.19). - Returning
const T&
from assignments and similar operations (see F.47.)
Assuming that Matrix
has move operations (possibly by keeping its elements in a std::vector
):
Matrix operator+(const Matrix& a, const Matrix& b)
{
Matrix res;
// ... fill res with the sum ...
return res;
}
Matrix x = m1 + m2; // move constructor
y = m3 + m3; // move assignment
The return value optimization doesn't handle the assignment case, but the move assignment does.
A reference may be assumed to refer to a valid object (language rule).
There is no (legitimate) "null reference."
If you need the notion of an optional value, use a pointer, std::optional
, or a special value used to denote "no value."
- (Simple) ((Foundation)) Warn when a parameter being passed by value has a size greater than
2 * sizeof(void*)
. Suggest using a reference toconst
instead. - (Simple) ((Foundation)) Warn when a parameter passed by reference to
const
has a size less than2 * sizeof(void*)
. Suggest passing by value instead. - (Simple) ((Foundation)) Warn when a parameter passed by reference to
const
ismove
d.
This makes it clear to callers that the object is assumed to be modified.
void update(Record& r); // assume that update writes to r
A T&
argument can pass information into a function as well as out of it.
Thus T&
could be an in-out-parameter. That can in itself be a problem and a source of errors:
void f(string& s)
{
s = "New York"; // non-obvious error
}
void g()
{
string buffer = ".................................";
f(buffer);
// ...
}
Here, the writer of g()
is supplying a buffer for f()
to fill, but f()
simply replaces it (at a somewhat higher cost than a simple copy of the characters).
A bad logic error can happen if the writer of g()
incorrectly assumes the size of the buffer
.
- (Moderate) ((Foundation)) Warn about functions regarding reference to non-
const
parameters that do not write to them. - (Simple) ((Foundation)) Warn when a non-
const
parameter being passed by reference ismove
d.
It's efficient and eliminates bugs at the call site: X&&
binds to rvalues, which requires an explicit std::move
at the call site if passing an lvalue.
void sink(vector<int>&& v) { // sink takes ownership of whatever the argument owned
// usually there might be const accesses of v here
store_somewhere(std::move(v));
// usually no more use of v here; it is moved-from
}
Note that the std::move(v)
makes it possible for store_somewhere()
to leave v
in a moved-from state.
That could be dangerous.
Unique owner types that are move-only and cheap-to-move, such as unique_ptr
, can also be passed by value which is simpler to write and achieves the same effect. Passing by value does generate one extra (cheap) move operation, but prefer simplicity and clarity first.
For example:
template <class T>
void sink(std::unique_ptr<T> p) {
// use p ... possibly std::move(p) onward somewhere else
} // p gets destroyed
- Flag all
X&&
parameters (whereX
is not a template type parameter name) where the function body uses them withoutstd::move
. - Flag access to moved-from objects.
- Don't conditionally move from objects
If the object is to be passed onward to other code and not directly used by this function, we want to make this function agnostic to the argument const
-ness and rvalue-ness.
In that case, and only that case, make the parameter TP&&
where TP
is a template type parameter -- it both ignores and preserves const
-ness and rvalue-ness. Therefore any code that uses a TP&&
is implicitly declaring that it itself doesn't care about the variable's const
-ness and rvalue-ness (because it is ignored), but that intends to pass the value onward to other code that does care about const
-ness and rvalue-ness (because it is preserved). When used as a parameter TP&&
is safe because any temporary objects passed from the caller will live for the duration of the function call. A parameter of type TP&&
should essentially always be passed onward via std::forward
in the body of the function.
template <class F, class... Args>
inline auto invoke(F f, Args&&... args) {
return f(forward<Args>(args)...);
}
??? calls ???
- Flag a function that takes a
TP&&
parameter (whereTP
is a template type parameter name) and does anything with it other thanstd::forward
ing it exactly once on every static path.
A return value is self-documenting, whereas a &
could be either in-out or out-only and is liable to be misused.
This includes large objects like standard containers that use implicit move operations for performance and to avoid explicit memory management.
If you have multiple values to return, use a tuple or similar multi-member type.
// OK: return pointers to elements with the value x
vector<const int*> find_all(const vector<int>&, int x);
// Bad: place pointers to elements with value x in-out
void find_all(const vector<int>&, vector<const int*>& out, int x);
A struct
of many (individually cheap-to-move) elements may be in aggregate expensive to move.
It is not recommended to return a const
value.
Such older advice is now obsolete; it does not add value, and it interferes with move semantics.
const vector<int> fct(); // bad: that "const" is more trouble than it is worth
vector<int> g(const vector<int>& vx)
{
// ...
fct() = vx; // prevented by the "const"
// ...
return fct(); // expensive copy: move semantics suppressed by the "const"
}
The argument for adding const
to a return value is that it prevents (very rare) accidental access to a temporary.
The argument against is prevents (very frequent) use of move semantics.
- For non-value types, such as types in an inheritance hierarchy, return the object by
unique_ptr
orshared_ptr
. - If a type is expensive to move (e.g.,
array<BigPOD>
), consider allocating it on the free store and return a handle (e.g.,unique_ptr
), or passing it in a reference to non-const
target object to fill (to be used as an out-parameter). - To reuse an object that carries capacity (e.g.,
std::string
,std::vector
) across multiple calls to the function in an inner loop: treat it as an in/out parameter and pass by reference.
struct Package { // exceptional case: expensive-to-move object
char header[16];
char load[2024 - 16];
};
Package fill(); // Bad: large return value
void fill(Package&); // OK
int val(); // OK
void val(int&); // Bad: Is val reading its argument
- Flag reference to non-
const
parameters that are not read before being written to and are a type that could be cheaply returned; they should be "out" return values. - Flag returning a
const
value. To fix: Removeconst
to return a non-const
value instead.
A return value is self-documenting as an "output-only" value.
Note that C++ does have multiple return values, by convention of using a tuple
(including pair
),
possibly with the extra convenience of tie
at the call site.
Prefer using a named struct where there are semantics to the returned value. Otherwise, a nameless tuple
is useful in generic code.
// BAD: output-only parameter documented in a comment
int f(const string& input, /*output only*/ string& output_data)
{
// ...
output_data = something();
return status;
}
// GOOD: self-documenting
tuple<int, string> f(const string& input)
{
// ...
return make_tuple(status, something());
}
C++98's standard library already used this style, because a pair
is like a two-element tuple
.
For example, given a set<string> my_set
, consider:
// C++98
result = my_set.insert("Hello");
if (result.second) do_something_with(result.first); // workaround
With C++11 we can write this, putting the results directly in existing local variables:
Sometype iter; // default initialize if we haven't already
Someothertype success; // used these variables for some other purpose
tie(iter, success) = my_set.insert("Hello"); // normal return value
if (success) do_something_with(iter);
With C++17 we are able to use "structured bindings" to declare and initialize the multiple variables:
if (auto [ iter, success ] = my_set.insert("Hello"); success) do_something_with(iter);
Sometimes, we need to pass an object to a function to manipulate its state.
In such cases, passing the object by reference T&
is usually the right technique.
Explicitly passing an in-out parameter back out again as a return value is often not necessary.
For example:
istream& operator>>(istream& is, string& s); // much like std::operator>>()
for (string s; cin >> s; ) {
// do something with line
}
Here, both s
and cin
are used as in-out parameters.
We pass cin
by (non-const
) reference to be able to manipulate its state.
We pass s
to avoid repeated allocations.
By reusing s
(passed by reference), we allocate new memory only when we need to expand s
's capacity.
This technique is sometimes called the "caller-allocated out" pattern and is particularly useful for types,
such as string
and vector
, that needs to do free store allocations.
To compare, if we passed out all values as return values, we would something like this:
pair<istream&, string> get_string(istream& is); // not recommended
{
string s;
is >> s;
return {is, s};
}
for (auto p = get_string(cin); p.first; ) {
// do something with p.second
}
We consider that 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 many cases, it may be 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.unit
auto d2 = measure(obj2); // access d2.value and d2.unit
auto [value, unit] = measure(obj3); // access value and unit; somewhat redundant
// to people who know measure()
auto [x, y] = measure(obj4); // don't; it's likely to be confusing
The overly-generic pair
and tuple
should be used only when the value returned represents independent entities rather than an abstraction.
Another example, use a specific type along the lines of variant<T, error_code>
, rather than using the generic tuple
.
- Output parameters should be replaced by return values.
An output parameter is one that the function writes to, invokes a non-
const
member function, or passes on as a non-const
.
Readability: it makes the meaning of a plain pointer clear. Enables significant tool support.
In traditional C and C++ code, plain T*
is used for many weakly-related purposes, such as:
- Identify a (single) object (not to be deleted by this function)
- Point to an object allocated on the free store (and delete it later)
- Hold the
nullptr
- Identify a C-style string (zero-terminated array of characters)
- Identify an array with a length specified separately
- Identify a location in an array
This makes it hard to understand what the code does and is supposed to do. It complicates checking and tool support.
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 a T*
obtained from a smart pointer to T
(e.g., unique_ptr<T>
) points to a single element.
See also: Support library
See also: Do not pass an array as a single pointer
- (Simple) ((Bounds)) Warn for any arithmetic operation on an expression of pointer type that results in a value of pointer type.
Clarity. A function with a not_null<T>
parameter makes it clear that the caller of the function is responsible for any nullptr
checks that may be necessary.
Similarly, a function with a return value of not_null<T>
makes it clear that the caller of the function does not need to check for nullptr
.
not_null<T*>
makes it obvious to a reader (human or machine) that a test for nullptr
is not necessary before dereference.
Additionally, when debugging, owner<T*>
and not_null<T>
can be instrumented to check for correctness.
Consider:
int length(Record* p);
When I call length(p)
should I check if p
is nullptr
first? Should the implementation of length()
check if p
is nullptr
?
// it is the caller's job to make sure p != nullptr
int length(not_null<Record*> p);
// the implementor of length() must assume that p == nullptr is possible
int length(Record* p);
A not_null<T*>
is assumed not to be the nullptr
; a T*
may be the nullptr
; both can be represented in memory as a T*
(so no run-time overhead is implied).
not_null
is not just for built-in pointers. It works for unique_ptr
, shared_ptr
, and other pointer-like types.
- (Simple) Warn if a raw pointer is dereferenced without being tested against
nullptr
(or equivalent) within a function, suggest it is declarednot_null
instead. - (Simple) Error if a raw pointer is sometimes dereferenced after first being tested against
nullptr
(or equivalent) within the function and sometimes is not. - (Simple) Warn if a
not_null
pointer is tested againstnullptr
within a function.
Informal/non-explicit ranges are a source of errors.
X* find(span<X> r, const X& v); // find v in r
vector<X> vec;
// ...
auto p = find({vec.begin(), vec.end()}, X{}); // find X{} in vec
Ranges are extremely common in C++ code. Typically, they are implicit and their correct use is very hard to ensure.
In particular, given a pair of arguments (p, n)
designating an array [p:p+n)
,
it is in general impossible to know if there really are n
elements to access following *p
.
span<T>
and span_p<T>
are simple helper classes designating a [p:q)
range and a range starting with p
and ending with the first element for which a predicate is true, respectively.
A span
represents a range of elements, but how do we manipulate elements of that range?
void f(span<int> s)
{
// range traversal (guaranteed correct)
for (int x : s) cout << x << '\n';
// C-style traversal (potentially checked)
for (gsl::index i = 0; i < s.size(); ++i) cout << s[i] << '\n';
// random access (potentially checked)
s[7] = 9;
// extract pointers (potentially checked)
std::sort(&s[0], &s[s.size() / 2]);
}
A span<T>
object does not own its elements and is so small that it can be passed by value.
Passing a span
object as an argument is exactly as 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 use span
instead.
C-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.
Consider:
int length(const char* p);
When I call length(s)
should I check if s
is nullptr
first? Should the implementation of length()
check if p
is nullptr
?
// the implementor of length() must assume that p == nullptr is possible
int length(zstring p);
// it is the caller's job to make sure p != nullptr
int length(not_null<zstring> p);
zstring
does not represent ownership.
See also: Support library
Using unique_ptr
is the cheapest way to pass a pointer safely.
See also: C.50 regarding when to return a shared_ptr
from a factory.
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 either unique_ptr
or shared_ptr
instead.
Using std::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};
// detach threads
// last thread to finish deletes the image
Prefer a unique_ptr
over a shared_ptr
if there is never more than one owner at a time.
shared_ptr
is for shared ownership.
Note that pervasive use of shared_ptr
has a cost (atomic operations on the shared_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.
A pointer (T*
) can be a nullptr
and a reference (T&
) cannot, there is no valid "null reference".
Sometimes having nullptr
as an alternative to indicated "no object" is useful, but if it is not, a reference is notationally simpler and might yield better code.
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 a nullptr
(e.g., T* p = nullptr; T& r = (T&)*p;
).
That error is very uncommon.
If you prefer the pointer notation (->
and/or *
vs. .
), not_null<T*>
provides the same guarantee as T&
.
- Flag ???
That's what pointers are good for.
Returning a T*
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 the nullptr
, the pointer returned by find
indicates a Node
holding s
.
Importantly, that does not imply a transfer of ownership of the pointed-to object to the caller.
Positions can also be transferred by iterators, indices, and references.
A reference is often a superior alternative to a pointer if there is no need to use nullptr
or if the object referred to should not change.
Do not return a pointer to something that is not in the caller's scope; see F.43.
See also: discussion of dangling pointer prevention
- Flag
delete
,std::free()
, etc. applied to a plainT*
. Only owners should be deleted. - Flag
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 == 999
gx == 999
I expected that because the call of g()
reuses the stack space abandoned by the call of f()
so *p
refers to the space now occupied by gx
.
- Imagine what would happen if
fx
andgx
were of different types. - Imagine what would happen if
fx
orgx
was a type with an invariant. - Imagine what would happen if more that dangling pointer was passed around among a larger set of functions.
- Imagine what a cracker could do with that dangling pointer.
Fortunately, most (all?) modern compilers catch and warn against this simple case.
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.
All static
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 ways
template<class T>
void steal(T x)
{
glob = x(); // BAD
}
void f()
{
int i = 99;
steal([&] { return &i; });
}
int main()
{
f();
cout << *glob << '\n';
}
Here I managed to read the location abandoned by the call of f
.
The pointer stored in glob
could be used much later and cause trouble in unpredictable ways.
The address of a local variable can be "returned"/leaked by a return statement, by a T&
out-parameter, as a member of a returned object, as an element of a returned array, and more.
Similar examples can be constructed "leaking" a pointer from an inner scope to an outer one; such examples are handled equivalently to leaks of pointers out of a function.
A slightly different variant of the problem is placing pointers in a container that outlives the objects pointed to.
See also: Another way of getting dangling pointers is pointer invalidation. It can be detected/prevented with similar techniques.
- Compilers tend to catch return of reference to locals and could in many cases catch return of pointers to locals.
- Static analysis can catch many common patterns of the use of pointers indicating positions (thus eliminating dangling pointers)
The language guarantees that a T&
refers to an object, so that testing for nullptr
isn't necessary.
See also: The return of a reference must not imply transfer of ownership: discussion of dangling pointer prevention and discussion of ownership.
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 no return
expression could yield nullptr
It's asking to return a reference to a destroyed temporary object.
A &&
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 far
foo(x); // Undefined behavior
This kind of use is a frequent source of bugs, often incorrectly reported as a compiler bug. An implementer of a function should avoid setting such traps for users.
The lifetime safety 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 (see F.18 and F.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 simple auto
return type deduction (not auto&&
).
Assume that F
returns by value:
template<class F>
auto&& wrapper(F f)
{
log_call(typeid(f)); // or whatever instrumentation
return f(); // BAD: returns a reference to a temporary
}
Better:
template<class F>
auto wrapper(F f)
{
log_call(typeid(f)); // or whatever instrumentation
return f(); // OK
}
std::move
and std::forward
do return &&
, but they are just casts -- used by convention only in expression contexts where a reference to a temporary object is passed along within the same expression before the temporary is destroyed. We don't know of any other good examples of returning &&
.
Flag any use of &&
as a return type, except in std::move
and std::forward
.
It's a language rule, but violated through "language extensions" so often that it is worth mentioning.
Declaring main
(the one global main
of a program) void
limits portability.
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.
- The compiler should do it
- If the compiler doesn't do it, let tools flag it
The convention for operator overloads (especially on value types) is for
operator=(const T&)
to perform the assignment and then return (non-const
)
*this
. This ensures consistency with standard-library types and follows the
principle of "do as the ints do."
Historically there was some guidance to make the assignment operator return const 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 return value) of any assignment operator.
With guaranteed copy elision, it is now almost always a pessimization to expressly use std::move
in a return statement.
S f()
{
S result;
return std::move(result);
}
S f()
{
S result;
return result;
}
This should be enforced by tooling by checking the return expression .
F.50: Use a lambda when a function won't do (to capture local variables, or to write a local function)
Functions can't capture local variables or be declared at local scope; if you need those things, prefer a lambda where possible, and a handwritten function object where not. On the other hand, lambdas and function objects don't overload; if you need to overload, prefer a function (the workarounds to make lambdas overload are ornate). If 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 natural
void f(int);
void f(const string&);
// writing a function object that needs to capture local state and appear
// at statement or expression scope -- a lambda is natural
vector<work> v = lots_of_work();
for (int tasknum = 0; tasknum < max; ++tasknum) {
pool.run([=, &v]{
/*
...
... process 1 / max - th of v, the tasknum - th chunk
...
*/
});
}
pool.join();
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.
- Warn on use of a named non-generic lambda (e.g.,
auto x = [](int i){ /*...*/; };
) that captures nothing and appears at global scope. Write an ordinary function instead.
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 format
void 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
- Warn on an overload set where the overloads have a common prefix of parameters (e.g.,
f(int)
,f(int, const string&)
,f(int, const string&, double)
). (Note: Review this enforcement if it's too noisy in practice.)
F.52: Prefer capturing by reference in lambdas that will be used locally, including passed to algorithms
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 to const
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 is it not efficient or correct to copy the message (which may not be copyable):
std::for_each(begin(sockets), end(sockets), [&message](auto& socket)
{
socket.send(message);
});
This is a simple three-stage parallel pipeline. Each stage
object encapsulates a worker thread and a queue, has a process
function to enqueue work, and in its destructor automatically blocks waiting for the queue to empty before ending the thread.
void send_packets(buffers& bufs)
{
stage encryptor([] (buffer& b){ encrypt(b); });
stage compressor([&](buffer& b){ compress(b); encryptor.process(b); });
stage decorator([&](buffer& b){ decorate(b); compressor.process(b); });
for (auto& b : bufs) { decorator.process(b); }
} // automatically blocks waiting for pipeline to finish
Flag a lambda that captures by reference, but is used other than locally within the function scope or passed to a function by reference. (Note: This rule is an approximation, but does 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.)
F.53: Avoid capturing by reference in lambdas that will be used nonlocally, including returned, stored on the heap, or passed to another thread
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); });
- (Simple) Warn when capture-list contains a reference to a locally declared variable
- (Complex) Flag when capture-list contains a reference to a locally declared variable and the lambda is passed to a non-
const
and non-local context
It's confusing. Writing [=]
in a member function appears to capture by value, but actually captures data members by reference because it actually captures the invisible this
pointer by value. If you meant to do that, write this
explicitly.
class My_class {
int x = 0;
// ...
void f() {
int i = 0;
// ...
auto lambda = [=]{ use(i, x); }; // BAD: "looks like" copy/value capture
// [&] has identical semantics and copies the this pointer under the current rules
// [=,this] and [&,this] are not much better, and confusing
x = 42;
lambda(); // calls use(0, 42);
x = 43;
lambda(); // calls use(0, 43);
// ...
auto lambda2 = [i, this]{ use(i, x); }; // ok, most explicit and least confusing
// ...
}
};
This is under active discussion in standardization, and may be addressed in a future version of the standard by adding a new capture mode or possibly adjusting the meaning of [=]
. For now, just be explicit.
- Flag any lambda capture-list that specifies a default capture and also captures
this
(whether explicitly or via default capture)
Reading from a va_arg
assumes that the correct type was actually passed.
Passing to varargs assumes the correct type will be read.
This is fragile because it cannot generally be enforced to be safe in the language and so relies on programmer discipline to get it right.
int sum(...) {
// ...
while (/*...*/)
result += va_arg(list, int); // BAD, assumes it will be passed ints
// ...
}
sum(3, 2); // ok
sum(3.14159, 2.71828); // BAD, undefined
template<class ...Args>
auto sum(Args... args) { // GOOD, and much more flexible
return (... + args); // note: C++17 "fold expression"
}
sum(3, 2); // ok: 5
sum(3.14159, 2.71828); // ok: ~5.85987
- overloading
- variadic templates
-
variant
arguments -
initializer_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.
- Issue a diagnostic for using
va_list
,va_start
, orva_arg
. - Issue a diagnostic for passing an argument to a vararg parameter of a function that does not offer an overload for a more specific type in the position of the vararg. To fix: Use a different function, or
[[suppress(types)]]
.
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:
- C.1: Organize related data into structures (
struct
s orclass
es) - C.2: Use
class
if the class has an invariant; usestruct
if the data members can vary independently - C.3: Represent the distinction between an interface and an implementation using a class
- C.4: Make a function a member only if it needs direct access to the representation of a class
- C.5: Place helper functions in the same namespace as the class they support
- C.7: Don't define a class or enum and declare a variable of its type in the same statement
- C.8: Use
class
rather thanstruct
if any member is non-public - C.9: Minimize exposure of members
Subsections:
- C.concrete: Concrete types
- C.ctor: Constructors, assignments, and destructors
- C.con: Containers and other resource handles
- C.lambdas: Function objects and lambdas
- C.hier: Class hierarchies (OOP)
- C.over: Overloading and overloaded operators
- C.union: Unions
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 relationships
void draw(Point from, Point to); // better
A simple class without virtual functions implies no space or time overhead.
From a language perspective class
and struct
differ only in the default visibility of their members.
Probably impossible. Maybe a heuristic looking for data items used together is possible.
Readability.
Ease of comprehension.
The use of class
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 using Expects
.
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 any private
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 need to define an invariant.
See also:
- define a class with private data as
class
- Prefer to place the interface first in a class
- minimize exposure of members
- Avoid
protected
data
Look for struct
s with all data private and class
es with public members.
An explicit distinction between interface and implementation improves readability and simplifies maintenance.
class Date {
// ... some representation ...
public:
Date();
// validate that {yy, mm, dd} is a valid date and initialize
Date(int yy, Month mm, char dd);
int day() const;
Month month() const;
// ...
};
For example, we can now change the representation of a Date
without affecting its users (recompilation is likely, though).
Using a class in this way to represent the distinction between interface and implementation is of course not the only way. For example, we can use a set of declarations of freestanding functions in a namespace, an abstract base class, or a template function with concepts to represent an interface. The most important issue is to explicitly distinguish between an interface and its implementation "details." Ideally, and typically, an interface is far more stable than its implementation(s).
???
Less coupling than with member functions, fewer functions that can cause trouble by modifying object state, reduces the number of functions that needs to be 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 a Date
.
This rule becomes even better if C++ gets "uniform function call".
The language requires virtual
functions to be members, and not all virtual
functions directly access data.
In particular, members of an abstract class rarely do.
Note multi-methods.
The language requires operators =
, ()
, []
, and ->
to be members.
An overload set may have some members that do not directly access private
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 may be designed to be used in a chain:
x.scale(0.5).rotate(45).set_color(Color::red);
Typically, some but not all of such functions directly access private
data.
- Look for non-
virtual
member functions that do not touch data members directly. The snag is that many member functions that do not need to touch data members directly do. - Ignore
virtual
functions. - Ignore functions that are part of an overload set out of which at least one function accesses
private
members. - Ignore functions returning
this
.
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 for overloaded operators.
- Flag global functions taking argument types from a single namespace.
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{ /*...*/ };
- Flag if the
}
of a class or enumeration definition is not followed by a;
. The;
is missing.
Readability. 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 with struct
if there is a private
or protected
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 a pair
can arbitrarily and independently change its a
and b
.
In a large code base, we cannot easily find which code does what to the members of pair
.
This may be exactly what we want, but if we want to enforce a relation among members, we need to make them private
and enforce that relation (invariant) through constructors and member functions.
For example:
class Distance {
public:
// ...
double meters() const { return magnitude*unit; }
void set_unit(double u)
{
// ... check that u is a factor of 10 ...
// ... change magnitude appropriately ...
unit = u;
}
// ...
private:
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.
For public
and protected
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 order public
members before protected
members before private
members see.
- Flag protected data.
- Flag mixtures of
public
and privatedata
One ideal for a class is to be a regular type.
That means roughly "behaves like an int
." A concrete type is the simplest kind of class.
A value of regular type can be copied and the result of a copy is an independent object with the same value as the original.
If a concrete type has both =
and ==
, a = b
should result in a == b
being true
.
Concrete classes without assignment and equality can be defined, but they are (and should be) rare.
The C++ built-in types are regular, and so are standard-library classes, such as string
, vector
, and map
.
Concrete types are also often referred to as value types to distinguish them from types used as part of a hierarchy.
Concrete type rule summary:
A concrete type is fundamentally simpler than a hierarchy: easier to design, easier to implement, easier to use, easier to reason about, smaller, and faster. You need a reason (use cases) for using a hierarchy.
class Point1 {
int x, y;
// ... operations ...
// ... no virtual functions ...
};
class Point2 {
int x, y;
// ... operations, some virtual ...
virtual ~Point2();
};
void use()
{
Point1 p11 {1, 2}; // make an object on the stack
Point1 p12 {p11}; // a copy
auto p21 = make_unique<Point2>(1, 2); // make an object on the free store
auto p22 = p21->clone(); // make a copy
// ...
}
If a class can be part of a hierarchy, we (in real code if not necessarily in small examples) must manipulate its objects through pointers or references. That implies more memory overhead, more allocations and deallocations, and more run-time overhead to perform the resulting indirections.
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 requires extra effort to understand and use).
struct Bundle {
string name;
vector<Record> vr;
};
bool operator==(const Bundle& a, const Bundle& b)
{
return a.name == b.name && a.vr == b.vr;
}
Bundle b1 { "my bundle", {r1, r2, r3}};
Bundle b2 = b1;
if (!(b1 == b2)) error("impossible!");
b2.name = "the other bundle";
if (b1 == b2) error("No!");
In particular, if a concrete type has an assignment also give it an equals operator so that a = b
implies a == b
.
Handles for resources that cannot be cloned, e.g., a scoped_lock
for a mutex
, resemble concrete types in that they most often are stack-allocated.
However, objects of such types typically cannot be copied (instead, they can usually be moved),
so they can't be regular
; instead, they tend to be semiregular
.
Often, such types are referred to as "move-only types".
???
These functions control the lifecycle of objects: creation, copy, move, and destruction. Define constructors to guarantee and simplify initialization of classes.
These are default operations:
- a default constructor:
X()
- a copy constructor:
X(const X&)
- a copy assignment:
operator=(const X&)
- a move constructor:
X(X&&)
- a move assignment:
operator=(X&&)
- a destructor:
~X()
By default, the compiler 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:
- C.20: If you can avoid defining any default operations, do
- C.21: If you define or
=delete
any default operation, define or=delete
them all - C.22: Make default operations consistent
Destructor rules:
- C.30: Define a destructor if a class needs an explicit action at object destruction
- C.31: All resources acquired by a class must be released by the class's destructor
- C.32: If a class has a raw pointer (
T*
) or reference (T&
), consider whether it might be owning - C.33: If a class has an owning pointer member, define or
=delete
a destructor - C.35: A base class destructor should be either public and virtual, or protected and nonvirtual
- C.36: A destructor may not fail
- C.37: Make destructors
noexcept
Constructor rules:
- C.40: Define a constructor if a class has an invariant
- C.41: A constructor should create a fully initialized object
- C.42: If a constructor cannot construct a valid object, throw an exception
- C.43: Ensure that a copyable (value type) class has a default constructor
- C.44: Prefer default constructors to be simple and non-throwing
- C.45: Don't define a default constructor that only initializes data members; use member initializers instead
- C.46: By default, declare single-argument constructors
explicit
- C.47: Define and initialize member variables in the order of member declaration
- C.48: Prefer in-class initializers to member initializers in constructors for constant initializers
- C.49: Prefer initialization to assignment in constructors
- C.50: Use a factory function if you need "virtual behavior" during initialization
- C.51: Use delegating constructors to represent common actions for all constructors of a class
- C.52: Use inheriting constructors to import constructors into a derived class that does not need further explicit initialization
Copy and move rules:
- C.60: Make copy assignment non-
virtual
, take the parameter byconst&
, and return by non-const&
- C.61: A copy operation should copy
- C.62: Make copy assignment safe for self-assignment
- C.63: Make move assignment non-
virtual
, take the parameter by&&
, and return by non-const&
- C.64: A move operation should move and leave its source in a valid state
- C.65: Make move assignment safe for self-assignment
- C.66: Make move operations
noexcept
- C.67: A polymorphic class should suppress copying
Other default operations rules:
- C.80: Use
=default
if you have to be explicit about using the default semantics - C.81: Use
=delete
when you want to disable default behavior (without wanting an alternative) - C.82: Don't call virtual functions in constructors and destructors
- C.83: For value-like types, consider providing a
noexcept
swap function - C.84: A
swap
may not fail - C.85: Make
swap
noexcept
- C.86: Make
==
symmetric with respect of operand types andnoexcept
- C.87: Beware of
==
on base classes - C.89: Make a
hash
noexcept
By 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:
// ... no default operations declared ...
private:
string name;
map<int, int> rep;
};
Named_map nm; // default construct
Named_map nm2 {nm}; // copy construct
Since std::map
and string
have all the special functions, no further work is needed.
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 member and a destructor that delete
s the pointer could probably be converted to a vector
.
The special member functions are the default constructor, copy constructor, copy assignment operator, move constructor, move assignment operator, and destructor.
The semantics of the special functions are closely related, so if one needs to be declared, the odds are that others need consideration too.
Declaring any special member function except a default constructor,
even as =default
or =delete
, will suppress the implicit declaration
of a move constructor and move assignment operator.
Declaring a move constructor or move assignment operator, even as
=default
or =delete
, will cause an implicitly generated copy constructor
or implicitly generated copy assignment operator to be defined as deleted.
So as soon as any of the special functions is declared, the others should
all be declared to avoid unwanted effects like turning all potential moves
into more expensive copies, or making a class move-only.
struct M2 { // bad: incomplete set of default operations
public:
// ...
// ... no copy or move operations ...
~M2() { delete[] rep; }
private:
pair<int, int>* rep; // zero-terminated set of pairs
};
void use()
{
M2 x;
M2 y;
// ...
x = y; // the default assignment
// ...
}
Given that "special attention" was needed for the destructor (here, to deallocate), the likelihood that copy and move assignment (both will implicitly destroy an object) are correct is low (here, we would get double deletion).
This is known as "the rule of five" or "the rule of six", depending on whether you count the default constructor.
If you want a default implementation of a default operation (while defining another), write =default
to show you're doing so intentionally for that function.
If you don't want a default operation, suppress it with =delete
.
When a destructor needs to be declared just to make it virtual
, it can be
defined as defaulted. To avoid suppressing the implicit move operations
they must also be declared, and then to avoid the class becoming move-only
(and not copyable) the copy operations must be declared:
class AbstractBase {
public:
virtual ~AbstractBase() = default;
AbstractBase(const AbstractBase&) = default;
AbstractBase& operator=(const AbstractBase&) = default;
AbstractBase(AbstractBase&&) = default;
AbstractBase& operator=(AbstractBase&&) = default;
};
Alternatively to prevent slicing as per C.67, the copy and move operations can all be deleted:
class ClonableBase {
public:
virtual unique_ptr<ClonableBase> clone() const;
virtual ~ClonableBase() = default;
ClonableBase(const ClonableBase&) = delete;
ClonableBase& operator=(const ClonableBase&) = delete;
ClonableBase(ClonableBase&&) = delete;
ClonableBase& operator=(ClonableBase&&) = delete;
};
Defining only the move operations or only the copy operations would have the same effect here, but stating the intent explicitly for each special member makes it more obvious to the reader.
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 the six special member functions can be error prone. Note their argument types:
class X {
public:
// ...
virtual ~X() = default; // destructor (virtual if X is meant to be a base class)
X(const X&) = default; // copy constructor
X& operator=(const X&) = default; // copy assignment
X(X&&) = default; // move constructor
X& operator=(X&&) = default; // move assignment
};
A minor mistake (such as a misspelling, leaving out a const
, using &
instead of &&
, or leaving out a special function) can lead to errors or warnings.
To avoid the tedium and the possibility of errors, try to follow the rule of zero.
(Simple) A class should have a declaration (even a =delete
one) for either all or none of the special 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{a.p} { *p = *a.p; } // deep copy
Silly& operator=(const Silly& a) { p = a.p; } // shallow copy
// ...
};
These operations disagree about copy semantics. This will lead to confusion and bugs.
- (Complex) A copy/move constructor and the corresponding copy/move assignment operator should write to the same member variables at the same level of dereference.
- (Complex) Any member variables written in a copy/move constructor should also be initialized by all other constructors.
- (Complex) If a copy/move constructor performs a deep copy of a member variable, then the destructor should modify the member variable.
- (Complex) If a destructor is modifying a member variable, that member variable should be written in any copy/move constructors or assignment operators.
"Does this class need a destructor?" is a surprisingly powerful design question. For most classes the answer is "no" either because the class holds no resources or because destruction is handled by the rule of zero; that is, its members can take care of themselves as concerns destruction. If the answer is "yes", much of the design of the class follows (see the rule of 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 here
The whole purpose of final_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:
- A class with a resource that is not already represented as a class with a destructor, e.g., a
vector
or a transaction class. - A class that exists primarily to execute an action upon destruction, such as a tracer or
final_action
.
class Foo { // bad; use the default destructor
public:
// ...
~Foo() { s = ""; i = 0; vi.clear(); } // clean up
private:
string s;
int i;
vector<int> vi;
};
The default destructor does it better, more efficiently, and can't get it wrong.
If the default destructor is needed, but its generation has been suppressed (e.g., by defining a move constructor), use =default
.
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; // may own a file
// ... no default operations defined or =deleted ...
};
X
's ifstream
implicitly closes any file it may have open upon destruction of its X
.
class X2 { // bad
FILE* f; // may own a file
// ... no default operations defined or =deleted ...
};
X2
may leak a file handle.
What about a sockets that won't close? A destructor, close, or cleanup operation should never fail. If it does nevertheless, we have a problem that has no really good solution. For starters, the writer of a destructor does not know why the destructor is called and cannot "refuse to act" by throwing an exception. See discussion. To make the problem worse, many "close/release" operations are not retryable. Many have tried to solve this problem, but no general solution is known. If at all possible, consider failure to close/cleanup 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 be delete
d by the class's destructor.
For example:
Preprocessor pp { /* ... */ };
Parser p { pp, /* ... */ };
Type_checker tc { p, /* ... */ };
Here p
refers to pp
but does not own it.
- (Simple) If a class has pointer or reference member variables that are owners
(e.g., deemed owners by using
gsl::owner
), then they should be referenced in its destructor. - (Hard) Determine if pointer or reference member variables are owners when there is no explicit statement of ownership (e.g., look into the constructors).
There is a lot of code that is non-specific about ownership.
???
If the T*
or T&
is owning, mark it owning
. If the T*
is not owning, consider marking it ptr
.
This will aid documentation and analysis.
Look at the initialization of raw member pointers and member references and see if an allocation is used.
An owned object must be deleted
upon destruction of the object that owns it.
A pointer member may represent a resource.
A T*
should not do so, but in older code, that's common.
Consider a T*
a possible owner and therefore suspect.
template<typename T>
class Smart_ptr {
T* p; // BAD: vague about ownership of *p
// ...
public:
// ... no user-defined default operations ...
};
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 delete all default operations:
template<typename T>
class Smart_ptr2 {
T* p; // BAD: vague about ownership of *p
// ...
public:
// ... no user-defined copy operations ...
~Smart_ptr2() { delete p; } // p is an owner!
};
void use(Smart_ptr2<int> p1)
{
auto p2 = p1; // error: double deletion
}
The default copy operation will just copy the p1.p
into p2.p
leading to a double destruction of p1.p
. Be explicit about ownership:
template<typename T>
class Smart_ptr3 {
owner<T*> p; // OK: explicit about ownership of *p
// ...
public:
// ...
// ... copy and move operations ...
~Smart_ptr3() { delete p; }
};
void use(Smart_ptr3<int> p1)
{
auto p2 = p1; // OK: no double deletion
}
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 may affect ABIs.
- A class with a pointer data member is suspect.
- A class with an
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.
See this in the Discussion section.
struct Base { // BAD: implicitly has a public nonvirtual destructor
virtual void f();
};
struct D : Base {
string s {"a resource needing cleanup"};
~D() { /* ... do some cleanup ... */ }
// ...
};
void use()
{
unique_ptr<Base> p = make_unique<D>();
// ...
} // p's destruction calls ~Base(), not ~D(), which leaks D::s and possibly more
A 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 nonprivate or it will prevent using the type:
class X {
~X(); // private destructor
// ...
};
void use()
{
X a; // error: cannot destroy
auto p = make_unique<X>(); // error: cannot destroy
}
We can imagine one case where you could want a protected virtual destructor: When an object of a derived type (and only of such a type) should be allowed to destroy another object (not itself) through a pointer to base. We haven't seen such a case in practice, though.
- A class with any virtual functions should have a destructor that is either public and virtual or else protected and nonvirtual.
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. See discussion. To make the problem worse, many "close/release" operations are not retryable. If at all possible, consider failure to close/cleanup a fundamental design error and terminate.
Declare a destructor noexcept
. That will ensure that it either completes normally or terminate the program.
If a resource cannot be released and the program may not fail, try to signal the failure to the rest of the system somehow (maybe even by modifying some global state and hope something will notice and be able to take care of the problem). Be fully aware that this technique is special-purpose and error-prone. Consider the "my connection will not close" example. Probably there is a problem at the other end of the connection and only a piece of code responsible for both ends of the connection can properly handle the problem. The destructor could send a message (somehow) to the responsible part of the system, consider that to have closed the connection, and return normally.
If a destructor uses operations that may fail, it can catch exceptions and in some cases still complete successfully (e.g., by using a different clean-up mechanism from the one that threw an exception).
(Simple) A destructor should be declared noexcept
if it could throw.
A destructor may not fail. If a destructor tries to exit with an exception, it's a bad design error and the program had better terminate.
A destructor (either user-defined or compiler-generated) is implicitly declared noexcept
(independently of what code is in its body) if all of the members of its class have noexcept
destructors. By explicitly marking destructors noexcept
, an author guards against the destructor becoming implicitly noexcept(false)
through the addition or 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 declared noexcept
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 an Ensures
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"};
The Rec2
constructor is redundant.
Also, the default for int
would be better done as a member initializer.
See also: construct valid object and constructor throws.
- Flag classes with user-defined copy operations but no constructor (a user-defined copy is a good indicator that the class has an invariant)
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.
- (Simple) Every constructor should initialize every member variable (either explicitly, via a delegating ctor call or via default construction).
- (Unknown) If a constructor has an
Ensures
contract, try to see if it holds as a postcondition.
If a constructor acquires a resource (to create a valid object), that resource should be released by the destructor. The idiom of having constructors acquire resources and destructors release them is called RAII ("Resource Acquisition Is Initialization").
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 an is_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 the is_valid()
technique must be used. In such cases, check is_valid()
consistently and immediately to simulate RAII.
If you feel tempted to use some "post-constructor initialization" or "two-stage initialization" idiom, try not to do that. If you really have to, look at factory functions.
One reason people have used init()
functions rather than doing the initialization work in a constructor has been to avoid code replication.
Delegating constructors and default member initialization do that better.
Another reason has been to delay initialization until an object is needed; the solution to that is often not to declare a variable until it can be properly initialized
???
Many language and library facilities rely on default constructors to initialize their elements, e.g. T a[10]
and std::vector<T> v(10)
.
A default constructor often simplifies the task of defining a suitable moved-from state for a type that is also copyable.
A value type is a class that is copyable (and usually also comparable). It is closely related to the notion of Regular type from EoP and the Palo Alto TR.
class Date { // BAD: no default constructor
public:
Date(int dd, int mm, int yyyy);
// ...
};
vector<Date> vd1(1000); // default Date needed here
vector<Date> vd2(1000, Date{Month::October, 7, 1885}); // alternative
The default constructor is only auto-generated if there is no user-declared constructor, hence it's impossible to initialize the vector vd1
in the example above.
The absence of a default value can cause surprises for users and complicate its use, so if one can be reasonably 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's NaN
.
However, most realistic Date
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 vector
Beware that built-in types are not properly default constructed:
struct X {
string s;
int i;
};
void f()
{
X x; // x.s is initialized to the empty string; x.i is uninitialized
cout << x.s << ' ' << x.i << '\n';
++x.i;
}
Statically allocated objects of built-in types are by default initialized to 0
, but local built-in variables are not.
Beware that your compiler may default initialize local built-in variables, whereas an optimized build will not.
Thus, code like the example above may appear to work, but it relies on 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 is not a value type (base classes should not be copyable) and so does not necessarily need a default constructor:
// Shape is an abstract base class, not a copyable value type.
// It may or may not need a default constructor.
struct Shape {
virtual void draw() = 0;
virtual void rotate(int) = 0;
// =delete copy/move functions
// ...
};
A class that must acquire a caller-provided resource during construction often cannot have a default constructor, but it does not fall under this guideline because such a class is usually not copyable anyway:
// std::lock_guard is not a copyable value type.
// It does not have a default constructor.
lock_guard g {mx}; // guard the mutex mx
lock_guard g2; // error: guarding nothing
A class that has a "special state" that must be handled separately from other states by member functions or users causes extra work (and most likely more errors). Such a type can naturally use the special state as a default constructed value, whether or not it is copyable:
// std::ofstream is not a copyable value type.
// It does happen to have a default constructor
// that goes along with a special "not open" state.
ofstream out {"Foobar"};
// ...
out << log(time, transaction);
Similar special-state types that are copyable, such as copyable smart pointers that have the special state "==nullptr", should use the special state as their default constructed value.
However, it is preferable to have a default constructor default to a meaningful state such as std::string
s ""
and std::vector
s {}
.
- Flag classes that are copyable by
=
without a default constructor - Flag classes that are comparable with
==
but not copyable
Being 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 new
class Vector0 {
public:
Vector0() :Vector0{0} {}
Vector0(int n) :elem{new T[n]}, space{elem + n}, last{elem} {}
// ...
private:
own<T*> elem;
T* space;
T* last;
};
This is nice and general, but setting a Vector0
to empty after an error involves an allocation, which may fail.
Also, having a default Vector
represented as {new T[0], 0, 0}
seems wasteful.
For example, Vector0<int> v[100]
costs 100 allocations.
template<typename T>
// elem is nullptr or elem points to space-elem element allocated using new
class Vector1 {
public:
// sets the representation to {nullptr, nullptr, nullptr}; doesn't throw
Vector1() noexcept {}
Vector1(int n) :elem{new T[n]}, space{elem + n}, last{elem} {}
// ...
private:
own<T*> elem = nullptr;
T* space = nullptr;
T* last = nullptr;
};
Using {nullptr, nullptr, nullptr}
makes Vector1{}
cheap, but a special case and implies run-time checks.
Setting a Vector1
to empty after detecting an error is trivial.
- Flag throwing default constructors
C.45: Don't define a default constructor that only initializes data members; use in-class member initializers instead
Using in-class 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 member variables with constants.
To avoid unintended conversions.
class String {
// ...
public:
String(int); // BAD
// ...
};
String s = 10; // surprise: string of size 10
If you really want an implicit conversion from the constructor argument type to the class type, don't use explicit
:
class Complex {
// ...
public:
Complex(double d); // OK: we want a conversion from d to {d, 0}
// ...
};
Complex z = 10.7; // unsurprising conversion
See also: Discussion of implicit conversions
Copy and move constructors should not be made explicit
because they do not perform conversions. Explicit copy/move constructors make passing and returning by value difficult.
(Simple) Single-argument constructors should be declared explicit
. Good single argument non-explicit
constructors are rare in most code based. Warn for all that are not on a "positive list".
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 whether j
was deliberately uninitialized (probably a poor idea anyway) and whether it was intentional to give s
the default value ""
in one case and qqq
in another (almost certainly a bug)? The problem with j
(forgetting to initialize a member) often happens when a new member is added to an existing class.
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
// ...
};
- (Simple) Every constructor should initialize every member variable (either explicitly, via a delegating ctor call or via default construction).
- (Simple) Default arguments to constructors suggest an in-class initializer may be more appropriate.
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 those const char*
s we could use gsl::string_span
or (in C++17) std::string_view
as a more general way to present arguments to a function:
class D { // Good
string s1;
public:
A(string_view v) : s1{v} { } // GOOD: directly construct
// ...
};
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 be unique_ptr
by default; if some uses are shared, the caller can move
the unique_ptr
into a shared_ptr
. However, if the factory author knows that all uses of the returned object will be shared uses, return shared_ptr
and use make_shared
in the body to save an allocation.
class B {
public:
B()
{
// ...
f(); // BAD: virtual call in constructor
// ...
}
virtual void f() = 0;
// ...
};
class B {
protected:
B() { /* ... */ } // create an imperfectly initialized object
virtual void PostInitialize() // to be called right after construction
{
// ...
f(); // GOOD: virtual dispatch is safe
// ...
}
public:
virtual void f() = 0;
template<class T>
static shared_ptr<T> Create() // interface for creating shared objects
{
auto p = make_shared<T>();
p->PostInitialize();
return p;
}
};
class D : public B { /* ... */ }; // some derived class
shared_ptr<D> p = D::Create<D>(); // creating a D object
By making the constructor protected
we avoid an incompletely constructed object escaping into the wild.
By providing the factory function Create()
, we make construction (on the free store) convenient.
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 may 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, consider an in-class member initializer.
(Moderate) Look for similar constructor bodies.
C.52: Use inheriting constructors to import constructors into a derived class that does not need further explicit initialization
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 own vector
, I don't want to reimplement them:
class Rec {
// ... data and lots of nice constructors ...
};
class Oper : public Rec {
using Rec::Rec;
// ... no data members ...
// ... lots of nice utility functions ...
};
struct Rec2 : public Rec {
int x;
using Rec::Rec;
};
Rec2 r {"foo", 7};
int val = r.x; // uninitialized
Make sure that every member of the derived class is initialized.
Value types should generally be copyable, but interfaces in a class hierarchy should not. Resource handles may or may not be copyable. Types can be defined to move for logical as well as performance reasons.
It is simple and efficient. If you want to optimize for rvalues, provide an overload that takes a &&
(see F.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: copy
a = f(); // assign rvalue: potentially move
The swap
implementation technique offers the strong guarantee.
But what if you can get significantly better performance by not making a temporary copy? Consider a simple Vector
intended for a domain where assignment of large, equal-sized Vector
s is common. In this case, the copy of elements implied by the swap
implementation technique could cause an order of magnitude increase in cost:
template<typename T>
class Vector {
public:
Vector& operator=(const Vector&);
// ...
private:
T* elem;
int sz;
};
Vector& Vector::operator=(const Vector& a)
{
if (a.sz > sz) {
// ... use the swap technique, it can't be bettered ...
return *this
}
// ... copy sz elements from *a.elem to elem ...
if (a.sz < sz) {
// ... destroy the surplus elements in *this* and adjust size ...
}
return *this;
}
By writing directly to the target elements, we will get only the basic guarantee rather than the strong guarantee offered by the swap
technique. Beware of self-assignment.
Alternatives: If you think you need a virtual
assignment operator, and understand why that's deeply problematic, don't call it operator=
. Make it a named function like virtual void assign(const Foo&)
.
See copy constructor vs. clone()
.
- (Simple) An assignment operator should not be virtual. Here be dragons!
- (Simple) An assignment operator should return
T&
to enable chaining, not alternatives likeconst T&
which interfere with composability and putting objects in containers. - (Moderate) An assignment operator should (implicitly or explicitly) invoke all base and member assignment operators. Look at the destructor to determine if the type has pointer semantics or value semantics.
That is the generally assumed semantics. After x = y
, we should have x == y
.
After a copy x
and y
can be independent objects (value semantics, the way non-pointer built-in types and the standard-library types work) or refer to a shared object (pointer semantics, the way pointers work).
class X { // OK: value semantics
public:
X();
X(const X&); // copy X
void modify(); // change the value of X
// ...
~X() { delete[] p; }
private:
T* p;
int sz;
};
bool operator==(const X& a, const X& b)
{
return a.sz == b.sz && equal(a.p, a.p + a.sz, b.p, b.p + b.sz);
}
X::X(const X& a)
:p{new T[a.sz]}, sz{a.sz}
{
copy(a.p, a.p + sz, p);
}
X x;
X y = x;
if (x != y) throw Bad{};
x.modify();
if (x == y) throw Bad{}; // assume value semantics
class X2 { // OK: pointer semantics
public:
X2();
X2(const X2&) = default; // shallow copy
~X2() = default;
void modify(); // change the pointed-to value
// ...
private:
T* p;
int sz;
};
bool operator==(const X2& a, const X2& b)
{
return a.sz == b.sz && a.p == b.p;
}
X2 x;
X2 y = x;
if (x != y) throw Bad{};
x.modify();
if (x != y) throw Bad{}; // assume pointer semantics
Prefer copy semantics unless you are building a "smart pointer". Value semantics is the simplest to reason about and what the standard-library facilities expect.
(Not enforceable)
If x = x
changes the value of x
, 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 efficient
You can handle self-assignment by explicitly testing for self-assignment, but often it is faster and more elegant to cope without such a test (e.g., using swap
).
class Foo {
string s;
int i;
public:
Foo& operator=(const Foo& a);
// ...
};
Foo& Foo::operator=(const Foo& a) // OK, but there is a cost
{
if (this == &a) return *this;
s = a.s;
i = a.i;
return *this;
}
This is obviously safe and apparently 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 are int
. All the cost is carried by the (rare) case of self-assignment.
(Simple) Assignment operators should not contain the pattern if (this == &a) return *this;
???
It is simple and efficient.
See: The rule for copy-assignment.
Equivalent to what is done for copy-assignment.
- (Simple) An assignment operator should not be virtual. Here be dragons!
- (Simple) An assignment operator should return
T&
to enable chaining, not alternatives likeconst T&
which interfere with composability and putting objects in containers. - (Moderate) A move assignment operator should (implicitly or explicitly) invoke all base and member move assignment operators.
That is the generally assumed semantics.
After y = std::move(x)
the value of y
should be the value x
had and x
should be in a valid state.
template<typename T>
class X { // OK: value semantics
public:
X();
X(X&& a) noexcept; // move X
void modify(); // change the value of X
// ...
~X() { delete[] p; }
private:
T* p;
int sz;
};
X::X(X&& a)
:p{a.p}, sz{a.sz} // steal representation
{
a.p = nullptr; // set to "empty"
a.sz = 0;
}
void use()
{
X x{};
// ...
X y = std::move(x);
x = X{}; // OK
} // OK: x can be destroyed
Ideally, that moved-from should be the default value of the type. Ensure that unless there is an exceptionally good reason not to. However, not all types have a 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, make x = 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.
If x = x
changes the value of x
, people will be surprised and bad errors may occur. However, people don't usually directly write a self-assignment that turn into a move, but it can occur. However, std::swap
is implemented using move operations so if you accidentally do swap(a, b)
where a
and b
refer to the same object, failing to handle self-move could be a serious and subtle error.
class Foo {
string s;
int i;
public:
Foo& operator=(Foo&& a);
// ...
};
Foo& Foo::operator=(Foo&& a) noexcept // OK, but there is a cost
{
if (this == &a) return *this; // this line is redundant
s = std::move(a.s);
i = a.i;
return *this;
}
The one-in-a-million argument against if (this == &a) return *this;
tests from the discussion of self-assignment is even more relevant for self-move.
There is no known general way of avoiding an if (this == &a) return *this;
test for a move assignment and still get a correct answer (i.e., after x = x
the value of x
is unchanged).
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->ptr
T* temp = other.ptr;
other.ptr = nullptr;
delete ptr;
ptr = temp;
- (Moderate) In the case of self-assignment, a move assignment operator should not leave the object holding pointer members that have been
delete
d or set tonullptr
. - (Not enforceable) Look at the use of standard-library container types (incl.
string
) and consider them safe for ordinary (not life-critical) uses.
A throwing move violates most people's reasonably assumptions. A non-throwing move will be used more efficiently by standard-library and language facilities.
template<typename T>
class Vector {
// ...
Vector(Vector&& a) noexcept :elem{a.elem}, sz{a.sz} { a.sz = 0; a.elem = nullptr; }
Vector& operator=(Vector&& a) noexcept { elem = a.elem; sz = a.sz; a.sz = 0; a.elem = nullptr; }
// ...
public:
T* elem;
int sz;
};
These operations do not throw.
template<typename T>
class Vector2 {
// ...
Vector2(Vector2&& a) { *this = a; } // just use the copy
Vector2& operator=(Vector2&& a) { *this = a; } // just use the copy
// ...
public:
T* elem;
int sz;
};
This Vector2
is not just inefficient, but since a vector copy requires allocation, it can throw.
(Simple) A move operation should be marked noexcept
.
A polymorphic 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.
class B { // BAD: polymorphic base class doesn't suppress copying
public:
virtual char m() { return 'B'; }
// ... nothing about copy operations, so uses default ...
};
class D : public B {
public:
char m() override { return 'D'; }
// ...
};
void f(B& b) {
auto b2 = b; // oops, slices the object; b2.m() will return 'B'
}
D d;
f(d);
class B { // GOOD: polymorphic class suppresses copying
public:
B(const B&) = delete;
B& operator=(const B&) = delete;
virtual char m() { return 'B'; }
// ...
};
class D : public B {
public:
char m() override { return 'D'; }
// ...
};
void f(B& b) {
auto b2 = b; // ok, compiler will detect inadvertent copying, and protest
}
D d;
f(d);
If you need to create deep copies of polymorphic objects, use clone()
functions: see C.130.
Classes that represent exception objects need both to be polymorphic and copy-constructible.
- Flag a polymorphic class with a non-deleted copy operation.
- Flag an assignment of polymorphic class objects.
In addition to the operations for which the language offer default implementations,
there are a few operations that are so foundational that it rules for their definition are needed:
comparisons, swap
, and hash
.
The 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&&) = default;
Tracer& operator=(Tracer&&) = 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) :message{a.message} {}
Tracer2& operator=(Tracer2&& a) { message = a.message; return *this; }
};
Writing out the bodies of the copy and move operations is verbose, tedious, and error-prone. A compiler does it better.
(Moderate) The body of a special operation should not have the same accessibility and semantics as the compiler-generated version, because that would be redundant
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
}
A unique_ptr
can be moved, but not copied. To achieve that its copy operations are deleted. To avoid copying it is necessary to =delete
its copy operations from lvalues:
template <class T, class D = default_delete<T>> class unique_ptr {
public:
// ...
constexpr unique_ptr() noexcept;
explicit unique_ptr(pointer p) noexcept;
// ...
unique_ptr(unique_ptr&& u) noexcept; // move constructor
// ...
unique_ptr(const unique_ptr&) = delete; // disable copy from lvalue
// ...
};
unique_ptr<int> make(); // make "something" and return it by moving
void f()
{
unique_ptr<int> pi {};
auto pi2 {pi}; // error: no move constructor from lvalue
auto pi3 {make()}; // OK, move: the result of make() is an rvalue
}
Note that deleted functions should be public.
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
};
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 is virtual
.
See also factory 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.
- Flag calls of virtual functions from constructors and destructors.
A swap
can be handy for implementing a number of idioms, from smoothly moving objects around to implementing assignment easily to providing a guaranteed commit function that enables strongly error-safe calling code. Consider using swap to implement copy assignment in terms of copy construction. See also destructors, deallocation, and swap must never fail.
class Foo {
// ...
public:
void swap(Foo& rhs) noexcept
{
m1.swap(rhs.m1);
std::swap(m2, rhs.m2);
}
private:
Bar m1;
int m2;
};
Providing a nonmember swap
function in the same namespace as your type for callers' convenience.
void swap(Foo& a, Foo& b)
{
a.swap(b);
}
- (Simple) A class without virtual functions should have a
swap
member function declared. - (Simple) When a class has a
swap
member function, it should be declarednoexcept
.
swap
is widely used in ways that are assumed never to fail and programs cannot easily be written to work correctly in the presence of a failing swap
. The standard-library containers and algorithms will not work correctly if a swap of an element type fails.
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 in tmp
, this swap
may throw and would make STL algorithms fail if used with them.
(Simple) When a class has a swap
member function, it should be declared noexcept
.
A swap
may not fail.
If a swap
tries to exit with an exception, it's a bad design error and the program had better terminate.
(Simple) When a class has a swap
member function, it should be declared noexcept
.
Asymmetric treatment of operands is surprising and a source of errors where conversions are possible.
==
is a fundamental operations and programmers should be able to use it without fear of failure.
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, like double
's NaN
, there is a temptation to make a comparison against the failure state throw.
The alternative is to make two failure states compare equal and any valid state compare false against the failure state.
This rule applies to all the usual comparison operators: !=
, <
, <=
, >
, and >=
.
- Flag an
operator==()
for which the argument types differ; same for other comparison operators:!=
,<
,<=
,>
, and>=
. - Flag member
operator==()
s; same for other comparison operators:!=
,<
,<=
,>
, and>=
.
It is really hard to write a foolproof and useful ==
for a hierarchy.
class B {
string name;
int number;
virtual bool operator==(const B& a) const
{
return name == a.name && number == a.number;
}
// ...
};
B
's comparison accepts conversions for its second operand, but not its first.
class D :B {
char character;
virtual bool operator==(const D& a) const
{
return name == a.name && number == a.number && character == a.character;
}
// ...
};
B b = ...
D d = ...
b == d; // compares name and number, ignores d's character
d == b; // error: no == defined
D d2;
d == d2; // compares name, number, and character
B& b2 = d2;
b2 == d; // compares name and number, ignores d2's and d's character
Of course there are ways of making ==
work in a hierarchy, but the naive approaches do not scale
This rule applies to all the usual comparison operators: !=
, <
, <=
, >
, and >=
.
- Flag a virtual
operator==()
; same for other comparison operators:!=
,<
,<=
,>
, and>=
.
Users 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 a hash
specialization, try simply to let it combine standard-library hash
specializations with ^
(xor).
That tends to work better than "cleverness" for non-specialists.
- Flag throwing
hash
es.
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:
- C.100: Follow the STL when defining a container
- C.101: Give a container value semantics
- C.102: Give a container move operations
- C.103: Give a container an initializer list constructor
- C.104: Give a container a default constructor that sets it to empty
- ???
- C.109: If a resource handle has pointer semantics, provide
*
and->
See also: Resources
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 from the style of the standard library, but in the absence of a solid reason to differ, it is simpler and easier for both implementers and users to follow the standard.
In particular, std::vector
and std::map
provide useful relatively simple models.
// simplified (e.g., no allocators):
template<typename T>
class Sorted_vector {
using value_type = T;
// ... iterator types ...
Sorted_vector() = default;
Sorted_vector(initializer_list<T>); // initializer-list constructor: sort and store
Sorted_vector(const Sorted_vector&) = default;
Sorted_vector(Sorted_vector&&) = default;
Sorted_vector& operator=(const Sorted_vector&) = default; // copy assignment
Sorted_vector& operator=(Sorted_vector&&) = default; // move assignment
~Sorted_vector() = default;
Sorted_vector(const std::vector<T>& v); // store and sort
Sorted_vector(std::vector<T>&& v); // sort and "steal representation"
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 from std::vector
were added.
???
Regular objects are simpler to think and reason about than irregular ones. Familiarity.
If meaningful, make a container Regular
(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 << "insanity rules!\n";
// ...
}
???
Containers tend to get large; without a move constructor and a copy constructor an object can be expensive to move around, thus tempting people to pass pointers to it around and getting into resource management problems.
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 it Regular
.
vector<Sorted_sequence<string>> vs(100); // 100 Sorted_sequences each with the value ""
???
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 therefore passed by value).
Summary:
- F.50: Use a lambda when a function won't do (to capture local variables, or to write a local function)
- F.52: Prefer capturing by reference in lambdas that will be used locally, including passed to algorithms
- F.53: Avoid capturing by reference in lambdas that will be used nonlocally, including returned, stored on the heap, or passed to another thread
- ES.28: Use lambdas for complex initialization, especially of
const
variables
A class hierarchy is constructed to represent a set of hierarchically organized concepts (only). Typically base classes act as interfaces. There are two major uses for hierarchies, often named implementation inheritance and interface inheritance.
Class hierarchy rule summary:
- C.120: Use class hierarchies to represent concepts with inherent hierarchical structure (only)
- C.121: If a base class is used as an interface, make it a pure abstract class
- C.122: Use abstract classes as interfaces when complete separation of interface and implementation is needed
Designing rules for classes in a hierarchy summary:
- C.126: An abstract class typically doesn't need a constructor
- C.127: A class with a virtual function should have a virtual or protected destructor
- C.128: Virtual functions should specify exactly one of
virtual
,override
, orfinal
- C.129: When designing a class hierarchy, distinguish between implementation inheritance and interface inheritance
- C.130: For making deep copies of polymorphic classes prefer a virtual
clone
function instead of copy construction/assignment - C.131: Avoid trivial getters and setters
- C.132: Don't make a function
virtual
without reason - C.133: Avoid
protected
data - C.134: Ensure all non-
const
data members have the same access level - C.135: Use multiple inheritance to represent multiple distinct interfaces
- C.136: Use multiple inheritance to represent the union of implementation attributes
- C.137: Use
virtual
bases to avoid overly general base classes - C.138: Create an overload set for a derived class and its bases with
using
- C.139: Use
final
sparingly - C.140: Do not provide different default arguments for a virtual function and an overrider
Accessing objects in a hierarchy rule summary:
- C.145: Access polymorphic objects through pointers and references
- C.146: Use
dynamic_cast
where class hierarchy navigation is unavoidable - C.147: Use
dynamic_cast
to a reference type when failure to find the required class is considered an error - C.148: Use
dynamic_cast
to a pointer type when failure to find the required class is considered a valid alternative - C.149: Use
unique_ptr
orshared_ptr
to avoid forgetting todelete
objects created usingnew
- C.150: Use
make_unique()
to construct objects owned byunique_ptr
s - C.151: Use
make_shared()
to construct objects owned byshared_ptr
s - C.152: Never assign a pointer to an array of derived class objects to a pointer to its base
- C.153: Prefer virtual function to casting
Direct representation of ideas in code eases comprehension and maintenance. Make sure the idea represented in the base class exactly matches all derived types and there is not a better way to express it than using the tight coupling of inheritance.
Do not use inheritance when simply having a data member will do. Usually this means that the derived type needs to override a base virtual function or needs access to a protected member.
class DrawableUIElement {
public:
virtual void render() const = 0;
// ...
};
class AbstractButton : public DrawableUIElement {
public:
virtual void onClick() = 0;
// ...
};
class PushButton : public AbstractButton {
virtual void render() const override;
virtual void onClick() override;
// ...
};
class Checkbox : public AbstractButton {
// ...
};
Do not represent non-hierarchical domain concepts as class hierarchies.
template<typename T>
class Container {
public:
// list operations:
virtual T& get() = 0;
virtual void put(T&) = 0;
virtual void insert(Position) = 0;
// ...
// vector operations:
virtual T& operator[](int) = 0;
virtual void sort() = 0;
// ...
// tree operations:
virtual void balance() = 0;
// ...
};
Here most overriding classes cannot implement most of the functions required in the interface well.
Thus the base class becomes an implementation burden.
Furthermore, the user of Container
cannot rely on the member functions actually performing meaningful operations reasonably efficiently;
it may throw an exception instead.
Thus users have to resort to run-time checking and/or
not using this (over)general interface in favor of a particular interface found by a run-time type inquiry (e.g., a dynamic_cast
).
- Look for classes with lots of members that do nothing but throw.
- Flag every use of a nonpublic base class
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
} // leak
The Derived
is delete
d through its Goof
interface, so its string
is leaked.
Give Goof
a virtual destructor and all is well.
- Warn on any class that contains data members and also has an overridable (non-
final
) virtual function.
C.122: Use abstract classes as interfaces when complete separation of interface and implementation is needed
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 use D1
s and D2
s interchangeably through the interface provided by Device
.
Furthermore, we can update D1
and D2
in ways that are not binary compatible with older versions as long as all access goes through Device
.
???
An abstract class typically does not have any data for a constructor to initialize.
???
- A base class constructor that does work, such as registering an object somewhere, may need a constructor.
- In extremely rare cases, you might find it reasonable for an abstract class to have a bit of data shared by all derived classes (e.g., use statistics data, debug information, etc.); such classes tend to have constructors. But be warned: Such classes also tend to be prone to requiring virtual inheritance.
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 nonvirtual; see C.35.
struct B {
virtual int f() = 0;
// ... no user-written destructor, defaults to public nonvirtual ...
};
// bad: derived from a class without a virtual destructor
struct D : B {
string s {"default"};
};
void use()
{
unique_ptr<B> p = make_unique<D>();
// ...
} // undefined behavior. May call B::~B only and leak the string
There are people who don't follow this rule because they plan to use a class only through a shared_ptr
: std::shared_ptr<B> p = std::make_shared<D>(args);
Here, the shared pointer will take care of deletion, so no leak will occur from an inappropriate delete
of the base. People who do this consistently can get a false positive, but the rule is important -- what if one was allocated using make_unique
? It's not safe unless the author of B
ensures that it can never be misused, such as by making all constructors private and providing a factory function to enforce the allocation with make_shared
.
- A class with any virtual functions should have a destructor that is either public and virtual or else protected and nonvirtual.
- Flag
delete
of a class with a virtual function but no virtual destructor.
Readability.
Detection of mistakes.
Writing explicit virtual
, override
, or final
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."
If a base class destructor is declared virtual
, one should avoid declaring derived class destructors virtual
or override
. Some code base and tools might insist on override
for destructors, but that is not the recommendation of these guidelines.
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): D::f1() hides B::f1()
void f2(int) const override;
void f3(double) override; // error (caught): D::f3() hides B::f3()
// ...
};
We want to eliminate two particular classes of errors:
- implicit virtual: the programmer intended the function to be implicitly virtual and it is (but readers of the code can't tell); or the programmer intended the function to be implicitly virtual but it isn't (e.g., because of a subtle parameter list mismatch); or the programmer did not intend the function to be virtual but it is (because it happens to have the same signature as a virtual in the base class)
- implicit override: the programmer intended the function to be implicitly an overrider and it is (but readers of the code can't tell); or the programmer intended the function to be implicitly an overrider but it isn't (e.g., because of a subtle parameter list mismatch); or the programmer did not intend the function to be an overrider but it is (because it happens to have the same signature as a virtual in the base class -- note this problem arises whether or not the function is explicitly declared virtual, because the programmer may have intended to create either a new virtual function or a new nonvirtual function)
- Compare virtual function names in base and derived classes and flag uses of the same name that does not override.
- Flag overrides with neither
override
norfinal
. - Flag function declarations that use more than one of
virtual
,override
, andfinal
.
C.129: When designing a class hierarchy, distinguish between implementation inheritance and interface inheritance
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:
- interface inheritance is the use of inheritance to separate users from implementations, in particular to allow derived classes to be added and changed without affecting the users of base classes.
- implementation inheritance is the use of inheritance to simplify implementation of new facilities by making useful operations available for implementers of related new operations (sometimes called "programming by difference").
A pure interface class is simply a set of pure virtual functions; see I.25.
In early OOP (e.g., in the 1980s and 1990s), implementation inheritance and interface inheritance were often mixed and bad habits die hard. Even now, mixtures are not uncommon in old code bases and in old-style teaching material.
The importance of keeping the two kinds of inheritance increases
- with the size of a hierarchy (e.g., dozens of derived classes),
- with the length of time the hierarchy is used (e.g., decades), and
- with the number of distinct organizations in which a hierarchy is used (e.g., it can be difficult to distribute an update to a base class)
class Shape { // BAD, mixed interface and implementation
public:
Shape();
Shape(Point ce = {0, 0}, Color co = none): cent{ce}, col {co} { /* ... */}
Point center() const { return cent; }
Color color() const { return col; }
virtual void rotate(int) = 0;
virtual void move(Point p) { cent = p; redraw(); }
virtual void redraw();
// ...
private:
Point cent;
Color col;
};
class Circle : public Shape {
public:
Circle(Point c, int r) :Shape{c}, rad{r} { /* ... */ }
// ...
private:
int rad;
};
class Triangle : public Shape {
public:
Triangle(Point p1, Point p2, Point p3); // calculate center
// ...
};
Problems:
- As the hierarchy grows and more data is added to
Shape
, the constructors get harder to write and maintain. - Why calculate the center for the
Triangle
? we may never use it. - Add a data member to
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 of Shape::move()
is an example of implementation inheritance:
we have defined move()
once and for all for all derived classes.
The more code there is in such base class member function implementations and the more data is shared by placing it in the base,
the more benefits we gain - and the less stable the hierarchy is.
This Shape hierarchy can be rewritten using interface inheritance:
class Shape { // pure interface
public:
virtual Point center() const = 0;
virtual Color color() const = 0;
virtual void rotate(int) = 0;
virtual void move(Point p) = 0;
virtual void redraw() = 0;
// ...
};
Note that a pure interface rarely 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 from Shape
.
How can we gain the benefit of stable hierarchies from implementation 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 interface
public:
virtual Point center() const = 0;
virtual Color color() const = 0;
virtual void rotate(int) = 0;
virtual void move(Point p) = 0;
virtual void redraw() = 0;
// ...
};
class Circle : public virtual Shape { // pure interface
public:
virtual int radius() = 0;
// ...
};
To make this interface useful, we must provide its implementation classes (here, named equivalently, but in the Impl
namespace):
class Impl::Shape : public virtual ::Shape { // implementation
public:
// constructors, destructor
// ...
Point center() const override { /* ... */ }
Color color() const override { /* ... */ }
void rotate(int) override { /* ... */ }
void move(Point p) override { /* ... */ }
void redraw() override { /* ... */ }
// ...
};
Now Shape
is a poor example of a class with an implementation,
but bear with us because this is just a simple example of a technique aimed at more complex hierarchies.
class Impl::Circle : public virtual ::Circle, public Impl::Shape { // implementation
public:
// constructors, destructor
int radius() override { /* ... */ }
// ...
};
And we could extend the hierarchies by adding a Smiley class (:-)):
class Smiley : public virtual Circle { // pure interface
public:
// ...
};
class Impl::Smiley : public virtual ::Smiley, public Impl::Circle { // implementation
public:
// constructors, destructor
// ...
}
There are now two hierarchies:
- interface: Smiley -> Circle -> Shape
- implementation: Impl::Smiley -> Impl::Circle -> Impl::Shape
Since each implementation is derived from its interface as well as its implementation base class we get a lattice (DAG):
Smiley -> Circle -> Shape
^ ^ ^
| | |
Impl::Smiley -> Impl::Circle -> Impl::Shape
As mentioned, this is just one way to construct a dual hierarchy.
The implementation hierarchy can be used directly, rather than through the abstract interface.
void work_with_shape(Shape&);
int user()
{
Impl::Smiley my_smiley{ /* args */ }; // create concrete shape
// ...
my_smiley.some_member(); // use implementation class directly
// ...
work_with_shape(my_smiley); // use implementation through abstract interface
// ...
}
This can be useful when the implementation class has members that are not offered in the abstract interface
or if direct use of a member offers optimization opportunities (e.g., if an implementation member function is final
)
Another (related) technique for separating interface and implementation is Pimpl.
There is often a choice between offering common functionality as (implemented) base class functions and free-standing functions (in an implementation namespace). Base classes gives a shorter notation and easier access to shared data (in the base) at the cost of the functionality being available only to users of the hierarchy.
- Flag a derived to base conversion to a base with both data and virtual functions (except for calls from a derived class member to a base class member)
- ???
C.130: For making deep copies of polymorphic classes prefer a virtual clone
function instead of copy construction/assignment
Copying a polymorphic class is discouraged due to the slicing problem, see C.67. If you really need copy semantics, copy deeply: Provide a virtual clone
function that will copy the actual most-derived type and return an owning pointer to the new object, and then in derived classes return the derived type (use a covariant return type).
class B {
public:
virtual owner<B*> clone() = 0;
virtual ~B() = 0;
B(const B&) = delete;
B& operator=(const B&) = delete;
};
class D : public B {
public:
owner<D*> clone() override;
virtual ~D() override;
};
Generally, it is recommended to use smart pointers to represent ownership (see R.20). However, because of language rules, the covariant return type cannot be a smart pointer: D::clone
can't return a unique_ptr<D>
while B::clone
returns unique_ptr<B>
. Therefore, you either need to consistently return unique_ptr<B>
in all overrides, or use owner<>
utility from the Guidelines Support Library.
A trivial getter or setter adds no semantic value; the data item could just as well be public
.
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 a struct
-- that is, a behaviorless bunch of variables, all public data and no member functions.
struct Point {
int x {0};
int y {0};
};
Note that we can put default initializers on member variables: C.49: Prefer initialization to assignment in constructors.
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 multiple get
and set
member functions that simply access a member without additional semantics.
Redundant virtual
increases run-time and object-code size.
A virtual function can be overridden and is thus open to mistakes in a derived class.
A virtual function ensures code replication in a templated hierarchy.
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.
- Flag a class with virtual functions but no derived classes.
- Flag a class where all member functions are virtual and have implementations.
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 derived Shape
to manipulate the protected data correctly.
This has been popular, but also a major source of maintenance problems.
In a large class hierarchy, the consistent use of protected data is hard to maintain because there can be a lot of code,
spread over a lot of classes.
The set of classes that can touch that data is open: anyone can derive a new class and start manipulating the protected data.
Often, it is not possible to examine the complete set of classes, so any change to the representation of the class becomes infeasible.
There is no enforced invariant for the protected data; it is much like a set of global variables.
The protected data has de facto become global to a large body of code.
Protected data often looks tempting to enable arbitrary improvements through derivation.
Often, what you get is unprincipled changes and errors.
Prefer private
data with a well-specified and enforced invariant.
Alternative, and often better, keep data out of any class used as an interface.
Protected member function can be just fine.
Flag classes with protected
data.
Prevention of logical confusion leading to errors.
If the non-const
data members don't have the same access level, the type is confused about what it's trying to do.
Is it a type that maintains an invariant or simply a collection of values?
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:
- A: Ones that don't participate in the object's invariant. Any combination of values for these members is valid.
- B: Ones that do participate in the object's invariant. Not every combination of values is meaningful (else there'd be no invariant). Therefore all code that has write access to these variables must know about the invariant, know the semantics, and know (and actively implement and enforce) the rules for keeping the values correct.
Data members in category A should just be public
(or, more rarely, protected
if you only want derived classes to see them). They don't need encapsulation. All code in the system might as well see and manipulate them.
Data members in category B should be private
or const
. This is because encapsulation is important. To make them non-private
and non-const
would mean that the object can't control its own state: An unbounded amount of code beyond the class would need to know about the invariant and participate in maintaining it accurately -- if these data members were public
, that would be all calling code that uses the object; if they were protected
, it would be all the code in current and future derived classes. This leads to brittle and tightly coupled code that quickly becomes a nightmare to maintain. Any code that inadvertently sets the data members to an invalid or unexpected combination of values would corrupt the object and all subsequent uses of the object.
Most classes are either all A or all B:
-
All public: If you're writing an aggregate bundle-of-variables without an invariant across those variables, then all the variables should be
public
. By convention, declare such classesstruct
rather thanclass
-
All private: If you're writing a type that maintains an invariant, then all the non-
const
variables should be private -- it should be encapsulated.
Occasionally classes will mix A and B, usually for debug reasons. An encapsulated object may contain something like non-const
debug instrumentation that isn't part of the invariant and so falls into category A -- it isn't really part of the object's value or meaningful observable state either. In that case, the A parts should be treated as A's (made public
, or in rarer cases protected
if they should be visible only to derived classes) and the B parts should still be treated like B's (private
or const
).
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 the istream
and ostream
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 common and such interfaces are often not easily or naturally organized into a single-rooted hierarchy.
Such interfaces are typically abstract classes.
???
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 the istream
and ostream
interfaces and the synchronization needed to allow both on a single stream.
This 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 determine the behavior of an implementation and inject
members to enable the implementation of the policies it requires.
For example, see std::enable_shared_from_this
or various bases from boost.intrusive (e.g. list_base_hook
or intrusive_ref_counter
).
???
Allow 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 point
public:
int x;
int y;
};
class Derive1 : public Interface, virtual protected Utility {
// override Interface functions
// Maybe override Utility virtual functions
// ...
};
class Derive2 : public Interface, virtual protected Utility {
// override Interface functions
// Maybe override Utility virtual functions
// ...
};
Factoring out Utility
makes sense if many derived classes share significant "implementation details."
Obviously, the example is too "theoretical", but it is hard to find a small realistic example.
Interface
is the root of an interface hierarchy
and Utility
is the root of an implementation hierarchy.
Here is a slightly more realistic example with an explanation.
Often, linearization of a hierarchy is a better solution.
Flag mixed interface and implementation hierarchies.
Without 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; }
};
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 nonvirtual member functions
For variadic bases, C++17 introduced a variadic form of the using-declaration,
template <class... Ts>
struct Overloader : Ts... {
using Ts::operator()...; // exposes operator() from every base
};
Diagnose name hiding
Capping a hierarchy with final
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 that
Not every class is meant to be a base class.
Most standard-library classes are examples of that (e.g., std::vector
and std::string
are not designed to be derived from).
This rule is about using final
on classes with virtual functions meant to be interfaces for a class hierarchy.
Capping an individual virtual function with final
is error-prone as final
can easily be overlooked when defining/overriding a set of functions.
Fortunately, the compiler catches such mistakes: You cannot re-declare/re-open a final
member in a derived class.
Claims of performance improvements from final
should be substantiated.
Too often, such claims are based on conjecture or experience with other languages.
There are examples where final
can be important for both logical and performance reasons.
One example is a performance-critical AST hierarchy in a compiler or language analysis tool.
New derived classes are not added every year and only by library implementers.
However, misuses are (or at least have been) far more common.
Flag uses of final
.
That can cause confusion: An overrider does not inherit default arguments.
class Base {
public:
virtual int multiply(int value, int factor = 2) = 0;
};
class Derived : public Base {
public:
int multiply(int value, int factor = 10) override;
};
Derived d;
Base& b = d;
b.multiply(10); // these two calls will call the same function but
d.multiply(10); // with different arguments and so different results
Flag 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(); };
struct D : B { int b; int f() override; };
void use(B b)
{
D d;
B b2 = d; // slice
B b3 = b;
}
void use2()
{
D d;
use(d); // slice
}
Both d
s are sliced.
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
}
Flag all slicing.
dynamic_cast
is checked at run time.
struct B { // an interface
virtual void f();
virtual void g();
};
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 type X
to be accessed as if it were of an unrelated type Z
:
void user2(B* pb) // bad
{
D* pd = static_cast<D*>(pb); // I know that pb really points to a D; trust me
// ... use D's interface ...
}
void user3(B* pb) // unsafe
{
if (some_condition) {
D* pd = static_cast<D*>(pb); // I know that pb really points to a D; trust me
// ... use D's interface ...
}
else {
// ... make do with B's interface ...
}
}
void f()
{
B b;
user(&b); // OK
user2(&b); // bad error
user3(&b); // OK *if* the programmer got the some_condition check right
}
Like other casts, dynamic_cast
is overused.
Prefer virtual functions to casting.
Prefer static polymorphism to hierarchy navigation where it is possible (no run-time resolution necessary)
and reasonably convenient.
Some people use dynamic_cast
where a typeid
would have been more appropriate;
dynamic_cast
is a general "is kind of" operation for discovering the best interface to an object,
whereas typeid
is a "give me the exact type of this object" operation to discover the actual type of an object.
The latter is an inherently simpler operation that ought to be faster.
The latter (typeid
) is easily hand-crafted if necessary (e.g., if working on a system where RTTI is -- for some reason -- prohibited),
the former (dynamic_cast
) is far harder to implement correctly in general.
Consider:
struct B {
const char* name {"B"};
// if pb1->id() == pb2->id() *pb1 is the same type as *pb2
virtual const char* id() const { return name; }
// ...
};
struct D : B {
const char* name {"D"};
const char* id() const override { return name; }
// ...
};
void use()
{
B* pb1 = new B;
B* pb2 = new D;
cout << pb1->id(); // "B"
cout << pb2->id(); // "D"
if (pb1->id() == "D") { // looks innocent
D* pd = static_cast<D*>(pb1);
// ...
}
// ...
}
The result of pb2->id() == "D"
is actually implementation defined.
We added it to warn of the dangers of home-brew RTTI.
This code may work as expected for years, just to fail on a new machine, new compiler, or a new linker that does not unify character literals.
If you implement your own RTTI, be careful.
If your implementation provided a really slow dynamic_cast
, you may have to use a workaround.
However, all workarounds that cannot be statically resolved involve explicit casting (typically static_cast
) and are error-prone.
You will basically be crafting your own special-purpose dynamic_cast
.
So, first make sure that your dynamic_cast
really is as slow as you think it is (there are a fair number of unsupported rumors about)
and that your use of dynamic_cast
is really performance critical.
We are of the opinion that current implementations of dynamic_cast
are unnecessarily slow.
For example, under suitable conditions, it is possible to perform a dynamic_cast
in fast constant time.
However, compatibility makes changes difficult even if all agree that an effort to optimize is worthwhile.
In very rare cases, if you have measured that the dynamic_cast
overhead is material, you have other means to statically guarantee that a downcast will succeed (e.g., you are using CRTP carefully), and there is no virtual inheritance involved, consider tactically resorting static_cast
with a prominent comment and disclaimer summarizing this paragraph and that human attention is needed under maintenance because the type system can't verify correctness. Even so, in our experience such "I know what I'm doing" situations are still a known bug source.
Consider:
template<typename B>
class Dx : B {
// ...
};
- Flag all uses of
static_cast
for downcasts, including C-style casts that perform astatic_cast
. - This rule is part of the type-safety profile.
C.147: Use dynamic_cast
to a reference type when failure to find the required class is considered an error
Casting to a reference expresses that you intend to end up with a valid object, so the cast must succeed. dynamic_cast
will then throw if it does not succeed.
???
???
C.148: Use dynamic_cast
to a pointer type when failure to find the required class is considered a valid alternative
The dynamic_cast
conversion allows to test whether a pointer is pointing at a polymorphic object that has a given class in its hierarchy. Since failure to 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 with C.147, where failure is an error, and should not be used for conditional execution.
The example below describes the add
function of a Shape_owner
that takes ownership of constructed Shape
objects. The objects are also sorted into views, according to their geometric attributes.
In this example, Shape
does not inherit from Geometric_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 cause dynamic_cast
to return a null value, and de-referencing a null-valued pointer will lead to undefined behavior.
Therefore the result of the dynamic_cast
should always be treated as if it may contain a null value, and tested.
- (Complex) Unless there is a null test on the result of a
dynamic_cast
of a pointer type, warn upon dereference of the pointer.
Avoid 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
}
- Flag initialization of a naked pointer with the result of a
new
- Flag
delete
of local variable
make_unique
gives a more concise statement of the construction.
It also ensures exception safety in complex expressions.
unique_ptr<Foo> p {new<Foo>{7}}; // OK: but repetitive
auto q = make_unique<Foo>(7); // Better: no repetition of Foo
// Not exception-safe: the compiler may interleave the computations of arguments as follows:
//
// 1. allocate memory for Foo,
// 2. construct Foo,
// 3. call bar,
// 4. construct unique_ptr<Foo>.
//
// If bar throws, Foo will not be destroyed, and the memory-allocated for it will leak.
f(unique_ptr<Foo>(new Foo()), bar());
// Exception-safe: calls to functions are never interleaved.
f(make_unique<Foo>(), bar());
- Flag the repetitive usage of template specialization list
<Foo>
- Flag variables declared to be
unique_ptr<Foo>
make_shared
gives a more concise statement of the construction.
It also gives an opportunity to eliminate a separate allocation for the reference counts, by placing the shared_ptr
's use counts next to its object.
void test() {
// OK: but repetitive; and separate allocations for the Bar and shared_ptr's use count
shared_ptr<Bar> p {new<Bar>{7}};
auto q = make_shared<Bar>(7); // Better: no repetition of Bar; one object
}
- Flag the repetitive usage of template specialization list
<Bar>
- Flag variables declared to be
shared_ptr<Bar>
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 D[0].y
use(a); // bad: a decays to &a[0] which is converted to a B*
- Flag all combinations of array decay and base to derived conversions.
- Pass an array as a
span
rather than as a pointer, and don't let the array name suffer a derived-to-base conversion before getting into thespan
A virtual function call is safe, whereas casting is error-prone. A virtual function call reaches the most derived function, whereas a cast may reach an intermediate class and therefore give a wrong result (especially as a hierarchy is modified during maintenance).
???
See C.146 and ???
You can overload ordinary functions, template functions, and operators. You cannot overload function objects.
Overload rule summary:
- C.160: Define operators primarily to mimic conventional usage
- C.161: Use nonmember functions for symmetric operators
- C.162: Overload operations that are roughly equivalent
- C.163: Overload only for operations that are roughly equivalent
- C.164: Avoid implicit conversion operators
- C.165: Use
using
for customization points - C.166: Overload unary
&
only as part of a system of smart pointers and references - C.167: Use an operator for an operation with its conventional meaning
- C.168: Define overloaded operators in the namespace of their operands
- C.170: If you feel like overloading a lambda, use a generic lambda
Minimize 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 + subtract
Nonmember operators should be either friends or defined in the 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 nonmember function for (say) ==
, a == b
and b == 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.
???
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 lane
void fopen(const char* name, const char* mode); // open file
The two operations are fundamentally different (and unrelated) so it is good that their names differ. Conversely:
void open(Gate& g); // remove obstacle from garage exit lane
void open(const char* name, const char* mode ="r"); // open file
The two operations are still fundamentally different (and unrelated) but the names have been reduced to their (common) minimum, opening opportunities for confusion. Fortunately, the type system will catch many such mistakes.
Be particularly careful about common and popular names, such as open
, move
, +
, and ==
.
???
Implicit conversions can be essential (e.g., double
to int
) 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 by ff()
is destroyed before the returned pointer into it can be used.
Flag all conversion operators.
To find function objects and functions defined in a separate namespace to "customize" a common function.
Consider swap
. It is a general (standard-library) function with a definition that will work for just about any type.
However, it is desirable to define specific swap()
s for specific types.
For example, the general swap()
will copy the elements of two vector
s 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()
}
The std::swap()
in f1()
does exactly what we asked it to do: it calls the swap()
in namespace std
.
Unfortunately, that's probably not what we wanted.
How do we get N::X
considered?
void f2(N::X& a, N::X& b)
{
swap(a, b); // calls N::swap
}
But that may not be what we wanted for generic code. There, we typically want the 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 as swap
.
The problem is that the unqualified and qualified lookups both have uses.
The &
operator is fundamental in C++.
Many parts of the C++ semantics assumes 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: http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2015/n4477.pdf.
Note that std::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 rely on the <<
convention for output:
My_class var { /* ... */ };
// ...
cout << "var = " << var << '\n';
There are strong and vigorous conventions for the meaning most operators, such as
- comparisons (
==
,!=
,<
,<=
,>
, and>=
), - arithmetic operations (
+
,-
,*
,/
, and%
) - access operations (
.
,->
, unary*
, and[]
) - assignment (
=
)
Don't 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 { };
bool operator==(S, S); // OK: in the same namespace as S, and even next to S
S s;
bool x = (s == s);
This is what a default ==
would do, if we had such defaults.
namespace N {
struct S { };
bool operator==(S, S); // OK: in the same namespace as S, and even next to S
}
N::S s;
bool x = (s == s); // finds N::operator==() by ADL
struct S { };
S s;
namespace N {
S::operator!(S a) { return true; }
S not_s = !s;
}
namespace M {
S::operator!(S a) { return false; }
S not_s = !s;
}
Here, the meaning of !s
differs in N
and M
.
This can be most confusing.
Remove the definition of namespace 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 may be something best avoided.
This is a special case of the rule that helper functions should be defined in the same namespace as their class.
- Flag operator definitions that are not it the namespace of their operands
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 function
auto g = [](int) { /* ... */ };
auto g = [](double) { /* ... */ }; // error: cannot overload variables
auto h = [](auto) { /* ... */ }; // OK
The compiler catches the attempt to overload a lambda.
A union
is a struct
where all members start at the same address so that it can hold only one member at a time.
A union
does not keep track of which member is stored so the programmer has to get it right;
this is inherently error-prone, but there are ways to compensate.
A type that is a union
plus an indicator of which member is currently held is called a tagged union, a discriminated union, or a variant.
Union rule summary:
- C.180: Use
union
s to save Memory - C.181: Avoid "naked"
union
s - C.182: Use anonymous
union
s to implement tagged unions - C.183: Don't use a
union
for type punning - ???
A union
allows a single piece of memory to be used for different types of objects at different times.
Consequently, it can be used to save memory when we have several objects that are never used at the same time.
union Value {
int x;
double d;
};
Value v = { 123 }; // now v holds an int
cout << v.x << '\n'; // write 123
v.d = 987.654; // now v holds a double
cout << v.d << '\n'; // write 987.654
But heed the warning: Avoid "naked" union
s
// Short-string optimization
constexpr size_t buffer_size = 16; // Slightly larger than the size of a pointer
class Immutable_string {
public:
Immutable_string(const char* str) :
size(strlen(str))
{
if (size < buffer_size)
strcpy_s(string_buffer, buffer_size, str);
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;
};
???
A naked union is a union without an associated indicator which member (if any) it holds, so that the programmer has to keep track. Naked unions are a source of type errors.
union Value {
int x;
double d;
};
Value v;
v.d = 987.654; // v holds a double
So far, so good, but we can easily misuse the union
:
cout << v.x << '\n'; // BAD, undefined behavior: v holds a double, but we read it as an int
Note that the type error happened without any explicit cast.
When we tested that program the last value printed was 1683627180
which it the integer value for the bit pattern for 987.654
.
What we have here is an "invisible" type error that happens to give a result that could easily look innocent.
And, talking about "invisible", this code produced no output:
v.x = 123;
cout << v.d << '\n'; // BAD: undefined behavior
Wrap a union
in a class together with a type field.
The C++17 variant
type (found in <variant>
) does that for you:
variant<int, double> v;
v = 123; // v holds an int
int x = get<int>(v);
v = 123.456; // v holds a double
w = get<double>(v);
???
A well-designed tagged union is type safe. An anonymous union simplifies the definition of a class with a (tag, union) pair.
This example is mostly borrowed from TC++PL4 pp216-218. You can look there for an explanation.
The code is somewhat elaborate.
Handling a type with user-defined assignment and destructor is tricky.
Saving programmers from having to write such code is one reason for including variant
in the standard.
class Value { // two alternative representations represented as a union
private:
enum class Tag { number, text };
Tag type; // discriminant
union { // representation (note: anonymous union)
int i;
string s; // string has default constructor, copy operations, and destructor
};
public:
struct Bad_entry { }; // used for exceptions
~Value();
Value& operator=(const Value&); // necessary because of the string variant
Value(const Value&);
// ...
int number() const;
string text() const;
void set_number(int n);
void set_text(const string&);
// ...
};
int Value::number() const
{
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
}
???
It is undefined behavior to read a union
member with a different type from the one with which it was written.
Such punning is invisible, or at least harder to spot than using a named cast.
Type punning using a union
is a source of errors.
union Pun {
int x;
unsigned char c[sizeof(int)];
};
The idea of Pun
is to be able to look at the character representation of an int
.
void bad(Pun& u)
{
u.x = 'x';
cout << u.c[0] << '\n'; // undefined behavior
}
If you wanted to see the bytes of an int
, use a (named) cast:
void if_you_must_pun(int& x)
{
auto p = reinterpret_cast<unsigned char*>(&x);
cout << p[0] << '\n'; // OK; better
// ...
}
Accessing the result of an reinterpret_cast
to a different type from the objects declared type is defined behavior (even though reinterpret_cast
is discouraged),
but at least we can see that something tricky is going on.
Unfortunately, union
s are commonly used for type punning.
We don't consider "sometimes, it works as expected" a strong argument.
C++17 introduced a distinct type std::byte
to facilitate operations on raw object representation. Use that type instead of unsigned char
or char
for these operations.
???
Enumerations are used to define sets of integer values and for defining types for such sets of values.
There are two kind of enumerations, "plain" enum
s and class enum
s.
Enumeration rule summary:
- Enum.1: Prefer enumerations over macros
- Enum.2: Use enumerations to represent sets of related named constants
- Enum.3: Prefer
enum class
es over "plain"enum
s - Enum.4: Define operations on enumerations for safe and simple use
- Enum.5: Don't use
ALL_CAPS
for enumerators - Enum.6: Avoid unnamed enumerations
- Enum.7: Specify the underlying type of an enumeration only when necessary
- Enum.8: Specify enumerator values only when necessary
Macros do not obey scope and type rules. Also, macro names are removed during preprocessing and so usually don't appear in tools like debuggers.
First some bad old code:
// webcolors.h (third party header)
#define RED 0xFF0000
#define GREEN 0x00FF00
#define BLUE 0x0000FF
// productinfo.h
// The following define product subtypes based on color
#define RED 0
#define PURPLE 1
#define BLUE 2
int webby = BLUE; // webby == 2; probably not what was desired
Instead use an enum
:
enum class Web_color { red = 0xFF0000, green = 0x00FF00, blue = 0x0000FF };
enum class Product_info { red = 0, purple = 1, blue = 2 };
int webby = blue; // error: be specific
Web_color webby = Web_color::blue;
We used an enum class
to avoid name clashes.
Flag macros that define integer values.
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-one switch`statements are often the results of an added enumerator and insufficient testing.
- Flag
switch
-statements where thecase
s cover most but not all enumerators of an enumeration. - Flag
switch
-statements where thecase
s cover a few enumerators of an enumeration, but has 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 an enum 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-class enum
definition.
Convenience of use and avoidance of errors.
enum Day { mon, tue, wed, thu, fri, sat, sun };
Day& operator++(Day& d)
{
return d = (d == Day::sun) ? Day::mon : static_cast<Day>(static_cast<int>(d)+1);
}
Day today = Day::sat;
Day tomorrow = ++today;
The use of a static_cast
is not pretty, but
Day& operator++(Day& d)
{
return d = (d == Day::sun) ? Day::mon : Day{++d}; // error
}
is an infinite recursion, and writing it without a cast, using a switch
on all cases is long-winded.
Flag repeated expressions cast back into an enumeration.
Avoid 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 color
enum class Product_info { RED, PURPLE, BLUE }; // syntax error
Flag 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.
Use constexpr
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 C enum
s.
enum class Direction : char { n, s, e, w,
ne, nw, se, sw }; // underlying type saves space
enum class Web_color : int32_t { red = 0xFF0000,
green = 0x00FF00,
blue = 0x0000FF }; // underlying type is redundant
Specifying the underlying type is necessary in forward declarations of enumerations:
enum Flags : char;
void f(Flags);
// ....
enum flags : char { /* ... */ };
????
It's the simplest.
It avoids duplicate enumerator values.
The default gives a consecutive set of values that is good for switch
-statement implementations.
enum class Col1 { red, yellow, blue };
enum class Col2 { red = 1, yellow = 2, blue = 2 }; // typo
enum class Month { jan = 1, feb, mar, apr, may, jun,
jul, august, sep, oct, nov, dec }; // starting with 1 is conventional
enum class Base_flag { dec = 1, oct = dec << 1, hex = dec << 2 }; // set of bits
Specifying values is necessary to match conventional values (e.g., Month
)
and where consecutive values are undesirable (e.g., to get separate bits as in Base_flag
).
- Flag duplicate enumerator values
- Flag explicitly specified all-consecutive enumerator values
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 may do harm. The fundamental aim is to ensure that we don't leak any resources and that we don't hold a resource longer than we need to. An entity that is responsible for releasing a resource is called an owner.
There are a few cases where leaks can be acceptable or even optimal: If you are writing a program that simply produces an output based on an input and the amount of memory needed is proportional to the size of the input, the optimal strategy (for performance and ease of programming) is sometimes simply never to delete anything. If you have enough memory to handle your largest input, leak away, but be sure to give a good error message if you are wrong. Here, we ignore such cases.
-
Resource management rule summary:
- R.1: Manage resources automatically using resource handles and RAII (Resource Acquisition Is Initialization)
- R.2: In interfaces, use raw pointers to denote individual objects (only)
- R.3: A raw pointer (a
T*
) is non-owning - R.4: A raw reference (a
T&
) is non-owning - R.5: Prefer scoped objects, don't heap-allocate unnecessarily
- R.6: Avoid non-
const
global variables
-
Allocation and deallocation rule summary:
- R.10: Avoid
malloc()
andfree()
- R.11: Avoid calling
new
anddelete
explicitly - R.12: Immediately give the result of an explicit resource allocation to a manager object
- R.13: Perform at most one explicit resource allocation in a single expression statement
- R.14: Avoid
[]
parameters, preferspan
- R.15: Always overload matched allocation/deallocation pairs
- R.10: Avoid
-
- R.20: Use
unique_ptr
orshared_ptr
to represent ownership - R.21: Prefer
unique_ptr
overshared_ptr
unless you need to share ownership - R.22: Use
make_shared()
to makeshared_ptr
s - R.23: Use
make_unique()
to makeunique_ptr
s - R.24: Use
std::weak_ptr
to break cycles ofshared_ptr
s - R.30: Take smart pointers as parameters only to explicitly express lifetime semantics
- R.31: If you have non-
std
smart pointers, follow the basic pattern fromstd
- R.32: Take a
unique_ptr<widget>
parameter to express that a function assumes ownership of awidget
- R.33: Take a
unique_ptr<widget>&
parameter to express that a function reseats thewidget
- R.34: Take a
shared_ptr<widget>
parameter to express that a function is part owner - R.35: Take a
shared_ptr<widget>&
parameter to express that a function might reseat the shared pointer - R.36: Take a
const shared_ptr<widget>&
parameter to express that it might retain a reference count to the object ??? - R.37: Do not pass a pointer or reference obtained from an aliased smart pointer
- R.20: Use
R.1: Manage resources automatically using resource handles and RAII (Resource Acquisition Is Initialization)
To avoid leaks and the complexity of manual resource management.
C++'s language-enforced constructor/destructor symmetry mirrors the symmetry inherent in resource acquire/release function pairs such as fopen
/fclose
, lock
/unlock
, and new
/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, cstring_span destination)
{
auto port = open_port(destination);
my_mutex.lock();
// ...
send(port, x);
// ...
my_mutex.unlock();
close_port(port);
delete x;
}
In this code, you have to remember to unlock
, close_port
, and delete
on all paths, and do each exactly once.
Further, if any of the code marked ...
throws an exception, then x
is leaked and my_mutex
remains locked.
Consider:
void send(unique_ptr<X> x, cstring_span 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 x
Now all resource cleanup is automatic, performed once on all paths whether or not there is an exception. As a bonus, the function now advertises that it takes over ownership of the pointer.
What is Port
? A handy wrapper that encapsulates the resource:
class Port {
PortHandle port;
public:
Port(cstring_span destination) : port{open_port(destination)} { }
~Port() { close_port(port); }
operator PortHandle() { return port; }
// port handles can't usually be cloned, so disable copying and assignment if necessary
Port(const Port&) = delete;
Port& operator=(const Port&) = delete;
};
Where a resource is "ill-behaved" in that it isn't represented as a class with a destructor, wrap it in a class or use finally
See also: RAII
Arrays are best represented by a container type (e.g., vector
(owning)) or a span
(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 whether p
really points to n
elements.
Use a span
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.
Use zstring
rather than char*
to indicate that you rely on that convention.
Many current uses of pointers to a single element could be references.
However, where nullptr
is a possible value, a reference may not be a reasonable alternative.
- Flag pointer arithmetic (including
++
) on a pointer that is not part of a container, view, or iterator. This rule would generate a huge number of false positives if applied to an older code base. - Flag array names passed as simple pointers
There is nothing (in the C++ standard or in most code) to say otherwise and most raw pointers are non-owning. We want owning pointers 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
// ...
}
The unique_ptr
protects against leaks by guaranteeing the deletion of its object (even in the presence of exceptions). The T*
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 owning T*
s cannot be ignored.
We'd love to see program transformation tools turning 20-year-old "legacy" code into shiny modern code,
we encourage the development, deployment and use of such tools,
we hope the guidelines will help the development of such tools,
and we even contributed (and contribute) to the research and development in this area.
However, it will take time: "legacy code" is generated faster than we can renovate old code, and so it will be for a few years.
This code cannot all be rewritten (ever assuming good code transformation software), especially not soon.
This problem cannot be solved (at scale) by transforming all owning pointers to unique_ptr
s and shared_ptr
s,
partly because we need/use owning "raw pointers" as well as simple pointers in the implementation of our fundamental resource handles.
For example, common vector
implementations have one owning pointer and two non-owning pointers.
Many ABIs (and essentially all interfaces to C code) use T*
s, some of them owning.
Some interfaces cannot be simply annotated with owner
because they need to remain compilable as C
(although this would be a rare good use for a macro, that expands to owner
in C++ mode only).
owner<T*>
has no default semantics beyond T*
. It can be used without changing any code using it and without affecting ABIs.
It is simply a indicator to programmers and analysis tools.
For example, if an owner<T*>
is a member of a class, that class better have a destructor that delete
s it.
Returning a (raw) pointer imposes a lifetime management uncertainty on the caller; that is, who deletes the pointed-to object?
Gadget* make_gadget(int n)
{
auto p = new Gadget{n};
// ...
return p;
}
void caller(int n)
{
auto p = make_gadget(n); // remember to delete p
// ...
delete p;
}
In addition to suffering from the problem from leak, this adds a spurious allocation and deallocation operation, and is needlessly verbose. If Gadget is cheap to move out of a function (i.e., is small or has an 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."
- (Simple) Warn on
delete
of a raw pointer that is not anowner<T>
. - (Moderate) Warn on failure to either
reset
or explicitlydelete
anowner<T>
pointer on every code path. - (Simple) Warn if the return value of
new
is assigned to a raw pointer. - (Simple) Warn if a function returns an object that was allocated within the function but has a move constructor. Suggest considering returning it by value instead.
There 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};
// ...
}
- (Moderate) Warn if an object is allocated and then deallocated on all paths within a function. Suggest it should be a local
auto
stack object instead. - (Simple) Warn if a local
Unique_ptr
orShared_ptr
is not moved, copied, reassigned orreset
before its lifetime ends.
Global variables can be accessed from everywhere so they can introduce surprising dependencies between apparently unrelated objects. They are a notable source of errors.
Warning: The initialization of global objects is not totally ordered.
If you use a global object initialize it with a constant.
Note that it is possible to get undefined initialization order even for const
objects.
A global object is often better than a singleton.
An immutable (const
) global does not introduce the problems we try to avoid by banning global objects.
(??? NM: Obviously we can warn about non-const
statics ... do we want to?)
malloc()
and free()
do not support construction and destruction, and do not mix well with new
and delete
.
class Record {
int id;
string name;
// ...
};
void use()
{
// p1 may be nullptr
// *p1 is not initialized; in particular,
// that string isn't a string, but a string-sized bag of bits
Record* p1 = static_cast<Record*>(malloc(sizeof(Record)));
auto p2 = new Record;
// unless an exception is thrown, *p2 is default initialized
auto p3 = new(nothrow) Record;
// p3 may be nullptr; if not, *p3 is default initialized
// ...
delete p1; // error: cannot delete object allocated by malloc()
free(p2); // error: cannot free() object allocated by new
}
In some implementations that delete
and that free()
might work, or maybe they will cause run-time errors.
There are applications and sections of code where exceptions are not acceptable.
Some of the best such examples are in life-critical hard-real-time code.
Beware that many bans on exception use are based on superstition (bad)
or by concerns for older code bases with unsystematic resource management (unfortunately, but sometimes necessary).
In such cases, consider the nothrow
versions of new
.
Flag explicit use of malloc
and free
.
The pointer returned by new
should belong to a resource handle (that can call delete
).
If the pointer returned by new
is assigned to a plain/naked pointer, the object can be leaked.
In a large program, a naked delete
(that is a delete
in application code, rather than part of code devoted to resource management)
is a likely bug: if you have N delete
s, how can you be certain that you don't need N+1 or N-1?
The bug may be latent: it may emerge only during maintenance.
If you have a naked new
, you probably need a naked delete
somewhere, so you probably have a bug.
(Simple) Warn on any explicit use of new
and delete
. Suggest using make_unique
instead.
If you don't, an exception or a return may lead to a leak.
void f(const string& name)
{
FILE* f = fopen(name, "r"); // open the file
vector<char> buf(1024);
auto _ = finally([f] { fclose(f); }); // remember to close the file
// ...
}
The allocation of buf
may fail and leak the file handle.
void f(const string& name)
{
ifstream f{name}; // open the file
vector<char> buf(1024);
// ...
}
The use of the file handle (in ifstream
) is simple, efficient, and safe.
- Flag explicit allocations used to initialize pointers (problem: how many direct resource allocations can we recognize?)
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);
This fun
can be called like this:
// BAD: potential leak
fun(shared_ptr<Widget>(new Widget(a, b)), shared_ptr<Widget>(new Widget(c, d)));
This is exception-unsafe because the compiler may reorder the two expressions building the function's two arguments.
In particular, the compiler can interleave execution of the two expressions:
Memory allocation (by calling operator new
) could be done first for both objects, followed by attempts to call the two Widget
constructors.
If one of the constructor calls throws an exception, then the other object's memory will never be released!
This subtle problem has a simple solution: Never perform more than one explicit resource allocation in a single expression statement. For example:
shared_ptr<Widget> sp1(new Widget(a, b)); // Better, but messy
fun(sp1, new Widget(c, d));
The best solution is to avoid explicit allocation entirely use factory functions that return owning objects:
fun(make_shared<Widget>(a, b), make_shared<Widget>(c, d)); // Best
Write your own factory wrapper if there is not one already.
- Flag expressions with multiple explicit resource allocations (problem: how many direct resource allocations can we recognize?)
An array decays to a pointer, thereby losing its size, opening the opportunity for range errors.
Use span
to preserve size information.
void f(int[]); // not recommended
void f(int*); // not recommended for multiple objects
// (a pointer should point to a single object, do not subscript)
void f(gsl::span<int>); // good, recommended
Flag []
parameters. Use span
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.
They can prevent resource leaks.
Consider:
void f()
{
X x;
X* p1 { new X }; // see also ???
unique_ptr<T> p2 { new X }; // unique ownership; see also ???
shared_ptr<T> p3 { new X }; // shared ownership; see also ???
auto p4 = make_unique<X>(); // unique_ownership, preferable to the explicit use "new"
auto p5 = make_shared<X>(); // shared ownership, preferable to the explicit use "new"
}
This will leak the object used to initialize p1
(only).
(Simple) Warn if the return value of new
or a function call with return value of pointer type is assigned to a raw pointer.
A unique_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 base
This is more efficient:
void f()
{
unique_ptr<Base> base = make_unique<Derived>();
// use base locally
} // destroy base
(Simple) Warn if a function uses a Shared_ptr
with an object allocated within the function, but never returns the Shared_ptr
or passes it to a function requiring a Shared_ptr&
. Suggest using unique_ptr
instead.
If you first make an object and then give it to a shared_ptr
constructor, you (most likely) do one more allocation (and later deallocation) than if you use make_shared()
because the reference counts must be allocated separately from the object.
Consider:
shared_ptr<X> p1 { new X{2} }; // bad
auto p = make_shared<X>(2); // good
The make_shared()
version mentions X
only once, so it is usually shorter (as well as faster) than the version with the explicit new
.
(Simple) Warn if a shared_ptr
is constructed from the result of new
rather than make_shared
.
For convenience and consistency with shared_ptr
.
make_unique()
is C++14, but widely available (as well as simple to write).
(Simple) Warn if a unique_ptr
is constructed from the result of new
rather than make_unique
.
shared_ptr
's rely on use counting and the use count for a cyclic structure never goes to zero, so we need a mechanism to
be able to destroy a cyclic structure.
#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 another shared_ptr
.)
??? probably impossible. If we could statically detect cycles, we wouldn't need weak_ptr
Accepting a smart pointer to a widget
is wrong if the function just needs the widget
itself.
It should be able to accept any widget
object, not just ones whose lifetimes are managed by a particular kind of smart pointer.
A function that does not manipulate lifetime should take raw pointers or references instead.
// callee
void f(shared_ptr<widget>& w)
{
// ...
use(*w); // only use of w -- the lifetime is not used at all
// ...
};
// caller
shared_ptr<widget> my_widget = /* ... */;
f(my_widget);
widget stack_widget;
f(stack_widget); // error
// callee
void f(widget& w)
{
// ...
use(w);
// ...
};
// caller
shared_ptr<widget> my_widget = /* ... */;
f(*my_widget);
widget stack_widget;
f(stack_widget); // ok -- now this works
- (Simple) Warn if a function takes a parameter of a smart pointer type (that overloads
operator->
oroperator*
) that is copyable but the function only calls any of:operator*
,operator->
orget()
. Suggest using aT*
orT&
instead. - Flag a parameter of a smart pointer type (a type that overloads
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.
The rules in the following section also work for other kinds of third-party and custom smart pointers and are very useful for diagnosing common smart pointer errors that cause performance and correctness problems. You want the rules to work on all the smart pointers you use.
Any type (including primary template or specialization) that overloads unary *
and ->
is considered a smart pointer:
- If it is copyable, it is recognized as a reference-counted
shared_ptr
. - If it is not copyable, it is recognized as a unique
unique_ptr
.
// 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 the sharedptrparam
guideline:
p
is a Shared_ptr
, but nothing about its sharedness is used here and passing it by value is a silent pessimization;
these functions should accept a smart pointer only if they need to participate in the widget's lifetime management. Otherwise they should accept a widget*
, if it can be nullptr
. Otherwise, and ideally, the function should accept a widget&
.
These smart pointers match the Shared_ptr
concept, so these guideline enforcement rules work on them out of the box and expose this common pessimization.
Using unique_ptr
in this way both documents and enforces the function call's ownership transfer.
void sink(unique_ptr<widget>); // takes ownership of the widget
void uses(widget*); // just uses the widget
void thinko(const unique_ptr<widget>&); // usually not what you want
- (Simple) Warn if a function takes a
Unique_ptr<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. - (Simple) ((Foundation)) Warn if a function takes a
Unique_ptr<T>
parameter by reference toconst
. Suggest taking aconst T*
orconst T&
instead.
Using unique_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 pointer
void thinko(const unique_ptr<widget>&); // usually not what you want
- (Simple) Warn if a function takes a
Unique_ptr<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. - (Simple) ((Foundation)) Warn if a function takes a
Unique_ptr<T>
parameter by reference toconst
. Suggest taking aconst T*
orconst T&
instead.
This makes the function's ownership sharing explicit.
void share(shared_ptr<widget>); // share -- "will" retain refcount
void may_share(const shared_ptr<widget>&); // "might" retain refcount
void reseat(shared_ptr<widget>&); // "might" reseat ptr
- (Simple) Warn if a function takes a
Shared_ptr<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. - (Simple) ((Foundation)) Warn if a function takes a
Shared_ptr<T>
by value or by reference toconst
and does not copy or move it to anotherShared_ptr
on at least one code path. Suggest taking aT*
orT&
instead. - (Simple) ((Foundation)) Warn if a function takes a
Shared_ptr<T>
by rvalue reference. Suggesting taking it by value instead.
R.35: Take a shared_ptr<widget>&
parameter to express that a function might reseat the shared pointer
This makes the function's reseating explicit.
"reseat" means "making a reference or a smart pointer refer to a different object."
void share(shared_ptr<widget>); // share -- "will" retain refcount
void reseat(shared_ptr<widget>&); // "might" reseat ptr
void may_share(const shared_ptr<widget>&); // "might" retain refcount
- (Simple) Warn if a function takes a
Shared_ptr<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. - (Simple) ((Foundation)) Warn if a function takes a
Shared_ptr<T>
by value or by reference toconst
and does not copy or move it to anotherShared_ptr
on at least one code path. Suggest taking aT*
orT&
instead. - (Simple) ((Foundation)) Warn if a function takes a
Shared_ptr<T>
by rvalue reference. Suggesting taking it by value instead.
R.36: Take a const shared_ptr<widget>&
parameter to express that it might retain a reference count to the object ???
This makes the function's ??? explicit.
void share(shared_ptr<widget>); // share -- "will" retain refcount
void reseat(shared_ptr<widget>&); // "might" reseat ptr
void may_share(const shared_ptr<widget>&); // "might" retain refcount
- (Simple) Warn if a function takes a
Shared_ptr<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. - (Simple) ((Foundation)) Warn if a function takes a
Shared_ptr<T>
by value or by reference toconst
and does not copy or move it to anotherShared_ptr
on at least one code path. Suggest taking aT*
orT&
instead. - (Simple) ((Foundation)) Warn if a function takes a
Shared_ptr<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 nonlocal smart pointer
// that could be inadvertently reset somewhere inside f or it callees
f(*g_p);
// BAD: same reason, just passing it as a "this" pointer
g_p->func();
}
The 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();
}
- (Simple) Warn if a pointer or reference obtained from a smart pointer variable (
Unique_ptr
orShared_ptr
) that is nonlocal, or that is local but potentially aliased, is used in a function call. If the smart pointer is aShared_ptr
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, see NL: Naming and layout.
General rules:
- ES.1: Prefer the standard library to other libraries and to "handcrafted code"
- ES.2: Prefer suitable abstractions to direct use of language features
Declaration rules:
- ES.5: Keep scopes small
- ES.6: Declare names in for-statement initializers and conditions to limit scope
- ES.7: Keep common and local names short, and keep uncommon and nonlocal names longer
- ES.8: Avoid similar-looking names
- ES.9: Avoid
ALL_CAPS
names - ES.10: Declare one name (only) per declaration
- ES.11: Use
auto
to avoid redundant repetition of type names - ES.12: Do not reuse names in nested scopes
- ES.20: Always initialize an object
- ES.21: Don't introduce a variable (or constant) before you need to use it
- ES.22: Don't declare a variable until you have a value to initialize it with
- ES.23: Prefer the
{}
-initializer syntax - ES.24: Use a
unique_ptr<T>
to hold pointers - ES.25: Declare an object
const
orconstexpr
unless you want to modify its value later on - ES.26: Don't use a variable for two unrelated purposes
- ES.27: Use
std::array
orstack_array
for arrays on the stack - ES.28: Use lambdas for complex initialization, especially of
const
variables - ES.30: Don't use macros for program text manipulation
- ES.31: Don't use macros for constants or "functions"
- ES.32: Use
ALL_CAPS
for all macro names - ES.33: If you must use macros, give them unique names
- ES.34: Don't define a (C-style) variadic function
Expression rules:
- ES.40: Avoid complicated expressions
- ES.41: If in doubt about operator precedence, parenthesize
- ES.42: Keep use of pointers simple and straightforward
- ES.43: Avoid expressions with undefined order of evaluation
- ES.44: Don't depend on order of evaluation of function arguments
- ES.45: Avoid "magic constants"; use symbolic constants
- ES.46: Avoid narrowing conversions
- ES.47: Use
nullptr
rather than0
orNULL
- ES.48: Avoid casts
- ES.49: If you must use a cast, use a named cast
- ES.50: Don't cast away
const
- ES.55: Avoid the need for range checking
- ES.56: Write
std::move()
only when you need to explicitly move an object to another scope - ES.60: Avoid
new
anddelete
outside resource management functions - ES.61: Delete arrays using
delete[]
and non-arrays usingdelete
- ES.62: Don't compare pointers into different arrays
- ES.63: Don't slice
- ES.64: Use the
T{e}
notation for construction - ES.65: Don't dereference an invalid pointer
Statement rules:
- ES.70: Prefer a
switch
-statement to anif
-statement when there is a choice - ES.71: Prefer a range-
for
-statement to afor
-statement when there is a choice - ES.72: Prefer a
for
-statement to awhile
-statement when there is an obvious loop variable - ES.73: Prefer a
while
-statement to afor
-statement when there is no obvious loop variable - ES.74: Prefer to declare a loop variable in the initializer part of a
for
-statement - ES.75: Avoid
do
-statements - ES.76: Avoid
goto
- ES.77: Minimize the use of
break
andcontinue
in loops - ES.78: Always end a non-empty
case
with abreak
- ES.79: Use
default
to handle common cases (only) - ES.84: Don't try to declare a local variable with no name
- ES.85: Make empty statements visible
- ES.86: Avoid modifying loop control variables inside the body of raw for-loops
- ES.87: Don't add redundant
==
or!=
to conditions
Arithmetic rules:
- ES.100: Don't mix signed and unsigned arithmetic
- ES.101: Use unsigned types for bit manipulation
- ES.102: Use signed types for arithmetic
- ES.103: Don't overflow
- ES.104: Don't underflow
- ES.105: Don't divide by zero
- ES.106: Don't try to avoid negative values by using
unsigned
- ES.107: Don't use
unsigned
for subscripts, prefergsl::index
Code using a library can be much easier to write than code working directly with language features, much shorter, tend to be of a higher level of abstraction, and the library code is presumably already tested. The ISO C++ Standard Library is among the most widely known and best tested libraries. It is available as part of all C++ Implementations.
auto sum = accumulate(begin(a), end(a), 0.0); // good
a range version of accumulate
would be even better:
auto sum = accumulate(v, 0.0); // better
but don't hand-code a well-known algorithm:
int max = v.size(); // bad: verbose, purpose unstated
double sum = 0.0;
for (int i = 0; i < max; ++i)
sum = sum + v[i];
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 non-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 to delete
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 non-built-in types. Cyclomatic complexity?
A declaration is a statement. A declaration introduces a name into a scope and may 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 measure too long anyway, but the point is that the resources used by fn
and the file handle held by is
are retained for much longer than needed and that unanticipated use of is
and fn
could happen later in the function.
In this case, it might be a good idea to factor out the read:
Record load_record(const string& name)
{
string fn = name + ".txt";
ifstream is {fn};
Record r;
is >> r;
return r;
}
void use(const string& name)
{
Record r = load_record(name);
// ... 200 lines of code ...
}
- Flag loop variable declared outside a loop and not used after the loop
- Flag when expensive resources, such as file handles and locks are not used for N-lines (for some suitable N)
Readability. 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 ...
}
}
- Flag loop variables declared before the loop and not used after the loop
- (hard) Flag loop variables declared before the loop and used after the loop for an unrelated purpose.
Note: C++17 and C++20 also add if
, 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 here
- Flag selection/loop variables declared before the body and not used after the body
- (hard) Flag selection/loop variables declared before the body and used after the body for an unrelated purpose.
Readability. Lowering the chance of clashes between unrelated non-local names.
Conventional short, local names increase readability:
template<typename T> // good
void print(ostream& os, const vector<T>& v)
{
for (gsl::index i = 0; i < v.size(); ++i)
os << v[i] << '\n';
}
An index is conventionally called i
and there is no hint about the meaning of the vector in this generic function, so v
is as good name as any. Compare
template<typename Element_type> // bad: verbose, hard to read
void print(ostream& target_stream, const vector<Element_type>& current_vector)
{
for (gsl::index current_element_index = 0;
current_element_index < current_vector.size();
++current_element_index
)
target_stream << current_vector[current_element_index] << '\n';
}
Yes, it is a caricature, but we have seen worse.
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 what trim_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 as struct
or enum
. It also removes a source of errors, as struct X
can implicitly declare X
if lookup fails.
struct foo { int n; };
struct foo foo(); // BAD, foo is a type already in scope
struct foo x = foo(); // requires disambiguation
Antique header files might declare non-types and types with the same name in the same scope.
- Check names against a list of known confusing letter and digit combinations.
- Flag a declaration of a variable, function, or enumerator that hides a class or enumeration declared in the same scope.
Such 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 use ALL_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 to the C/C++ grammar. It also leaves room for a more descriptive end-of-line comment.
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(InputIterator first, InputIterator last, Predicate pred);
double scalbn(double x, int n); // OK: x * pow(FLT_RADIX, n); FLT_RADIX is usually 2
or:
double scalbn( // better: x * pow(FLT_RADIX, n); FLT_RADIX is usually 2
double x, // base value
int n // exponent
);
or:
// better: base * pow(FLT_RADIX, exponent); FLT_RADIX is usually 2
double scalbn(double base, int exponent);
int a = 7, b = 9, c, d = 10, e = 3;
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;
)
- Simple repetition is tedious and error-prone.
- When you use
auto
, the name of the declared entity is in a fixed position in the declaration, increasing readability. - In a template function declaration the return type can be a member type.
Consider:
auto p = v.begin(); // vector<int>::iterator
auto h = t.future();
auto q = make_unique<int[]>(s);
auto f = [](int x){ return x + 10; };
In each case, we save writing a longish, hard-to-remember type that the compiler already knows but a programmer could get wrong.
template<class T>
auto Container<T>::first() -> Iterator; // Container<T>::Iterator
Avoid auto
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 list
auto x{1}; // x is an int (in C++17; initializer_list in C++11)
When concepts become available, we can (and should) be more specific about the type we are deducing:
// ...
ForwardIterator p = algo(x, y, z);
auto [ quotient, remainder ] = div(123456, 73); // break out the members of the div_t result
Flag 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 large if
-statement, it is easy to overlook that a new d
has been introduced in the inner scope.
This is a known source of bugs.
Sometimes such reuse of a name in an inner scope is called "shadowing".
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 call d.f(1)
would not have found the int
version of f
.
??? Do we need a specific rule about shadowing/hiding in class hierarchies?
- Flag reuse of a name in nested local scopes
- Flag reuse of a member name as a local variable in a member function
- Flag reuse of a global name as a local variable or a member name
- Flag reuse of a base class member name in a derived class (except for function names)
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 initialize i
; it assigns to it. Also, i
can be read in the ...
part. Better:
void use(int arg) // OK
{
int i = 7; // OK: initialized
string s; // OK: default initialized
// ...
}
The always initialize rule is deliberately stronger than the an object must be set before used language rule. The latter, more relaxed rule, catches the technical bugs, but:
- It leads to less readable code
- It encourages people to declare names in greater than necessary scopes
- It leads to harder to read code
- It leads to logic bugs by encouraging complex code
- It hampers refactoring
The always initialize rule is a style rule aimed to improve maintainability as well as a rule protecting against used-before-set errors.
Here is an example that is often considered to demonstrate the need for a more relaxed rule for initialization
widget i; // "widget" a type that's expensive to initialize, possibly a large POD
widget j;
if (cond) { // bad: i and j are initialized "late"
i = f1();
j = f2();
}
else {
i = f3();
j = f4();
}
This cannot trivially be rewritten to initialize i
and j
with initializers.
Note that for types with a default constructor, attempting to postpone initialization simply leads to a default initialization followed by an assignment.
A popular reason for such examples is "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 between i
and j
, that connection should probably be expressed in code:
pair<widget, widget> make_related_widgets(bool x)
{
return (x) ? {f1(), f2()} : {f3(), f4() };
}
auto [i, j] = make_related_widgets(cond); // C++17
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 member variables.
class X {
public:
X(int i, int ci) : m2{i}, cm2{ci} {}
// ...
private:
int m1 = 7;
int m2;
int m3;
const int cm1 = 7;
const int cm2;
const int cm3;
};
The compiler will flag the uninitialized cm3
because it is a const
, but it will not catch the lack of initialization of m3
.
Usually, a rare spurious member initialization is worth the absence of errors from lack of initialization and often an optimizer
can eliminate a redundant initialization (e.g., an initialization that occurs immediately before an assignment).
If you are declaring an object that is just about to be initialized from input, initializing it would cause a double initialization. However, beware that this may leave uninitialized data beyond the input -- and that has been a fertile source of errors and security breaches:
constexpr int max = 8 * 1024;
int buf[max]; // OK, but suspicious: uninitialized
f.read(buf, max);
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 situations
f.read(buf, max);
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 string
Don't consider simple variables that are targets for input operations exceptions to this rule:
int i; // bad
// ...
cin >> i;
In the not uncommon case where the input target and the input operation get separated (as they should not) the possibility of used-before-set opens up.
int i2 = 0; // better, assuming that zero is an acceptable value for i2
// ...
cin >> i2;
A good optimizer should know about input operations and eliminate the redundant operation.
Using a value representing "uninitialized" is a symptom of a problem and not a solution:
widget i = uninit; // bad
widget j = uninit;
// ...
use(i); // possibly used before set
// ...
if (cond) { // bad: i and j are initialized "late"
i = f1();
j = f2();
}
else {
i = f3();
j = f4();
}
Now the compiler cannot even simply detect a used-before-set. Further, we've introduced complexity in the state space for widget: which operations are valid on an uninit
widget and which are not?
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
- Flag every uninitialized variable. Don't flag variables of user-defined types with default constructors.
- Check that an uninitialized buffer is written into immediately after declaration.
Passing an uninitialized variable as a reference to non-
const
argument can be assumed to be a write into the variable.
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; // ugly CaMeLcAsEvArIaBlE
if (cond) // some non-trivial condition
Set(&var);
else if (cond2 || !cond3) {
var = Set2(3.14);
}
else {
var = 0;
for (auto& e : something)
var += e;
}
// use var; that this isn't done too early can be enforced statically with only control flow
This would be fine if there was a default initialization for SomeLargeType
that wasn't too expensive.
Otherwise, a programmer might very well wonder if every possible path through the maze of conditions has been covered.
If not, we have a "use before set" bug. This is a maintenance trap.
For initializers of moderate complexity, including for const
variables, consider using a lambda to express the initializer; see ES.28.
- Flag declarations with default initialization that are assigned to before they are first read.
- Flag any complicated computation after an uninitialized variable and before its use.
Prefer {}
. 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 with auto
.
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 0
vector<int> v2{10}; // vector of 1 element with the value 10
vector<int> v3(1, 2); // vector of 1 element with the value 2
vector<int> v4{1, 2}; // vector of 2 element 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: narrowing
int y = 7.9; // OK: y becomes 7. Hope for a compiler warning
int z = gsl::narrow_cast<int>(7.9); // OK: you asked for it
{}
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 vector
D::D(int a, int b) :m{a, b} { // member initializer (e.g., m might be a pair)
// ...
};
X var {}; // initialize var to be empty
struct S {
int m {7}; // default initializer for a member
// ...
};
For that reason, {}
-initialization is often called "uniform initialization"
(though there unfortunately are a few irregularities left).
Initialization of a variable declared using auto
with a single value, e.g., {v}
, had surprising results until C++17.
The C++17 rules are somewhat less surprising:
auto x1 {7}; // x1 is an int with the value 7
auto x2 = {7}; // x2 is an initializer_list<int> with an element 7
auto x11 {7, 8}; // error: two initializers
auto x22 = {7, 8}; // x22 is an initializer_list<int> with elements 7 and 8
Use ={...}
if you really want an initializer_list<T>
auto fib10 = {1, 1, 2, 3, 5, 8, 13, 21, 34, 55}; // fib10 is a list
={}
gives copy initialization whereas {}
gives direct initialization.
Like the distinction between copy-initialization and direct-initialization itself, this can lead to surprises.
{}
accepts explicit
constructors; ={}
does not`. For example:
struct Z { explicit Z() {} };
Z z1{}; // OK: direct initialization, so we use explicit constructor
Z z2 = {}; // error: copy initialization, so we cannot use the explicit constructor
Use plain {}
-initialization unless you 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
- Flag uses of
=
to initialize arithmetic types where narrowing occurs. - Flag uses of
()
initialization syntax that are actually declarations. (Many compilers should warn on this already.)
Using std::unique_ptr
is the simplest way to avoid leaks. It is reliable, it
makes the type system do much of the work to validate ownership safety, it
increases readability, and it has zero or near zero run-time cost.
void use(bool leak)
{
auto p1 = make_unique<int>(7); // OK
int* p2 = new int{7}; // bad: might leak
// ... no assignment to p2 ...
if (leak) return;
// ... no assignment to p2 ...
vector<int> v(7);
v.at(7) = 0; // exception thrown
// ...
}
If leak == true
the object pointed to by p2
is leaked and the object pointed to by p1
is not.
The same is the case when at()
throws.
Look for raw pointers that are targets of new
, malloc()
, or functions that may return such pointers.
That way you can't change the value by mistake. That way may 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 if
not. Unfortunately, it may be impossible to detect when a non-const
was not
intended to vary (vs when it merely did not vary).
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 may want to reuse a buffer as a scratch pad, but even then prefer to limit the variable's scope as much as possible and be careful not to cause bugs from data left in a recycled buffer as this is a common source of security bugs.
void write_to_file() {
std::string buffer; // to avoid reallocations on every loop iteration
for (auto& o : objects)
{
// First part of the work.
generate_first_String(buffer, o);
write_to_file(buffer);
// Second part of the work.
generate_second_string(buffer, o);
write_to_file(buffer);
// etc...
}
}
Flag recycled variables.
They 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 of a1
is legal C++ and has always been.
There is a lot of such code.
It is error-prone, though, especially when the bound is non-local.
Also, it is a "popular" source of errors (buffer overflow, pointers from array decay, etc.).
The definition of a2
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);
// ...
}
- Flag arrays with non-constant bounds (C-style VLAs)
- Flag arrays with non-local constant bounds
It nicely encapsulates local initialization, including cleaning up scratch variables needed only for the initialization, without needing to create a needless nonlocal yet nonreusable function. It also works for variables that should be const
but only after some initialization work.
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 style
const widget x = [&]{
widget val; // assume that widget has a default constructor
for (auto i = 2; i <= N; ++i) { // this could be some
val += some_obj.do_something_with(i); // arbitrarily long code
} // needed to initialize x
return val;
}();
string var = [&]{
if (!in) return ""; // default
string s;
for (char c : in >> c)
s += toupper(c);
return s;
}(); // note ()
If at all possible, reduce the conditions to a simple set of alternatives (e.g., an enum
) and don't mix up selection and initialization.
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 case c
instead of a C
into a bad flow-control bug.
This rule does not ban the use of macros for "configuration control" use in #ifdef
s, 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) #a
void f(int x, int y)
{
string CAT(x, y) = "asdf"; // BAD: hard for tools to handle (and ugly)
string sx2 = STRINGIFY(x);
// ...
}
There are workarounds for low-level string manipulation using macros. For example:
string s = "asdf" "lkjh"; // ordinary string literal concatenation
enum E { a, b };
template<int x>
constexpr const char* stringify()
{
switch (x) {
case a: return "a";
case b: return "b";
}
}
void f(int x, int y)
{
string sx = stringify<x>();
// ...
}
This is not as convenient as a macro to 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 in SQUARE
there are much better behaved alternatives; for example:
constexpr double pi = 3.14;
template<typename T> T square(T a, T b) { return a * b; }
Scream when you see a macro that isn't just used for source control (e.g., #ifdef
)
Convention. 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, and ES.32. However, there are billions of lines of code littered with macros and a long tradition for using and overusing macros. If you are forced to use macros, use long names and supposedly unique 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 cerr
void error(int severity ...)
{
va_list ap; // a magic type for holding arguments
va_start(ap, severity); // arg startup: "severity" is the first argument of error()
for (;;) {
// treat the next var as a char*; no checking: a cast in disguise
char* p = va_arg(ap, char*);
if (!p) break;
cerr << p << ' ';
}
va_end(ap); // arg cleanup (don't forget this)
cerr << '\n';
if (severity) exit(severity);
}
void use()
{
error(7, "this", "is", "an", "error", nullptr);
error(7); // crash
error(7, "this", "is", "an", "error"); // crash
const char* is = "is";
string an = "an";
error(7, "this", "is", an, "error"); // crash
}
Alternative: Overloading. Templates. Variadic templates. #include
void error(int severity)
{
std::cerr << '\n';
std::exit(severity);
}
template <typename T, typename... Ts>
constexpr void error(int severity, T head, Ts... tail)
{
std::cerr << head;
error(severity, tail...);
}
void use()
{
error(7); // No crash!
error(5, "this", "is", "not", "an", "error"); // No crash!
std::string an = "an";
error(7, "this", "is", "not", an, "error"); // No crash!
error(5, "oh", "no", nullptr); // Compile error! No need for nullptr.
}
This is basically the way printf
is implemented.
- Flag definitions of C-style variadic functions.
- Flag
#include <cstdarg>
and#include <stdarg.h>
Expressions manipulate values.
Complicated expressions are error-prone.
// bad: assignment hidden in subexpression
while ((c = getc()) != -1)
// bad: two non-local variables assigned in sub-expressions
while ((cin >> c1, cin >> c2), c1 == c2)
// better, but possibly still too complicated
for (char c1, c2; cin >> c1 >> c2 && c1 == c2;)
// OK: if i and j are not aliased
int x = ++i + ++j;
// OK: if i != j and i != k
v[i] = v[j] + v[k];
// bad: multiple assignments "hidden" in subexpressions
x = a + (b = f()) + (c = g()) * 7;
// bad: relies on commonly misunderstood precedence rules
x = a & b + c * d && e ^ f == 7;
// bad: undefined behavior
x = x++ + x++ + ++x;
Some of these expressions are unconditionally bad (e.g., they rely on 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; // OK
auto t1 = k * y; // bad: unnecessarily verbose
x = t1 + z;
if (0 <= x && x < max) // OK
auto t1 = 0 <= x; // bad: unnecessarily verbose
auto 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:
- side effects: side effects on multiple non-local variables (for some definition of non-local) can be suspect, especially if the side effects are in separate subexpressions
- writes to aliased variables
- more than N operators (and what should N be?)
- reliance of subtle precedence rules
- uses undefined behavior (can we catch all undefined behavior?)
- implementation defined behavior?
- ???
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 intended
You should know enough not to need parentheses for:
if (a < 0 || a <= max) {
// ...
}
- Flag combinations of bitwise-logical operators and other operators.
- Flag assignment operators not as the leftmost operator.
- ???
Complicated pointer manipulation is a major source of errors.
Use gsl::span
instead.
Pointers should only refer to single objects.
Pointer arithmetic is fragile and easy to get wrong, the source of many, many bad bugs and security violations.
span
is a bounds-checked, safe type for accessing arrays of data.
Access into an array with known bounds using a constant as a subscript can be validated by the compiler.
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 a span
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 a span
:
void f1(span<int, 10> a, int pos) // A1: Change parameter type to use span
{
a[pos / 2] = 1; // OK
a[pos - 1] = 2; // OK
}
void f2(array<int, 10> arr, int pos) // A2: Add local span and use that
{
span<int> a = {arr.data(), pos};
a[pos / 2] = 1; // OK
a[pos - 1] = 2; // OK
}
Use at()
:
void f3(array<int, 10> a, int pos) // ALTERNATIVE B: Use at() for access
{
at(a, pos / 2) = 1; // OK
at(a, pos - 1) = 2; // OK
}
void f()
{
int arr[COUNT];
for (int i = 0; i < COUNT; ++i)
arr[i] = i; // BAD, cannot use non-constant indexer
}
Use a span
:
void f1()
{
int arr[COUNT];
span<int> av = arr;
for (int i = 0; i < COUNT; ++i)
av[i] = i;
}
Use a span
and range-for
:
void f1a()
{
int arr[COUNT];
span<int, COUNT> av = arr;
int i = 0;
for (auto& e : av)
e = i++;
}
Use at()
for access:
void f2()
{
int arr[COUNT];
for (int i = 0; i < COUNT; ++i)
at(arr, i) = i;
}
Use a range-for
:
void f3()
{
int arr[COUNT];
int i = 0;
for (auto& e : arr)
e = i++;
}
Tooling can offer rewrites of array accesses that involve dynamic index expressions to use at()
instead:
static int a[10];
void f(int i, int j)
{
a[i + j] = 12; // BAD, could be rewritten as ...
at(a, i + j) = 12; // OK -- bounds-checked
}
Turning an array into a pointer (as the language does essentially always) removes opportunities for checking, so avoid it
void g(int* p);
void f()
{
int a[5];
g(a); // BAD: are we trying to pass an array?
g(&a[0]); // OK: passing one object
}
If you want to pass an array, say so:
void g(int* p, size_t length); // old (dangerous) code
void g1(span<int> av); // BETTER: get g() changed.
void f2()
{
int a[5];
span<int> av = a;
g(av.data(), av.size()); // OK, if you have no choice
g1(a); // OK -- no decay here, instead use implicit span ctor
}
- Flag any arithmetic operation on an expression of pointer type that results in a value of pointer type.
- Flag any indexing expression on an expression or variable of array type (either static array or
std::array
) where the indexer is not a compile-time constant expression with a value between0
and the upper bound of the array. - Flag any expression that would rely on implicit conversion of an array type to a pointer type.
This rule is part of the bounds-safety profile.
You have no idea what such code does. Portability. Even if it does something sensible for you, it may do something different on another compiler (e.g., the next release of your compiler) or with a different optimizer setting.
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 may 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 undefined
A 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);
The call will most likely be f(0, 1)
or f(1, 0)
, but you don't know which.
Technically, the behavior is undefined.
In C++17, this code does not have undefined behavior, but it is still not specified which argument is evaluated first.
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..12
constexpr int first_month = 1;
constexpr int last_month = 12;
for (int m = first_month; m <= last_month; ++m) // better
cout << month[m] << '\n';
Better still, don't expose constants:
for (auto m : month)
cout << m << '\n';
Flag literals in code. Give a pass to 0
, 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 7
i = (int) d; // bad: we're going to claim this is still not explicit enough
void f(int x, long y, double d)
{
char c1 = x; // bad: narrowing
char c2 = y; // bad: narrowing
char c3 = d; // bad: narrowing
}
The guidelines support library offers a narrow_cast
operation for specifying that narrowing is acceptable and a narrow
("narrow if") that throws an exception if a narrowing would throw away information:
i = narrow_cast<int>(d); // OK (you asked for it): narrowing: i becomes 7
i = narrow<int>(d); // OK: throws narrowing_error
We also include lossy arithmetic casts, such as from a negative floating point type to an unsigned integral type:
double d = -7.9;
unsigned u = 0;
u = d; // BAD
u = narrow_cast<unsigned>(d); // OK (you asked for it): u becomes 0
u = narrow<unsigned>(d); // OK: throws narrowing_error
A good analyzer can detect all narrowing conversions. However, flagging all narrowing conversions will lead to a lot of false positives. Suggestions:
- flag all floating-point to integer conversions (maybe only
float
->char
anddouble
->int
. Here be dragons! we need data) - flag all
long
->char
(I suspectint
->char
is very common. Here be dragons! we need data) - consider narrowing conversions for function arguments especially suspect
Readability. Minimize surprises: nullptr
cannot be confused with an
int
. nullptr
also has a well-specified (very restrictive) type, and thus
works in more scenarios where type deduction might do the wrong thing on NULL
or 0
.
Consider:
void f(int);
void f(char*);
f(0); // call f(int)
f(nullptr); // call f(char*)
Flag uses of 0
and NULL
for pointers. The transformation may be helped by simple program transformation.
Casts are a well-known source of errors. 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 4611686018427387904
Adding
*q = 666;
cout << d << ' ' << *p << ' ' << *q << '\n';
I got
3.29048e-321 666 666
Surprised? I'm just glad I didn't crash the program.
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 else would we get the address of a device register into a pointer? However, casts are seriously overused as well as a major source of errors.
If you feel the need for a lot of casts, there may be a fundamental design problem.
Casting to (void)
is the Standard-sanctioned way to turn off [[nodiscard]]
warnings. If you are calling a function with a [[nodiscard]]
return and you deliberately want to discard the 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), but if you still think it's appropriate and your code reviewer agrees, write (void)
to turn off the warning.
Casts are widely (mis) used. Modern C++ has rules and constructs that eliminate the need for casts in many contexts, such as
- Use templates
- Use
std::variant
- Rely on the well-defined, safe, implicit conversions between pointer types
- Force the elimination of C-style casts, except on a function with a
[[nodiscard]]
return - Warn if there are many functional style casts (there is an obvious problem in quantifying 'many')
- The type profile bans
reinterpret_cast
. - Warn against identity casts between pointer types, where the source and target types are the same (#Pro-type-identitycast)
- Warn if a pointer cast could be implicit
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_cast
const_cast
reinterpret_cast
dynamic_cast
-
std::move
//move(x)
is an rvalue reference tox
-
std::forward
//forward<T>(x)
is an rvalue or an lvalue reference tox
depending onT
-
gsl::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_error
class B { /* ... */ };
class D { /* ... */ };
template<typename D> D* upcast(B* pb)
{
D* pd0 = pb; // error: no implicit conversion from B* to D*
D* pd1 = (D*)pb; // legal, but what is done?
D* pd2 = static_cast<D*>(pb); // error: D is not derived from B
D* pd3 = reinterpret_cast<D*>(pb); // OK: on your head be it!
D* pd4 = dynamic_cast<D*>(pb); // OK: return nullptr
// ...
}
The example was synthesized from real-world bugs where D
used to be derived from B
, but someone refactored the hierarchy.
The C-style cast is dangerous because it can do any kind of conversion, depriving us of any protection from mistakes (now or in the future).
When converting between types with no information loss (e.g. from float
to
double
or int64
from int32
), brace initialization may be used instead.
double d {some_float};
int64_t i {some_int32};
This makes it clear that the type conversion was intended and also prevents
conversions between types that might result in loss of precision. (It is a
compilation error to try to initialize a float
from a double
in this fashion,
for example.)
reinterpret_cast
can be essential, but the essential uses (e.g., turning a machine address into pointer) are not type safe:
auto p = reinterpret_cast<Device_register>(0x800); // inherently dangerous
- Flag C-style and functional casts.
- The type profile bans
reinterpret_cast
. - The type profile warns when using
static_cast
between arithmetic types.
It makes a lie out of const
.
If the variable is actually declared const
, the result of "casting away const
" is 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 effect
f(j); // undefined behavior
Sometimes, you may be tempted to resort to const_cast
to avoid code duplication, such as when two accessor functions that differ only in const
-ness have similar implementations. For example:
class Bar;
class Foo {
public:
// BAD, duplicates logic
Bar& get_bar() {
/* complex logic around getting a non-const reference to my_bar */
}
const Bar& get_bar() const {
/* same complex logic around getting a const reference to my_bar */
}
private:
Bar my_bar;
};
Instead, prefer to share implementations. Normally, you can just have the non-const
function call the const
function. However, when there is complex logic this can lead to the following pattern that still resorts to a const_cast
:
class Foo {
public:
// not great, non-const calls const version but resorts to const_cast
Bar& get_bar() {
return const_cast<Bar&>(static_cast<const Foo&>(*this).get_bar());
}
const Bar& get_bar() const {
/* the complex logic around getting a const reference to my_bar */
}
private:
Bar my_bar;
};
Although this pattern is safe when applied correctly, because the caller must have had a non-const
object to begin with, it's not ideal because the safety is hard to enforce automatically as a checker rule.
Instead, prefer to put the common code in a common helper function -- and make it a template so that it deduces const
. This doesn't use any const_cast
at all:
class Foo {
public: // good
Bar& get_bar() { return get_bar_impl(*this); }
const Bar& get_bar() const { return get_bar_impl(*this); }
private:
Bar my_bar;
template<class T> // good, deduces whether T is const or non-const
static auto get_bar_impl(T& t) -> decltype(t.get_bar())
{ /* the complex logic around getting a possibly-const reference to my_bar */ }
};
You may need to cast away const
when calling const
-incorrect functions.
Prefer to wrap such functions in inline const
-correct wrappers to encapsulate the cast in one place.
Sometimes, "cast away const
" is to allow the updating of some transient information of an otherwise immutable object.
Examples are caching, memoization, and precomputation.
Such examples are often handled as well or better using mutable
or an indirection than with a const_cast
.
Consider keeping previously computed results around for a costly operation:
int compute(int x); // compute a value for x; assume this to be costly
class Cache { // some type implementing a cache for an int->int operation
public:
pair<bool, int> find(int x) const; // is there a value for x?
void set(int x, int v); // make y the value for x
// ...
private:
// ...
};
class X {
public:
int get_val(int x)
{
auto p = cache.find(x);
if (p.first) return p.second;
int val = compute(x);
cache.set(x, val); // insert value for x
return val;
}
// ...
private:
Cache cache;
};
Here, get_val()
is logically constant, so we would like to make it a const
member.
To do this we still need to mutate cache
, so people sometimes resort to a const_cast
:
class X { // Suspicious solution based on casting
public:
int get_val(int x) const
{
auto p = cache.find(x);
if (p.first) return p.second;
int val = compute(x);
const_cast<Cache&>(cache).set(x, val); // ugly
return val;
}
// ...
private:
Cache cache;
};
Fortunately, there is a better solution:
State that cache
is mutable even for a const
object:
class X { // better solution
public:
int get_val(int x) const
{
auto p = cache.find(x);
if (p.first) return p.second;
int val = compute(x);
cache.set(x, val);
return val;
}
// ...
private:
mutable Cache cache;
};
An alternative solution would be to store a pointer to the cache
:
class X { // OK, but slightly messier solution
public:
int get_val(int x) const
{
auto p = cache->find(x);
if (p.first) return p.second;
int val = compute(x);
cache->set(x, val);
return val;
}
// ...
private:
unique_ptr<Cache> cache;
};
That solution is the most flexible, but requires explicit construction and destruction of *cache
(most likely in the constructor and destructor of X
).
In any variant, we must guard against data races on the cache
in multi-threaded code, possibly using a std::mutex
.
- Flag
const_cast
s. - This rule is part of the type-safety profile for the related Profile.
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 v
Look for explicit range checks and heuristically suggest alternatives.
We move, rather than copy, to avoid duplication and for improved performance.
A move typically leaves behind an empty object (C.64), which can be surprising or even dangerous, so we try to avoid moving from lvalues (they might be accessed later).
Moving is done implicitly when the source is an rvalue (e.g., value in a return
treatment or a function result), so don't pointlessly complicate code in those cases by writing move
explicitly. Instead, write short functions that return values, and both the function's return and the caller's accepting of the return will be optimized naturally.
In general, following the guidelines in this document (including not making variables' scopes needlessly large, writing short functions that return values, returning local variables) help eliminate most need for explicit std::move
.
Explicit move
is needed to explicitly move an object to another scope, notably to pass it to a "sink" function and in the implementations of the move operations themselves (move constructor, move assignment operator) and swap operations.
void sink(X&& x); // sink takes ownership of x
void user()
{
X x;
// error: cannot bind an lvalue to a rvalue reference
sink(x);
// OK: sink takes the contents of x, x must now be assumed to be empty
sink(std::move(x));
// ...
// probably a mistake
use(x);
}
Usually, a std::move()
is used as an argument to a &&
parameter.
And after you do that, assume the object has been moved from (see C.64) and don't read its state again until you 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 redundant std::move()
's.
Never write std::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 (??)
vector<int> make_vector() {
vector<int> result;
// ... load result with data
return std::move(result); // bad; just write "return result;"
}
Never write return move(local_variable);
, because the language already knows the variable is a move candidate.
Writing move
in this code won't help, and can actually be detrimental because on some compilers it interferes with RVO (the return value optimization) by creating an additional reference alias to the local variable.
vector<int> v = std::move(make_vector()); // bad; the std::move is entirely redundant
Never write move
on a returned value such as x = move(f());
where f
returns by value.
The language already knows that a returned value is a temporary object that can be moved from.
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?
}
- Flag use of
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. - Flag functions taking an
S&&
parameter if there is noconst S&
overload to take care of lvalues. - Flag a
std::move
s argument passed to a parameter, except when the parameter type is one of the following: anX&&
rvalue reference; aT&&
forwarding reference whereT
is a template parameter type; or by value and the type is move-only. - Flag when
std::move
is applied to a forwarding reference (T&&
whereT
is a template parameter type). Usestd::forward
instead. - Flag when
std::move
is applied to other than an rvalue reference. (More general case of the previous rule to cover the non-forwarding cases.) - Flag when
std::forward
is applied to an rvalue reference (X&&
whereX
is a concrete type). Usestd::move
instead. - Flag when
std::forward
is applied to other than a forwarding reference. (More general case of the previous rule to cover the non-moving cases.) - Flag when an object is potentially moved from and the next operation is a
const
operation; there should first be an intervening non-const
operation, ideally assignment, to first reset the object's value.
Direct resource management in application code is error-prone and tedious.
This is also known as the rule of "No naked new
!"
void f(int n)
{
auto p = new X[n]; // n default constructed Xs
// ...
delete[] p;
}
There can be code in the ...
part that causes the delete
never to happen.
See also: R: Resource management
Flag naked new
s and naked delete
s.
That's what the language requires and mistakes 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 the no naked new
rule as in the previous example, it has many more problems.
- If the
new
and thedelete
are in the same scope, mistakes can be flagged. - If the
new
and thedelete
are in a constructor/destructor pair, mistakes can be flagged.
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 because the object was meant to be considered as a whole. In the rare cases where the slicing was deliberate the code can be surprising.
class Shape { /* ... */ };
class Circle : public Shape { /* ... */ Point c; int r; };
Circle c {{0, 0}, 42};
Shape s {c}; // copy construct only the Shape part of Circle
s = c; // or copy assign only the Shape part of Circle
void assign(const Shape& src, Shape& dest) {
dest = src;
}
Circle c2 {{1, 1}, 43};
assign(c, c2); // oops, not the whole state is transferred
assert(c == c2); // if we supply copying, we should also provide comparison,
// but this will likely return false
The result will be meaningless because the center and radius will not be copied from c
into s
.
The first defense against this is to define the base class Shape
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 Circle
Circle c2 {sm.copy_circle()};
Warn against slicing.
The T{e}
construction syntax makes it explicit that construction is desired.
The T{e}
construction syntax doesn't allow narrowing.
T{e}
is the only safe and general expression for constructing a value of type T
from an expression e
.
The casts notations T(e)
and (T)e
are neither safe nor general.
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 the T(e)
or (T)e
notations, and non-portable
between platforms with different integer and pointer sizes.
Avoid casts (explicit type conversion) and if you must prefer named casts.
When unambiguous, the T
can be left out of T{e}
.
complex<double> f(complex<double>);
auto z = f({2*pi, 1});
The construction notation is the most general initializer notation.
std::vector
and other containers were defined before we had {}
as a notation for construction.
Consider:
vector<string> vs {10}; // ten empty strings
vector<int> vi1 {1, 2, 3, 4, 5, 6, 7, 8, 9, 10}; // ten elements 1..10
vector<int> vi2 {10}; // one element with the value 10
How do we get a vector
of 10 default initialized int
s?
vector<int> v3(10); // ten elements with value 0
The use of ()
rather than {}
for number of elements is conventional (going back to the early 1980s), hard to change, but still
a design error: for a container where the element type can be confused with the number of elements, we have an ambiguity that
must be resolved.
The conventional resolution is to interpret {10}
as a list of one element and use (10)
to distinguish a size.
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 problem
The main problem left is to find a suitable name for Count
.
Flag the C-style (T)e
and functional-style T(e)
casts.
Dereferencing an invalid pointer, such as nullptr
, is undefined behavior, typically leading to immediate crashes,
wrong results, or memory corruption.
This rule is an obvious and well-known language rule, but can be hard to follow. It takes good coding style, library support, and static analysis to eliminate violations without major overhead. This is a major part of the discussion of C++'s resource- and type-safety model.
See also:
- Use RAII to avoid lifetime problems.
- Use unique_ptr to avoid lifetime problems.
- Use shared_ptr to avoid lifetime problems.
- Use references when
nullptr
isn't a possibility. - Use not_null to catch unexpected
nullptr
early. - Use the bounds profile to avoid range errors.
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 whether p
could be the nullptr
.
Consequently, this is also a major source of errors.
There are many approaches to dealing with this potential problem:
void f1(int* p) // deal with nullptr
{
if (!p) {
// deal with nullptr (allocate, return, throw, make p point to something, whatever
}
int x = *p;
}
There are two potential problems with testing for nullptr
:
-
it is not always obvious what to do what to do if we find
nullptr
-
the test can be redundant and/or relatively expensive
-
it is not obvious if the test is to protect against a violation or part of the required logic.
void f2(int* p) // state that p is not supposed to be nullptr { assert(p); int x = *p; }
This would carry a cost only when the assertion checking was enabled and would give a compiler/analyzer useful information. This would work even better if/when C++ gets direct support for contracts:
void f3(int* p) // state that p is not supposed to be nullptr
[[expects: p]]
{
int x = *p;
}
Alternatively, we could use gsl::not_null
to ensure that p
is not the nullptr
.
void f(not_null<int*> p)
{
int x = *p;
}
These remedies take care of nullptr
only.
Remember that there are other ways of getting an invalid pointer.
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 the lifetime safety profile
- Flag a dereference of a pointer that points to an object that has gone out of scope
- Flag a dereference of a pointer that may have been invalidated by assigning a
nullptr
- Flag a dereference of a pointer that may have been invalidated by a
delete
- Flag a dereference to a pointer to a container element that may have been invalidated by dereference
Statements control the flow of control (except for function calls and exception throws, which are expressions).
- Readability.
- Efficiency: A
switch
compares against constants and is usually better optimized than a series of tests in anif
-then
-else
chain. - A
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)
// ...
}
Flag if
-then
-else
chains that check against constants (only).
Readability. 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)
continue; // skip even elements
else
cout << v[i] << '\n';
}
A human or a good static analyzer may determine that there really isn't a side effect on v
in f(v, &v[i])
so that the loop can be rewritten.
"Messing with the loop variable" in the body of a loop is typically best avoided.
Don't use expensive copies of the loop variable of a range-for
loop:
for (string s : vs) // ...
This will copy each elements of vs
into s
. Better:
for (string& s : vs) // ...
Better still, if the loop variable isn't 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.
Readability: 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++;
}
???
Readability.
int events = 0;
for (; wait_for_event(); ++events) { // bad, confusing
// ...
}
The "event loop" is misleading because the events
counter has nothing to do with the loop condition (wait_for_event()
).
Better
int events = 0;
while (wait_for_event()) { // better
++events;
// ...
}
Flag actions in for
-initializers and for
-increments that do not relate to the for
-condition.
Limit the loop variable visibility to the scope of the loop. Avoid using the loop variable for other purposes after the loop.
for (int i = 0; i < 100; ++i) { // GOOD: i var is visible only inside the loop
// ...
}
int j; // BAD: j is visible outside the loop
for (j = 0; j < 100; ++j) {
// ...
}
// j is still visible here and isn't needed
See also: Don't use a variable for two unrelated purposes
for (string s; cin >> s; ) {
cout << s << '\n';
}
Warn when a variable modified inside the for
-statement is declared outside the loop and not being used outside the loop.
Discussion: Scoping the loop variable to the loop body also helps code optimizers greatly. Recognizing that the induction variable is only accessible in the loop body unblocks optimizations such as hoisting, strength reduction, loop-invariant code motion, etc.
Readability, 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 a do
-statement is a clear statement of a solution, but also many bugs.
Flag do
-statements.
Readability, 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,
consider gsl::finally()
as a cleaner and more reliable alternative to goto exit
- Flag
goto
. Better still flag allgoto
s that do not jump from a nested loop to the statement immediately after a nest of loops.
In a non-trivial loop body, it is easy to overlook a break
or a continue
.
A break
in a loop has a dramatically different meaning than a break
in a switch
-statement
(and you can have switch
-statement in a loop and a loop in a switch
-case).
???
Often, a loop that requires a break
is a good candidate for a function (algorithm), in which case the break
becomes a return
.
???
Often, a loop that uses continue
can equivalently and as clearly be expressed by an if
-statement.
???
If you really need to break out a loop, a break
is typically better than alternatives such as modifying the loop variable or a goto
:
???
Accidentally leaving out a break
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 fallthrough
case 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;
}
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-empty case
s.
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 cases a
and b
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 the default
, a maintainer and/or a compiler may reasonably assume that you intended to handle all cases:
void f2(E x)
{
switch (x) {
case a:
do_something();
break;
case b:
case c:
do_something_else();
break;
}
}
Did you forget case d
or deliberately leave it out?
Forgetting a case typically happens when a case is added to an enumeration and the person doing so fails to add it to every
switch over the enumerators.
Flag switch
-statements over an enumeration that don't handle all enumerators and do not have a default
.
This may yield too many false positives in some code bases; if so, flag only switch
es 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<mutex>{mx}; // Bad
// ...
}
This declares an unnamed lock
object that immediately goes out of scope at the point of the semicolon.
This is not an uncommon mistake.
In particular, this particular example can lead to hard-to 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 overlooked
v[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.
Doing so avoids verbosity and eliminates some opportunities for mistakes. Helps make style consistent and conventional.
By definition, a condition in an if
-statement, while
-statement, or a for
-statement selects between true
and false
.
A numeric value is compared to 0
and a pointer value to nullptr
.
// These all mean "if `p` is not `nullptr`"
if (p) { ... } // good
if (p != 0) { ... } // redundant `!=0`; bad: don't use 0 for pointers
if (p != nullptr) { ... } // redundant `!=nullptr`, not recommended
Often, if (p)
is read as "if p
is valid" which is a direct expression of the programmers intent,
whereas if (p != nullptr)
would be a long-winded workaround.
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, good
if (auto pc = dynamic_cast<Circle>(ps); pc != nullptr) { ... } // not recommended
Note that implicit conversions to bool are applied in conditions. For example:
for (string s; cin >> s; ) v.push_back(s);
This invokes istream
's operator bool()
.
Explicit comparison of an integer to 0
is in general not redundant.
The reason is that (as opposed to pointers and Booleans) an integer often has more than two reasonable values.
Furthermore 0
(zero) is often used to indicate success.
Consequently, it is best to be 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) { ... } // good
if (p == 0) { ... } // redundant `== 0`; bad: don't use `0` for pointers
if (p == nullptr) { ... } // redundant `== nullptr`, not recommended
Easy, 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 4294967286
cout << x + y << '\n'; // unsigned result: 4
cout << x * y << '\n'; // unsigned result, possibly 4294967275
It is harder to spot the problem in more realistic examples.
Unfortunately, C++ uses signed integers for array subscripts and the standard library uses unsigned integers for container subscripts.
This precludes consistency. Use gsl::index
for subscripts; see ES.107.
- Compilers already know and sometimes warn.
- (To avoid noise) Do not flag on a mixed signed/unsigned comparison where one of the arguments is
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 modulo arithmetic. However, if you want modulo arithmetic add comments as necessary noting the reliance on wraparound behavior, as such code can be surprising for many programmers.
- Just about impossible in general because of the use of unsigned subscripts in the standard library
- ???
Because most arithmetic is assumed to be signed;
x - y
yields a negative number when y > x
except in the rare cases where you really want modulo arithmetic.
Unsigned arithmetic can yield surprising results if you are not expecting it. This is even more true for mixed signed and unsigned arithmetic.
template<typename T, typename T2>
T subtract(T x, T2 y)
{
return x - y;
}
void test()
{
int s = 5;
unsigned int us = 5;
cout << subtract(s, 7) << '\n'; // -2
cout << subtract(us, 7u) << '\n'; // 4294967294
cout << subtract(s, 7u) << '\n'; // -2
cout << subtract(us, 7) << '\n'; // 4294967294
cout << subtract(s, us + 2) << '\n'; // -2
cout << subtract(us, s + 2) << '\n'; // 4294967294
}
Here we have been very explicit about what's happening,
but if you had seen us - (s + 2)
or s += 2; ...; us - s
, would you reliably have suspected that the result would print as 4294967294
?
Use unsigned types if you really want modulo arithmetic - add comments as necessary noting the reliance on overflow behavior, as such code is 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 not
for (gsl::index i = 0; i < v.size(); ++i) v[i] = i;
int a2[-2]; // error: negative size
// OK, but the number of ints (4294967294) is so large that we should get an exception
vector<int> v2(-2);
Use gsl::index
for subscripts; see ES.107.
- Flag mixed signed and unsigned arithmetic
- Flag results of unsigned arithmetic assigned to or printed as signed.
- Flag negative literals (e.g.
-2
) used as container subscripts. - (To avoid noise) Do not flag on a mixed signed/unsigned comparison where one of the arguments is
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
int n = 0;
while (n++ < 10)
a[n - 1] = 9; // bad (twice)
int n = numeric_limits<int>::max();
int m = n + 1; // bad
int area(int h, int w) { return h * w; }
auto a = area(10'000'000, 100'000'000); // bad
Use unsigned types if you really want modulo arithmetic.
Alternative: For critical applications that can afford some overhead, use a range-checked integer and/or floating-point type.
???
Decrementing a value beyond a minimum value can lead to memory corruption and undefined behavior.
int a[10];
a[-2] = 7; // bad
int n = 101;
while (n--)
a[n - 1] = 9; // bad (twice)
Use unsigned types if you really want modulo arithmetic.
???
The result is undefined and probably a crash.
This also applies to %
.
double divide(int a, int b) {
// BAD, should be checked (e.g., in a precondition)
return a / b;
}
double divide(int a, int b) {
// good, address via precondition (and replace with contracts once C++ gets them)
Expects(b != 0);
return a / b;
}
double divide(int a, int b) {
// good, address via check
return b ? a / b : quiet_NaN<double>();
}
Alternative: For critical applications that can afford some overhead, use a range-checked integer and/or floating-point type.
- Flag division by an integral value that could be zero
Choosing unsigned
implies many changes to the usual behavior of integers, including modulo arithmetic,
can suppress warnings related to overflow,
and opens the door for errors related to signed/unsigned mixes.
Using unsigned
doesn't actually eliminate the possibility of negative values.
unsigned int u1 = -2; // Valid: the value of u1 is 4294967294
int i1 = -2;
unsigned int u2 = i1; // Valid: the value of u2 is 4294967294
int i2 = u2; // Valid: the value of i2 is -2
These problems with such (perfectly legal) constructs are hard to spot in real code and are the source of many real-world errors. Consider:
unsigned area(unsigned height, unsigned width) { return height*width; } // [see also](#Ri-expects)
// ...
int height;
cin >> height;
auto a = area(height, 2); // if the input is -2 a becomes 4294967292
Remember that -1
when assigned to an unsigned int
becomes the largest unsigned int
.
Also, since unsigned arithmetic is modulo arithmetic the multiplication didn't overflow, it wrapped around.
unsigned max = 100000; // "accidental typo", I mean to say 10'000
unsigned short x = 100;
while (x < max) x += 100; // infinite loop
Had x
been a signed short
, we could have warned about the undefined behavior upon overflow.
- use signed integers and check for
x >= 0
- use a positive integer type
- use an integer subrange type
Assert(-1 < x)
For example
struct Positive {
int val;
Positive(int x) :val{x} { Assert(0 < x); }
operator int() { return val; }
};
int f(Positive arg) { return arg; }
int r1 = f(2);
int r2 = f(-2); // throws
???
Hard: there is a lot of code using unsigned
and we don't offer a practical positive number type.
To avoid signed/unsigned confusion.
To enable better optimization.
To enable better error detection.
To avoid the pitfalls with auto
and int
.
vector<int> vec = /*...*/;
for (int i = 0; i < vec.size(); i += 2) // may not be big enough
cout << vec[i] << '\n';
for (unsigned i = 0; i < vec.size(); i += 2) // risk wraparound
cout << vec[i] << '\n';
for (auto i = 0; i < vec.size(); i += 2) // may not be big enough
cout << vec[i] << '\n';
for (vector<int>::size_type i = 0; i < vec.size(); i += 2) // verbose
cout << vec[i] << '\n';
for (auto i = vec.size()-1; i >= 0; i -= 2) // bug
cout << vec[i] << '\n';
for (int i = vec.size()-1; i >= 0; i -= 2) // may not be big enough
cout << vec[i] << '\n';
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 uses signed subscripts.
The standard-library containers use unsigned subscripts.
Thus, no perfect and fully compatible solution is possible (unless and until the standard-library containers change to use signed subscripts someday in the future).
Given the known problems with unsigned and signed/unsigned mixtures, better stick to (signed) integers of a sufficient size, which is guaranteed by gsl::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
- use algorithms
- use range-for
- use iterators/pointers
- Very tricky as long as the standard-library containers get it wrong.
- (To avoid noise) Do not flag on a mixed signed/unsigned comparison where one of the arguments is
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 blindly try to follow them in general code: achieving the goals of low latency requires extra work.
Performance rule summary:
- Per.1: Don't optimize without reason
- Per.2: Don't optimize prematurely
- Per.3: Don't optimize something that's not performance critical
- Per.4: Don't assume that complicated code is necessarily faster than simple code
- Per.5: Don't assume that low-level code is necessarily faster than high-level code
- Per.6: Don't make claims about performance without measurements
- Per.7: Design to enable optimization
- Per.10: Rely on the static type system
- Per.11: Move computation from run time to compile time
- Per.12: Eliminate redundant aliases
- Per.13: Eliminate redundant indirections
- Per.14: Minimize the number of allocations and deallocations
- Per.15: Do not allocate on a critical branch
- Per.16: Use compact data structures
- Per.17: Declare the most used member of a time-critical struct first
- Per.18: Space is time
- Per.19: Access memory predictably
- Per.30: Avoid context switches on the critical path
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.
???
Elaborately optimized code is usually larger and harder to change than unoptimized code.
???
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 doing computation A and 40% of its time doing computation B, a 50% improvement on A is only as impactful as a 5% improvement on B. (If you don't even know how much time is spent on A or B, see Per.1 and Per.2.)
Simple code can be very fast. Optimizers sometimes do marvels with simple code
// clear expression of intent, fast execution
vector<uint8_t> v(100000);
for (auto& c : v)
c = ~c;
// intended to be faster, but is actually slower
vector<uint8_t> v(100000);
for (size_t i = 0; i < v.size(); i += sizeof(uint64_t))
{
uint64_t& quad_word = *reinterpret_cast<uint64_t*>(&v[i]);
quad_word = ~quad_word;
}
???
???
Low-level code sometimes inhibits optimizations. Optimizers sometimes do marvels with high-level code.
???
???
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 Unix time
or the standard-library <chrono>
can help dispel the most obvious myths.
If you can't measure your complete system accurately, at least try to measure a few of your key operations and algorithms.
A profiler can help tell you which parts of your system are performance critical.
Often, you will be surprised.
???
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 to qsort
throws away much useful information (e.g., the element type), forces the user to repeat information
already known (e.g., the element size), and forces the user to write extra code (e.g., a function to compare double
s).
This implies added work for the programmer, is error-prone, and deprives the compiler of information needed for optimization.
double data[100];
// ... fill a ...
// 100 chunks of memory of sizeof(double) starting at
// address data using the order defined by compare_doubles
qsort(data, 100, sizeof(double), compare_doubles);
From the point of view of interface design is that qsort
throws away useful information.
We can do better (in C++98)
template<typename Iter>
void sort(Iter b, Iter e); // sort [b:e)
sort(data, data + 100);
Here, we use the compiler's knowledge about the size of the array, the type of elements, and how to compare double
s.
With C++11 plus concepts, we can do better still
// Sortable specifies that c must be a
// random-access sequence of elements comparable with <
void sort(Sortable& c);
sort(c);
The key is to pass sufficient information for a good implementation to be chosen.
In this, the sort
interfaces shown here still have a weakness:
They implicitly rely on the element type having less-than (<
) defined.
To complete the interface, we need a second version that accepts a comparison criteria:
// compare elements of c using p
void sort(Sortable& c, Predicate<Value_type<Sortable>> p);
The standard-library specification of sort
offers those two versions,
but the semantics is expressed in English rather than code using concepts.
Premature optimization is said to be the root of all evil, but that's not a reason to despise performance. It is never premature to consider what makes a design amenable to improvement, and improved performance is a commonly desired improvement. Aim to build a set of habits that by default results in efficient, maintainable, and optimizable code. In particular, when you write a function that is not a one-off implementation detail, consider
- Information passing: Prefer clean interfaces carrying sufficient information for later improvement of implementation. Note that information flows into and out of an implementation through the interfaces we provide.
- Compact data: By default, use compact data, such as
std::vector
and access it in a systematic fashion. If you think you need a linked structure, try to craft the interface so that this structure isn't seen by users. - Function argument passing and return: Distinguish between mutable and non-mutable data. Don't impose a resource management burden on your users. Don't impose spurious run-time indirections on your users. Use conventional ways of passing information through an interface; unconventional and/or "optimized" ways of passing data can seriously complicate later reimplementation.
- Abstraction: Don't overgeneralize; a design that tries to cater for every possible use (and misuse) and defers every design decision for later (using compile-time or run-time indirections) is usually a complicated, bloated, hard-to-understand mess. Generalize from concrete examples, preserving performance as we generalize. Do not generalize based on mere speculation about future needs. The ideal is zero-overhead generalization.
- Libraries: Use libraries with good interfaces. If no library is available build one yourself and imitate the interface style from a good library. The standard library is a good first place to look for inspiration.
- Isolation: Isolate your code from messy and/or old-style code by providing an interface of your choosing to it. This is sometimes called "providing a wrapper" for the useful/necessary but messy code. Don't let bad designs "bleed into" your code.
Consider:
template <class ForwardIterator, class T>
bool binary_search(ForwardIterator first, ForwardIterator last, const T& val);
binary_search(begin(c), end(c), 7)
will tell you whether 7
is in c
or not.
However, it will not tell you where that 7
is or whether there are more than one 7
.
Sometimes, just passing the minimal amount of information back (here, true
or false
) is sufficient, but a good interface passes
needed information back to the caller. Therefore, the standard library also offers
template <class ForwardIterator, class T>
ForwardIterator lower_bound(ForwardIterator first, ForwardIterator last, const T& val);
lower_bound
returns an iterator to the first match if any, otherwise to the first element greater than val
, or last
if no such element is found.
However, lower_bound
still doesn't return enough information for all uses, so the standard library also offers
template <class ForwardIterator, class T>
pair<ForwardIterator, ForwardIterator>
equal_range(ForwardIterator first, ForwardIterator last, const T& val);
equal_range
returns a pair
of iterators specifying the 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 for low-level code. High-level code does not imply 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 of a 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 the Don't optimize prematurely rule. It complements it encouraging developers enable later - appropriate and non-premature - optimization, if and where needed.
Tricky.
Maybe looking for void*
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.
???
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 initialization
constexpr double ntimes(double d, int n) // assume 0 <= n
{
double m = 1;
while (n--) m *= d;
return m;
}
constexpr double s3 {ntimes(2, 3)}; // modern-style: compile-time initialization
Code like the initialization of s2
isn't uncommon, especially for initialization that's a bit more complicated than square()
.
However, compared to the initialization of s3
there are two problems:
- we suffer the overhead of a function call at run time
-
s2
just might be accessed by another thread before the initialization happens.
Note: you can't have a data race on a constant.
Consider a popular technique for providing a handle for storing small objects in the handle itself and larger ones on the heap.
constexpr int on_stack_max = 20;
template<typename T>
struct Scoped { // store a T in Scoped
// ...
T obj;
};
template<typename T>
struct On_heap { // store a T on the free store
// ...
T* objp;
};
template<typename T>
using Handle = typename std::conditional<(sizeof(T) <= on_stack_max),
Scoped<T>, // first alternative
On_heap<T> // second alternative
>::type;
void f()
{
Handle<double> v1; // the double goes on the stack
Handle<std::array<double, 200>> v2; // the array goes on the free store
// ...
}
Assume that Scoped
and On_heap
provide compatible user interfaces.
Here we compute the optimal type to use at compile time.
There are similar techniques for selecting the optimal function to call.
The ideal is {not} to try execute everything at compile time. Obviously, most computations depend on inputs so they can't be moved to compile time, but beyond that logical constraint is the fact that complex compile-time computation can seriously increase compile times and complicate debugging. It is even possible to slow down code by compile-time computation. This is admittedly rare, but by factoring out a general computation into separate optimal sub-calculations it is possible to render the instruction cache less effective.
- Look for simple functions that might be constexpr (but are not).
- Look for functions called with all constant-expression arguments.
- Look for macros that could be constexpr.
???
???
???
???
Performance is typically dominated by memory access times.
???
???
Performance is typically dominated by memory access times.
???
Performance is very sensitive to cache performance and cache algorithms favor simple (usually linear) access to adjacent data.
int matrix[rows][cols];
// bad
for (int c = 0; c < cols; ++c)
for (int r = 0; r < rows; ++r)
sum += matrix[r][c];
// good
for (int r = 0; r < rows; ++r)
for (int c = 0; c < cols; ++c)
sum += matrix[r][c];
???
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 sharing
the 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 be
as trivial as adding std::async
or std::thread
strategically, or it can
necessitate a full rewrite, depending on whether the original code was written
in a thread-friendly way.
The concurrency/parallelism rules in this document are designed with three goals in mind:
- To help in writing code that is amenable to being used in a threaded environment
- To show clean, safe ways to use the threading primitives offered by the standard library
- To offer guidance on what to do when concurrency and parallelism aren't giving the performance gains needed
It is also important to note that concurrency in C++ is an unfinished story. C++11 introduced many core concurrency primitives, C++14 and C++17 improved on them, and there is much interest in making the writing of concurrent programs in C++ even easier. We expect some of the library-related guidance here to change 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:
- CP.1: Assume that your code will run as part of a multi-threaded program
- CP.2: Avoid data races
- CP.3: Minimize explicit sharing of writable data
- CP.4: Think in terms of tasks, rather than threads
- CP.8: Don't try to use
volatile
for synchronization - CP.9: Whenever feasible use tools to validate your concurrent code
See also:
- CP.con: Concurrency
- CP.par: Parallelism
- CP.mess: Message passing
- CP.vec: Vectorization
- CP.free: Lock-free programming
- CP.etc: Etc. concurrency rules
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 may 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(double x)
{
// bad: these two statics cause data races in multi-threaded usage
static double cached_x = 0.0;
static double cached_result = COMPUTATION_OF_ZERO;
double result;
if (cached_x == x)
return cached_result;
result = computation(x);
cached_x = x;
cached_result = result;
return result;
}
Although cached_computation
works perfectly in a single-threaded environment, in a multi-threaded environment the two static
variables result in data races and thus undefined behavior.
There are several ways that this example could be made safe for a multi-threaded environment:
- Delegate concurrency concerns upwards to the caller.
- Mark the
static
variables asthread_local
(which might make caching less effective). - Implement concurrency control, for example, protecting the two
static
variables with astatic
lock (which might reduce performance). - Have the caller provide the memory to be used for the cache, thereby delegating both memory allocation and concurrency concerns upwards to the caller.
- Refuse to build and/or run in a multi-threaded environment.
- Provide two implementations, one which is used in single-threaded environments and another which is used in multi-threaded environments.
Code that is never run in a multi-threaded environment.
Be careful: there are many examples where code that was "known" to never run in a multi-threaded program was run as part of a multi-threaded program, often years later. Typically, such programs lead to a painful effort to remove data races. Therefore, code that is never intended to run in a multi-threaded environment should be clearly labeled as such and ideally come with compile or run-time enforcement mechanisms to catch those usage bugs early.
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.
There are many examples of data races that exist, some of which are running in production software at this very moment. One very simple example:
int get_id() {
static int id = 1;
return id++;
}
The increment here is an example of a data race. This can go wrong in many ways, including:
- Thread A loads the value of
id
, the OS context switches A out for some period, during which other threads create hundreds of IDs. Thread A is then allowed to run again, andid
is written back to that location as A's read ofid
plus one. - Thread A and B load
id
and increment it simultaneously. They both get the same ID.
Local static variables are a common source of data races.
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 of buf
(sort
will both read and write).
All data races are nasty.
Here, we managed to get a data race on data on the stack.
Not all data races are as easy to spot as this one.
// code not controlled by a lock
unsigned val;
if (val < 5) {
// ... other thread can change val here ...
switch (val) {
case 0: // ...
case 1: // ...
case 2: // ...
case 3: // ...
case 4: // ...
}
}
Now, a compiler that does not know that val
can change will most likely implement that switch
using a jump table with five entries.
Then, a val
outside the [0..4]
range will cause a jump to an address that could be anywhere in the program, and execution would proceed there.
Really, "all bets are off" if you get a data race.
Actually, it can be worse still: by looking at the generated code you may be able to determine where the stray jump will go for a given value;
this can be a security risk.
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:
- Avoid global data
- Avoid
static
variables - More use of value types on the stack (and don't pass pointers around too much)
- More use of immutable data (literals,
constexpr
, 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_gradiants(const vector<Reading>&);
Image altitude_map(const vector<Reading>&);
// ...
void process_readings(const vector<Reading>& surface_readings)
{
auto h1 = async([&] { if (!validate(surface_readings)) throw Invalid_data{}; });
auto h2 = async([&] { return temperature_gradiants(surface_readings); });
auto h3 = async([&] { return altitude_map(surface_readings); });
// ...
h1.get();
auto v2 = h2.get();
auto v3 = h3.get();
// ...
}
Without those const
s, we would have to review every asynchronously invoked function for potential data races on surface_readings
.
Making surface_readings
be const
(with respect to this function) allow 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 also CP.mess: Message Passing and CP.31: prefer pass by value.
???
A thread
is an implementation concept, a way of thinking about the machine.
A task is an application notion, something you'd like to do, preferably concurrently with other tasks.
Application concepts are easier to reason about.
void some_fun() {
std::string msg, msg2;
std::thread publisher([&] { msg = "Hello"; }); // bad: less expressive
// and more error-prone
auto pubtask = std::async([&] { msg2 = "Hello"; }); // OK
// ...
publisher.join();
}
With the exception of async()
, the standard-library facilities are low-level, machine-oriented, threads-and-lock level.
This is a necessary foundation, but we have to try to raise the level of abstraction: for productivity, for reliability, and for performance.
This is a potent argument for using higher level, more applications-oriented libraries (if possibly, built on top of standard-library facilities).
???
In C++, unlike some other languages, volatile
does not provide atomicity, does not synchronize between threads,
and does not prevent instruction reordering (neither compiler nor hardware).
It simply has nothing to do with concurrency.
int free_slots = max_slots; // current source of memory for objects
Pool* use()
{
if (int n = free_slots--) return &pool[n];
}
Here we have a problem:
This is perfectly good code in a single-threaded program, but have two threads execute this and
there is a race condition on free_slots
so that two threads might get the same value and free_slots
.
That's (obviously) a bad data race, so people trained in other languages may try to fix it like this:
volatile int free_slots = max_slots; // current source of memory for objects
Pool* use()
{
if (int n = free_slots--) return &pool[n];
}
This has no effect on synchronization: The data race is still there!
The C++ mechanism for this is atomic
types:
atomic<int> free_slots = max_slots; // current source of memory for objects
Pool* use()
{
if (int n = free_slots--) return &pool[n];
}
Now the --
operation is atomic,
rather than a read-increment-write sequence where another thread might get in-between the individual operations.
Use atomic
types where you might have used volatile
in some other language.
Use a mutex
for more complicated examples.
(rare) proper uses of volatile
Experience shows that concurrent code is exceptionally hard to get right and that compile-time checking, run-time checks, and testing are less effective at finding concurrency errors than they are at finding errors in sequential code. Subtle concurrency errors can have dramatically bad effects, including memory corruption and deadlocks.
???
Thread safety is challenging, often getting the better of experienced programmers: tooling is an important strategy to mitigate those risks. There are many tools "out there", both commercial and open-source tools, both research and production tools. Unfortunately people's needs and constraints differ so dramatically that we cannot make specific recommendations, but we can mention:
-
Static enforcement tools: both clang and some older versions of GCC have some support for static annotation of thread safety properties. Consistent use of this technique turns many classes of thread-safety errors into compile-time errors. The annotations are generally local (marking a particular member variable as guarded by a particular mutex), and are usually easy to learn. However, as with many static tools, it can often present false negatives; cases that should have been caught but were allowed.
-
dynamic enforcement tools: Clang's Thread Sanitizer (aka TSAN) is a powerful example of dynamic tools: it changes the build and execution of your program to add bookkeeping on memory access, absolutely identifying data races in a given execution of your binary. The cost for this is both memory (5-10x in most cases) and CPU slowdown (2-20x). Dynamic tools like this are best when applied to integration tests, canary pushes, or unittests that operate on multiple threads. Workload matters: When TSAN 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 applications.
This section focuses on relatively ad-hoc uses of multiple threads communicating through shared data.
- For parallel algorithms, see parallelism
- For inter-task communication without explicit sharing, see messaging
- For vector parallel code, see vectorization
- For lock-free programming, see lock free
Concurrency rule summary:
- CP.20: Use RAII, never plain
lock()
/unlock()
- CP.21: Use
std::lock()
orstd::scoped_lock
to acquire multiplemutex
es - CP.22: Never call unknown code while holding a lock (e.g., a callback)
- CP.23: Think of a joining
thread
as a scoped container - CP.24: Think of a
thread
as a global container - CP.25: Prefer
gsl::joining_thread
overstd::thread
- CP.26: Don't
detach()
a thread - CP.31: Pass small amounts of data between threads by value, rather than by reference or pointer
- CP.32: To share ownership between unrelated
thread
s useshared_ptr
- CP.40: Minimize context switching
- CP.41: Minimize thread creation and destruction
- CP.42: Don't
wait
without a condition - CP.43: Minimize time spent in a critical section
- CP.44: Remember to name your
lock_guard
s andunique_lock
s - CP.50: Define a
mutex
together with the data it guards. Usesynchronized_value<T>
where possible - ??? when to use a spinlock
- ??? when to use
try_lock()
- ??? when to prefer
lock_guard
overunique_lock
- ??? Time multiplexing
- ??? when/how to use
new thread
Avoids nasty errors from unreleased locks.
mutex mtx;
void do_stuff()
{
mtx.lock();
// ... do stuff ...
mtx.unlock();
}
Sooner or later, someone will forget the mtx.unlock()
, place a return
in the ... do stuff ...
, throw an exception, or something.
mutex mtx;
void do_stuff()
{
unique_lock<mutex> lck {mtx};
// ... do stuff ...
}
Flag calls of member lock()
and unlock()
. ???
To avoid deadlocks on multiple mutex
es.
This is asking for deadlock:
// thread 1
lock_guard<mutex> lck1(m1);
lock_guard<mutex> lck2(m2);
// thread 2
lock_guard<mutex> lck2(m2);
lock_guard<mutex> lck1(m1);
Instead, use lock()
:
// thread 1
lock(m1, m2);
lock_guard<mutex> lck1(m1, adopt_lock);
lock_guard<mutex> lck2(m2, adopt_lock);
// thread 2
lock(m2, m1);
lock_guard<mutex> lck2(m2, adopt_lock);
lock_guard<mutex> lck1(m1, adopt_lock);
or (better, but C++17 only):
// thread 1
scoped_lock<mutex, mutex> lck1(m1, m2);
// thread 2
scoped_lock<mutex, mutex> lck2(m2, m1);
Here, the writers of thread1
and thread2
are still not agreeing on the order of the mutex
es, but order no longer matters.
In real code, mutex
es are rarely named to conveniently remind the programmer of an intended relation and intended order of acquisition.
In real code, mutex
es are not always conveniently acquired on consecutive lines.
In C++17 it's possible to write plain
lock_guard lck1(m1, adopt_lock);
and have the mutex
type deduced.
Detect the acquisition of multiple mutex
es.
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 what Foo::act
does (maybe it is a virtual function invoking a derived class member of a class not yet written),
it may call do_this
(recursively) and cause a deadlock on my_mutex
.
Maybe it will lock on a different mutex and not return in a reasonable time, causing delays to any code calling do_this
.
A common example of the "calling unknown code" problem is a call to a function that tries to gain locked access to the same object.
Such problem can often be solved by using a recursive_mutex
. For example:
recursive_mutex my_mutex;
template<typename Action>
void do_something(Action f)
{
unique_lock<recursive_mutex> lck {my_mutex};
// ... do something ...
f(this); // f will do something to *this
// ...
}
If, as it is likely, f()
invokes operations on *this
, we must make sure that the object's invariant holds before the call.
- Flag calling a virtual function with a non-recursive
mutex
held - Flag calling a callback with a non-recursive
mutex
held
To maintain pointer safety and avoid leaks, we need to consider what pointers are used by a thread
.
If a thread
joins, we can safely pass pointers to objects in the scope of the thread
and its enclosing scopes.
void f(int* p)
{
// ...
*p = 99;
// ...
}
int glob = 33;
void some_fct(int* p)
{
int x = 77;
joining_thread t0(f, &x); // OK
joining_thread t1(f, p); // OK
joining_thread t2(f, &glob); // OK
auto q = make_unique<int>(99);
joining_thread t3(f, q.get()); // OK
// ...
}
A gsl::joining_thread
is a std::thread
with a destructor that joins and that cannot be detached()
.
By "OK" we mean that the object will be in scope ("live") for as long as a thread
can use the pointer to it.
The fact that thread
s run concurrently doesn't affect the lifetime or ownership issues here;
these thread
s can be seen as just a function object called from some_fct
.
Ensure that joining_thread
s don't detach()
.
After that, the usual lifetime and ownership (for local objects) enforcement applies.
To maintain pointer safety and avoid leaks, we need to consider what pointers are used by a thread
.
If a thread
is detached, we can safely pass pointers to static and free store objects (only).
void f(int* p)
{
// ...
*p = 99;
// ...
}
int glob = 33;
void some_fct(int* p)
{
int x = 77;
std::thread t0(f, &x); // bad
std::thread t1(f, p); // bad
std::thread t2(f, &glob); // OK
auto q = make_unique<int>(99);
std::thread t3(f, q.get()); // bad
// ...
t0.detach();
t1.detach();
t2.detach();
t3.detach();
// ...
}
By "OK" we mean that the object will be in scope ("live") for as long as a thread
can use the pointers to it.
By "bad" we mean that a thread
may use a pointer after the pointed-to object is destroyed.
The fact that thread
s run concurrently doesn't affect the lifetime or ownership issues here;
these thread
s can be seen as just a function object called from some_fct
.
Even objects with static storage duration can be problematic if used from detached threads: if the thread continues until the end of the program, it might be running concurrently with the destruction of objects with static storage duration, and thus accesses to such objects might race.
This rule is redundant if you don't detach()
and use gsl::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 a detach()
is executed for a thread
, but simple common cases are easily detected.
If we cannot prove that a thread
does not detach()
, we must assume that it does and that it outlives the scope in which it was constructed;
After that, the usual lifetime and ownership (for global objects) enforcement applies.
Flag attempts to pass local variables to a thread that might detach()
.
A joining_thread
is a thread that joins at the end of its scope.
Detached threads are hard to monitor.
It is harder to ensure absence of errors in detached threads (and potentially detached threads)
void f() { std::cout << "Hello "; }
struct F {
void operator()() { std::cout << "parallel world "; }
};
int main()
{
std::thread t1{f}; // f() executes in separate thread
std::thread t2{F()}; // F()() executes in separate thread
} // spot the bugs
void f() { std::cout << "Hello "; }
struct F {
void operator()() { std::cout << "parallel world "; }
};
int main()
{
std::thread t1{f}; // f() executes in separate thread
std::thread t2{F()}; // F()() executes in separate thread
t1.join();
t2.join();
} // one bad bug left
The code determining whether to join()
or detach()
may be complicated and even decided in the thread of functions called from it or functions called by the function that creates a thread:
void tricky(thread* t, int n)
{
// ...
if (is_odd(n))
t->detach();
// ...
}
void use(int n)
{
thread t { tricky, this, n };
// ...
// ... should I join here? ...
}
This seriously complicates lifetime analysis, and in not too unlikely cases makes lifetime analysis impossible.
This implies that we cannot safely refer to local objects in use()
from the thread or refer to local objects in the thread from use()
.
Make "immortal threads" globals, put them in an enclosing scope, or put them on the free store rather than detach()
.
don't detach
.
Because of old code and third party libraries using std::thread
this rule can be hard to introduce.
Flag uses of std::thread
:
- Suggest use of
gsl::joining_thread
. - Suggest "exporting ownership" to an enclosing scope if it detaches.
- Seriously warn if it is not obvious whether if joins of detaches.
Often, the need to outlive the scope of its creation is inherent in the thread
s task,
but implementing that idea by detach
makes it harder to monitor and communicate with the detached thread.
In particular, it is harder (though not impossible) to ensure that the thread completed as expected or lives for as long as expected.
void heartbeat();
void use()
{
std::thread t(heartbeat); // don't join; heartbeat is meant to run forever
t.detach();
// ...
}
This is a reasonable use of a thread, for which detach()
is commonly used.
There are problems, though.
How do we monitor the detached thread to see if it is alive?
Something might go wrong with the heartbeat, and losing a heartbeat can be very serious in a system for which it is needed.
So, we need to communicate with the heartbeat thread
(e.g., through a stream of messages or notification events using a condition_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);
// ...
}
Flag detach()
.
Copying a small amount of data is cheaper to copy and access than to share it using some locking mechanism. Copying naturally gives unique ownership (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 of modify1
involves copying two string
values; the call of modify2
does not.
On the other hand, the implementation of modify1
is exactly as we would have written it for single-threaded code,
whereas the implementation of modify2
will need some form of locking to avoid data races.
If the string is short (say 10 characters), the call of modify1
can be surprisingly fast;
essentially all the cost is in the thread
switch. If the string is long (say 1,000,000 characters), copying it twice
is probably not a good idea.
Note that this argument has nothing to do with async
as such. It applies equally to considerations about whether to use
message passing or shared memory.
???
If threads are unrelated (that is, not known to be in the same scope or one within the lifetime of the other)
and they need to share free store memory that needs to be deleted, a shared_ptr
(or equivalent) is the only
safe way to ensure proper deletion.
???
- A static object (e.g. a global) can be shared because it is not owned in the sense that some thread is responsible for its deletion.
- An object on free store that is never to be deleted can be shared.
- An object owned by one thread can be safely shared with another as long as that second thread doesn't outlive the owner.
???
Context switches are expensive.
???
???
Thread creation is expensive.
void worker(Message m)
{
// process
}
void master(istream& is)
{
for (Message m; is >> m; )
run_list.push_back(new thread(worker, m));
}
This spawns a thread
per message, and the run_list
is presumably managed to destroy those tasks once they are finished.
Instead, we could have a set of pre-created worker threads processing the messages
Sync_queue<Message> work;
void master(istream& is)
{
for (Message m; is >> m; )
work.put(m);
}
void worker()
{
for (Message m; m = work.get(); ) {
// process
}
}
void workers() // set up worker threads (specifically 4 worker threads)
{
joining_thread w1 {worker};
joining_thread w2 {worker};
joining_thread w3 {worker};
joining_thread w4 {worker};
}
If your system has a good thread pool, use it. If your system has a good mess