You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
6170 lines
201 KiB
6170 lines
201 KiB
<!DOCTYPE html> |
|
<html> |
|
<head> |
|
<meta http-equiv="content-type" content="text/html; charset=UTF-8"> |
|
<title>Google C++ Style Guide</title> |
|
<link rel="stylesheet" type="text/css" href="include/styleguide.css"> |
|
<script language="javascript" src="include/styleguide.js"></script> |
|
<link rel="shortcut icon" type="image/x-icon" href="https://www.google.com/favicon.ico" /> |
|
</head> |
|
<body onload="initStyleGuide();"> |
|
<div id="content"> |
|
<h1>Google C++ Style Guide</h1> |
|
<div class="horizontal_toc" id="tocDiv"></div> |
|
|
|
<div class="main_body"> |
|
|
|
<h2 class="ignoreLink" id="Background">Background</h2> |
|
|
|
<p>C++ is one of the main development languages used by |
|
many of Google's open-source projects. As every C++ |
|
programmer knows, the language has many powerful features, but |
|
this power brings with it complexity, which in turn can make |
|
code more bug-prone and harder to read and maintain.</p> |
|
|
|
<p>The goal of this guide is to manage this complexity by |
|
describing in detail the dos and don'ts of writing C++ code. |
|
These rules exist to |
|
keep the code base manageable while still allowing |
|
coders to use C++ language features productively.</p> |
|
|
|
<p><em>Style</em>, also known as readability, is what we call |
|
the conventions that govern our C++ code. The term Style is a |
|
bit of a misnomer, since these conventions cover far more than |
|
just source file formatting.</p> |
|
|
|
<p> |
|
Most open-source projects developed by |
|
Google conform to the requirements in this guide. |
|
</p> |
|
|
|
|
|
|
|
|
|
|
|
<p>Note that this guide is not a C++ tutorial: we assume that |
|
the reader is familiar with the language. </p> |
|
|
|
<h3 id="Goals">Goals of the Style Guide</h3> |
|
<div class="stylebody"> |
|
<p>Why do we have this document?</p> |
|
|
|
<p>There are a few core goals that we believe this guide should |
|
serve. These are the fundamental <b>why</b>s that |
|
underlie all of the individual rules. By bringing these ideas to |
|
the fore, we hope to ground discussions and make it clearer to our |
|
broader community why the rules are in place and why particular |
|
decisions have been made. If you understand what goals each rule is |
|
serving, it should be clearer to everyone when a rule may be waived |
|
(some can be), and what sort of argument or alternative would be |
|
necessary to change a rule in the guide.</p> |
|
|
|
<p>The goals of the style guide as we currently see them are as follows:</p> |
|
<dl> |
|
<dt>Style rules should pull their weight</dt> |
|
<dd>The benefit of a style rule |
|
must be large enough to justify asking all of our engineers to |
|
remember it. The benefit is measured relative to the codebase we would |
|
get without the rule, so a rule against a very harmful practice may |
|
still have a small benefit if people are unlikely to do it |
|
anyway. This principle mostly explains the rules we don’t have, rather |
|
than the rules we do: for example, <code>goto</code> contravenes many |
|
of the following principles, but is already vanishingly rare, so the Style |
|
Guide doesn’t discuss it.</dd> |
|
|
|
<dt>Optimize for the reader, not the writer</dt> |
|
<dd>Our codebase (and most individual components submitted to it) is |
|
expected to continue for quite some time. As a result, more time will |
|
be spent reading most of our code than writing it. We explicitly |
|
choose to optimize for the experience of our average software engineer |
|
reading, maintaining, and debugging code in our codebase rather than |
|
ease when writing said code. "Leave a trace for the reader" is a |
|
particularly common sub-point of this principle: When something |
|
surprising or unusual is happening in a snippet of code (for example, |
|
transfer of pointer ownership), leaving textual hints for the reader |
|
at the point of use is valuable (<code>std::unique_ptr</code> |
|
demonstrates the ownership transfer unambiguously at the call |
|
site). </dd> |
|
|
|
<dt>Be consistent with existing code</dt> |
|
<dd>Using one style consistently through our codebase lets us focus on |
|
other (more important) issues. Consistency also allows for |
|
automation: tools that format your code or adjust |
|
your <code>#include</code>s only work properly when your code is |
|
consistent with the expectations of the tooling. In many cases, rules |
|
that are attributed to "Be Consistent" boil down to "Just pick one and |
|
stop worrying about it"; the potential value of allowing flexibility |
|
on these points is outweighed by the cost of having people argue over |
|
them. </dd> |
|
|
|
<dt>Be consistent with the broader C++ community when appropriate</dt> |
|
<dd>Consistency with the way other organizations use C++ has value for |
|
the same reasons as consistency within our code base. If a feature in |
|
the C++ standard solves a problem, or if some idiom is widely known |
|
and accepted, that's an argument for using it. However, sometimes |
|
standard features and idioms are flawed, or were just designed without |
|
our codebase's needs in mind. In those cases (as described below) it's |
|
appropriate to constrain or ban standard features. In some cases we |
|
prefer a homegrown or third-party library over a library defined in |
|
the C++ Standard, either out of perceived superiority or insufficient |
|
value to transition the codebase to the standard interface.</dd> |
|
|
|
<dt>Avoid surprising or dangerous constructs</dt> |
|
<dd>C++ has features that are more surprising or dangerous than one |
|
might think at a glance. Some style guide restrictions are in place to |
|
prevent falling into these pitfalls. There is a high bar for style |
|
guide waivers on such restrictions, because waiving such rules often |
|
directly risks compromising program correctness. |
|
</dd> |
|
|
|
<dt>Avoid constructs that our average C++ programmer would find tricky |
|
or hard to maintain</dt> |
|
<dd>C++ has features that may not be generally appropriate because of |
|
the complexity they introduce to the code. In widely used |
|
code, it may be more acceptable to use |
|
trickier language constructs, because any benefits of more complex |
|
implementation are multiplied widely by usage, and the cost in understanding |
|
the complexity does not need to be paid again when working with new |
|
portions of the codebase. When in doubt, waivers to rules of this type |
|
can be sought by asking |
|
your project leads. This is specifically |
|
important for our codebase because code ownership and team membership |
|
changes over time: even if everyone that works with some piece of code |
|
currently understands it, such understanding is not guaranteed to hold a |
|
few years from now.</dd> |
|
|
|
<dt>Be mindful of our scale</dt> |
|
<dd>With a codebase of 100+ million lines and thousands of engineers, |
|
some mistakes and simplifications for one engineer can become costly |
|
for many. For instance it's particularly important to |
|
avoid polluting the global namespace: name collisions across a |
|
codebase of hundreds of millions of lines are difficult to work with |
|
and hard to avoid if everyone puts things into the global |
|
namespace.</dd> |
|
|
|
<dt>Concede to optimization when necessary</dt> |
|
<dd>Performance optimizations can sometimes be necessary and |
|
appropriate, even when they conflict with the other principles of this |
|
document.</dd> |
|
</dl> |
|
|
|
<p>The intent of this document is to provide maximal guidance with |
|
reasonable restriction. As always, common sense and good taste should |
|
prevail. By this we specifically refer to the established conventions |
|
of the entire Google C++ community, not just your personal preferences |
|
or those of your team. Be skeptical about and reluctant to use |
|
clever or unusual constructs: the absence of a prohibition is not the |
|
same as a license to proceed. Use your judgment, and if you are |
|
unsure, please don't hesitate to ask your project leads to get additional |
|
input.</p> |
|
|
|
</div> |
|
|
|
|
|
|
|
<h2 id="Header_Files">Header Files</h2> |
|
|
|
<p>In general, every <code>.cc</code> file should have an |
|
associated <code>.h</code> file. There are some common |
|
exceptions, such as unittests and |
|
small <code>.cc</code> files containing just a |
|
<code>main()</code> function.</p> |
|
|
|
<p>Correct use of header files can make a huge difference to |
|
the readability, size and performance of your code.</p> |
|
|
|
<p>The following rules will guide you through the various |
|
pitfalls of using header files.</p> |
|
|
|
<a id="The_-inl.h_Files"></a> |
|
<h3 id="Self_contained_Headers">Self-contained Headers</h3> |
|
|
|
<div class="summary"> |
|
<p>Header files should be self-contained (compile on their own) and |
|
end in <code>.h</code>. Non-header files that are meant for inclusion |
|
should end in <code>.inc</code> and be used sparingly.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
<p>All header files should be self-contained. Users and refactoring |
|
tools should not have to adhere to special conditions to include the |
|
header. Specifically, a header should |
|
have <a href="#The__define_Guard">header guards</a> and include all |
|
other headers it needs.</p> |
|
|
|
<p>Prefer placing the definitions for template and inline functions in |
|
the same file as their declarations. The definitions of these |
|
constructs must be included into every <code>.cc</code> file that uses |
|
them, or the program may fail to link in some build configurations. If |
|
declarations and definitions are in different files, including the |
|
former should transitively include the latter. Do not move these |
|
definitions to separately included header files (<code>-inl.h</code>); |
|
this practice was common in the past, but is no longer allowed.</p> |
|
|
|
<p>As an exception, a template that is explicitly instantiated for |
|
all relevant sets of template arguments, or that is a private |
|
implementation detail of a class, is allowed to be defined in the one |
|
and only <code>.cc</code> file that instantiates the template.</p> |
|
|
|
<p>There are rare cases where a file designed to be included is not |
|
self-contained. These are typically intended to be included at unusual |
|
locations, such as the middle of another file. They might not |
|
use <a href="#The__define_Guard">header guards</a>, and might not include |
|
their prerequisites. Name such files with the <code>.inc</code> |
|
extension. Use sparingly, and prefer self-contained headers when |
|
possible.</p> |
|
|
|
</div> |
|
|
|
<h3 id="The__define_Guard">The #define Guard</h3> |
|
|
|
<div class="summary"> |
|
<p>All header files should have <code>#define</code> guards to |
|
prevent multiple inclusion. The format of the symbol name |
|
should be |
|
<code><i><PROJECT></i>_<i><PATH></i>_<i><FILE></i>_H_</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
|
|
|
|
<p>To guarantee uniqueness, they should |
|
be based on the full path in a project's source tree. For |
|
example, the file <code>foo/src/bar/baz.h</code> in |
|
project <code>foo</code> should have the following |
|
guard:</p> |
|
|
|
<pre>#ifndef FOO_BAR_BAZ_H_ |
|
#define FOO_BAR_BAZ_H_ |
|
|
|
... |
|
|
|
#endif // FOO_BAR_BAZ_H_ |
|
</pre> |
|
|
|
|
|
|
|
|
|
</div> |
|
|
|
<h3 id="Forward_Declarations">Forward Declarations</h3> |
|
|
|
<div class="summary"> |
|
<p>Avoid using forward declarations where possible. |
|
Just <code>#include</code> the headers you need.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>A "forward declaration" is a declaration of a class, |
|
function, or template without an associated definition.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<ul> |
|
<li>Forward declarations can save compile time, as |
|
<code>#include</code>s force the compiler to open |
|
more files and process more input.</li> |
|
|
|
<li>Forward declarations can save on unnecessary |
|
recompilation. <code>#include</code>s can force |
|
your code to be recompiled more often, due to unrelated |
|
changes in the header.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>Forward declarations can hide a dependency, allowing |
|
user code to skip necessary recompilation when headers |
|
change.</li> |
|
|
|
<li>A forward declaration may be broken by subsequent |
|
changes to the library. Forward declarations of functions |
|
and templates can prevent the header owners from making |
|
otherwise-compatible changes to their APIs, such as |
|
widening a parameter type, adding a template parameter |
|
with a default value, or migrating to a new namespace.</li> |
|
|
|
<li>Forward declaring symbols from namespace |
|
<code>std::</code> yields undefined behavior.</li> |
|
|
|
<li>It can be difficult to determine whether a forward |
|
declaration or a full <code>#include</code> is needed. |
|
Replacing an <code>#include</code> with a forward |
|
declaration can silently change the meaning of |
|
code: |
|
<pre> // b.h: |
|
struct B {}; |
|
struct D : B {}; |
|
|
|
// good_user.cc: |
|
#include "b.h" |
|
void f(B*); |
|
void f(void*); |
|
void test(D* x) { f(x); } // calls f(B*) |
|
</pre> |
|
If the <code>#include</code> was replaced with forward |
|
decls for <code>B</code> and <code>D</code>, |
|
<code>test()</code> would call <code>f(void*)</code>. |
|
</li> |
|
|
|
<li>Forward declaring multiple symbols from a header |
|
can be more verbose than simply |
|
<code>#include</code>ing the header.</li> |
|
|
|
<li>Structuring code to enable forward declarations |
|
(e.g. using pointer members instead of object members) |
|
can make the code slower and more complex.</li> |
|
|
|
|
|
</ul> |
|
</div> |
|
|
|
<div class="decision"> |
|
<ul> |
|
<li>Try to avoid forward declarations of entities |
|
defined in another project.</li> |
|
|
|
<li>When using a function declared in a header file, |
|
always <code>#include</code> that header.</li> |
|
|
|
<li>When using a class template, prefer to |
|
<code>#include</code> its header file.</li> |
|
</ul> |
|
|
|
<p>Please see <a href="#Names_and_Order_of_Includes">Names and Order |
|
of Includes</a> for rules about when to #include a header.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Inline_Functions">Inline Functions</h3> |
|
|
|
<div class="summary"> |
|
<p>Define functions inline only when they are small, say, 10 |
|
lines or fewer.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>You can declare functions in a way that allows the compiler to expand |
|
them inline rather than calling them through the usual |
|
function call mechanism.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Inlining a function can generate more efficient object |
|
code, as long as the inlined function is small. Feel free |
|
to inline accessors and mutators, and other short, |
|
performance-critical functions.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>Overuse of inlining can actually make programs slower. |
|
Depending on a function's size, inlining it can cause the |
|
code size to increase or decrease. Inlining a very small |
|
accessor function will usually decrease code size while |
|
inlining a very large function can dramatically increase |
|
code size. On modern processors smaller code usually runs |
|
faster due to better use of the instruction cache.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>A decent rule of thumb is to not inline a function if |
|
it is more than 10 lines long. Beware of destructors, |
|
which are often longer than they appear because of |
|
implicit member- and base-destructor calls!</p> |
|
|
|
<p>Another useful rule of thumb: it's typically not cost |
|
effective to inline functions with loops or switch |
|
statements (unless, in the common case, the loop or |
|
switch statement is never executed).</p> |
|
|
|
<p>It is important to know that functions are not always |
|
inlined even if they are declared as such; for example, |
|
virtual and recursive functions are not normally inlined. |
|
Usually recursive functions should not be inline. The |
|
main reason for making a virtual function inline is to |
|
place its definition in the class, either for convenience |
|
or to document its behavior, e.g., for accessors and |
|
mutators.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Names_and_Order_of_Includes">Names and Order of Includes</h3> |
|
|
|
<div class="summary"> |
|
<p>Use standard order for readability and to avoid hidden |
|
dependencies: Related header, C library, C++ library, other libraries' |
|
<code>.h</code>, your project's <code>.h</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
<p> |
|
All of a project's header files should be |
|
listed as descendants of the project's source |
|
directory without use of UNIX directory shortcuts |
|
<code>.</code> (the current directory) or <code>..</code> |
|
(the parent directory). For example, |
|
|
|
<code>google-awesome-project/src/base/logging.h</code> |
|
should be included as:</p> |
|
|
|
<pre>#include "base/logging.h" |
|
</pre> |
|
|
|
<p>In <code><var>dir/foo</var>.cc</code> or |
|
<code><var>dir/foo_test</var>.cc</code>, whose main |
|
purpose is to implement or test the stuff in |
|
<code><var>dir2/foo2</var>.h</code>, order your includes |
|
as follows:</p> |
|
|
|
<ol> |
|
<li><code><var>dir2/foo2</var>.h</code>.</li> |
|
|
|
<li>C system files.</li> |
|
|
|
<li>C++ system files.</li> |
|
|
|
<li>Other libraries' <code>.h</code> |
|
files.</li> |
|
|
|
<li> |
|
Your project's <code>.h</code> |
|
files.</li> |
|
</ol> |
|
|
|
<p>With the preferred ordering, if |
|
<code><var>dir2/foo2</var>.h</code> omits any necessary |
|
includes, the build of <code><var>dir/foo</var>.cc</code> |
|
or <code><var>dir/foo</var>_test.cc</code> will break. |
|
Thus, this rule ensures that build breaks show up first |
|
for the people working on these files, not for innocent |
|
people in other packages.</p> |
|
|
|
<p><code><var>dir/foo</var>.cc</code> and |
|
<code><var>dir2/foo2</var>.h</code> are usually in the same |
|
directory (e.g. <code>base/basictypes_test.cc</code> and |
|
<code>base/basictypes.h</code>), but may sometimes be in different |
|
directories too.</p> |
|
|
|
|
|
|
|
<p>Within each section the includes should be ordered |
|
alphabetically. Note that older code might not conform to |
|
this rule and should be fixed when convenient.</p> |
|
|
|
<p>You should include all the headers that define the symbols you rely |
|
upon, except in the unusual case of <a href="#Forward_Declarations">forward |
|
declaration</a>. If you rely on symbols from <code>bar.h</code>, |
|
don't count on the fact that you included <code>foo.h</code> which |
|
(currently) includes <code>bar.h</code>: include <code>bar.h</code> |
|
yourself, unless <code>foo.h</code> explicitly demonstrates its intent |
|
to provide you the symbols of <code>bar.h</code>. However, any |
|
includes present in the related header do not need to be included |
|
again in the related <code>cc</code> (i.e., <code>foo.cc</code> can |
|
rely on <code>foo.h</code>'s includes).</p> |
|
|
|
<p>For example, the includes in |
|
|
|
<code>google-awesome-project/src/foo/internal/fooserver.cc</code> |
|
might look like this:</p> |
|
|
|
|
|
<pre>#include "foo/server/fooserver.h" |
|
|
|
#include <sys/types.h> |
|
#include <unistd.h> |
|
|
|
#include <hash_map> |
|
#include <vector> |
|
|
|
#include "base/basictypes.h" |
|
#include "base/commandlineflags.h" |
|
#include "foo/server/bar.h" |
|
</pre> |
|
|
|
<p class="exception">Sometimes, system-specific code needs |
|
conditional includes. Such code can put conditional |
|
includes after other includes. Of course, keep your |
|
system-specific code small and localized. Example:</p> |
|
|
|
<pre>#include "foo/public/fooserver.h" |
|
|
|
#include "base/port.h" // For LANG_CXX11. |
|
|
|
#ifdef LANG_CXX11 |
|
#include <initializer_list> |
|
#endif // LANG_CXX11 |
|
</pre> |
|
|
|
</div> |
|
|
|
<h2 id="Scoping">Scoping</h2> |
|
|
|
<h3 id="Namespaces">Namespaces</h3> |
|
|
|
<div class="summary"> |
|
<p>With few exceptions, place code in a namespace. Namespaces |
|
should have unique names based on the project name, and possibly |
|
its path. Do not use <i>using-directives</i> (e.g. |
|
<code>using namespace foo</code>). Do not use |
|
inline namespaces. For unnamed namespaces, see |
|
<a href="#Unnamed_Namespaces_and_Static_Variables">Unnamed Namespaces and |
|
Static Variables</a>. |
|
</p></div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>Namespaces subdivide the global scope |
|
into distinct, named scopes, and so are useful for preventing |
|
name collisions in the global scope.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
|
|
<p>Namespaces provide a method for preventing name conflicts |
|
in large programs while allowing most code to use reasonably |
|
short names.</p> |
|
|
|
<p>For example, if two different projects have a class |
|
<code>Foo</code> in the global scope, these symbols may |
|
collide at compile time or at runtime. If each project |
|
places their code in a namespace, <code>project1::Foo</code> |
|
and <code>project2::Foo</code> are now distinct symbols that |
|
do not collide, and code within each project's namespace |
|
can continue to refer to <code>Foo</code> without the prefix.</p> |
|
|
|
<p>Inline namespaces automatically place their names in |
|
the enclosing scope. Consider the following snippet, for |
|
example:</p> |
|
|
|
<pre>namespace X { |
|
inline namespace Y { |
|
void foo(); |
|
} // namespace Y |
|
} // namespace X |
|
</pre> |
|
|
|
<p>The expressions <code>X::Y::foo()</code> and |
|
<code>X::foo()</code> are interchangeable. Inline |
|
namespaces are primarily intended for ABI compatibility |
|
across versions.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
|
|
<p>Namespaces can be confusing, because they complicate |
|
the mechanics of figuring out what definition a name refers |
|
to.</p> |
|
|
|
<p>Inline namespaces, in particular, can be confusing |
|
because names aren't actually restricted to the namespace |
|
where they are declared. They are only useful as part of |
|
some larger versioning policy.</p> |
|
|
|
<p>In some contexts, it's necessary to repeatedly refer to |
|
symbols by their fully-qualified names. For deeply-nested |
|
namespaces, this can add a lot of clutter.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
|
|
<p>Namespaces should be used as follows:</p> |
|
|
|
<ul> |
|
<li>Follow the rules on <a href="#Namespace_Names">Namespace Names</a>. |
|
</li><li>Terminate namespaces with comments as shown in the given examples. |
|
</li><li> |
|
|
|
<p>Namespaces wrap the entire source file after |
|
includes, |
|
<a href="https://gflags.github.io/gflags/"> |
|
gflags</a> definitions/declarations |
|
and forward declarations of classes from other namespaces.</p> |
|
|
|
<pre>// In the .h file |
|
namespace mynamespace { |
|
|
|
// All declarations are within the namespace scope. |
|
// Notice the lack of indentation. |
|
class MyClass { |
|
public: |
|
... |
|
void Foo(); |
|
}; |
|
|
|
} // namespace mynamespace |
|
</pre> |
|
|
|
<pre>// In the .cc file |
|
namespace mynamespace { |
|
|
|
// Definition of functions is within scope of the namespace. |
|
void MyClass::Foo() { |
|
... |
|
} |
|
|
|
} // namespace mynamespace |
|
</pre> |
|
|
|
<p>More complex <code>.cc</code> files might have additional details, |
|
like flags or using-declarations.</p> |
|
|
|
<pre>#include "a.h" |
|
|
|
DEFINE_FLAG(bool, someflag, false, "dummy flag"); |
|
|
|
namespace a { |
|
|
|
using ::foo::bar; |
|
|
|
...code for a... // Code goes against the left margin. |
|
|
|
} // namespace a |
|
</pre> |
|
</li> |
|
|
|
|
|
|
|
<li>Do not declare anything in namespace |
|
<code>std</code>, including forward declarations of |
|
standard library classes. Declaring entities in |
|
namespace <code>std</code> is undefined behavior, i.e., |
|
not portable. To declare entities from the standard |
|
library, include the appropriate header file.</li> |
|
|
|
<li><p>You may not use a <i>using-directive</i> |
|
to make all names from a namespace available.</p> |
|
|
|
<pre class="badcode">// Forbidden -- This pollutes the namespace. |
|
using namespace foo; |
|
</pre> |
|
</li> |
|
|
|
<li><p>Do not use <i>Namespace aliases</i> at namespace scope |
|
in header files except in explicitly marked |
|
internal-only namespaces, because anything imported into a namespace |
|
in a header file becomes part of the public |
|
API exported by that file.</p> |
|
|
|
<pre>// Shorten access to some commonly used names in .cc files. |
|
namespace baz = ::foo::bar::baz; |
|
</pre> |
|
|
|
<pre>// Shorten access to some commonly used names (in a .h file). |
|
namespace librarian { |
|
namespace impl { // Internal, not part of the API. |
|
namespace sidetable = ::pipeline_diagnostics::sidetable; |
|
} // namespace impl |
|
|
|
inline void my_inline_function() { |
|
// namespace alias local to a function (or method). |
|
namespace baz = ::foo::bar::baz; |
|
... |
|
} |
|
} // namespace librarian |
|
</pre> |
|
|
|
</li><li>Do not use inline namespaces.</li> |
|
</ul> |
|
</div> |
|
</div> |
|
|
|
<h3 id="Unnamed_Namespaces_and_Static_Variables">Unnamed Namespaces and Static |
|
Variables</h3> |
|
|
|
<div class="summary"> |
|
<p>When definitions in a <code>.cc</code> file do not need to be |
|
referenced outside that file, place them in an unnamed |
|
namespace or declare them <code>static</code>. Do not use either |
|
of these constructs in <code>.h</code> files. |
|
</p></div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>All declarations can be given internal linkage by placing them in |
|
unnamed namespaces, and functions and variables can be given internal linkage by |
|
declaring them <code>static</code>. This means that anything you're declaring |
|
can't be accessed from another file. If a different file declares something |
|
with the same name, then the two entities are completely independent.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
|
|
<p>Use of internal linkage in <code>.cc</code> files is encouraged |
|
for all code that does not need to be referenced elsewhere. |
|
Do not use internal linkage in <code>.h</code> files.</p> |
|
|
|
<p>Format unnamed namespaces like named namespaces. In the |
|
terminating comment, leave the namespace name empty:</p> |
|
|
|
<pre>namespace { |
|
... |
|
} // namespace |
|
</pre> |
|
</div> |
|
</div> |
|
|
|
<h3 id="Nonmember,_Static_Member,_and_Global_Functions">Nonmember, Static Member, and Global Functions</h3> |
|
|
|
<div class="summary"> |
|
<p>Prefer placing nonmember functions in a namespace; use completely global |
|
functions rarely. Prefer grouping functions with a namespace instead of |
|
using a class as if it were a namespace. Static methods of a class should |
|
generally be closely related to instances of the class or the class's static |
|
data.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="pros"> |
|
<p>Nonmember and static member functions can be useful in |
|
some situations. Putting nonmember functions in a |
|
namespace avoids polluting the global namespace.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>Nonmember and static member functions may make more sense |
|
as members of a new class, especially if they access |
|
external resources or have significant dependencies.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Sometimes it is useful to define a |
|
function not bound to a class instance. Such a function |
|
can be either a static member or a nonmember function. |
|
Nonmember functions should not depend on external |
|
variables, and should nearly always exist in a namespace. |
|
Rather than creating classes only to group static member |
|
functions which do not share static data, use |
|
<a href="#Namespaces">namespaces</a> instead. For a header |
|
<code>myproject/foo_bar.h</code>, for example, write</p> |
|
<pre>namespace myproject { |
|
namespace foo_bar { |
|
void Function1(); |
|
void Function2(); |
|
} // namespace foo_bar |
|
} // namespace myproject |
|
</pre> |
|
<p>instead of</p> |
|
<pre class="badcode">namespace myproject { |
|
class FooBar { |
|
public: |
|
static void Function1(); |
|
static void Function2(); |
|
}; |
|
} // namespace myproject |
|
</pre> |
|
|
|
<p>If you define a nonmember function and it is only |
|
needed in its <code>.cc</code> file, use |
|
<a href="#Unnamed_Namespaces_and_Static_Variables">internal linkage</a> to limit |
|
its scope.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Local_Variables">Local Variables</h3> |
|
|
|
<div class="summary"> |
|
<p>Place a function's variables in the narrowest scope |
|
possible, and initialize variables in the declaration.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>C++ allows you to declare variables anywhere in a |
|
function. We encourage you to declare them in as local a |
|
scope as possible, and as close to the first use as |
|
possible. This makes it easier for the reader to find the |
|
declaration and see what type the variable is and what it |
|
was initialized to. In particular, initialization should |
|
be used instead of declaration and assignment, e.g.:</p> |
|
|
|
<pre class="badcode">int i; |
|
i = f(); // Bad -- initialization separate from declaration. |
|
</pre> |
|
|
|
<pre>int j = g(); // Good -- declaration has initialization. |
|
</pre> |
|
|
|
<pre class="badcode">std::vector<int> v; |
|
v.push_back(1); // Prefer initializing using brace initialization. |
|
v.push_back(2); |
|
</pre> |
|
|
|
<pre>std::vector<int> v = {1, 2}; // Good -- v starts initialized. |
|
</pre> |
|
|
|
<p>Variables needed for <code>if</code>, <code>while</code> |
|
and <code>for</code> statements should normally be declared |
|
within those statements, so that such variables are confined |
|
to those scopes. E.g.:</p> |
|
|
|
<pre>while (const char* p = strchr(str, '/')) str = p + 1; |
|
</pre> |
|
|
|
<p>There is one caveat: if the variable is an object, its |
|
constructor is invoked every time it enters scope and is |
|
created, and its destructor is invoked every time it goes |
|
out of scope.</p> |
|
|
|
<pre class="badcode">// Inefficient implementation: |
|
for (int i = 0; i < 1000000; ++i) { |
|
Foo f; // My ctor and dtor get called 1000000 times each. |
|
f.DoSomething(i); |
|
} |
|
</pre> |
|
|
|
<p>It may be more efficient to declare such a variable |
|
used in a loop outside that loop:</p> |
|
|
|
<pre>Foo f; // My ctor and dtor get called once each. |
|
for (int i = 0; i < 1000000; ++i) { |
|
f.DoSomething(i); |
|
} |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Static_and_Global_Variables">Static and Global Variables</h3> |
|
|
|
<div class="summary"> |
|
<p>Variables of class type with <a href="http://en.cppreference.com/w/cpp/language/storage_duration#Storage_duration"> |
|
static storage duration</a> are forbidden: they cause hard-to-find bugs due |
|
to indeterminate order of construction and destruction. However, such |
|
variables are allowed if they are <code>constexpr</code>: they have no |
|
dynamic initialization or destruction.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Objects with static storage duration, including global |
|
variables, static variables, static class member |
|
variables, and function static variables, must be Plain |
|
Old Data (POD): only ints, chars, floats, or pointers, or |
|
arrays/structs of POD.</p> |
|
|
|
<p>The order in which class constructors and initializers |
|
for static variables are called is only partially |
|
specified in C++ and can even change from build to build, |
|
which can cause bugs that are difficult to find. |
|
Therefore in addition to banning globals of class type, |
|
we do not allow non-local static variables to be initialized |
|
with the result of a function, unless that function (such |
|
as getenv(), or getpid()) does not itself depend on any |
|
other globals. However, a static POD variable within |
|
function scope may be initialized with the result of a |
|
function, since its initialization order is well-defined |
|
and does not occur until control passes through its |
|
declaration.</p> |
|
|
|
<p>Likewise, global and static variables are destroyed |
|
when the program terminates, regardless of whether the |
|
termination is by returning from <code>main()</code> or |
|
by calling <code>exit()</code>. The order in which |
|
destructors are called is defined to be the reverse of |
|
the order in which the constructors were called. Since |
|
constructor order is indeterminate, so is destructor |
|
order. For example, at program-end time a static variable |
|
might have been destroyed, but code still running |
|
— perhaps in another thread |
|
— tries to access it and fails. Or the |
|
destructor for a static <code>string</code> variable |
|
might be run prior to the destructor for another variable |
|
that contains a reference to that string.</p> |
|
|
|
<p>One way to alleviate the destructor problem is to |
|
terminate the program by calling |
|
<code>quick_exit()</code> instead of <code>exit()</code>. |
|
The difference is that <code>quick_exit()</code> does not |
|
invoke destructors and does not invoke any handlers that |
|
were registered by calling <code>atexit()</code>. If you |
|
have a handler that needs to run when a program |
|
terminates via <code>quick_exit()</code> (flushing logs, |
|
for example), you can register it using |
|
<code>at_quick_exit()</code>. (If you have a handler that |
|
needs to run at both <code>exit()</code> and |
|
<code>quick_exit()</code>, you need to register it in |
|
both places.)</p> |
|
|
|
<p>As a result we only allow static variables to contain |
|
POD data. This rule completely disallows |
|
<code>std::vector</code> (use C arrays instead), or |
|
<code>string</code> (use <code>const char []</code>).</p> |
|
|
|
|
|
|
|
<p>If you need a static or global |
|
variable of a class type, consider initializing a pointer |
|
(which will never be freed), from either your main() |
|
function or from pthread_once(). Note that this must be a |
|
raw pointer, not a "smart" pointer, since the smart |
|
pointer's destructor will have the order-of-destructor |
|
issue that we are trying to avoid.</p> |
|
|
|
|
|
|
|
|
|
|
|
</div> |
|
|
|
<h2 id="Classes">Classes</h2> |
|
|
|
<p>Classes are the fundamental unit of code in C++. Naturally, |
|
we use them extensively. This section lists the main dos and |
|
don'ts you should follow when writing a class.</p> |
|
|
|
<h3 id="Doing_Work_in_Constructors">Doing Work in Constructors</h3> |
|
|
|
<div class="summary"> |
|
<p>Avoid virtual method calls in constructors, and avoid |
|
initialization that can fail if you can't signal an error.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>It is possible to perform arbitrary initialization in the body |
|
of the constructor.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<ul> |
|
<li>No need to worry about whether the class has been initialized or |
|
not.</li> |
|
|
|
<li>Objects that are fully initialized by constructor call can |
|
be <code>const</code> and may also be easier to use with standard containers |
|
or algorithms.</li> |
|
</ul> |
|
|
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>If the work calls virtual functions, these calls |
|
will not get dispatched to the subclass |
|
implementations. Future modification to your class can |
|
quietly introduce this problem even if your class is |
|
not currently subclassed, causing much confusion.</li> |
|
|
|
<li>There is no easy way for constructors to signal errors, short of |
|
crashing the program (not always appropriate) or using exceptions |
|
(which are <a href="#Exceptions">forbidden</a>).</li> |
|
|
|
<li>If the work fails, we now have an object whose initialization |
|
code failed, so it may be an unusual state requiring a <code>bool |
|
IsValid()</code> state checking mechanism (or similar) which is easy |
|
to forget to call.</li> |
|
|
|
<li>You cannot take the address of a constructor, so whatever work |
|
is done in the constructor cannot easily be handed off to, for |
|
example, another thread.</li> |
|
</ul> |
|
</div> |
|
|
|
|
|
<div class="decision"> |
|
<p>Constructors should never call virtual functions. If appropriate |
|
for your code |
|
, |
|
terminating the program may be an appropriate error handling |
|
response. Otherwise, consider a factory function |
|
or <code>Init()</code> method. Avoid <code>Init()</code> methods on objects with |
|
no other states that affect which public methods may be called |
|
(semi-constructed objects of this form are particularly hard to work |
|
with correctly).</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<a id="Explicit_Constructors"></a> |
|
<h3 id="Implicit_Conversions">Implicit Conversions</h3> |
|
|
|
<div class="summary"> |
|
<p>Do not define implicit conversions. Use the <code>explicit</code> |
|
keyword for conversion operators and single-argument |
|
constructors.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>Implicit conversions allow an |
|
object of one type (called the <dfn>source type</dfn>) to |
|
be used where a different type (called the <dfn>destination |
|
type</dfn>) is expected, such as when passing an |
|
<code>int</code> argument to a function that takes a |
|
<code>double</code> parameter.</p> |
|
|
|
<p>In addition to the implicit conversions defined by the language, |
|
users can define their own, by adding appropriate members to the |
|
class definition of the source or destination type. An implicit |
|
conversion in the source type is defined by a type conversion operator |
|
named after the destination type (e.g. <code>operator |
|
bool()</code>). An implicit conversion in the destination |
|
type is defined by a constructor that can take the source type as |
|
its only argument (or only argument with no default value).</p> |
|
|
|
<p>The <code>explicit</code> keyword can be applied to a constructor |
|
or (since C++11) a conversion operator, to ensure that it can only be |
|
used when the destination type is explicit at the point of use, |
|
e.g. with a cast. This applies not only to implicit conversions, but to |
|
C++11's list initialization syntax:</p> |
|
<pre>class Foo { |
|
explicit Foo(int x, double y); |
|
... |
|
}; |
|
|
|
void Func(Foo f); |
|
</pre> |
|
<pre class="badcode">Func({42, 3.14}); // Error |
|
</pre> |
|
This kind of code isn't technically an implicit conversion, but the |
|
language treats it as one as far as <code>explicit</code> is concerned. |
|
</div> |
|
|
|
<div class="pros"> |
|
<ul> |
|
<li>Implicit conversions can make a type more usable and |
|
expressive by eliminating the need to explicitly name a type |
|
when it's obvious.</li> |
|
<li>Implicit conversions can be a simpler alternative to |
|
overloading.</li> |
|
<li>List initialization syntax is a concise and expressive |
|
way of initializing objects.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>Implicit conversions can hide type-mismatch bugs, where the |
|
destination type does not match the user's expectation, or |
|
the user is unaware that any conversion will take place.</li> |
|
|
|
<li>Implicit conversions can make code harder to read, particularly |
|
in the presence of overloading, by making it less obvious what |
|
code is actually getting called.</li> |
|
|
|
<li>Constructors that take a single argument may accidentally |
|
be usable as implicit type conversions, even if they are not |
|
intended to do so.</li> |
|
|
|
<li>When a single-argument constructor is not marked |
|
<code>explicit</code>, there's no reliable way to tell whether |
|
it's intended to define an implicit conversion, or the author |
|
simply forgot to mark it.</li> |
|
|
|
<li>It's not always clear which type should provide the conversion, |
|
and if they both do, the code becomes ambiguous.</li> |
|
|
|
<li>List initialization can suffer from the same problems if |
|
the destination type is implicit, particularly if the |
|
list has only a single element.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Type conversion operators, and constructors that are |
|
callable with a single argument, must be marked |
|
<code>explicit</code> in the class definition. As an |
|
exception, copy and move constructors should not be |
|
<code>explicit</code>, since they do not perform type |
|
conversion. Implicit conversions can sometimes be necessary and |
|
appropriate for types that are designed to transparently wrap other |
|
types. In that case, contact |
|
your project leads to request |
|
a waiver of this rule.</p> |
|
|
|
<p>Constructors that cannot be called with a single argument |
|
should usually omit <code>explicit</code>. Constructors that |
|
take a single <code>std::initializer_list</code> parameter should |
|
also omit <code>explicit</code>, in order to support copy-initialization |
|
(e.g. <code>MyType m = {1, 2};</code>).</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Copyable_Movable_Types">Copyable and Movable Types</h3> |
|
<a id="Copy_Constructors"></a> |
|
<div class="summary"> |
|
<p>Support copying and/or moving if these operations are clear and meaningful |
|
for your type. Otherwise, disable the implicitly generated special functions |
|
that perform copies and moves. |
|
</p></div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>A copyable type allows its objects to be initialized or assigned |
|
from any other object of the same type, without changing the value of the source. |
|
For user-defined types, the copy behavior is defined by the copy |
|
constructor and the copy-assignment operator. |
|
<code>string</code> is an example of a copyable type.</p> |
|
|
|
<p>A movable type is one that can be initialized and assigned |
|
from temporaries (all copyable types are therefore movable). |
|
<code>std::unique_ptr<int></code> is an example of a movable but not |
|
copyable type. For user-defined types, the move behavior is defined by the move |
|
constructor and the move-assignment operator.</p> |
|
|
|
<p>The copy/move constructors can be implicitly invoked by the compiler |
|
in some situations, e.g. when passing objects by value.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Objects of copyable and movable types can be passed and returned by value, |
|
which makes APIs simpler, safer, and more general. Unlike when passing objects |
|
by pointer or reference, there's no risk of confusion over ownership, |
|
lifetime, mutability, and similar issues, and no need to specify them in the |
|
contract. It also prevents non-local interactions between the client and the |
|
implementation, which makes them easier to understand, maintain, and optimize by |
|
the compiler. Further, such objects can be used with generic APIs that |
|
require pass-by-value, such as most containers, and they allow for additional |
|
flexibility in e.g., type composition.</p> |
|
|
|
<p>Copy/move constructors and assignment operators are usually |
|
easier to define correctly than alternatives |
|
like <code>Clone()</code>, <code>CopyFrom()</code> or <code>Swap()</code>, |
|
because they can be generated by the compiler, either implicitly or |
|
with <code>= default</code>. They are concise, and ensure |
|
that all data members are copied. Copy and move |
|
constructors are also generally more efficient, because they don't |
|
require heap allocation or separate initialization and assignment |
|
steps, and they're eligible for optimizations such as |
|
|
|
<a href="http://en.cppreference.com/w/cpp/language/copy_elision"> |
|
copy elision</a>.</p> |
|
|
|
<p>Move operations allow the implicit and efficient transfer of |
|
resources out of rvalue objects. This allows a plainer coding style |
|
in some cases.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>Some types do not need to be copyable, and providing copy |
|
operations for such types can be confusing, nonsensical, or outright |
|
incorrect. Types representing singleton objects (<code>Registerer</code>), |
|
objects tied to a specific scope (<code>Cleanup</code>), or closely coupled to |
|
object identity (<code>Mutex</code>) cannot be copied meaningfully. |
|
Copy operations for base class types that are to be used |
|
polymorphically are hazardous, because use of them can lead to |
|
<a href="https://en.wikipedia.org/wiki/Object_slicing">object slicing</a>. |
|
Defaulted or carelessly-implemented copy operations can be incorrect, and the |
|
resulting bugs can be confusing and difficult to diagnose.</p> |
|
|
|
<p>Copy constructors are invoked implicitly, which makes the |
|
invocation easy to miss. This may cause confusion for programmers used to |
|
languages where pass-by-reference is conventional or mandatory. It may also |
|
encourage excessive copying, which can cause performance problems.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
|
|
<p>Provide the copy and move operations if their meaning is clear to a casual |
|
user and the copying/moving does not incur unexpected costs. If you define a |
|
copy or move constructor, define the corresponding assignment operator, and |
|
vice-versa. If your type is copyable, do not define move operations unless they |
|
are significantly more efficient than the corresponding copy operations. If your |
|
type is not copyable, but the correctness of a move is obvious to users of the |
|
type, you may make the type move-only by defining both of the move operations. |
|
</p> |
|
|
|
<p>If your type provides copy operations, it is recommended that you design |
|
your class so that the default implementation of those operations is correct. |
|
Remember to review the correctness of any defaulted operations as you would any |
|
other code, and to document that your class is copyable and/or cheaply movable |
|
if that's an API guarantee.</p> |
|
|
|
<pre class="badcode">class Foo { |
|
public: |
|
Foo(Foo&& other) : field_(other.field) {} |
|
// Bad, defines only move constructor, but not operator=. |
|
|
|
private: |
|
Field field_; |
|
}; |
|
</pre> |
|
|
|
<p>Due to the risk of slicing, avoid providing an assignment |
|
operator or public copy/move constructor for a class that's |
|
intended to be derived from (and avoid deriving from a class |
|
with such members). If your base class needs to be |
|
copyable, provide a public virtual <code>Clone()</code> |
|
method, and a protected copy constructor that derived classes |
|
can use to implement it.</p> |
|
|
|
<p>If you do not want to support copy/move operations on your type, |
|
explicitly disable them using <code>= delete</code> in |
|
the <code>public:</code> section:</p> |
|
|
|
<pre class="code">// MyClass is neither copyable nor movable. |
|
MyClass(const MyClass&) = delete; |
|
MyClass& operator=(const MyClass&) = delete; |
|
</pre> |
|
|
|
<p></p> |
|
|
|
</div> |
|
</div> |
|
|
|
<h3 id="Structs_vs._Classes">Structs vs. Classes</h3> |
|
|
|
<div class="summary"> |
|
<p>Use a <code>struct</code> only for passive objects that |
|
carry data; everything else is a <code>class</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>The <code>struct</code> and <code>class</code> |
|
keywords behave almost identically in C++. We add our own |
|
semantic meanings to each keyword, so you should use the |
|
appropriate keyword for the data-type you're |
|
defining.</p> |
|
|
|
<p><code>structs</code> should be used for passive |
|
objects that carry data, and may have associated |
|
constants, but lack any functionality other than |
|
access/setting the data members. The accessing/setting of |
|
fields is done by directly accessing the fields rather |
|
than through method invocations. Methods should not |
|
provide behavior but should only be used to set up the |
|
data members, e.g., constructor, destructor, |
|
<code>Initialize()</code>, <code>Reset()</code>, |
|
<code>Validate()</code>.</p> |
|
|
|
<p>If more functionality is required, a |
|
<code>class</code> is more appropriate. If in doubt, make |
|
it a <code>class</code>.</p> |
|
|
|
<p>For consistency with STL, you can use |
|
<code>struct</code> instead of <code>class</code> for |
|
functors and traits.</p> |
|
|
|
<p>Note that member variables in structs and classes have |
|
<a href="#Variable_Names">different naming rules</a>.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Inheritance">Inheritance</h3> |
|
|
|
<div class="summary"> |
|
<p>Composition is often more appropriate than inheritance. |
|
When using inheritance, make it <code>public</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p> When a sub-class |
|
inherits from a base class, it includes the definitions |
|
of all the data and operations that the parent base class |
|
defines. In practice, inheritance is used in two major |
|
ways in C++: implementation inheritance, in which actual |
|
code is inherited by the child, and |
|
<a href="#Interfaces">interface inheritance</a>, in which |
|
only method names are inherited.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Implementation inheritance reduces code size by re-using |
|
the base class code as it specializes an existing type. |
|
Because inheritance is a compile-time declaration, you |
|
and the compiler can understand the operation and detect |
|
errors. Interface inheritance can be used to |
|
programmatically enforce that a class expose a particular |
|
API. Again, the compiler can detect errors, in this case, |
|
when a class does not define a necessary method of the |
|
API.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>For implementation inheritance, because the code |
|
implementing a sub-class is spread between the base and |
|
the sub-class, it can be more difficult to understand an |
|
implementation. The sub-class cannot override functions |
|
that are not virtual, so the sub-class cannot change |
|
implementation. The base class may also define some data |
|
members, so that specifies physical layout of the base |
|
class.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
|
|
<p>All inheritance should be <code>public</code>. If you |
|
want to do private inheritance, you should be including |
|
an instance of the base class as a member instead.</p> |
|
|
|
<p>Do not overuse implementation inheritance. Composition |
|
is often more appropriate. Try to restrict use of |
|
inheritance to the "is-a" case: <code>Bar</code> |
|
subclasses <code>Foo</code> if it can reasonably be said |
|
that <code>Bar</code> "is a kind of" |
|
<code>Foo</code>.</p> |
|
|
|
<p>Make your destructor <code>virtual</code> if |
|
necessary. If your class has virtual methods, its |
|
destructor should be virtual.</p> |
|
|
|
<p>Limit the use of <code>protected</code> to those |
|
member functions that might need to be accessed from |
|
subclasses. Note that <a href="#Access_Control">data |
|
members should be private</a>.</p> |
|
|
|
<p>Explicitly annotate overrides of virtual functions |
|
or virtual destructors with an <code>override</code> |
|
or (less frequently) <code>final</code> specifier. |
|
Older (pre-C++11) code will use the |
|
<code>virtual</code> keyword as an inferior |
|
alternative annotation. For clarity, use exactly one of |
|
<code>override</code>, <code>final</code>, or |
|
<code>virtual</code> when declaring an override. |
|
Rationale: A function or destructor marked |
|
<code>override</code> or <code>final</code> that is |
|
not an override of a base class virtual function will |
|
not compile, and this helps catch common errors. The |
|
specifiers serve as documentation; if no specifier is |
|
present, the reader has to check all ancestors of the |
|
class in question to determine if the function or |
|
destructor is virtual or not.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Multiple_Inheritance">Multiple Inheritance</h3> |
|
|
|
<div class="summary"> |
|
<p>Only very rarely is multiple implementation inheritance |
|
actually useful. We allow multiple inheritance only when at |
|
most one of the base classes has an implementation; all |
|
other base classes must be <a href="#Interfaces">pure |
|
interface</a> classes tagged with the |
|
<code>Interface</code> suffix.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>Multiple inheritance allows a sub-class to have more than |
|
one base class. We distinguish between base classes that are |
|
<em>pure interfaces</em> and those that have an |
|
<em>implementation</em>.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Multiple implementation inheritance may let you re-use |
|
even more code than single inheritance (see <a href="#Inheritance">Inheritance</a>).</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>Only very rarely is multiple <em>implementation</em> |
|
inheritance actually useful. When multiple implementation |
|
inheritance seems like the solution, you can usually find |
|
a different, more explicit, and cleaner solution.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p> Multiple inheritance is allowed only when all |
|
superclasses, with the possible exception of the first one, |
|
are <a href="#Interfaces">pure interfaces</a>. In order to |
|
ensure that they remain pure interfaces, they must end with |
|
the <code>Interface</code> suffix.</p> |
|
</div> |
|
|
|
<div class="note"> |
|
<p>There is an <a href="#Windows_Code">exception</a> to |
|
this rule on Windows.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Interfaces">Interfaces</h3> |
|
|
|
<div class="summary"> |
|
<p>Classes that satisfy certain conditions are allowed, but |
|
not required, to end with an <code>Interface</code> suffix.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>A class is a pure interface if it meets the following |
|
requirements:</p> |
|
|
|
<ul> |
|
<li>It has only public pure virtual ("<code>= |
|
0</code>") methods and static methods (but see below |
|
for destructor).</li> |
|
|
|
<li>It may not have non-static data members.</li> |
|
|
|
<li>It need not have any constructors defined. If a |
|
constructor is provided, it must take no arguments and |
|
it must be protected.</li> |
|
|
|
<li>If it is a subclass, it may only be derived from |
|
classes that satisfy these conditions and are tagged |
|
with the <code>Interface</code> suffix.</li> |
|
</ul> |
|
|
|
<p>An interface class can never be directly instantiated |
|
because of the pure virtual method(s) it declares. To |
|
make sure all implementations of the interface can be |
|
destroyed correctly, the interface must also declare a |
|
virtual destructor (in an exception to the first rule, |
|
this should not be pure). See Stroustrup, <cite>The C++ |
|
Programming Language</cite>, 3rd edition, section 12.4 |
|
for details.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Tagging a class with the <code>Interface</code> suffix |
|
lets others know that they must not add implemented |
|
methods or non static data members. This is particularly |
|
important in the case of <a href="#Multiple_Inheritance">multiple inheritance</a>. |
|
Additionally, the interface concept is already |
|
well-understood by Java programmers.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>The <code>Interface</code> suffix lengthens the class |
|
name, which can make it harder to read and understand. |
|
Also, the interface property may be considered an |
|
implementation detail that shouldn't be exposed to |
|
clients.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>A class may end |
|
with <code>Interface</code> only if it meets the above |
|
requirements. We do not require the converse, however: |
|
classes that meet the above requirements are not required |
|
to end with <code>Interface</code>.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Operator_Overloading">Operator Overloading</h3> |
|
|
|
<div class="summary"> |
|
<p>Overload operators judiciously. Do not create user-defined literals.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>C++ permits user code to |
|
<a href="http://en.cppreference.com/w/cpp/language/operators">declare |
|
overloaded versions of the built-in operators</a> using the |
|
<code>operator</code> keyword, so long as one of the parameters |
|
is a user-defined type. The <code>operator</code> keyword also |
|
permits user code to define new kinds of literals using |
|
<code>operator""</code>, and to define type-conversion functions |
|
such as <code>operator bool()</code>.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Operator overloading can make code more concise and |
|
intuitive by enabling user-defined types to behave the same |
|
as built-in types. Overloaded operators are the idiomatic names |
|
for certain operations (e.g. <code>==</code>, <code><</code>, |
|
<code>=</code>, and <code><<</code>), and adhering to |
|
those conventions can make user-defined types more readable |
|
and enable them to interoperate with libraries that expect |
|
those names.</p> |
|
|
|
<p>User-defined literals are a very concise notation for |
|
creating objects of user-defined types.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>Providing a correct, consistent, and unsurprising |
|
set of operator overloads requires some care, and failure |
|
to do so can lead to confusion and bugs.</li> |
|
|
|
<li>Overuse of operators can lead to obfuscated code, |
|
particularly if the overloaded operator's semantics |
|
don't follow convention.</li> |
|
|
|
<li>The hazards of function overloading apply just as |
|
much to operator overloading, if not more so.</li> |
|
|
|
<li>Operator overloads can fool our intuition into |
|
thinking that expensive operations are cheap, built-in |
|
operations.</li> |
|
|
|
<li>Finding the call sites for overloaded operators may |
|
require a search tool that's aware of C++ syntax, rather |
|
than e.g. grep.</li> |
|
|
|
<li>If you get the argument type of an overloaded operator |
|
wrong, you may get a different overload rather than a |
|
compiler error. For example, <code>foo < bar</code> |
|
may do one thing, while <code>&foo < &bar</code> |
|
does something totally different.</li> |
|
|
|
<li>Certain operator overloads are inherently hazardous. |
|
Overloading unary <code>&</code> can cause the same |
|
code to have different meanings depending on whether |
|
the overload declaration is visible. Overloads of |
|
<code>&&</code>, <code>||</code>, and <code>,</code> |
|
(comma) cannot match the evaluation-order semantics of the |
|
built-in operators.</li> |
|
|
|
<li>Operators are often defined outside the class, |
|
so there's a risk of different files introducing |
|
different definitions of the same operator. If both |
|
definitions are linked into the same binary, this results |
|
in undefined behavior, which can manifest as subtle |
|
run-time bugs.</li> |
|
|
|
<li>User-defined literals allow the creation of new |
|
syntactic forms that are unfamiliar even to experienced C++ |
|
programmers.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Define overloaded operators only if their meaning is |
|
obvious, unsurprising, and consistent with the corresponding |
|
built-in operators. For example, use <code>|</code> as a |
|
bitwise- or logical-or, not as a shell-style pipe.</p> |
|
|
|
<p>Define operators only on your own types. More precisely, |
|
define them in the same headers, .cc files, and namespaces |
|
as the types they operate on. That way, the operators are available |
|
wherever the type is, minimizing the risk of multiple |
|
definitions. If possible, avoid defining operators as templates, |
|
because they must satisfy this rule for any possible template |
|
arguments. If you define an operator, also define |
|
any related operators that make sense, and make sure they |
|
are defined consistently. For example, if you overload |
|
<code><</code>, overload all the comparison operators, |
|
and make sure <code><</code> and <code>></code> never |
|
return true for the same arguments.</p> |
|
|
|
<p>Prefer to define non-modifying binary operators as |
|
non-member functions. If a binary operator is defined as a |
|
class member, implicit conversions will apply to the |
|
right-hand argument, but not the left-hand one. It will |
|
confuse your users if <code>a < b</code> compiles but |
|
<code>b < a</code> doesn't.</p> |
|
|
|
<p>Don't go out of your way to avoid defining operator |
|
overloads. For example, prefer to define <code>==</code>, |
|
<code>=</code>, and <code><<</code>, rather than |
|
<code>Equals()</code>, <code>CopyFrom()</code>, and |
|
<code>PrintTo()</code>. Conversely, don't define |
|
operator overloads just because other libraries expect |
|
them. For example, if your type doesn't have a natural |
|
ordering, but you want to store it in a <code>std::set</code>, |
|
use a custom comparator rather than overloading |
|
<code><</code>.</p> |
|
|
|
<p>Do not overload <code>&&</code>, <code>||</code>, |
|
<code>,</code> (comma), or unary <code>&</code>. Do not overload |
|
<code>operator""</code>, i.e. do not introduce user-defined |
|
literals.</p> |
|
|
|
<p>Type conversion operators are covered in the section on |
|
<a href="#Implicit_Conversions">implicit conversions</a>. |
|
The <code>=</code> operator is covered in the section on |
|
<a href="#Copy_Constructors">copy constructors</a>. Overloading |
|
<code><<</code> for use with streams is covered in the |
|
section on <a href="#Streams">streams</a>. See also the rules on |
|
<a href="#Function_Overloading">function overloading</a>, which |
|
apply to operator overloading as well.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Access_Control">Access Control</h3> |
|
|
|
<div class="summary"> |
|
<p> Make data members <code>private</code>, unless they are |
|
<code>static const</code> (and follow the <a href="#Constant_Names"> |
|
naming convention for constants</a>). For technical |
|
reasons, we allow data members of a test fixture class to |
|
be <code>protected</code> when using |
|
|
|
|
|
<a href="https://github.com/google/googletest">Google |
|
Test</a>).</p> |
|
</div> |
|
|
|
<h3 id="Declaration_Order">Declaration Order</h3> |
|
|
|
<div class="summary"> |
|
<p>Group similar declarations together, placing public parts |
|
earlier.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>A class definition should usually start with a |
|
<code>public:</code> section, followed by |
|
<code>protected:</code>, then <code>private:</code>. Omit |
|
sections that would be empty.</p> |
|
|
|
<p>Within each section, generally prefer grouping similar |
|
kinds of declarations together, and generally prefer the |
|
following order: types (including <code>typedef</code>, |
|
<code>using</code>, and nested structs and classes), |
|
constants, factory functions, constructors, assignment |
|
operators, destructor, all other methods, data members.</p> |
|
|
|
<p>Do not put large method definitions inline in the |
|
class definition. Usually, only trivial or |
|
performance-critical, and very short, methods may be |
|
defined inline. See <a href="#Inline_Functions">Inline |
|
Functions</a> for more details.</p> |
|
|
|
</div> |
|
|
|
<h2 id="Functions">Functions</h2> |
|
|
|
<h3 id="Function_Parameter_Ordering">Parameter Ordering</h3> |
|
|
|
<div class="summary"> |
|
<p>When defining a function, parameter order is: inputs, then |
|
outputs.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
<p>Parameters to C/C++ functions are either input to the |
|
function, output from the function, or both. Input |
|
parameters are usually values or <code>const</code> |
|
references, while output and input/output parameters will |
|
be pointers to non-<code>const</code>. When ordering |
|
function parameters, put all input-only parameters before |
|
any output parameters. In particular, do not add new |
|
parameters to the end of the function just because they |
|
are new; place new input-only parameters before the |
|
output parameters.</p> |
|
|
|
<p>This is not a hard-and-fast rule. Parameters that are |
|
both input and output (often classes/structs) muddy the |
|
waters, and, as always, consistency with related |
|
functions may require you to bend the rule.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Write_Short_Functions">Write Short Functions</h3> |
|
|
|
<div class="summary"> |
|
<p>Prefer small and focused functions.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
<p>We recognize that long functions are sometimes |
|
appropriate, so no hard limit is placed on functions |
|
length. If a function exceeds about 40 lines, think about |
|
whether it can be broken up without harming the structure |
|
of the program.</p> |
|
|
|
<p>Even if your long function works perfectly now, |
|
someone modifying it in a few months may add new |
|
behavior. This could result in bugs that are hard to |
|
find. Keeping your functions short and simple makes it |
|
easier for other people to read and modify your code.</p> |
|
|
|
<p>You could find long and complicated functions when |
|
working with |
|
some code. Do not be |
|
intimidated by modifying existing code: if working with |
|
such a function proves to be difficult, you find that |
|
errors are hard to debug, or you want to use a piece of |
|
it in several different contexts, consider breaking up |
|
the function into smaller and more manageable pieces.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Reference_Arguments">Reference Arguments</h3> |
|
|
|
<div class="summary"> |
|
<p>All parameters passed by reference must be labeled |
|
<code>const</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>In C, if a |
|
function needs to modify a variable, the parameter must |
|
use a pointer, eg <code>int foo(int *pval)</code>. In |
|
C++, the function can alternatively declare a reference |
|
parameter: <code>int foo(int &val)</code>.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Defining a parameter as reference avoids ugly code like |
|
<code>(*pval)++</code>. Necessary for some applications |
|
like copy constructors. Makes it clear, unlike with |
|
pointers, that a null pointer is not a possible |
|
value.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>References can be confusing, as they have value syntax |
|
but pointer semantics.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Within function parameter lists all references must be |
|
<code>const</code>:</p> |
|
|
|
<pre>void Foo(const string &in, string *out); |
|
</pre> |
|
|
|
<p>In fact it is a very strong convention in Google code |
|
that input arguments are values or <code>const</code> |
|
references while output arguments are pointers. Input |
|
parameters may be <code>const</code> pointers, but we |
|
never allow non-<code>const</code> reference parameters |
|
except when required by convention, e.g., |
|
<code>swap()</code>.</p> |
|
|
|
<p>However, there are some instances where using |
|
<code>const T*</code> is preferable to <code>const |
|
T&</code> for input parameters. For example:</p> |
|
|
|
<ul> |
|
<li>You want to pass in a null pointer.</li> |
|
|
|
<li>The function saves a pointer or reference to the |
|
input.</li> |
|
</ul> |
|
|
|
<p> Remember that most of the time input |
|
parameters are going to be specified as <code>const |
|
T&</code>. Using <code>const T*</code> instead |
|
communicates to the reader that the input is somehow |
|
treated differently. So if you choose <code>const |
|
T*</code> rather than <code>const T&</code>, do so |
|
for a concrete reason; otherwise it will likely confuse |
|
readers by making them look for an explanation that |
|
doesn't exist.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Function_Overloading">Function Overloading</h3> |
|
|
|
<div class="summary"> |
|
<p>Use overloaded functions (including constructors) only if a |
|
reader looking at a call site can get a good idea of what |
|
is happening without having to first figure out exactly |
|
which overload is being called.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>You may write a function that takes a <code>const |
|
string&</code> and overload it with another that |
|
takes <code>const char*</code>.</p> |
|
|
|
<pre>class MyClass { |
|
public: |
|
void Analyze(const string &text); |
|
void Analyze(const char *text, size_t textlen); |
|
}; |
|
</pre> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Overloading can make code more intuitive by allowing an |
|
identically-named function to take different arguments. |
|
It may be necessary for templatized code, and it can be |
|
convenient for Visitors.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>If a function is overloaded by the argument types alone, |
|
a reader may have to understand C++'s complex matching |
|
rules in order to tell what's going on. Also many people |
|
are confused by the semantics of inheritance if a derived |
|
class overrides only some of the variants of a |
|
function.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>If you want to overload a function, consider qualifying |
|
the name with some information about the arguments, e.g., |
|
<code>AppendString()</code>, <code>AppendInt()</code> |
|
rather than just <code>Append()</code>. If you are |
|
overloading a function to support variable number of |
|
arguments of the same type, consider making it take a |
|
<code>std::vector</code> so that the user can use an |
|
<a href="#Braced_Initializer_List">initializer list |
|
</a> to specify the arguments.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Default_Arguments">Default Arguments</h3> |
|
|
|
<div class="summary"> |
|
<p>Default arguments are allowed on non-virtual functions |
|
when the default is guaranteed to always have the same |
|
value. Follow the same restrictions as for <a href="#Function_Overloading">function overloading</a>, and |
|
prefer overloaded functions if the readability gained with |
|
default arguments doesn't outweigh the downsides below.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="pros"> |
|
<p>Often you have a function that uses default values, but |
|
occasionally you want to override the defaults. Default |
|
parameters allow an easy way to do this without having to |
|
define many functions for the rare exceptions. Compared |
|
to overloading the function, default arguments have a |
|
cleaner syntax, with less boilerplate and a clearer |
|
distinction between 'required' and 'optional' |
|
arguments.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>Defaulted arguments are another way to achieve the |
|
semantics of overloaded functions, so all the <a href="#Function_Overloading">reasons not to overload |
|
functions</a> apply.</p> |
|
|
|
<p>The defaults for arguments in a virtual function call are |
|
determined by the static type of the target object, and |
|
there's no guarantee that all overrides of a given function |
|
declare the same defaults.</p> |
|
|
|
<p>Default parameters are re-evaluated at each call site, |
|
which can bloat the generated code. Readers may also expect |
|
the default's value to be fixed at the declaration instead |
|
of varying at each call.</p> |
|
|
|
<p>Function pointers are confusing in the presence of |
|
default arguments, since the function signature often |
|
doesn't match the call signature. Adding |
|
function overloads avoids these problems.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Default arguments are banned on virtual functions, where |
|
they don't work properly, and in cases where the specified |
|
default might not evaluate to the same value depending on |
|
when it was evaluated. (For example, don't write <code>void |
|
f(int n = counter++);</code>.)</p> |
|
|
|
<p>In some other cases, default arguments can improve the |
|
readability of their function declarations enough to |
|
overcome the downsides above, so they are allowed. When in |
|
doubt, use overloads.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="trailing_return">Trailing Return Type Syntax</h3> |
|
<div class="summary"> |
|
<p>Use trailing return types only where using the ordinary syntax (leading |
|
return types) is impractical or much less readable.</p> |
|
</div> |
|
|
|
<div class="definition"> |
|
<p>C++ allows two different forms of function declarations. In the older |
|
form, the return type appears before the function name. For example:</p> |
|
<pre>int foo(int x); |
|
</pre> |
|
<p>The new form, introduced in C++11, uses the <code>auto</code> |
|
keyword before the function name and a trailing return type after |
|
the argument list. For example, the declaration above could |
|
equivalently be written:</p> |
|
<pre>auto foo(int x) -> int; |
|
</pre> |
|
<p>The trailing return type is in the function's scope. This doesn't |
|
make a difference for a simple case like <code>int</code> but it matters |
|
for more complicated cases, like types declared in class scope or |
|
types written in terms of the function parameters.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
<div class="pros"> |
|
<p>Trailing return types are the only way to explicitly specify the |
|
return type of a <a href="#Lambda_expressions">lambda expression</a>. |
|
In some cases the compiler is able to deduce a lambda's return type, |
|
but not in all cases. Even when the compiler can deduce it automatically, |
|
sometimes specifying it explicitly would be clearer for readers. |
|
</p> |
|
<p>Sometimes it's easier and more readable to specify a return type |
|
after the function's parameter list has already appeared. This is |
|
particularly true when the return type depends on template parameters. |
|
For example:</p> |
|
<pre>template <class T, class U> auto add(T t, U u) -> decltype(t + u);</pre> |
|
versus |
|
<pre>template <class T, class U> decltype(declval<T&>() + declval<U&>()) add(T t, U u);</pre> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>Trailing return type syntax is relatively new and it has no |
|
analogue in C++-like languages like C and Java, so some readers may |
|
find it unfamiliar.</p> |
|
<p>Existing code bases have an enormous number of function |
|
declarations that aren't going to get changed to use the new syntax, |
|
so the realistic choices are using the old syntax only or using a mixture |
|
of the two. Using a single version is better for uniformity of style.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>In most cases, continue to use the older style of function |
|
declaration where the return type goes before the function name. |
|
Use the new trailing-return-type form only in cases where it's |
|
required (such as lambdas) or where, by putting the type after the |
|
function's parameter list, it allows you to write the type in a much |
|
more readable way. The latter case should be rare; it's mostly an |
|
issue in fairly complicated template code, which is |
|
<a href="#Template_metaprogramming">discouraged in most cases</a>.</p> |
|
|
|
</div> |
|
</div> |
|
|
|
<h2 id="Google-Specific_Magic">Google-Specific Magic</h2> |
|
|
|
|
|
|
|
<p>There are various tricks and utilities that |
|
we use to make C++ code more robust, and various ways we use |
|
C++ that may differ from what you see elsewhere.</p> |
|
|
|
|
|
|
|
<h3 id="Ownership_and_Smart_Pointers">Ownership and Smart Pointers</h3> |
|
|
|
<div class="summary"> |
|
<p>Prefer to have single, fixed owners for dynamically |
|
allocated objects. Prefer to transfer ownership with smart |
|
pointers.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>"Ownership" is a bookkeeping technique for managing |
|
dynamically allocated memory (and other resources). The |
|
owner of a dynamically allocated object is an object or |
|
function that is responsible for ensuring that it is |
|
deleted when no longer needed. Ownership can sometimes be |
|
shared, in which case the last owner is typically |
|
responsible for deleting it. Even when ownership is not |
|
shared, it can be transferred from one piece of code to |
|
another.</p> |
|
|
|
<p>"Smart" pointers are classes that act like pointers, |
|
e.g. by overloading the <code>*</code> and |
|
<code>-></code> operators. Some smart pointer types |
|
can be used to automate ownership bookkeeping, to ensure |
|
these responsibilities are met. |
|
<a href="http://en.cppreference.com/w/cpp/memory/unique_ptr"> |
|
<code>std::unique_ptr</code></a> is a smart pointer type |
|
introduced in C++11, which expresses exclusive ownership |
|
of a dynamically allocated object; the object is deleted |
|
when the <code>std::unique_ptr</code> goes out of scope. |
|
It cannot be copied, but can be <em>moved</em> to |
|
represent ownership transfer. |
|
<a href="http://en.cppreference.com/w/cpp/memory/shared_ptr"> |
|
<code>std::shared_ptr</code></a> is a smart pointer type |
|
that expresses shared ownership of |
|
a dynamically allocated object. <code>std::shared_ptr</code>s |
|
can be copied; ownership of the object is shared among |
|
all copies, and the object is deleted when the last |
|
<code>std::shared_ptr</code> is destroyed. </p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<ul> |
|
<li>It's virtually impossible to manage dynamically |
|
allocated memory without some sort of ownership |
|
logic.</li> |
|
|
|
<li>Transferring ownership of an object can be cheaper |
|
than copying it (if copying it is even possible).</li> |
|
|
|
<li>Transferring ownership can be simpler than |
|
'borrowing' a pointer or reference, because it reduces |
|
the need to coordinate the lifetime of the object |
|
between the two users.</li> |
|
|
|
<li>Smart pointers can improve readability by making |
|
ownership logic explicit, self-documenting, and |
|
unambiguous.</li> |
|
|
|
<li>Smart pointers can eliminate manual ownership |
|
bookkeeping, simplifying the code and ruling out large |
|
classes of errors.</li> |
|
|
|
<li>For const objects, shared ownership can be a simple |
|
and efficient alternative to deep copying.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>Ownership must be represented and transferred via |
|
pointers (whether smart or plain). Pointer semantics |
|
are more complicated than value semantics, especially |
|
in APIs: you have to worry not just about ownership, |
|
but also aliasing, lifetime, and mutability, among |
|
other issues.</li> |
|
|
|
<li>The performance costs of value semantics are often |
|
overestimated, so the performance benefits of ownership |
|
transfer might not justify the readability and |
|
complexity costs.</li> |
|
|
|
<li>APIs that transfer ownership force their clients |
|
into a single memory management model.</li> |
|
|
|
<li>Code using smart pointers is less explicit about |
|
where the resource releases take place.</li> |
|
|
|
<li><code>std::unique_ptr</code> expresses ownership |
|
transfer using C++11's move semantics, which are |
|
relatively new and may confuse some programmers.</li> |
|
|
|
<li>Shared ownership can be a tempting alternative to |
|
careful ownership design, obfuscating the design of a |
|
system.</li> |
|
|
|
<li>Shared ownership requires explicit bookkeeping at |
|
run-time, which can be costly.</li> |
|
|
|
<li>In some cases (e.g. cyclic references), objects |
|
with shared ownership may never be deleted.</li> |
|
|
|
<li>Smart pointers are not perfect substitutes for |
|
plain pointers.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>If dynamic allocation is necessary, prefer to keep |
|
ownership with the code that allocated it. If other code |
|
needs access to the object, consider passing it a copy, |
|
or passing a pointer or reference without transferring |
|
ownership. Prefer to use <code>std::unique_ptr</code> to |
|
make ownership transfer explicit. For example:</p> |
|
|
|
<pre>std::unique_ptr<Foo> FooFactory(); |
|
void FooConsumer(std::unique_ptr<Foo> ptr); |
|
</pre> |
|
|
|
|
|
|
|
<p>Do not design your code to use shared ownership |
|
without a very good reason. One such reason is to avoid |
|
expensive copy operations, but you should only do this if |
|
the performance benefits are significant, and the |
|
underlying object is immutable (i.e. |
|
<code>std::shared_ptr<const Foo></code>). If you |
|
do use shared ownership, prefer to use |
|
<code>std::shared_ptr</code>.</p> |
|
|
|
<p>Never use <code>std::auto_ptr</code>. Instead, use |
|
<code>std::unique_ptr</code>.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="cpplint">cpplint</h3> |
|
|
|
<div class="summary"> |
|
<p>Use <code>cpplint.py</code> |
|
to detect style errors.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p><code>cpplint.py</code> |
|
is a tool that reads a source file and identifies many |
|
style errors. It is not perfect, and has both false |
|
positives and false negatives, but it is still a valuable |
|
tool. False positives can be ignored by putting <code>// |
|
NOLINT</code> at the end of the line or |
|
<code>// NOLINTNEXTLINE</code> in the previous line.</p> |
|
|
|
|
|
|
|
<p>Some projects have instructions on |
|
how to run <code>cpplint.py</code> from their project |
|
tools. If the project you are contributing to does not, |
|
you can download |
|
<a href="https://raw.githubusercontent.com/google/styleguide/gh-pages/cpplint/cpplint.py"> |
|
<code>cpplint.py</code></a> separately.</p> |
|
|
|
</div> |
|
|
|
|
|
|
|
<h2 id="Other_C++_Features">Other C++ Features</h2> |
|
|
|
<h3 id="Rvalue_references">Rvalue References</h3> |
|
|
|
<div class="summary"> |
|
<p>Use rvalue references only to define move constructors and move assignment |
|
operators, or for perfect forwarding. |
|
</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p> Rvalue references |
|
are a type of reference that can only bind to temporary |
|
objects. The syntax is similar to traditional reference |
|
syntax. For example, <code>void f(string&& |
|
s);</code> declares a function whose argument is an |
|
rvalue reference to a string.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<ul> |
|
<li>Defining a move constructor (a constructor taking |
|
an rvalue reference to the class type) makes it |
|
possible to move a value instead of copying it. If |
|
<code>v1</code> is a <code>std::vector<string></code>, |
|
for example, then <code>auto v2(std::move(v1))</code> |
|
will probably just result in some simple pointer |
|
manipulation instead of copying a large amount of data. |
|
In some cases this can result in a major performance |
|
improvement.</li> |
|
|
|
<li>Rvalue references make it possible to write a |
|
generic function wrapper that forwards its arguments to |
|
another function, and works whether or not its |
|
arguments are temporary objects. (This is sometimes called |
|
"perfect forwarding".)</li> |
|
|
|
<li>Rvalue references make it possible to implement |
|
types that are movable but not copyable, which can be |
|
useful for types that have no sensible definition of |
|
copying but where you might still want to pass them as |
|
function arguments, put them in containers, etc.</li> |
|
|
|
<li><code>std::move</code> is necessary to make |
|
effective use of some standard-library types, such as |
|
<code>std::unique_ptr</code>.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>Rvalue references are a relatively new feature |
|
(introduced as part of C++11), and not yet widely |
|
understood. Rules like reference collapsing, and |
|
automatic synthesis of move constructors, are |
|
complicated.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Use rvalue references only to define move constructors and move assignment |
|
operators (as described in <a href="#Copyable_Movable_Types">Copyable and |
|
Movable Types</a>) and, in conjunction with <code><a href="http://en.cppreference.com/w/cpp/utility/forward">std::forward</a></code>, |
|
to support perfect forwarding. You may use <code>std::move</code> to express |
|
moving a value from one object to another rather than copying it. </p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Friends">Friends</h3> |
|
|
|
<div class="summary"> |
|
<p>We allow use of <code>friend</code> classes and functions, |
|
within reason.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Friends should usually be defined in the same file so |
|
that the reader does not have to look in another file to |
|
find uses of the private members of a class. A common use |
|
of <code>friend</code> is to have a |
|
<code>FooBuilder</code> class be a friend of |
|
<code>Foo</code> so that it can construct the inner state |
|
of <code>Foo</code> correctly, without exposing this |
|
state to the world. In some cases it may be useful to |
|
make a unittest class a friend of the class it tests.</p> |
|
|
|
<p>Friends extend, but do not break, the encapsulation |
|
boundary of a class. In some cases this is better than |
|
making a member public when you want to give only one |
|
other class access to it. However, most classes should |
|
interact with other classes solely through their public |
|
members.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Exceptions">Exceptions</h3> |
|
|
|
<div class="summary"> |
|
<p>We do not use C++ exceptions.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="pros"> |
|
<ul> |
|
<li>Exceptions allow higher levels of an application to |
|
decide how to handle "can't happen" failures in deeply |
|
nested functions, without the obscuring and error-prone |
|
bookkeeping of error codes.</li> |
|
|
|
|
|
|
|
<li>Exceptions are used by most other |
|
modern languages. Using them in C++ would make it more |
|
consistent with Python, Java, and the C++ that others |
|
are familiar with.</li> |
|
|
|
<li>Some third-party C++ libraries use exceptions, and |
|
turning them off internally makes it harder to |
|
integrate with those libraries.</li> |
|
|
|
<li>Exceptions are the only way for a constructor to |
|
fail. We can simulate this with a factory function or |
|
an <code>Init()</code> method, but these require heap |
|
allocation or a new "invalid" state, respectively.</li> |
|
|
|
<li>Exceptions are really handy in testing |
|
frameworks.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>When you add a <code>throw</code> statement to an |
|
existing function, you must examine all of its |
|
transitive callers. Either they must make at least the |
|
basic exception safety guarantee, or they must never |
|
catch the exception and be happy with the program |
|
terminating as a result. For instance, if |
|
<code>f()</code> calls <code>g()</code> calls |
|
<code>h()</code>, and <code>h</code> throws an |
|
exception that <code>f</code> catches, <code>g</code> |
|
has to be careful or it may not clean up properly.</li> |
|
|
|
<li>More generally, exceptions make the control flow of |
|
programs difficult to evaluate by looking at code: |
|
functions may return in places you don't expect. This |
|
causes maintainability and debugging difficulties. You |
|
can minimize this cost via some rules on how and where |
|
exceptions can be used, but at the cost of more that a |
|
developer needs to know and understand.</li> |
|
|
|
<li>Exception safety requires both RAII and different |
|
coding practices. Lots of supporting machinery is |
|
needed to make writing correct exception-safe code |
|
easy. Further, to avoid requiring readers to understand |
|
the entire call graph, exception-safe code must isolate |
|
logic that writes to persistent state into a "commit" |
|
phase. This will have both benefits and costs (perhaps |
|
where you're forced to obfuscate code to isolate the |
|
commit). Allowing exceptions would force us to always |
|
pay those costs even when they're not worth it.</li> |
|
|
|
<li>Turning on exceptions adds data to each binary |
|
produced, increasing compile time (probably slightly) |
|
and possibly increasing address space pressure. |
|
</li> |
|
|
|
<li>The availability of exceptions may encourage |
|
developers to throw them when they are not appropriate |
|
or recover from them when it's not safe to do so. For |
|
example, invalid user input should not cause exceptions |
|
to be thrown. We would need to make the style guide |
|
even longer to document these restrictions!</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>On their face, the benefits of using exceptions |
|
outweigh the costs, especially in new projects. However, |
|
for existing code, the introduction of exceptions has |
|
implications on all dependent code. If exceptions can be |
|
propagated beyond a new project, it also becomes |
|
problematic to integrate the new project into existing |
|
exception-free code. Because most existing C++ code at |
|
Google is not prepared to deal with exceptions, it is |
|
comparatively difficult to adopt new code that generates |
|
exceptions.</p> |
|
|
|
<p>Given that Google's existing code is not |
|
exception-tolerant, the costs of using exceptions are |
|
somewhat greater than the costs in a new project. The |
|
conversion process would be slow and error-prone. We |
|
don't believe that the available alternatives to |
|
exceptions, such as error codes and assertions, introduce |
|
a significant burden. </p> |
|
|
|
<p>Our advice against using exceptions is not predicated |
|
on philosophical or moral grounds, but practical ones. |
|
Because we'd like to use our open-source |
|
projects at Google and it's difficult to do so if those |
|
projects use exceptions, we need to advise against |
|
exceptions in Google open-source projects as well. |
|
Things would probably be different if we had to do it all |
|
over again from scratch.</p> |
|
|
|
<p>This prohibition also applies to the exception-related |
|
features added in C++11, such as <code>noexcept</code>, |
|
<code>std::exception_ptr</code>, and |
|
<code>std::nested_exception</code>.</p> |
|
|
|
<p>There is an <a href="#Windows_Code">exception</a> to |
|
this rule (no pun intended) for Windows code.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Run-Time_Type_Information__RTTI_">Run-Time Type |
|
Information (RTTI)</h3> |
|
|
|
<div class="summary"> |
|
<p>Avoid using Run Time Type Information (RTTI).</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p> RTTI allows a |
|
programmer to query the C++ class of an object at run |
|
time. This is done by use of <code>typeid</code> or |
|
<code>dynamic_cast</code>.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>Querying the type of an object at run-time frequently |
|
means a design problem. Needing to know the type of an |
|
object at runtime is often an indication that the design |
|
of your class hierarchy is flawed.</p> |
|
|
|
<p>Undisciplined use of RTTI makes code hard to maintain. |
|
It can lead to type-based decision trees or switch |
|
statements scattered throughout the code, all of which |
|
must be examined when making further changes.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>The standard alternatives to RTTI (described below) |
|
require modification or redesign of the class hierarchy |
|
in question. Sometimes such modifications are infeasible |
|
or undesirable, particularly in widely-used or mature |
|
code.</p> |
|
|
|
<p>RTTI can be useful in some unit tests. For example, it |
|
is useful in tests of factory classes where the test has |
|
to verify that a newly created object has the expected |
|
dynamic type. It is also useful in managing the |
|
relationship between objects and their mocks.</p> |
|
|
|
<p>RTTI is useful when considering multiple abstract |
|
objects. Consider</p> |
|
|
|
<pre>bool Base::Equal(Base* other) = 0; |
|
bool Derived::Equal(Base* other) { |
|
Derived* that = dynamic_cast<Derived*>(other); |
|
if (that == NULL) |
|
return false; |
|
... |
|
} |
|
</pre> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>RTTI has legitimate uses but is prone to abuse, so you |
|
must be careful when using it. You may use it freely in |
|
unittests, but avoid it when possible in other code. In |
|
particular, think twice before using RTTI in new code. If |
|
you find yourself needing to write code that behaves |
|
differently based on the class of an object, consider one |
|
of the following alternatives to querying the type:</p> |
|
|
|
<ul> |
|
<li>Virtual methods are the preferred way of executing |
|
different code paths depending on a specific subclass |
|
type. This puts the work within the object itself.</li> |
|
|
|
<li>If the work belongs outside the object and instead |
|
in some processing code, consider a double-dispatch |
|
solution, such as the Visitor design pattern. This |
|
allows a facility outside the object itself to |
|
determine the type of class using the built-in type |
|
system.</li> |
|
</ul> |
|
|
|
<p>When the logic of a program guarantees that a given |
|
instance of a base class is in fact an instance of a |
|
particular derived class, then a |
|
<code>dynamic_cast</code> may be used freely on the |
|
object. Usually one |
|
can use a <code>static_cast</code> as an alternative in |
|
such situations.</p> |
|
|
|
<p>Decision trees based on type are a strong indication |
|
that your code is on the wrong track.</p> |
|
|
|
<pre class="badcode">if (typeid(*data) == typeid(D1)) { |
|
... |
|
} else if (typeid(*data) == typeid(D2)) { |
|
... |
|
} else if (typeid(*data) == typeid(D3)) { |
|
... |
|
</pre> |
|
|
|
<p>Code such as this usually breaks when additional |
|
subclasses are added to the class hierarchy. Moreover, |
|
when properties of a subclass change, it is difficult to |
|
find and modify all the affected code segments.</p> |
|
|
|
<p>Do not hand-implement an RTTI-like workaround. The |
|
arguments against RTTI apply just as much to workarounds |
|
like class hierarchies with type tags. Moreover, |
|
workarounds disguise your true intent.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Casting">Casting</h3> |
|
|
|
<div class="summary"> |
|
<p>Use C++-style casts |
|
like <code>static_cast<float>(double_value)</code>, or brace |
|
initialization for conversion of arithmetic types like |
|
<code>int64 y = int64{1} << 42</code>. Do not use |
|
cast formats like |
|
<code>int y = (int)x</code> or <code>int y = int(x)</code> (but the latter |
|
is okay when invoking a constructor of a class type).</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p> C++ introduced a |
|
different cast system from C that distinguishes the types |
|
of cast operations.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>The problem with C casts is the ambiguity of the operation; |
|
sometimes you are doing a <em>conversion</em> |
|
(e.g., <code>(int)3.5</code>) and sometimes you are doing |
|
a <em>cast</em> (e.g., <code>(int)"hello"</code>). Brace |
|
initialization and C++ casts can often help avoid this |
|
ambiguity. Additionally, C++ casts are more visible when searching for |
|
them.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>The C++-style cast syntax is verbose and cumbersome.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Do not use C-style casts. Instead, use these C++-style casts when |
|
explicit type conversion is necessary. </p> |
|
|
|
<ul> |
|
<li>Use brace initialization to convert arithmetic types |
|
(e.g. <code>int64{x}</code>). This is the safest approach because code |
|
will not compile if conversion can result in information loss. The |
|
syntax is also concise.</li> |
|
|
|
|
|
|
|
<li>Use <code>static_cast</code> as the equivalent of a C-style cast |
|
that does value conversion, when you need to |
|
explicitly up-cast a pointer from a class to its superclass, or when |
|
you need to explicitly cast a pointer from a superclass to a |
|
subclass. In this last case, you must be sure your object is |
|
actually an instance of the subclass.</li> |
|
|
|
|
|
|
|
<li>Use <code>const_cast</code> to remove the |
|
<code>const</code> qualifier (see <a href="#Use_of_const">const</a>).</li> |
|
|
|
<li>Use <code>reinterpret_cast</code> to do unsafe |
|
conversions of pointer types to and from integer and |
|
other pointer types. Use this only if you know what you |
|
are doing and you understand the aliasing issues. |
|
</li> |
|
|
|
|
|
</ul> |
|
|
|
<p>See the <a href="#Run-Time_Type_Information__RTTI_"> |
|
RTTI section</a> for guidance on the use of |
|
<code>dynamic_cast</code>.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Streams">Streams</h3> |
|
|
|
<div class="summary"> |
|
<p>Use streams where appropriate, and stick to "simple" |
|
usages.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>Streams are the standard I/O abstraction in C++, as |
|
exemplified by the standard header <code><iostream></code>. |
|
They are widely used in Google code, but only for debug logging |
|
and test diagnostics.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>The <code><<</code> and <code>>></code> |
|
stream operators provide an API for formatted I/O that |
|
is easily learned, portable, reusable, and extensible. |
|
<code>printf</code>, by contrast, doesn't even support |
|
<code>string</code>, to say nothing of user-defined types, |
|
and is very difficult to use portably. |
|
<code>printf</code> also obliges you to choose among the |
|
numerous slightly different versions of that function, |
|
and navigate the dozens of conversion specifiers.</p> |
|
|
|
<p>Streams provide first-class support for console I/O |
|
via <code>std::cin</code>, <code>std::cout</code>, |
|
<code>std::cerr</code>, and <code>std::clog</code>. |
|
The C APIs do as well, but are hampered by the need to |
|
manually buffer the input. </p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>Stream formatting can be configured by mutating the |
|
state of the stream. Such mutations are persistent, so |
|
the behavior of your code can be affected by the entire |
|
previous history of the stream, unless you go out of your |
|
way to restore it to a known state every time other code |
|
might have touched it. User code can not only modify the |
|
built-in state, it can add new state variables and behaviors |
|
through a registration system.</li> |
|
|
|
<li>It is difficult to precisely control stream output, due |
|
to the above issues, the way code and data are mixed in |
|
streaming code, and the use of operator overloading (which |
|
may select a different overload than you expect).</li> |
|
|
|
<li>The practice of building up output through chains |
|
of <code><<</code> operators interferes with |
|
internationalization, because it bakes word order into the |
|
code, and streams' support for localization is <a href="http://www.boost.org/doc/libs/1_48_0/libs/locale/doc/html/rationale.html#rationale_why"> |
|
flawed</a>.</li> |
|
|
|
|
|
|
|
|
|
|
|
<li>The streams API is subtle and complex, so programmers must |
|
develop experience with it in order to use it effectively. |
|
However, streams were historically banned in Google code (except |
|
for logging and diagnostics), so Google engineers tend not to |
|
have that experience. Consequently, streams-based code is likely |
|
to be less readable and maintainable by Googlers than code based |
|
on more familiar abstractions.</li> |
|
|
|
<li>Resolving the many overloads of <code><<</code> is |
|
extremely costly for the compiler. When used pervasively in a |
|
large code base, it can consume as much as 20% of the parsing |
|
and semantic analysis time.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Use streams only when they are the best tool for the job. |
|
This is typically the case when the I/O is ad-hoc, local, |
|
human-readable, and targeted at other developers rather than |
|
end-users. Be consistent with the code around you, and with the |
|
codebase as a whole; if there's an established tool for |
|
your problem, use that tool instead. </p> |
|
|
|
<p>Avoid using streams for I/O that faces external users or |
|
handles untrusted data. Instead, find and use the appropriate |
|
templating libraries to handle issues like internationalization, |
|
localization, and security hardening.</p> |
|
|
|
<p>If you do use streams, avoid the stateful parts of the |
|
streams API (other than error state), such as <code>imbue()</code>, |
|
<code>xalloc()</code>, and <code>register_callback()</code>. |
|
Use explicit formatting functions rather than |
|
stream manipulators or formatting flags to control formatting |
|
details such as number base, precision, or padding.</p> |
|
|
|
<p>Overload <code><<</code> as a streaming operator |
|
for your type only if your type represents a value, and |
|
<code><<</code> writes out a human-readable string |
|
representation of that value. Avoid exposing implementation |
|
details in the output of <code><<</code>; if you need to print |
|
object internals for debugging, use named functions instead |
|
(a method named <code>DebugString()</code> is the most common |
|
convention).</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Preincrement_and_Predecrement">Preincrement and Predecrement</h3> |
|
|
|
<div class="summary"> |
|
<p>Use prefix form (<code>++i</code>) of the increment and |
|
decrement operators with iterators and other template |
|
objects.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p> When a variable |
|
is incremented (<code>++i</code> or <code>i++</code>) or |
|
decremented (<code>--i</code> or <code>i--</code>) and |
|
the value of the expression is not used, one must decide |
|
whether to preincrement (decrement) or postincrement |
|
(decrement).</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>When the return value is ignored, the "pre" form |
|
(<code>++i</code>) is never less efficient than the |
|
"post" form (<code>i++</code>), and is often more |
|
efficient. This is because post-increment (or decrement) |
|
requires a copy of <code>i</code> to be made, which is |
|
the value of the expression. If <code>i</code> is an |
|
iterator or other non-scalar type, copying <code>i</code> |
|
could be expensive. Since the two types of increment |
|
behave the same when the value is ignored, why not just |
|
always pre-increment?</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>The tradition developed, in C, of using post-increment |
|
when the expression value is not used, especially in |
|
<code>for</code> loops. Some find post-increment easier |
|
to read, since the "subject" (<code>i</code>) precedes |
|
the "verb" (<code>++</code>), just like in English.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p> For simple scalar |
|
(non-object) values there is no reason to prefer one form |
|
and we allow either. For iterators and other template |
|
types, use pre-increment.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Use_of_const">Use of const</h3> |
|
|
|
<div class="summary"> |
|
<p>Use <code>const</code> whenever it makes sense. With C++11, |
|
<code>constexpr</code> is a better choice for some uses of |
|
const.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p> Declared variables and parameters can be preceded |
|
by the keyword <code>const</code> to indicate the variables |
|
are not changed (e.g., <code>const int foo</code>). Class |
|
functions can have the <code>const</code> qualifier to |
|
indicate the function does not change the state of the |
|
class member variables (e.g., <code>class Foo { int |
|
Bar(char c) const; };</code>).</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Easier for people to understand how variables are being |
|
used. Allows the compiler to do better type checking, |
|
and, conceivably, generate better code. Helps people |
|
convince themselves of program correctness because they |
|
know the functions they call are limited in how they can |
|
modify your variables. Helps people know what functions |
|
are safe to use without locks in multi-threaded |
|
programs.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p><code>const</code> is viral: if you pass a |
|
<code>const</code> variable to a function, that function |
|
must have <code>const</code> in its prototype (or the |
|
variable will need a <code>const_cast</code>). This can |
|
be a particular problem when calling library |
|
functions.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p><code>const</code> variables, data members, methods |
|
and arguments add a level of compile-time type checking; |
|
it is better to detect errors as soon as possible. |
|
Therefore we strongly recommend that you use |
|
<code>const</code> whenever it makes sense to do so:</p> |
|
|
|
<ul> |
|
<li>If a function guarantees that it will not modify an argument |
|
passed by reference or by pointer, the corresponding function parameter |
|
should be a reference-to-const (<code>const T&</code>) or |
|
pointer-to-const (<code>const T*</code>), respectively.</li> |
|
|
|
<li>Declare methods to be <code>const</code> whenever |
|
possible. Accessors should almost always be |
|
<code>const</code>. Other methods should be const if |
|
they do not modify any data members, do not call any |
|
non-<code>const</code> methods, and do not return a |
|
non-<code>const</code> pointer or |
|
non-<code>const</code> reference to a data member.</li> |
|
|
|
<li>Consider making data members <code>const</code> |
|
whenever they do not need to be modified after |
|
construction.</li> |
|
</ul> |
|
|
|
<p>The <code>mutable</code> keyword is allowed but is |
|
unsafe when used with threads, so thread safety should be |
|
carefully considered first.</p> |
|
</div> |
|
|
|
<div class="stylepoint_subsection"> |
|
<h4>Where to put the const</h4> |
|
|
|
<p>Some people favor the form <code>int const *foo</code> |
|
to <code>const int* foo</code>. They argue that this is |
|
more readable because it's more consistent: it keeps the |
|
rule that <code>const</code> always follows the object |
|
it's describing. However, this consistency argument |
|
doesn't apply in codebases with few deeply-nested pointer |
|
expressions since most <code>const</code> expressions |
|
have only one <code>const</code>, and it applies to the |
|
underlying value. In such cases, there's no consistency |
|
to maintain. Putting the <code>const</code> first is |
|
arguably more readable, since it follows English in |
|
putting the "adjective" (<code>const</code>) before the |
|
"noun" (<code>int</code>).</p> |
|
|
|
<p>That said, while we encourage putting |
|
<code>const</code> first, we do not require it. But be |
|
consistent with the code around you!</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Use_of_constexpr">Use of constexpr</h3> |
|
|
|
<div class="summary"> |
|
<p>In C++11, use <code>constexpr</code> to define true |
|
constants or to ensure constant initialization.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p> Some variables can be declared <code>constexpr</code> |
|
to indicate the variables are true constants, i.e. fixed at |
|
compilation/link time. Some functions and constructors |
|
can be declared <code>constexpr</code> which enables them |
|
to be used in defining a <code>constexpr</code> |
|
variable.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Use of <code>constexpr</code> enables definition of |
|
constants with floating-point expressions rather than |
|
just literals; definition of constants of user-defined |
|
types; and definition of constants with function |
|
calls.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>Prematurely marking something as constexpr may cause |
|
migration problems if later on it has to be downgraded. |
|
Current restrictions on what is allowed in constexpr |
|
functions and constructors may invite obscure workarounds |
|
in these definitions.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p><code>constexpr</code> definitions enable a more |
|
robust specification of the constant parts of an |
|
interface. Use <code>constexpr</code> to specify true |
|
constants and the functions that support their |
|
definitions. Avoid complexifying function definitions to |
|
enable their use with <code>constexpr</code>. Do not use |
|
<code>constexpr</code> to force inlining.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Integer_Types">Integer Types</h3> |
|
|
|
<div class="summary"> |
|
<p>Of the built-in C++ integer types, the only one used |
|
is |
|
<code>int</code>. If a program needs a variable of a |
|
different size, use |
|
a precise-width integer type from |
|
<code><stdint.h></code>, such as |
|
<code>int16_t</code>. If your variable represents a |
|
value that could ever be greater than or equal to 2^31 |
|
(2GiB), use a 64-bit type such as |
|
<code>int64_t</code>. |
|
Keep in mind that even if your value won't ever be too large |
|
for an <code>int</code>, it may be used in intermediate |
|
calculations which may require a larger type. When in doubt, |
|
choose a larger type.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p> C++ does not specify the sizes of its integer types. |
|
Typically people assume that <code>short</code> is 16 bits, |
|
<code>int</code> is 32 bits, <code>long</code> is 32 bits |
|
and <code>long long</code> is 64 bits.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Uniformity of declaration.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>The sizes of integral types in C++ can vary based on |
|
compiler and architecture.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
|
|
<p> |
|
<code><stdint.h></code> defines types |
|
like <code>int16_t</code>, <code>uint32_t</code>, |
|
<code>int64_t</code>, etc. You should always use |
|
those in preference to <code>short</code>, <code>unsigned |
|
long long</code> and the like, when you need a guarantee |
|
on the size of an integer. Of the C integer types, only |
|
<code>int</code> should be used. When appropriate, you |
|
are welcome to use standard types like |
|
<code>size_t</code> and <code>ptrdiff_t</code>.</p> |
|
|
|
<p>We use <code>int</code> very often, for integers we |
|
know are not going to be too big, e.g., loop counters. |
|
Use plain old <code>int</code> for such things. You |
|
should assume that an <code>int</code> is |
|
|
|
at least 32 bits, but don't |
|
assume that it has more than 32 bits. If you need a 64-bit |
|
integer type, use |
|
<code>int64_t</code> |
|
or |
|
<code>uint64_t</code>.</p> |
|
|
|
<p>For integers we know can be "big", |
|
use |
|
<code>int64_t</code>. |
|
</p> |
|
|
|
<p>You should not use the unsigned integer types such as |
|
<code>uint32_t</code>, unless there is a valid |
|
reason such as representing a bit pattern rather than a |
|
number, or you need defined overflow modulo 2^N. In |
|
particular, do not use unsigned types to say a number |
|
will never be negative. Instead, use |
|
assertions for this.</p> |
|
|
|
|
|
|
|
<p>If your code is a container that returns a size, be |
|
sure to use a type that will accommodate any possible |
|
usage of your container. When in doubt, use a larger type |
|
rather than a smaller type.</p> |
|
|
|
<p>Use care when converting integer types. Integer |
|
conversions and promotions can cause non-intuitive |
|
behavior. </p> |
|
</div> |
|
|
|
<div class="stylepoint_subsection"> |
|
|
|
<h4>On Unsigned Integers</h4> |
|
|
|
<p>Some people, including some textbook authors, |
|
recommend using unsigned types to represent numbers that |
|
are never negative. This is intended as a form of |
|
self-documentation. However, in C, the advantages of such |
|
documentation are outweighed by the real bugs it can |
|
introduce. Consider:</p> |
|
|
|
<pre>for (unsigned int i = foo.Length()-1; i >= 0; --i) ... |
|
</pre> |
|
|
|
<p>This code will never terminate! Sometimes gcc will |
|
notice this bug and warn you, but often it will not. |
|
Equally bad bugs can occur when comparing signed and |
|
unsigned variables. Basically, C's type-promotion scheme |
|
causes unsigned types to behave differently than one |
|
might expect.</p> |
|
|
|
<p>So, document that a variable is non-negative using |
|
assertions. Don't use an unsigned |
|
type.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="64-bit_Portability">64-bit Portability</h3> |
|
|
|
<div class="summary"> |
|
<p>Code should be 64-bit and 32-bit friendly. Bear in mind |
|
problems of printing, comparisons, and structure alignment.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<ul> |
|
<li> |
|
<p><code>printf()</code> specifiers for some types |
|
are not cleanly portable between 32-bit and 64-bit |
|
systems. C99 defines some portable format specifiers. |
|
Unfortunately, MSVC 7.1 does not understand some of |
|
these specifiers and the standard is missing a few, |
|
so we |
|
have to define our own ugly versions in some cases |
|
(in the style of the standard include file |
|
<code>inttypes.h</code>):</p> |
|
|
|
<div> |
|
<pre>// printf macros for size_t, in the style of inttypes.h |
|
#ifdef _LP64 |
|
#define __PRIS_PREFIX "z" |
|
#else |
|
#define __PRIS_PREFIX |
|
#endif |
|
|
|
// Use these macros after a % in a printf format string |
|
// to get correct 32/64 bit behavior, like this: |
|
// size_t size = records.size(); |
|
// printf("%" PRIuS "\n", size); |
|
|
|
#define PRIdS __PRIS_PREFIX "d" |
|
#define PRIxS __PRIS_PREFIX "x" |
|
#define PRIuS __PRIS_PREFIX "u" |
|
#define PRIXS __PRIS_PREFIX "X" |
|
#define PRIoS __PRIS_PREFIX "o" |
|
</pre> |
|
</div> |
|
|
|
<table border="1" summary="portable printf specifiers"> |
|
<tbody><tr align="center"> |
|
<th>Type</th> |
|
<th>DO NOT use</th> |
|
<th>DO use</th> |
|
<th>Notes</th> |
|
</tr> |
|
|
|
<tr align="center"> |
|
<td><code>void *</code> (or any pointer)</td> |
|
<td><code>%lx</code></td> |
|
<td><code>%p</code></td> |
|
<td></td> |
|
</tr> |
|
|
|
|
|
|
|
<tr align="center"> |
|
<td><code>int64_t</code></td> |
|
<td><code>%qd</code>, <code>%lld</code></td> |
|
<td><code>%" PRId64 "</code></td> |
|
<td></td> |
|
</tr> |
|
|
|
|
|
|
|
<tr align="center"> |
|
<td><code>uint64_t</code></td> |
|
<td><code>%qu</code>, <code>%llu</code>, |
|
<code>%llx</code></td> |
|
<td><code>%" PRIu64 "</code>, |
|
<code>%" PRIx64 "</code></td> |
|
<td></td> |
|
</tr> |
|
|
|
|
|
|
|
<tr align="center"> |
|
<td><code>size_t</code></td> |
|
<td><code>%u</code></td> |
|
<td><code>%" PRIuS "</code>, <code>%" PRIxS "</code></td> |
|
<td> |
|
C99 specifies <code>%zu</code></td> |
|
</tr> |
|
|
|
<tr align="center"> |
|
<td><code>ptrdiff_t</code></td> |
|
<td><code>%d</code></td> |
|
<td><code>%" PRIdS "</code></td> |
|
<td> |
|
C99 specifies <code>%td</code></td> |
|
</tr> |
|
|
|
|
|
</tbody></table> |
|
|
|
<p>Note that the <code>PRI*</code> macros expand to |
|
independent strings which are concatenated by the |
|
compiler. Hence if you are using a non-constant |
|
format string, you need to insert the value of the |
|
macro into the format, rather than the name. Note also |
|
that spaces are required around the macro identifier to |
|
separate it from the string literal. It is |
|
still possible, as usual, to include length |
|
specifiers, etc., after the <code>%</code> when using |
|
the <code>PRI*</code> macros. So, e.g. |
|
<code>printf("x = %30" PRIuS "\n", x)</code> would |
|
expand on 32-bit Linux to <code>printf("x = %30" "u" |
|
"\n", x)</code>, which the compiler will treat as |
|
<code>printf("x = %30u\n", x)</code>.</p> |
|
|
|
|
|
</li> |
|
|
|
<li>Remember that <code>sizeof(void *)</code> != |
|
<code>sizeof(int)</code>. Use <code>intptr_t</code> if |
|
you want a pointer-sized integer.</li> |
|
|
|
<li>You may need to be careful with structure |
|
alignments, particularly for structures being stored on |
|
disk. Any class/structure with a |
|
<code>int64_t</code>/<code>uint64_t</code> |
|
member will by default end up being 8-byte aligned on a |
|
64-bit system. If you have such structures being shared |
|
on disk between 32-bit and 64-bit code, you will need |
|
to ensure that they are packed the same on both |
|
architectures. |
|
Most compilers offer a way to |
|
alter structure alignment. For gcc, you can use |
|
<code>__attribute__((packed))</code>. MSVC offers |
|
<code>#pragma pack()</code> and |
|
<code>__declspec(align())</code>.</li> |
|
|
|
<li> |
|
<p>Use the <code>LL</code> or <code>ULL</code> |
|
suffixes as needed to create 64-bit constants. For |
|
example:</p> |
|
|
|
|
|
<pre>int64_t my_value = 0x123456789LL; |
|
uint64_t my_mask = 3ULL << 48; |
|
</pre> |
|
</li> |
|
</ul> |
|
|
|
</div> |
|
|
|
<h3 id="Preprocessor_Macros">Preprocessor Macros</h3> |
|
|
|
<div class="summary"> |
|
<p>Avoid defining macros, especially in headers; prefer |
|
inline functions, enums, and <code>const</code> variables. |
|
Name macros with a project-specific prefix. Do not use |
|
macros to define pieces of a C++ API.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Macros mean that the code you see is not the same as |
|
the code the compiler sees. This can introduce unexpected |
|
behavior, especially since macros have global scope.</p> |
|
|
|
<p>The problems introduced by macros are especially severe |
|
when they are used to define pieces of a C++ API, |
|
and still more so for public APIs. Every error message from |
|
the compiler when developers incorrectly use that interface |
|
now must explain how the macros formed the interface. |
|
Refactoring and analysis tools have a dramatically harder |
|
time updating the interface. As a consequence, we |
|
specifically disallow using macros in this way. |
|
For example, avoid patterns like:</p> |
|
|
|
<pre class="badcode">class WOMBAT_TYPE(Foo) { |
|
// ... |
|
|
|
public: |
|
EXPAND_PUBLIC_WOMBAT_API(Foo) |
|
|
|
EXPAND_WOMBAT_COMPARISONS(Foo, ==, <) |
|
}; |
|
</pre> |
|
|
|
<p>Luckily, macros are not nearly as necessary in C++ as |
|
they are in C. Instead of using a macro to inline |
|
performance-critical code, use an inline function. |
|
Instead of using a macro to store a constant, use a |
|
<code>const</code> variable. Instead of using a macro to |
|
"abbreviate" a long variable name, use a reference. |
|
Instead of using a macro to conditionally compile code |
|
... well, don't do that at all (except, of course, for |
|
the <code>#define</code> guards to prevent double |
|
inclusion of header files). It makes testing much more |
|
difficult.</p> |
|
|
|
<p>Macros can do things these other techniques cannot, |
|
and you do see them in the codebase, especially in the |
|
lower-level libraries. And some of their special features |
|
(like stringifying, concatenation, and so forth) are not |
|
available through the language proper. But before using a |
|
macro, consider carefully whether there's a non-macro way |
|
to achieve the same result. If you need to use a macro to |
|
define an interface, contact |
|
your project leads to request |
|
a waiver of this rule.</p> |
|
|
|
<p>The following usage pattern will avoid many problems |
|
with macros; if you use macros, follow it whenever |
|
possible:</p> |
|
|
|
<ul> |
|
<li>Don't define macros in a <code>.h</code> file.</li> |
|
|
|
<li><code>#define</code> macros right before you use |
|
them, and <code>#undef</code> them right after.</li> |
|
|
|
<li>Do not just <code>#undef</code> an existing macro |
|
before replacing it with your own; instead, pick a name |
|
that's likely to be unique.</li> |
|
|
|
<li>Try not to use macros that expand to unbalanced C++ |
|
constructs, or at least document that behavior |
|
well.</li> |
|
|
|
<li>Prefer not using <code>##</code> to generate |
|
function/class/variable names.</li> |
|
</ul> |
|
|
|
<p>Exporting macros from headers (i.e. defining them in a header |
|
without <code>#undef</code>ing them before the end of the header) |
|
is extremely strongly discouraged. If you do export a macro from a |
|
header, it must have a globally unique name. To achieve this, it |
|
must be named with a prefix consisting of your project's namespace |
|
name (but upper case). </p> |
|
|
|
</div> |
|
|
|
<h3 id="0_and_nullptr/NULL">0 and nullptr/NULL</h3> |
|
|
|
<div class="summary"> |
|
<p>Use <code>0</code> for integers, <code>0.0</code> for |
|
reals, <code>nullptr</code> (or <code>NULL</code>) for |
|
pointers, and <code>'\0'</code> for chars.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Use <code>0</code> for integers and <code>0.0</code> |
|
for reals. This is not controversial.</p> |
|
|
|
<p> For |
|
pointers (address values), there is a choice between |
|
<code>0</code>, <code>NULL</code>, and |
|
<code>nullptr</code>. For projects that allow C++11 |
|
features, use <code>nullptr</code>. For C++03 projects, |
|
we prefer <code>NULL</code> because it looks like a |
|
pointer. In fact, some C++ compilers provide special |
|
definitions of <code>NULL</code> which enable them to |
|
give useful warnings, particularly in situations where |
|
<code>sizeof(NULL)</code> is not equal to |
|
<code>sizeof(0)</code>.</p> |
|
|
|
<p>Use <code>'\0'</code> for chars. This is the correct |
|
type and also makes code more readable.</p> |
|
|
|
</div> |
|
|
|
<h3 id="sizeof">sizeof</h3> |
|
|
|
<div class="summary"> |
|
<p>Prefer <code>sizeof(<var>varname</var>)</code> to |
|
<code>sizeof(<var>type</var>)</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Use <code>sizeof(<var>varname</var>)</code> when you |
|
take the size of a particular variable. |
|
<code>sizeof(<var>varname</var>)</code> will update |
|
appropriately if someone changes the variable type either |
|
now or later. You may use |
|
<code>sizeof(<var>type</var>)</code> for code unrelated |
|
to any particular variable, such as code that manages an |
|
external or internal data format where a variable of an |
|
appropriate C++ type is not convenient.</p> |
|
|
|
<pre>Struct data; |
|
memset(&data, 0, sizeof(data)); |
|
</pre> |
|
|
|
<pre class="badcode">memset(&data, 0, sizeof(Struct)); |
|
</pre> |
|
|
|
<pre>if (raw_size < sizeof(int)) { |
|
LOG(ERROR) << "compressed record not big enough for count: " << raw_size; |
|
return false; |
|
} |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="auto">auto</h3> |
|
|
|
<div class="summary"> |
|
<p>Use <code>auto</code> to avoid type names that are noisy, obvious, |
|
or unimportant - cases where the type doesn't aid in clarity for the |
|
reader. Continue to use manifest type declarations when it helps |
|
readability.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="pros"> |
|
<p> |
|
</p><ul> |
|
<li>C++ type names can be long and cumbersome, especially when they |
|
involve templates or namespaces.</li> |
|
<li>When a C++ type name is repeated within a single declaration or a |
|
small code region, the repetition may not be aiding readability.</li> |
|
<li>It is sometimes safer to let the type be specified by the type of |
|
the initialization expression, since that avoids the possibility of |
|
unintended copies or type conversions.</li> |
|
</ul> |
|
</div> |
|
<div class="cons"> |
|
|
|
<p>Sometimes code is clearer when types are manifest, |
|
especially when a variable's initialization depends on |
|
things that were declared far away. In expressions |
|
like:</p> |
|
|
|
<pre class="badcode">auto foo = x.add_foo(); |
|
auto i = y.Find(key); |
|
</pre> |
|
|
|
<p>it may not be obvious what the resulting types are if the type |
|
of <code>y</code> isn't very well known, or if <code>y</code> was |
|
declared many lines earlier.</p> |
|
|
|
<p>Programmers have to understand the difference between |
|
<code>auto</code> and <code>const auto&</code> or |
|
they'll get copies when they didn't mean to.</p> |
|
|
|
<p>If an <code>auto</code> variable is used as part of an |
|
interface, e.g. as a constant in a header, then a |
|
programmer might change its type while only intending to |
|
change its value, leading to a more radical API change |
|
than intended.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
|
|
<p><code>auto</code> is permitted when it increases readability, |
|
particularly as described below. Never initialize an <code>auto</code>-typed |
|
variable with a braced initializer list.</p> |
|
|
|
<p>Specific cases where <code>auto</code> is allowed or encouraged: |
|
</p><ul> |
|
<li>(Encouraged) For iterators and other long/cluttery type names, particularly |
|
when the type is clear from context (calls |
|
to <code>find</code>, <code>begin</code>, or <code>end</code> for |
|
instance).</li> |
|
<li>(Allowed) When the type is clear from local context (in the same expression |
|
or within a few lines). Initialization of a pointer or smart pointer |
|
with calls |
|
to <code>new</code> |
|
commonly falls into this category, as does use of <code>auto</code> in |
|
a range-based loop over a container whose type is spelled out |
|
nearby.</li> |
|
<li>(Allowed) When the type doesn't matter because it isn't being used for |
|
anything other than equality comparison.</li> |
|
<li>(Encouraged) When iterating over a map with a range-based loop |
|
(because it is often assumed that the correct type |
|
is <code>std::pair<KeyType, ValueType></code> whereas it is actually |
|
<code>std::pair<const KeyType, ValueType></code>). This is |
|
particularly well paired with local <code>key</code> |
|
and <code>value</code> aliases for <code>.first</code> |
|
and <code>.second</code> (often const-ref). |
|
<pre class="code">for (const auto& item : some_map) { |
|
const KeyType& key = item.first; |
|
const ValType& value = item.second; |
|
// The rest of the loop can now just refer to key and value, |
|
// a reader can see the types in question, and we've avoided |
|
// the too-common case of extra copies in this iteration. |
|
} |
|
</pre> |
|
</li> |
|
</ul> |
|
|
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Braced_Initializer_List">Braced Initializer List</h3> |
|
|
|
<div class="summary"> |
|
<p>You may use braced initializer lists.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>In C++03, aggregate types (arrays and structs with no |
|
constructor) could be initialized with braced initializer lists.</p> |
|
|
|
<pre>struct Point { int x; int y; }; |
|
Point p = {1, 2}; |
|
</pre> |
|
|
|
<p>In C++11, this syntax was generalized, and any object type can now |
|
be created with a braced initializer list, known as a |
|
<i>braced-init-list</i> in the C++ grammar. Here are a few examples |
|
of its use.</p> |
|
|
|
<pre>// Vector takes a braced-init-list of elements. |
|
std::vector<string> v{"foo", "bar"}; |
|
|
|
// Basically the same, ignoring some small technicalities. |
|
// You may choose to use either form. |
|
std::vector<string> v = {"foo", "bar"}; |
|
|
|
// Usable with 'new' expressions. |
|
auto p = new vector<string>{"foo", "bar"}; |
|
|
|
// A map can take a list of pairs. Nested braced-init-lists work. |
|
std::map<int, string> m = {{1, "one"}, {2, "2"}}; |
|
|
|
// A braced-init-list can be implicitly converted to a return type. |
|
std::vector<int> test_function() { return {1, 2, 3}; } |
|
|
|
// Iterate over a braced-init-list. |
|
for (int i : {-1, -2, -3}) {} |
|
|
|
// Call a function using a braced-init-list. |
|
void TestFunction2(std::vector<int> v) {} |
|
TestFunction2({1, 2, 3}); |
|
</pre> |
|
|
|
<p>A user-defined type can also define a constructor and/or assignment operator |
|
that take <code>std::initializer_list<T></code>, which is automatically |
|
created from <i>braced-init-list</i>:</p> |
|
|
|
<pre>class MyType { |
|
public: |
|
// std::initializer_list references the underlying init list. |
|
// It should be passed by value. |
|
MyType(std::initializer_list<int> init_list) { |
|
for (int i : init_list) append(i); |
|
} |
|
MyType& operator=(std::initializer_list<int> init_list) { |
|
clear(); |
|
for (int i : init_list) append(i); |
|
} |
|
}; |
|
MyType m{2, 3, 5, 7}; |
|
</pre> |
|
|
|
<p>Finally, brace initialization can also call ordinary |
|
constructors of data types, even if they do not have |
|
<code>std::initializer_list<T></code> constructors.</p> |
|
|
|
<pre>double d{1.23}; |
|
// Calls ordinary constructor as long as MyOtherType has no |
|
// std::initializer_list constructor. |
|
class MyOtherType { |
|
public: |
|
explicit MyOtherType(string); |
|
MyOtherType(int, string); |
|
}; |
|
MyOtherType m = {1, "b"}; |
|
// If the constructor is explicit, you can't use the "= {}" form. |
|
MyOtherType m{"b"}; |
|
</pre> |
|
|
|
<p>Never assign a <i>braced-init-list</i> to an auto |
|
local variable. In the single element case, what this |
|
means can be confusing.</p> |
|
|
|
<pre class="badcode">auto d = {1.23}; // d is a std::initializer_list<double> |
|
</pre> |
|
|
|
<pre>auto d = double{1.23}; // Good -- d is a double, not a std::initializer_list. |
|
</pre> |
|
|
|
<p>See <a href="#Braced_Initializer_List_Format">Braced_Initializer_List_Format</a> for formatting.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Lambda_expressions">Lambda expressions</h3> |
|
|
|
<div class="summary"> |
|
<p>Use lambda expressions where appropriate. Prefer explicit captures |
|
when the lambda will escape the current scope.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
|
|
<p> Lambda expressions are a concise way of creating anonymous |
|
function objects. They're often useful when passing |
|
functions as arguments. For example:</p> |
|
|
|
<pre>std::sort(v.begin(), v.end(), [](int x, int y) { |
|
return Weight(x) < Weight(y); |
|
}); |
|
</pre> |
|
|
|
<p> They further allow capturing variables from the enclosing scope either |
|
explicitly by name, or implicitly using a default capture. Explicit captures |
|
require each variable to be listed, as |
|
either a value or reference capture:</p> |
|
|
|
<pre>int weight = 3; |
|
int sum = 0; |
|
// Captures `weight` by value and `sum` by reference. |
|
std::for_each(v.begin(), v.end(), [weight, &sum](int x) { |
|
sum += weight * x; |
|
}); |
|
</pre> |
|
|
|
|
|
Default captures implicitly capture any variable referenced in the |
|
lambda body, including <code>this</code> if any members are used: |
|
|
|
<pre>const std::vector<int> lookup_table = ...; |
|
std::vector<int> indices = ...; |
|
// Captures `lookup_table` by reference, sorts `indices` by the value |
|
// of the associated element in `lookup_table`. |
|
std::sort(indices.begin(), indices.end(), [&](int a, int b) { |
|
return lookup_table[a] < lookup_table[b]; |
|
}); |
|
</pre> |
|
|
|
<p>Lambdas were introduced in C++11 along with a set of utilities |
|
for working with function objects, such as the polymorphic |
|
wrapper <code>std::function</code>. |
|
</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<ul> |
|
<li>Lambdas are much more concise than other ways of |
|
defining function objects to be passed to STL |
|
algorithms, which can be a readability |
|
improvement.</li> |
|
|
|
<li>Appropriate use of default captures can remove |
|
redundancy and highlight important exceptions from |
|
the default.</li> |
|
|
|
<li>Lambdas, <code>std::function</code>, and |
|
<code>std::bind</code> can be used in combination as a |
|
general purpose callback mechanism; they make it easy |
|
to write functions that take bound functions as |
|
arguments.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>Variable capture in lambdas can be a source of dangling-pointer |
|
bugs, particularly if a lambda escapes the current scope.</li> |
|
|
|
<li>Default captures by value can be misleading because they do not prevent |
|
dangling-pointer bugs. Capturing a pointer by value doesn't cause a deep |
|
copy, so it often has the same lifetime issues as capture by reference. |
|
This is especially confusing when capturing 'this' by value, since the use |
|
of 'this' is often implicit.</li> |
|
|
|
<li>It's possible for use of lambdas to get out of |
|
hand; very long nested anonymous functions can make |
|
code harder to understand.</li> |
|
|
|
</ul> |
|
</div> |
|
|
|
<div class="decision"> |
|
<ul> |
|
<li>Use lambda expressions where appropriate, with formatting as |
|
described <a href="#Formatting_Lambda_Expressions">below</a>.</li> |
|
<li>Prefer explicit captures if the lambda may escape the current scope. |
|
For example, instead of: |
|
<pre class="badcode">{ |
|
Foo foo; |
|
... |
|
executor->Schedule([&] { Frobnicate(foo); }) |
|
... |
|
} |
|
// BAD! The fact that the lambda makes use of a reference to `foo` and |
|
// possibly `this` (if `Frobnicate` is a member function) may not be |
|
// apparent on a cursory inspection. If the lambda is invoked after |
|
// the function returns, that would be bad, because both `foo` |
|
// and the enclosing object could have been destroyed. |
|
</pre> |
|
prefer to write: |
|
<pre>{ |
|
Foo foo; |
|
... |
|
executor->Schedule([&foo] { Frobnicate(foo); }) |
|
... |
|
} |
|
// BETTER - The compile will fail if `Frobnicate` is a member |
|
// function, and it's clearer that `foo` is dangerously captured by |
|
// reference. |
|
</pre> |
|
</li> |
|
<li>Use default capture by reference ([&]) only when the |
|
lifetime of the lambda is obviously shorter than any potential |
|
captures. |
|
</li> |
|
<li>Use default capture by value ([=]) only as a means of binding a |
|
few variables for a short lambda, where the set of captured |
|
variables is obvious at a glance. Prefer not to write long or |
|
complex lambdas with default capture by value. |
|
</li> |
|
<li>Keep unnamed lambdas short. If a lambda body is more than |
|
maybe five lines long, prefer to give the lambda a name, or to |
|
use a named function instead of a lambda.</li> |
|
<li>Specify the return type of the lambda explicitly if that will |
|
make it more obvious to readers, as with |
|
<a href="#auto"><code>auto</code></a>.</li> |
|
|
|
</ul> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Template_metaprogramming">Template metaprogramming</h3> |
|
<div class="summary"> |
|
<p>Avoid complicated template programming.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p>Template metaprogramming refers to a family of techniques that |
|
exploit the fact that the C++ template instantiation mechanism is |
|
Turing complete and can be used to perform arbitrary compile-time |
|
computation in the type domain.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Template metaprogramming allows extremely flexible interfaces that |
|
are type safe and high performance. Facilities like |
|
|
|
<a href="https://code.google.com/p/googletest/">Google Test</a>, |
|
<code>std::tuple</code>, <code>std::function</code>, and |
|
Boost.Spirit would be impossible without it.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>The techniques used in template metaprogramming are often obscure |
|
to anyone but language experts. Code that uses templates in |
|
complicated ways is often unreadable, and is hard to debug or |
|
maintain.</p> |
|
|
|
<p>Template metaprogramming often leads to extremely poor compiler |
|
time error messages: even if an interface is simple, the complicated |
|
implementation details become visible when the user does something |
|
wrong.</p> |
|
|
|
<p>Template metaprogramming interferes with large scale refactoring by |
|
making the job of refactoring tools harder. First, the template code |
|
is expanded in multiple contexts, and it's hard to verify that the |
|
transformation makes sense in all of them. Second, some refactoring |
|
tools work with an AST that only represents the structure of the code |
|
after template expansion. It can be difficult to automatically work |
|
back to the original source construct that needs to be |
|
rewritten.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Template metaprogramming sometimes allows cleaner and easier-to-use |
|
interfaces than would be possible without it, but it's also often a |
|
temptation to be overly clever. It's best used in a small number of |
|
low level components where the extra maintenance burden is spread out |
|
over a large number of uses.</p> |
|
|
|
<p>Think twice before using template metaprogramming or other |
|
complicated template techniques; think about whether the average |
|
member of your team will be able to understand your code well enough |
|
to maintain it after you switch to another project, or whether a |
|
non-C++ programmer or someone casually browsing the code base will be |
|
able to understand the error messages or trace the flow of a function |
|
they want to call. If you're using recursive template instantiations |
|
or type lists or metafunctions or expression templates, or relying on |
|
SFINAE or on the <code>sizeof</code> trick for detecting function |
|
overload resolution, then there's a good chance you've gone too |
|
far.</p> |
|
|
|
<p>If you use template metaprogramming, you should expect to put |
|
considerable effort into minimizing and isolating the complexity. You |
|
should hide metaprogramming as an implementation detail whenever |
|
possible, so that user-facing headers are readable, and you should |
|
make sure that tricky code is especially well commented. You should |
|
carefully document how the code is used, and you should say something |
|
about what the "generated" code looks like. Pay extra attention to the |
|
error messages that the compiler emits when users make mistakes. The |
|
error messages are part of your user interface, and your code should |
|
be tweaked as necessary so that the error messages are understandable |
|
and actionable from a user point of view.</p> |
|
|
|
</div> |
|
</div> |
|
|
|
|
|
<h3 id="Boost">Boost</h3> |
|
|
|
<div class="summary"> |
|
<p>Use only approved libraries from the Boost library |
|
collection.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p> The |
|
<a href="https://www.boost.org/"> |
|
Boost library collection</a> is a popular collection of |
|
peer-reviewed, free, open-source C++ libraries.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>Boost code is generally very high-quality, is widely |
|
portable, and fills many important gaps in the C++ |
|
standard library, such as type traits and better binders.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>Some Boost libraries encourage coding practices which can |
|
hamper readability, such as metaprogramming and other |
|
advanced template techniques, and an excessively |
|
"functional" style of programming. </p> |
|
</div> |
|
|
|
<div class="decision"> |
|
|
|
|
|
|
|
<div> |
|
<p>In order to maintain a high level of readability for |
|
all contributors who might read and maintain code, we |
|
only allow an approved subset of Boost features. |
|
Currently, the following libraries are permitted:</p> |
|
|
|
<ul> |
|
<li> |
|
<a href="https://www.boost.org/libs/utility/call_traits.htm"> |
|
Call Traits</a> from <code>boost/call_traits.hpp</code></li> |
|
|
|
<li><a href="https://www.boost.org/libs/utility/compressed_pair.htm"> |
|
Compressed Pair</a> from <code>boost/compressed_pair.hpp</code></li> |
|
|
|
<li><a href="https://www.boost.org/libs/graph/"> |
|
The Boost Graph Library (BGL)</a> from <code>boost/graph</code>, |
|
except serialization (<code>adj_list_serialize.hpp</code>) and |
|
parallel/distributed algorithms and data structures |
|
(<code>boost/graph/parallel/*</code> and |
|
<code>boost/graph/distributed/*</code>).</li> |
|
|
|
<li><a href="https://www.boost.org/libs/property_map/"> |
|
Property Map</a> from <code>boost/property_map</code>, except |
|
parallel/distributed property maps (<code>boost/property_map/parallel/*</code>).</li> |
|
|
|
<li><a href="https://www.boost.org/libs/iterator/"> |
|
Iterator</a> from <code>boost/iterator</code></li> |
|
|
|
<li>The part of <a href="https://www.boost.org/libs/polygon/"> |
|
Polygon</a> that deals with Voronoi diagram |
|
construction and doesn't depend on the rest of |
|
Polygon: |
|
<code>boost/polygon/voronoi_builder.hpp</code>, |
|
<code>boost/polygon/voronoi_diagram.hpp</code>, and |
|
<code>boost/polygon/voronoi_geometry_type.hpp</code></li> |
|
|
|
<li><a href="https://www.boost.org/libs/bimap/"> |
|
Bimap</a> from <code>boost/bimap</code></li> |
|
|
|
<li><a href="https://www.boost.org/libs/math/doc/html/dist.html"> |
|
Statistical Distributions and Functions</a> from |
|
<code>boost/math/distributions</code></li> |
|
|
|
<li><a href="https://www.boost.org/libs/math/doc/html/special.html"> |
|
Special Functions</a> from <code>boost/math/special_functions</code></li> |
|
|
|
<li><a href="https://www.boost.org/libs/multi_index/"> |
|
Multi-index</a> from <code>boost/multi_index</code></li> |
|
|
|
<li><a href="https://www.boost.org/libs/heap/"> |
|
Heap</a> from <code>boost/heap</code></li> |
|
|
|
<li>The flat containers from |
|
<a href="https://www.boost.org/libs/container/">Container</a>: |
|
<code>boost/container/flat_map</code>, and |
|
<code>boost/container/flat_set</code></li> |
|
|
|
<li><a href="https://www.boost.org/libs/intrusive/">Intrusive</a> |
|
from <code>boost/intrusive</code>.</li> |
|
|
|
<li><a href="https://www.boost.org/libs/sort/">The |
|
<code>boost/sort</code> library</a>.</li> |
|
|
|
<li><a href="https://www.boost.org/libs/preprocessor/">Preprocessor</a> |
|
from <code>boost/preprocessor</code>.</li> |
|
</ul> |
|
|
|
<p>We are actively considering adding other Boost |
|
features to the list, so this list may be expanded in |
|
the future.</p> |
|
</div> |
|
|
|
<p>The following libraries are permitted, but their use |
|
is discouraged because they've been superseded by |
|
standard libraries in C++11:</p> |
|
|
|
<ul> |
|
<li><a href="https://www.boost.org/libs/array/"> |
|
Array</a> from <code>boost/array.hpp</code>: use |
|
<a href="http://en.cppreference.com/w/cpp/container/array"> |
|
<code>std::array</code></a> instead.</li> |
|
|
|
<li><a href="https://www.boost.org/libs/ptr_container/"> |
|
Pointer Container</a> from <code>boost/ptr_container</code>: use containers of |
|
<a href="http://en.cppreference.com/w/cpp/memory/unique_ptr"> |
|
<code>std::unique_ptr</code></a> instead.</li> |
|
</ul> |
|
</div> |
|
|
|
</div> |
|
|
|
|
|
|
|
<h3 id="std_hash">std::hash</h3> |
|
|
|
<div class="summary"> |
|
<p>Do not define specializations of <code>std::hash</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p><code>std::hash<T></code> is the function object that the |
|
C++11 hash containers use to hash keys of type <code>T</code>, |
|
unless the user explicitly specifies a different hash function. For |
|
example, <code>std::unordered_map<int, string></code> is a hash |
|
map that uses <code>std::hash<int></code> to hash its keys, |
|
whereas <code>std::unordered_map<int, string, MyIntHash></code> |
|
uses <code>MyIntHash</code>.</p> |
|
|
|
<p><code>std::hash</code> is defined for all integral, floating-point, |
|
pointer, and <code>enum</code> types, as well as some standard library |
|
types such as <code>string</code> and <code>unique_ptr</code>. Users |
|
can enable it to work for their own types by defining specializations |
|
of it for those types.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p><code>std::hash</code> is easy to use, and simplifies the code |
|
since you don't have to name it explicitly. Specializing |
|
<code>std::hash</code> is the standard way of specifying how to |
|
hash a type, so it's what outside resources will teach, and what |
|
new engineers will expect.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p><code>std::hash</code> is hard to specialize. It requires a lot |
|
of boilerplate code, and more importantly, it combines responsibility |
|
for identifying the hash inputs with responsibility for executing the |
|
hashing algorithm itself. The type author has to be responsible for |
|
the former, but the latter requires expertise that a type author |
|
usually doesn't have, and shouldn't need. The stakes here are high |
|
because low-quality hash functions can be security vulnerabilities, |
|
due to the emergence of |
|
<a href="https://emboss.github.io/blog/2012/12/14/breaking-murmur-hash-flooding-dos-reloaded/"> |
|
hash flooding attacks</a>.</p> |
|
|
|
<p>Even for experts, <code>std::hash</code> specializations are |
|
inordinately difficult to implement correctly for compound types, |
|
because the implementation cannot recursively call <code>std::hash</code> |
|
on data members. High-quality hash algorithms maintain large |
|
amounts of internal state, and reducing that state to the |
|
<code>size_t</code> bytes that <code>std::hash</code> |
|
returns is usually the slowest part of the computation, so it |
|
should not be done more than once.</p> |
|
|
|
<p>Due to exactly that issue, <code>std::hash</code> does not work |
|
with <code>std::pair</code> or <code>std::tuple</code>, and the |
|
language does not allow us to extend it to support them.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>You can use <code>std::hash</code> with the types that it supports |
|
"out of the box", but do not specialize it to support additional types. |
|
If you need a hash table with a key type that <code>std::hash</code> |
|
does not support, consider using legacy hash containers (e.g. |
|
<code>hash_map</code>) for now; they use a different default hasher, |
|
which is unaffected by this prohibition.</p> |
|
|
|
<p>If you want to use the standard hash containers anyway, you will |
|
need to specify a custom hasher for the key type, e.g.</p> |
|
<pre>std::unordered_map<MyKeyType, Value, MyKeyTypeHasher> my_map; |
|
</pre><p> |
|
Consult with the type's owners to see if there is an existing hasher |
|
that you can use; otherwise work with them to provide one, |
|
or roll your own.</p> |
|
|
|
<p>We are planning to provide a hash function that can work with any type, |
|
using a new customization mechanism that doesn't have the drawbacks of |
|
<code>std::hash</code>.</p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="C++11">C++11</h3> |
|
|
|
<div class="summary"> |
|
<p>Use libraries and language extensions from C++11 when appropriate. |
|
Consider portability to other environments |
|
before using C++11 features in your |
|
project. </p> |
|
|
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<div class="definition"> |
|
<p> C++11 contains <a href="https://en.wikipedia.org/wiki/C%2B%2B11"> |
|
significant changes</a> both to the language and |
|
libraries. </p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<p>C++11 was the official standard until august 2014, and |
|
is supported by most C++ compilers. It standardizes |
|
some common C++ extensions that we use already, allows |
|
shorthands for some operations, and has some performance |
|
and safety improvements.</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>The C++11 standard is substantially more complex than |
|
its predecessor (1,300 pages versus 800 pages), and is |
|
unfamiliar to many developers. The long-term effects of |
|
some features on code readability and maintenance are |
|
unknown. We cannot predict when its various features will |
|
be implemented uniformly by tools that may be of |
|
interest, particularly in the case of projects that are |
|
forced to use older versions of tools.</p> |
|
|
|
<p>As with <a href="#Boost">Boost</a>, some C++11 |
|
extensions encourage coding practices that hamper |
|
readability—for example by removing |
|
checked redundancy (such as type names) that may be |
|
helpful to readers, or by encouraging template |
|
metaprogramming. Other extensions duplicate functionality |
|
available through existing mechanisms, which may lead to confusion |
|
and conversion costs.</p> |
|
|
|
|
|
</div> |
|
|
|
<div class="decision"> |
|
|
|
<p>C++11 features may be used unless specified otherwise. |
|
In addition to what's described in the rest of the style |
|
guide, the following C++11 features may not be used:</p> |
|
|
|
<ul> |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<li>Compile-time rational numbers |
|
(<code><ratio></code>), because of concerns that |
|
it's tied to a more template-heavy interface |
|
style.</li> |
|
|
|
<li>The <code><cfenv></code> and |
|
<code><fenv.h></code> headers, because many |
|
compilers do not support those features reliably.</li> |
|
|
|
<li>Ref-qualifiers on member functions, such as <code>void X::Foo() |
|
&</code> or <code>void X::Foo() &&</code>, because of concerns |
|
that they're an overly obscure feature.</li> |
|
|
|
|
|
|
|
|
|
</ul> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Nonstandard_Extensions">Nonstandard Extensions</h3> |
|
|
|
<div class="summary"> |
|
<p>Nonstandard extensions to C++ may not be used unless otherwise specified.</p> |
|
</div> |
|
<div class="stylebody"> |
|
<div class="definition"> |
|
<p>Compilers support various extensions that are not part of standard C++. Such |
|
extensions include GCC's <code>__attribute__</code>, intrinsic functions such |
|
as <code>__builtin_prefetch</code>, designated initializers (e.g. |
|
<code>Foo f = {.field = 3}</code>), inline assembly, <code>__COUNTER__</code>, |
|
<code>__PRETTY_FUNCTION__</code>, compound statement expressions (e.g. |
|
<code>foo = ({ int x; Bar(&x); x })</code>, variable-length arrays and |
|
<code>alloca()</code>, and the <code>a?:b</code> syntax.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<ul> |
|
<li>Nonstandard extensions may provide useful features that do not exist |
|
in standard C++. For example, some people think that designated |
|
initializers are more readable than standard C++ features like |
|
constructors.</li> |
|
<li>Important performance guidance to the compiler can only be specified |
|
using extensions.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>Nonstandard extensions do not work in all compilers. Use of nonstandard |
|
extensions reduces portability of code.</li> |
|
<li>Even if they are supported in all targeted compilers, the extensions |
|
are often not well-specified, and there may be subtle behavior differences |
|
between compilers.</li> |
|
<li>Nonstandard extensions add to the language features that a reader must |
|
know to understand the code.</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Do not use nonstandard extensions. You may use portability wrappers that |
|
are implemented using nonstandard extensions, so long as those wrappers |
|
|
|
are provided by a designated project-wide |
|
portability header.</p> |
|
</div> |
|
</div> |
|
|
|
<h3 id="Aliases">Aliases</h3> |
|
|
|
<div class="summary"> |
|
<p>Public aliases are for the benefit of an API's user, and should be clearly documented.</p> |
|
</div> |
|
<div class="stylebody"> |
|
<div class="definition"> |
|
<p>There are several ways to create names that are aliases of other entities:</p> |
|
<pre>typedef Foo Bar; |
|
using Bar = Foo; |
|
using other_namespace::Foo; |
|
</pre> |
|
|
|
<p>Like other declarations, aliases declared in a header file are part of that |
|
header's public API unless they're in a function definition, in the private portion of a class, |
|
or in an explicitly-marked internal namespace. Aliases in such areas or in .cc files are |
|
implementation details (because client code can't refer to them), and are not restricted by this |
|
rule.</p> |
|
</div> |
|
|
|
<div class="pros"> |
|
<ul> |
|
<li>Aliases can improve readability by simplifying a long or complicated name.</li> |
|
<li>Aliases can reduce duplication by naming in one place a type used repeatedly in an API, |
|
which <em>might</em> make it easier to change the type later. |
|
</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="cons"> |
|
<ul> |
|
<li>When placed in a header where client code can refer to them, aliases increase the |
|
number of entities in that header's API, increasing its complexity.</li> |
|
<li>Clients can easily rely on unintended details of public aliases, making |
|
changes difficult.</li> |
|
<li>It can be tempting to create a public alias that is only intended for use |
|
in the implementation, without considering its impact on the API, or on maintainability.</li> |
|
<li>Aliases can create risk of name collisions</li> |
|
<li>Aliases can reduce readability by giving a familiar construct an unfamiliar name</li> |
|
<li>Type aliases can create an unclear API contract: |
|
it is unclear whether the alias is guaranteed to be identical to the type it aliases, |
|
to have the same API, or only to be usable in specified narrow ways</li> |
|
</ul> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p>Don't put an alias in your public API just to save typing in the implementation; |
|
do so only if you intend it to be used by your clients.</p> |
|
<p>When defining a public alias, document the intent of |
|
the new name, including whether it is guaranteed to always be the same as the type |
|
it's currently aliased to, or whether a more limited compatibility is |
|
intended. This lets the user know whether they can treat the types as |
|
substitutable or whether more specific rules must be followed, and can help the |
|
implementation retain some degree of freedom to change the alias.</p> |
|
<p>Don't put namespace aliases in your public API. (See also <a href="#Namespaces">Namespaces</a>). |
|
</p> |
|
|
|
<p>For example, these aliases document how they are intended to be used in client code:</p> |
|
<pre>namespace a { |
|
// Used to store field measurements. DataPoint may change from Bar* to some internal type. |
|
// Client code should treat it as an opaque pointer. |
|
using DataPoint = foo::bar::Bar*; |
|
|
|
// A set of measurements. Just an alias for user convenience. |
|
using TimeSeries = std::unordered_set<DataPoint, std::hash<DataPoint>, DataPointComparator>; |
|
} // namespace a |
|
</pre> |
|
|
|
<p>These aliases don't document intended use, and half of them aren't meant for client use:</p> |
|
|
|
<pre class="badcode">namespace a { |
|
// Bad: none of these say how they should be used. |
|
using DataPoint = foo::bar::Bar*; |
|
using std::unordered_set; // Bad: just for local convenience |
|
using std::hash; // Bad: just for local convenience |
|
typedef unordered_set<DataPoint, hash<DataPoint>, DataPointComparator> TimeSeries; |
|
} // namespace a |
|
</pre> |
|
|
|
<p>However, local convenience aliases are fine in function definitions, private sections of |
|
classes, explicitly marked internal namespaces, and in .cc files:</p> |
|
|
|
<pre>// In a .cc file |
|
using std::unordered_set; |
|
</pre> |
|
|
|
</div> |
|
</div> |
|
|
|
<h2 id="Naming">Naming</h2> |
|
|
|
<p>The most important consistency rules are those that govern |
|
naming. The style of a name immediately informs us what sort of |
|
thing the named entity is: a type, a variable, a function, a |
|
constant, a macro, etc., without requiring us to search for the |
|
declaration of that entity. The pattern-matching engine in our |
|
brains relies a great deal on these naming rules. |
|
</p> |
|
|
|
<p>Naming rules are pretty arbitrary, but |
|
we feel that |
|
consistency is more important than individual preferences in this |
|
area, so regardless of whether you find them sensible or not, |
|
the rules are the rules.</p> |
|
|
|
<h3 id="General_Naming_Rules">General Naming Rules</h3> |
|
|
|
<div class="summary"> |
|
<p>Names should be descriptive; avoid abbreviation.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
<p>Give as descriptive a name as possible, within reason. |
|
Do not worry about saving horizontal space as it is far |
|
more important to make your code immediately |
|
understandable by a new reader. Do not use abbreviations |
|
that are ambiguous or unfamiliar to readers outside your |
|
project, and do not abbreviate by deleting letters within |
|
a word.</p> |
|
|
|
<pre>int price_count_reader; // No abbreviation. |
|
int num_errors; // "num" is a widespread convention. |
|
int num_dns_connections; // Most people know what "DNS" stands for. |
|
</pre> |
|
|
|
<pre class="badcode">int n; // Meaningless. |
|
int nerr; // Ambiguous abbreviation. |
|
int n_comp_conns; // Ambiguous abbreviation. |
|
int wgc_connections; // Only your group knows what this stands for. |
|
int pc_reader; // Lots of things can be abbreviated "pc". |
|
int cstmr_id; // Deletes internal letters. |
|
</pre> |
|
|
|
<p>Note that certain universally-known abbreviations are OK, such as |
|
<code>i</code> for an iteration variable and <code>T</code> for a |
|
template parameter.</p> |
|
|
|
<p>Template parameters should follow the naming style for their |
|
category: type template parameters should follow the rules for |
|
<a href="#Type_Names">type names</a>, and non-type template |
|
parameters should follow the rules for <a href="#Variable_Names"> |
|
variable names</a>. |
|
|
|
</p></div> |
|
|
|
<h3 id="File_Names">File Names</h3> |
|
|
|
<div class="summary"> |
|
<p>Filenames should be all lowercase and can include |
|
underscores (<code>_</code>) or dashes (<code>-</code>). |
|
Follow the convention that your |
|
|
|
project uses. If there is no consistent |
|
local pattern to follow, prefer "_".</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Examples of acceptable file names:</p> |
|
|
|
<ul> |
|
<li><code>my_useful_class.cc</code></li> |
|
<li><code>my-useful-class.cc</code></li> |
|
<li><code>myusefulclass.cc</code></li> |
|
<li><code>myusefulclass_test.cc // _unittest and _regtest are deprecated.</code></li> |
|
</ul> |
|
|
|
<p>C++ files should end in <code>.cc</code> and header files should end in |
|
<code>.h</code>. Files that rely on being textually included at specific points |
|
should end in <code>.inc</code> (see also the section on |
|
<a href="#Self_contained_Headers">self-contained headers</a>).</p> |
|
|
|
<p>Do not use filenames that already exist in |
|
<code>/usr/include</code>, such as <code>db.h</code>.</p> |
|
|
|
<p>In general, make your filenames very specific. For |
|
example, use <code>http_server_logs.h</code> rather than |
|
<code>logs.h</code>. A very common case is to have a pair |
|
of files called, e.g., <code>foo_bar.h</code> and |
|
<code>foo_bar.cc</code>, defining a class called |
|
<code>FooBar</code>.</p> |
|
|
|
<p>Inline functions must be in a <code>.h</code> file. If |
|
your inline functions are very short, they should go |
|
directly into your <code>.h</code> file. </p> |
|
|
|
</div> |
|
|
|
<h3 id="Type_Names">Type Names</h3> |
|
|
|
<div class="summary"> |
|
<p>Type names start with a capital letter and have a capital |
|
letter for each new word, with no underscores: |
|
<code>MyExcitingClass</code>, <code>MyExcitingEnum</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>The names of all types — classes, structs, type aliases, |
|
enums, and type template parameters — have the same naming convention. |
|
Type names should start with a capital letter and have a capital letter |
|
for each new word. No underscores. For example:</p> |
|
|
|
<pre>// classes and structs |
|
class UrlTable { ... |
|
class UrlTableTester { ... |
|
struct UrlTableProperties { ... |
|
|
|
// typedefs |
|
typedef hash_map<UrlTableProperties *, string> PropertiesMap; |
|
|
|
// using aliases |
|
using PropertiesMap = hash_map<UrlTableProperties *, string>; |
|
|
|
// enums |
|
enum UrlTableErrors { ... |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Variable_Names">Variable Names</h3> |
|
|
|
<div class="summary"> |
|
<p>The names of variables (including function parameters) and data members are |
|
all lowercase, with underscores between words. Data members of classes (but not |
|
structs) additionally have trailing underscores. For instance: |
|
<code>a_local_variable</code>, <code>a_struct_data_member</code>, |
|
<code>a_class_data_member_</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<h4 class="stylepoint_subsection">Common Variable names</h4> |
|
|
|
<p>For example:</p> |
|
|
|
<pre>string table_name; // OK - uses underscore. |
|
string tablename; // OK - all lowercase. |
|
</pre> |
|
|
|
<pre class="badcode">string tableName; // Bad - mixed case. |
|
</pre> |
|
|
|
<h4 class="stylepoint_subsection">Class Data Members</h4> |
|
|
|
<p>Data members of classes, both static and non-static, are |
|
named like ordinary nonmember variables, but with a |
|
trailing underscore.</p> |
|
|
|
<pre>class TableInfo { |
|
... |
|
private: |
|
string table_name_; // OK - underscore at end. |
|
string tablename_; // OK. |
|
static Pool<TableInfo>* pool_; // OK. |
|
}; |
|
</pre> |
|
|
|
<h4 class="stylepoint_subsection">Struct Data Members</h4> |
|
|
|
<p>Data members of structs, both static and non-static, |
|
are named like ordinary nonmember variables. They do not have |
|
the trailing underscores that data members in classes have.</p> |
|
|
|
<pre>struct UrlTableProperties { |
|
string name; |
|
int num_entries; |
|
static Pool<UrlTableProperties>* pool; |
|
}; |
|
</pre> |
|
|
|
|
|
<p>See <a href="#Structs_vs._Classes">Structs vs. |
|
Classes</a> for a discussion of when to use a struct |
|
versus a class.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Constant_Names">Constant Names</h3> |
|
|
|
<div class="summary"> |
|
<p>Variables declared constexpr or const, and whose value is fixed for |
|
the duration of the program, are named with a leading "k" followed |
|
by mixed case. For example:</p> |
|
</div> |
|
|
|
<pre>const int kDaysInAWeek = 7; |
|
</pre> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>All such variables with static storage duration (i.e. statics and globals, |
|
see <a href="http://en.cppreference.com/w/cpp/language/storage_duration#Storage_duration"> |
|
Storage Duration</a> for details) should be named this way. This |
|
convention is optional for variables of other storage classes, e.g. automatic |
|
variables, otherwise the usual variable naming rules apply.</p><p> |
|
|
|
</p></div> |
|
|
|
<h3 id="Function_Names">Function Names</h3> |
|
|
|
<div class="summary"> |
|
<p>Regular functions have mixed case; accessors and mutators may be named |
|
like variables.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Ordinarily, functions should start with a capital letter and have a |
|
capital letter for each new word |
|
(a.k.a. "<a href="https://en.wikipedia.org/wiki/Camel_case">Camel |
|
Case</a>" or "Pascal case"). Such names should not have |
|
underscores. Prefer to capitalize acronyms as single words |
|
(i.e. <code>StartRpc()</code>, not <code>StartRPC()</code>).</p> |
|
|
|
<pre>AddTableEntry() |
|
DeleteUrl() |
|
OpenFileOrDie() |
|
</pre> |
|
|
|
<p>(The same naming rule applies to class- and namespace-scope |
|
constants that are exposed as part of an API and that are intended to look |
|
like functions, because the fact that they're |
|
objects rather than functions is an unimportant implementation detail.)</p> |
|
|
|
<p>Accessors and mutators (get and set functions) may be named like |
|
variables. These often correspond to actual member variables, but this is |
|
not required. For example, <code>int count()</code> and <code>void |
|
set_count(int count)</code>.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Namespace_Names">Namespace Names</h3> |
|
|
|
<div class="summary"> |
|
Namespace names are all lower-case. Top-level namespace names are |
|
based on the project name |
|
. Avoid collisions |
|
between nested namespaces and well-known top-level namespaces. |
|
</div> |
|
|
|
<div class="stylebody"> |
|
<p>The name of a top-level namespace should usually be the |
|
name of the project or team whose code is contained in that |
|
namespace. The code in that namespace should usually be in |
|
a directory whose basename matches the namespace name (or |
|
subdirectories thereof).</p> |
|
|
|
|
|
|
|
|
|
|
|
<p>Keep in mind that the <a href="#General_Naming_Rules">rule |
|
against abbreviated names</a> applies to namespaces just as much |
|
as variable names. Code inside the namespace seldom needs to |
|
mention the namespace name, so there's usually no particular need |
|
for abbreviation anyway.</p> |
|
|
|
<p>Avoid nested namespaces that match well-known top-level |
|
namespaces. Collisions between namespace names can lead to surprising |
|
build breaks because of name lookup rules. In particular, do not |
|
create any nested <code>std</code> namespaces. Prefer unique project |
|
identifiers |
|
(<code>websearch::index</code>, <code>websearch::index_util</code>) |
|
over collision-prone names like <code>websearch::util</code>.</p> |
|
|
|
<p>For <code>internal</code> namespaces, be wary of other code being |
|
added to the same <code>internal</code> namespace causing a collision |
|
(internal helpers within a team tend to be related and may lead to |
|
collisions). In such a situation, using the filename to make a unique |
|
internal name is helpful |
|
(<code>websearch::index::frobber_internal</code> for use |
|
in <code>frobber.h</code>)</p> |
|
|
|
</div> |
|
|
|
<h3 id="Enumerator_Names">Enumerator Names</h3> |
|
|
|
<div class="summary"> |
|
<p>Enumerators (for both scoped and unscoped enums) should be named <i>either</i> like |
|
<a href="#Constant_Names">constants</a> or like |
|
<a href="#Macro_Names">macros</a>: either <code>kEnumName</code> or |
|
<code>ENUM_NAME</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Preferably, the individual enumerators should be named |
|
like <a href="#Constant_Names">constants</a>. However, it |
|
is also acceptable to name them like |
|
<a href="#Macro_Names">macros</a>. The enumeration name, |
|
<code>UrlTableErrors</code> (and |
|
<code>AlternateUrlTableErrors</code>), is a type, and |
|
therefore mixed case.</p> |
|
|
|
<pre>enum UrlTableErrors { |
|
kOK = 0, |
|
kErrorOutOfMemory, |
|
kErrorMalformedInput, |
|
}; |
|
enum AlternateUrlTableErrors { |
|
OK = 0, |
|
OUT_OF_MEMORY = 1, |
|
MALFORMED_INPUT = 2, |
|
}; |
|
</pre> |
|
|
|
<p>Until January 2009, the style was to name enum values |
|
like <a href="#Macro_Names">macros</a>. This caused |
|
problems with name collisions between enum values and |
|
macros. Hence, the change to prefer constant-style naming |
|
was put in place. New code should prefer constant-style |
|
naming if possible. However, there is no reason to change |
|
old code to use constant-style names, unless the old |
|
names are actually causing a compile-time problem.</p> |
|
|
|
|
|
|
|
</div> |
|
|
|
<h3 id="Macro_Names">Macro Names</h3> |
|
|
|
<div class="summary"> |
|
<p>You're not really going to <a href="#Preprocessor_Macros"> |
|
define a macro</a>, are you? If you do, they're like this: |
|
<code>MY_MACRO_THAT_SCARES_SMALL_CHILDREN</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Please see the <a href="#Preprocessor_Macros">description |
|
of macros</a>; in general macros should <em>not</em> be used. |
|
However, if they are absolutely needed, then they should be |
|
named with all capitals and underscores.</p> |
|
|
|
<pre>#define ROUND(x) ... |
|
#define PI_ROUNDED 3.0 |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Exceptions_to_Naming_Rules">Exceptions to Naming Rules</h3> |
|
|
|
<div class="summary"> |
|
<p>If you are naming something that is analogous to an |
|
existing C or C++ entity then you can follow the existing |
|
naming convention scheme.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<dl> |
|
<dt><code>bigopen()</code></dt> |
|
<dd>function name, follows form of <code>open()</code></dd> |
|
|
|
<dt><code>uint</code></dt> |
|
<dd><code>typedef</code></dd> |
|
|
|
<dt><code>bigpos</code></dt> |
|
<dd><code>struct</code> or <code>class</code>, follows |
|
form of <code>pos</code></dd> |
|
|
|
<dt><code>sparse_hash_map</code></dt> |
|
<dd>STL-like entity; follows STL naming conventions</dd> |
|
|
|
<dt><code>LONGLONG_MAX</code></dt> |
|
<dd>a constant, as in <code>INT_MAX</code></dd> |
|
</dl> |
|
|
|
</div> |
|
|
|
<h2 id="Comments">Comments</h2> |
|
|
|
<p>Though a pain to write, comments are absolutely vital to |
|
keeping our code readable. The following rules describe what |
|
you should comment and where. But remember: while comments are |
|
very important, the best code is self-documenting. Giving |
|
sensible names to types and variables is much better than using |
|
obscure names that you must then explain through comments.</p> |
|
|
|
<p>When writing your comments, write for your audience: the |
|
next |
|
contributor who will need to |
|
understand your code. Be generous — the next |
|
one may be you!</p> |
|
|
|
<h3 id="Comment_Style">Comment Style</h3> |
|
|
|
<div class="summary"> |
|
<p>Use either the <code>//</code> or <code>/* */</code> |
|
syntax, as long as you are consistent.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>You can use either the <code>//</code> or the <code>/* |
|
*/</code> syntax; however, <code>//</code> is |
|
<em>much</em> more common. Be consistent with how you |
|
comment and what style you use where.</p> |
|
|
|
</div> |
|
|
|
<h3 id="File_Comments">File Comments</h3> |
|
|
|
<div class="summary"> |
|
<p>Start each file with license boilerplate.</p> |
|
|
|
<p>File comments describe the contents of a file. If a file declares, |
|
implements, or tests exactly one abstraction that is documented by a comment |
|
at the point of declaration, file comments are not required. All other files |
|
must have file comments.</p> |
|
|
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<h4 class="stylepoint_subsection">Legal Notice and Author |
|
Line</h4> |
|
|
|
|
|
|
|
<p>Every file should contain license |
|
boilerplate. Choose the appropriate boilerplate for the |
|
license used by the project (for example, Apache 2.0, |
|
BSD, LGPL, GPL).</p> |
|
|
|
<p>If you make significant changes to a file with an |
|
author line, consider deleting the author line.</p> |
|
|
|
<h4 class="stylepoint_subsection">File Contents</h4> |
|
|
|
<p>If a <code>.h</code> declares multiple abstractions, the file-level comment |
|
should broadly describe the contents of the file, and how the abstractions are |
|
related. A 1 or 2 sentence file-level comment may be sufficient. The detailed |
|
documentation about individual abstractions belongs with those abstractions, |
|
not at the file level.</p> |
|
|
|
<p>Do not duplicate comments in both the <code>.h</code> and the |
|
<code>.cc</code>. Duplicated comments diverge.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Class_Comments">Class Comments</h3> |
|
|
|
<div class="summary"> |
|
<p>Every non-obvious class declaration should have an accompanying |
|
comment that describes what it is for and how it should be used.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<pre>// Iterates over the contents of a GargantuanTable. |
|
// Example: |
|
// GargantuanTableIterator* iter = table->NewIterator(); |
|
// for (iter->Seek("foo"); !iter->done(); iter->Next()) { |
|
// process(iter->key(), iter->value()); |
|
// } |
|
// delete iter; |
|
class GargantuanTableIterator { |
|
... |
|
}; |
|
</pre> |
|
|
|
<p>The class comment should provide the reader with enough information to know |
|
how and when to use the class, as well as any additional considerations |
|
necessary to correctly use the class. Document the synchronization assumptions |
|
the class makes, if any. If an instance of the class can be accessed by |
|
multiple threads, take extra care to document the rules and invariants |
|
surrounding multithreaded use.</p> |
|
|
|
<p>The class comment is often a good place for a small example code snippet |
|
demonstrating a simple and focused usage of the class.</p> |
|
|
|
<p>When sufficiently separated (e.g. <code>.h</code> and <code>.cc</code> |
|
files), comments describing the use of the class should go together with its |
|
interface definition; comments about the class operation and implementation |
|
should accompany the implementation of the class's methods.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Function_Comments">Function Comments</h3> |
|
|
|
<div class="summary"> |
|
<p>Declaration comments describe use of the function (when it is |
|
non-obvious); comments at the definition of a function describe |
|
operation.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<h4 class="stylepoint_subsection">Function Declarations</h4> |
|
|
|
<p>Almost every function declaration should have comments immediately |
|
preceding it that describe what the function does and how to use |
|
it. These comments may be omitted only if the function is simple and |
|
obvious (e.g. simple accessors for obvious properties of the |
|
class). These comments should be descriptive ("Opens the file") |
|
rather than imperative ("Open the file"); the comment describes the |
|
function, it does not tell the function what to do. In general, these |
|
comments do not describe how the function performs its task. Instead, |
|
that should be left to comments in the function definition.</p> |
|
|
|
<p>Types of things to mention in comments at the function |
|
declaration:</p> |
|
|
|
<ul> |
|
<li>What the inputs and outputs are.</li> |
|
|
|
<li>For class member functions: whether the object |
|
remembers reference arguments beyond the duration of |
|
the method call, and whether it will free them or |
|
not.</li> |
|
|
|
<li>If the function allocates memory that the caller |
|
must free.</li> |
|
|
|
<li>Whether any of the arguments can be a null |
|
pointer.</li> |
|
|
|
<li>If there are any performance implications of how a |
|
function is used.</li> |
|
|
|
<li>If the function is re-entrant. What are its |
|
synchronization assumptions?</li> |
|
</ul> |
|
|
|
<p>Here is an example:</p> |
|
|
|
<pre>// Returns an iterator for this table. It is the client's |
|
// responsibility to delete the iterator when it is done with it, |
|
// and it must not use the iterator once the GargantuanTable object |
|
// on which the iterator was created has been deleted. |
|
// |
|
// The iterator is initially positioned at the beginning of the table. |
|
// |
|
// This method is equivalent to: |
|
// Iterator* iter = table->NewIterator(); |
|
// iter->Seek(""); |
|
// return iter; |
|
// If you are going to immediately seek to another place in the |
|
// returned iterator, it will be faster to use NewIterator() |
|
// and avoid the extra seek. |
|
Iterator* GetIterator() const; |
|
</pre> |
|
|
|
<p>However, do not be unnecessarily verbose or state the |
|
completely obvious. Notice below that it is not necessary |
|
to say "returns false otherwise" because this is |
|
implied.</p> |
|
|
|
<pre>// Returns true if the table cannot hold any more entries. |
|
bool IsTableFull(); |
|
</pre> |
|
|
|
<p>When documenting function overrides, focus on the |
|
specifics of the override itself, rather than repeating |
|
the comment from the overridden function. In many of these |
|
cases, the override needs no additional documentation and |
|
thus no comment is required.</p> |
|
|
|
<p>When commenting constructors and destructors, remember |
|
that the person reading your code knows what constructors |
|
and destructors are for, so comments that just say |
|
something like "destroys this object" are not useful. |
|
Document what constructors do with their arguments (for |
|
example, if they take ownership of pointers), and what |
|
cleanup the destructor does. If this is trivial, just |
|
skip the comment. It is quite common for destructors not |
|
to have a header comment.</p> |
|
|
|
<h4 class="stylepoint_subsection">Function Definitions</h4> |
|
|
|
<p>If there is anything tricky about how a function does |
|
its job, the function definition should have an |
|
explanatory comment. For example, in the definition |
|
comment you might describe any coding tricks you use, |
|
give an overview of the steps you go through, or explain |
|
why you chose to implement the function in the way you |
|
did rather than using a viable alternative. For instance, |
|
you might mention why it must acquire a lock for the |
|
first half of the function but why it is not needed for |
|
the second half.</p> |
|
|
|
<p>Note you should <em>not</em> just repeat the comments |
|
given with the function declaration, in the |
|
<code>.h</code> file or wherever. It's okay to |
|
recapitulate briefly what the function does, but the |
|
focus of the comments should be on how it does it.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Variable_Comments">Variable Comments</h3> |
|
|
|
<div class="summary"> |
|
<p>In general the actual name of the variable should be |
|
descriptive enough to give a good idea of what the variable |
|
is used for. In certain cases, more comments are required.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<h4 class="stylepoint_subsection">Class Data Members</h4> |
|
|
|
<p>The purpose of each class data member (also called an instance |
|
variable or member variable) must be clear. If there are any |
|
invariants (special values, relationships between members, lifetime |
|
requirements) not clearly expressed by the type and name, they must be |
|
commented. However, if the type and name suffice (<code>int |
|
num_events_;</code>), no comment is needed.</p> |
|
|
|
<p>In particular, add comments to describe the existence and meaning |
|
of sentinel values, such as nullptr or -1, when they are not |
|
obvious. For example:</p> |
|
|
|
<pre>private: |
|
// Used to bounds-check table accesses. -1 means |
|
// that we don't yet know how many entries the table has. |
|
int num_total_entries_; |
|
</pre> |
|
|
|
<h4 class="stylepoint_subsection">Global Variables</h4> |
|
|
|
<p>All global variables should have a comment describing what they |
|
are, what they are used for, and (if unclear) why it needs to be |
|
global. For example:</p> |
|
|
|
<pre>// The total number of tests cases that we run through in this regression test. |
|
const int kNumTestCases = 6; |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Implementation_Comments">Implementation Comments</h3> |
|
|
|
<div class="summary"> |
|
<p>In your implementation you should have comments in tricky, |
|
non-obvious, interesting, or important parts of your code.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<h4 class="stylepoint_subsection">Explanatory Comments</h4> |
|
|
|
<p>Tricky or complicated code blocks should have comments |
|
before them. Example:</p> |
|
|
|
<pre>// Divide result by two, taking into account that x |
|
// contains the carry from the add. |
|
for (int i = 0; i < result->size(); i++) { |
|
x = (x << 8) + (*result)[i]; |
|
(*result)[i] = x >> 1; |
|
x &= 1; |
|
} |
|
</pre> |
|
|
|
<h4 class="stylepoint_subsection">Line Comments</h4> |
|
|
|
<p>Also, lines that are non-obvious should get a comment |
|
at the end of the line. These end-of-line comments should |
|
be separated from the code by 2 spaces. Example:</p> |
|
|
|
<pre>// If we have enough memory, mmap the data portion too. |
|
mmap_budget = max<int64>(0, mmap_budget - index_->length()); |
|
if (mmap_budget >= data_size_ && !MmapData(mmap_chunk_bytes, mlock)) |
|
return; // Error already logged. |
|
</pre> |
|
|
|
<p>Note that there are both comments that describe what |
|
the code is doing, and comments that mention that an |
|
error has already been logged when the function |
|
returns.</p> |
|
|
|
<p>If you have several comments on subsequent lines, it |
|
can often be more readable to line them up:</p> |
|
|
|
<pre>DoSomething(); // Comment here so the comments line up. |
|
DoSomethingElseThatIsLonger(); // Two spaces between the code and the comment. |
|
{ // One space before comment when opening a new scope is allowed, |
|
// thus the comment lines up with the following comments and code. |
|
DoSomethingElse(); // Two spaces before line comments normally. |
|
} |
|
std::vector<string> list{ |
|
// Comments in braced lists describe the next element... |
|
"First item", |
|
// .. and should be aligned appropriately. |
|
"Second item"}; |
|
DoSomething(); /* For trailing block comments, one space is fine. */ |
|
</pre> |
|
|
|
<h4 class="stylepoint_subsection">Function Argument Comments</h4> |
|
|
|
<p>When the meaning of a function argument is nonobvious, consider |
|
one of the following remedies:</p> |
|
|
|
<ul> |
|
<li>If the argument is a literal constant, and the same constant is |
|
used in multiple function calls in a way that tacitly assumes they're |
|
the same, you should use a named constant to make that constraint |
|
explicit, and to guarantee that it holds.</li> |
|
|
|
<li>Consider changing the function signature to replace a <code>bool</code> |
|
argument with an <code>enum</code> argument. This will make the argument |
|
values self-describing.</li> |
|
|
|
<li>For functions that have several configuration options, consider |
|
defining a single class or struct to hold all the options |
|
, |
|
and pass an instance of that. |
|
This approach has several advantages. Options are referenced by name |
|
at the call site, which clarifies their meaning. It also reduces |
|
function argument count, which makes function calls easier to read and |
|
write. As an added benefit, you don't have to change call sites when |
|
you add another option. |
|
</li> |
|
|
|
<li>Replace large or complex nested expressions with named variables.</li> |
|
|
|
<li>As a last resort, use comments to clarify argument meanings at the |
|
call site.</li> |
|
</ul> |
|
|
|
Consider the following example: |
|
|
|
<pre class="badcode">// What are these arguments? |
|
const DecimalNumber product = CalculateProduct(values, 7, false, nullptr); |
|
</pre> |
|
|
|
<p>versus:</p> |
|
|
|
<pre>ProductOptions options; |
|
options.set_precision_decimals(7); |
|
options.set_use_cache(ProductOptions::kDontUseCache); |
|
const DecimalNumber product = |
|
CalculateProduct(values, options, /*completion_callback=*/nullptr); |
|
</pre> |
|
|
|
<h4 class="stylepoint_subsection">Don'ts</h4> |
|
|
|
<p>Do not state the obvious. In particular, don't literally describe what |
|
code does, unless the behavior is nonobvious to a reader who understands |
|
C++ well. Instead, provide higher level comments that describe <i>why</i> |
|
the code does what it does, or make the code self describing.</p> |
|
|
|
Compare this: |
|
|
|
<pre class="badcode">// Find the element in the vector. <-- Bad: obvious! |
|
auto iter = std::find(v.begin(), v.end(), element); |
|
if (iter != v.end()) { |
|
Process(element); |
|
} |
|
</pre> |
|
|
|
To this: |
|
|
|
<pre>// Process "element" unless it was already processed. |
|
auto iter = std::find(v.begin(), v.end(), element); |
|
if (iter != v.end()) { |
|
Process(element); |
|
} |
|
</pre> |
|
|
|
Self-describing code doesn't need a comment. The comment from |
|
the example above would be obvious: |
|
|
|
<pre>if (!IsAlreadyProcessed(element)) { |
|
Process(element); |
|
} |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Punctuation,_Spelling_and_Grammar">Punctuation, Spelling and Grammar</h3> |
|
|
|
<div class="summary"> |
|
<p>Pay attention to punctuation, spelling, and grammar; it is |
|
easier to read well-written comments than badly written |
|
ones.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Comments should be as readable as narrative text, with |
|
proper capitalization and punctuation. In many cases, |
|
complete sentences are more readable than sentence |
|
fragments. Shorter comments, such as comments at the end |
|
of a line of code, can sometimes be less formal, but you |
|
should be consistent with your style.</p> |
|
|
|
<p>Although it can be frustrating to have a code reviewer |
|
point out that you are using a comma when you should be |
|
using a semicolon, it is very important that source code |
|
maintain a high level of clarity and readability. Proper |
|
punctuation, spelling, and grammar help with that |
|
goal.</p> |
|
|
|
</div> |
|
|
|
<h3 id="TODO_Comments">TODO Comments</h3> |
|
|
|
<div class="summary"> |
|
<p>Use <code>TODO</code> comments for code that is temporary, |
|
a short-term solution, or good-enough but not perfect.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p><code>TODO</code>s should include the string |
|
<code>TODO</code> in all caps, followed by the |
|
|
|
name, e-mail address, bug ID, or other |
|
identifier |
|
of the person or issue with the best context |
|
about the problem referenced by the <code>TODO</code>. The |
|
main purpose is to have a consistent <code>TODO</code> that |
|
can be searched to find out how to get more details upon |
|
request. A <code>TODO</code> is not a commitment that the |
|
person referenced will fix the problem. Thus when you create |
|
a <code>TODO</code> with a name, it is almost always your |
|
name that is given.</p> |
|
|
|
|
|
|
|
<div> |
|
<pre>// TODO(kl@gmail.com): Use a "*" here for concatenation operator. |
|
// TODO(Zeke) change this to use relations. |
|
// TODO(bug 12345): remove the "Last visitors" feature |
|
</pre> |
|
</div> |
|
|
|
<p>If your <code>TODO</code> is of the form "At a future |
|
date do something" make sure that you either include a |
|
very specific date ("Fix by November 2005") or a very |
|
specific event ("Remove this code when all clients can |
|
handle XML responses.").</p> |
|
|
|
</div> |
|
|
|
<h3 id="Deprecation_Comments">Deprecation Comments</h3> |
|
|
|
<div class="summary"> |
|
<p>Mark deprecated interface points with <code>DEPRECATED</code> |
|
comments.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>You can mark an interface as deprecated by writing a |
|
comment containing the word <code>DEPRECATED</code> in |
|
all caps. The comment goes either before the declaration |
|
of the interface or on the same line as the |
|
declaration.</p> |
|
|
|
|
|
|
|
<p>After the word |
|
<code>DEPRECATED</code>, write your name, e-mail address, |
|
or other identifier in parentheses.</p> |
|
|
|
<p>A deprecation comment must include simple, clear |
|
directions for people to fix their callsites. In C++, you |
|
can implement a deprecated function as an inline function |
|
that calls the new interface point.</p> |
|
|
|
<p>Marking an interface point <code>DEPRECATED</code> |
|
will not magically cause any callsites to change. If you |
|
want people to actually stop using the deprecated |
|
facility, you will have to fix the callsites yourself or |
|
recruit a crew to help you.</p> |
|
|
|
<p>New code should not contain calls to deprecated |
|
interface points. Use the new interface point instead. If |
|
you cannot understand the directions, find the person who |
|
created the deprecation and ask them for help using the |
|
new interface point.</p> |
|
|
|
|
|
|
|
</div> |
|
|
|
<h2 id="Formatting">Formatting</h2> |
|
|
|
<p>Coding style and formatting are pretty arbitrary, but a |
|
|
|
project is much easier to follow |
|
if everyone uses the same style. Individuals may not agree with every |
|
aspect of the formatting rules, and some of the rules may take |
|
some getting used to, but it is important that all |
|
|
|
project contributors follow the |
|
style rules so that |
|
they can all read and understand |
|
everyone's code easily.</p> |
|
|
|
|
|
|
|
<p>To help you format code correctly, we've |
|
created a |
|
<a href="https://raw.githubusercontent.com/google/styleguide/gh-pages/google-c-style.el"> |
|
settings file for emacs</a>.</p> |
|
|
|
<h3 id="Line_Length">Line Length</h3> |
|
|
|
<div class="summary"> |
|
<p>Each line of text in your code should be at most 80 |
|
characters long.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
|
|
|
|
<p>We recognize that this rule is |
|
controversial, but so much existing code already adheres |
|
to it, and we feel that consistency is important.</p> |
|
|
|
<div class="pros"> |
|
<p>Those who favor this rule |
|
argue that it is rude to force them to resize |
|
their windows and there is no need for anything longer. |
|
Some folks are used to having several code windows |
|
side-by-side, and thus don't have room to widen their |
|
windows in any case. People set up their work environment |
|
assuming a particular maximum window width, and 80 |
|
columns has been the traditional standard. Why change |
|
it?</p> |
|
</div> |
|
|
|
<div class="cons"> |
|
<p>Proponents of change argue that a wider line can make |
|
code more readable. The 80-column limit is an hidebound |
|
throwback to 1960s mainframes; modern equipment has wide screens that |
|
can easily show longer lines.</p> |
|
</div> |
|
|
|
<div class="decision"> |
|
<p> 80 characters is the maximum.</p> |
|
|
|
<p class="exception">Comment lines can be longer than 80 |
|
characters if it is not feasible to split them without |
|
harming readability, ease of cut and paste or auto-linking |
|
-- e.g. if a line contains an example command or a literal |
|
URL longer than 80 characters.</p> |
|
|
|
<p class="exception">A raw-string literal may have content |
|
that exceeds 80 characters. Except for test code, such literals |
|
should appear near the top of a file.</p> |
|
|
|
<p class="exception">An <code>#include</code> statement with a |
|
long path may exceed 80 columns.</p> |
|
|
|
<p class="exception">You needn't be concerned about |
|
<a href="#The__define_Guard">header guards</a> that exceed |
|
the maximum length. </p> |
|
</div> |
|
|
|
</div> |
|
|
|
<h3 id="Non-ASCII_Characters">Non-ASCII Characters</h3> |
|
|
|
<div class="summary"> |
|
<p>Non-ASCII characters should be rare, and must use UTF-8 |
|
formatting.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>You shouldn't hard-code user-facing text in source, |
|
even English, so use of non-ASCII characters should be |
|
rare. However, in certain cases it is appropriate to |
|
include such words in your code. For example, if your |
|
code parses data files from foreign sources, it may be |
|
appropriate to hard-code the non-ASCII string(s) used in |
|
those data files as delimiters. More commonly, unittest |
|
code (which does not need to be localized) might |
|
contain non-ASCII strings. In such cases, you should use |
|
UTF-8, since that is an encoding |
|
understood by most tools able to handle more than just |
|
ASCII.</p> |
|
|
|
<p>Hex encoding is also OK, and encouraged where it |
|
enhances readability — for example, |
|
<code>"\xEF\xBB\xBF"</code>, or, even more simply, |
|
<code>u8"\uFEFF"</code>, is the Unicode zero-width |
|
no-break space character, which would be invisible if |
|
included in the source as straight UTF-8.</p> |
|
|
|
<p>Use the <code>u8</code> prefix |
|
to guarantee that a string literal containing |
|
<code>\uXXXX</code> escape sequences is encoded as UTF-8. |
|
Do not use it for strings containing non-ASCII characters |
|
encoded as UTF-8, because that will produce incorrect |
|
output if the compiler does not interpret the source file |
|
as UTF-8. </p> |
|
|
|
<p>You shouldn't use the C++11 <code>char16_t</code> and |
|
<code>char32_t</code> character types, since they're for |
|
non-UTF-8 text. For similar reasons you also shouldn't |
|
use <code>wchar_t</code> (unless you're writing code that |
|
interacts with the Windows API, which uses |
|
<code>wchar_t</code> extensively).</p> |
|
|
|
</div> |
|
|
|
<h3 id="Spaces_vs._Tabs">Spaces vs. Tabs</h3> |
|
|
|
<div class="summary"> |
|
<p>Use only spaces, and indent 2 spaces at a time.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>We use spaces for indentation. Do not use tabs in your |
|
code. You should set your editor to emit spaces when you |
|
hit the tab key.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Function_Declarations_and_Definitions">Function Declarations and Definitions</h3> |
|
|
|
<div class="summary"> |
|
<p>Return type on the same line as function name, parameters |
|
on the same line if they fit. Wrap parameter lists which do |
|
not fit on a single line as you would wrap arguments in a |
|
<a href="#Function_Calls">function call</a>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Functions look like this:</p> |
|
|
|
|
|
<pre>ReturnType ClassName::FunctionName(Type par_name1, Type par_name2) { |
|
DoSomething(); |
|
... |
|
} |
|
</pre> |
|
|
|
<p>If you have too much text to fit on one line:</p> |
|
|
|
<pre>ReturnType ClassName::ReallyLongFunctionName(Type par_name1, Type par_name2, |
|
Type par_name3) { |
|
DoSomething(); |
|
... |
|
} |
|
</pre> |
|
|
|
<p>or if you cannot fit even the first parameter:</p> |
|
|
|
<pre>ReturnType LongClassName::ReallyReallyReallyLongFunctionName( |
|
Type par_name1, // 4 space indent |
|
Type par_name2, |
|
Type par_name3) { |
|
DoSomething(); // 2 space indent |
|
... |
|
} |
|
</pre> |
|
|
|
<p>Some points to note:</p> |
|
|
|
<ul> |
|
<li>Choose good parameter names.</li> |
|
|
|
<li>Parameter names may be omitted only if the parameter is unused and its |
|
purpose is obvious.</li> |
|
|
|
<li>If you cannot fit the return type and the function |
|
name on a single line, break between them.</li> |
|
|
|
<li>If you break after the return type of a function |
|
declaration or definition, do not indent.</li> |
|
|
|
<li>The open parenthesis is always on the same line as |
|
the function name.</li> |
|
|
|
<li>There is never a space between the function name |
|
and the open parenthesis.</li> |
|
|
|
<li>There is never a space between the parentheses and |
|
the parameters.</li> |
|
|
|
<li>The open curly brace is always on the end of the last line of the function |
|
declaration, not the start of the next line.</li> |
|
|
|
<li>The close curly brace is either on the last line by |
|
itself or on the same line as the open curly brace.</li> |
|
|
|
<li>There should be a space between the close |
|
parenthesis and the open curly brace.</li> |
|
|
|
<li>All parameters should be aligned if possible.</li> |
|
|
|
<li>Default indentation is 2 spaces.</li> |
|
|
|
<li>Wrapped parameters have a 4 space indent.</li> |
|
</ul> |
|
|
|
<p>Unused parameters that are obvious from context may be omitted:</p> |
|
|
|
<pre>class Foo { |
|
public: |
|
Foo(Foo&&); |
|
Foo(const Foo&); |
|
Foo& operator=(Foo&&); |
|
Foo& operator=(const Foo&); |
|
}; |
|
</pre> |
|
|
|
<p>Unused parameters that might not be obvious should comment out the variable |
|
name in the function definition:</p> |
|
|
|
<pre>class Shape { |
|
public: |
|
virtual void Rotate(double radians) = 0; |
|
}; |
|
|
|
class Circle : public Shape { |
|
public: |
|
void Rotate(double radians) override; |
|
}; |
|
|
|
void Circle::Rotate(double /*radians*/) {} |
|
</pre> |
|
|
|
<pre class="badcode">// Bad - if someone wants to implement later, it's not clear what the |
|
// variable means. |
|
void Circle::Rotate(double) {} |
|
</pre> |
|
|
|
<p>Attributes, and macros that expand to attributes, appear at the very |
|
beginning of the function declaration or definition, before the |
|
return type:</p> |
|
<pre>MUST_USE_RESULT bool IsOK(); |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Formatting_Lambda_Expressions">Lambda Expressions</h3> |
|
|
|
<div class="summary"> |
|
<p>Format parameters and bodies as for any other function, and capture |
|
lists like other comma-separated lists.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
<p>For by-reference captures, do not leave a space between the |
|
ampersand (&) and the variable name.</p> |
|
<pre>int x = 0; |
|
auto x_plus_n = [&x](int n) -> int { return x + n; } |
|
</pre> |
|
<p>Short lambdas may be written inline as function arguments.</p> |
|
<pre>std::set<int> blacklist = {7, 8, 9}; |
|
std::vector<int> digits = {3, 9, 1, 8, 4, 7, 1}; |
|
digits.erase(std::remove_if(digits.begin(), digits.end(), [&blacklist](int i) { |
|
return blacklist.find(i) != blacklist.end(); |
|
}), |
|
digits.end()); |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Function_Calls">Function Calls</h3> |
|
|
|
<div class="summary"> |
|
<p>Either write the call all on a single line, wrap the |
|
arguments at the parenthesis, or start the arguments on a new |
|
line indented by four spaces and continue at that 4 space |
|
indent. In the absence of other considerations, use the |
|
minimum number of lines, including placing multiple arguments |
|
on each line where appropriate.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Function calls have the following format:</p> |
|
<pre>bool result = DoSomething(argument1, argument2, argument3); |
|
</pre> |
|
|
|
<p>If the arguments do not all fit on one line, they |
|
should be broken up onto multiple lines, with each |
|
subsequent line aligned with the first argument. Do not |
|
add spaces after the open paren or before the close |
|
paren:</p> |
|
<pre>bool result = DoSomething(averyveryveryverylongargument1, |
|
argument2, argument3); |
|
</pre> |
|
|
|
<p>Arguments may optionally all be placed on subsequent |
|
lines with a four space indent:</p> |
|
<pre>if (...) { |
|
... |
|
... |
|
if (...) { |
|
bool result = DoSomething( |
|
argument1, argument2, // 4 space indent |
|
argument3, argument4); |
|
... |
|
} |
|
</pre> |
|
|
|
<p>Put multiple arguments on a single line to reduce the |
|
number of lines necessary for calling a function unless |
|
there is a specific readability problem. Some find that |
|
formatting with strictly one argument on each line is |
|
more readable and simplifies editing of the arguments. |
|
However, we prioritize for the reader over the ease of |
|
editing arguments, and most readability problems are |
|
better addressed with the following techniques.</p> |
|
|
|
<p>If having multiple arguments in a single line decreases |
|
readability due to the complexity or confusing nature of the |
|
expressions that make up some arguments, try creating |
|
variables that capture those arguments in a descriptive name:</p> |
|
<pre>int my_heuristic = scores[x] * y + bases[x]; |
|
bool result = DoSomething(my_heuristic, x, y, z); |
|
</pre> |
|
|
|
<p>Or put the confusing argument on its own line with |
|
an explanatory comment:</p> |
|
<pre>bool result = DoSomething(scores[x] * y + bases[x], // Score heuristic. |
|
x, y, z); |
|
</pre> |
|
|
|
<p>If there is still a case where one argument is |
|
significantly more readable on its own line, then put it on |
|
its own line. The decision should be specific to the argument |
|
which is made more readable rather than a general policy.</p> |
|
|
|
<p>Sometimes arguments form a structure that is important |
|
for readability. In those cases, feel free to format the |
|
arguments according to that structure:</p> |
|
<pre>// Transform the widget by a 3x3 matrix. |
|
my_widget.Transform(x1, x2, x3, |
|
y1, y2, y3, |
|
z1, z2, z3); |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Braced_Initializer_List_Format">Braced Initializer List Format</h3> |
|
|
|
<div class="summary"> |
|
<p>Format a <a href="#Braced_Initializer_List">braced initializer list</a> |
|
exactly like you would format a function call in its place.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>If the braced list follows a name (e.g. a type or |
|
variable name), format as if the <code>{}</code> were the |
|
parentheses of a function call with that name. If there |
|
is no name, assume a zero-length name.</p> |
|
|
|
<pre>// Examples of braced init list on a single line. |
|
return {foo, bar}; |
|
functioncall({foo, bar}); |
|
std::pair<int, int> p{foo, bar}; |
|
|
|
// When you have to wrap. |
|
SomeFunction( |
|
{"assume a zero-length name before {"}, |
|
some_other_function_parameter); |
|
SomeType variable{ |
|
some, other, values, |
|
{"assume a zero-length name before {"}, |
|
SomeOtherType{ |
|
"Very long string requiring the surrounding breaks.", |
|
some, other values}, |
|
SomeOtherType{"Slightly shorter string", |
|
some, other, values}}; |
|
SomeType variable{ |
|
"This is too long to fit all in one line"}; |
|
MyType m = { // Here, you could also break before {. |
|
superlongvariablename1, |
|
superlongvariablename2, |
|
{short, interior, list}, |
|
{interiorwrappinglist, |
|
interiorwrappinglist2}}; |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Conditionals">Conditionals</h3> |
|
|
|
<div class="summary"> |
|
<p>Prefer no spaces inside parentheses. The <code>if</code> |
|
and <code>else</code> keywords belong on separate lines.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>There are two acceptable formats for a basic |
|
conditional statement. One includes spaces between the |
|
parentheses and the condition, and one does not.</p> |
|
|
|
<p>The most common form is without spaces. Either is |
|
fine, but <em>be consistent</em>. If you are modifying a |
|
file, use the format that is already present. If you are |
|
writing new code, use the format that the other files in |
|
that directory or project use. If in doubt and you have |
|
no personal preference, do not add the spaces.</p> |
|
|
|
<pre>if (condition) { // no spaces inside parentheses |
|
... // 2 space indent. |
|
} else if (...) { // The else goes on the same line as the closing brace. |
|
... |
|
} else { |
|
... |
|
} |
|
</pre> |
|
|
|
<p>If you prefer you may add spaces inside the |
|
parentheses:</p> |
|
|
|
<pre>if ( condition ) { // spaces inside parentheses - rare |
|
... // 2 space indent. |
|
} else { // The else goes on the same line as the closing brace. |
|
... |
|
} |
|
</pre> |
|
|
|
<p>Note that in all cases you must have a space between |
|
the <code>if</code> and the open parenthesis. You must |
|
also have a space between the close parenthesis and the |
|
curly brace, if you're using one.</p> |
|
|
|
<pre class="badcode">if(condition) { // Bad - space missing after IF. |
|
if (condition){ // Bad - space missing before {. |
|
if(condition){ // Doubly bad. |
|
</pre> |
|
|
|
<pre>if (condition) { // Good - proper space after IF and before {. |
|
</pre> |
|
|
|
<p>Short conditional statements may be written on one |
|
line if this enhances readability. You may use this only |
|
when the line is brief and the statement does not use the |
|
<code>else</code> clause.</p> |
|
|
|
<pre>if (x == kFoo) return new Foo(); |
|
if (x == kBar) return new Bar(); |
|
</pre> |
|
|
|
<p>This is not allowed when the if statement has an |
|
<code>else</code>:</p> |
|
|
|
<pre class="badcode">// Not allowed - IF statement on one line when there is an ELSE clause |
|
if (x) DoThis(); |
|
else DoThat(); |
|
</pre> |
|
|
|
<p>In general, curly braces are not required for |
|
single-line statements, but they are allowed if you like |
|
them; conditional or loop statements with complex |
|
conditions or statements may be more readable with curly |
|
braces. Some |
|
projects require that an |
|
<code>if</code> must always always have an accompanying |
|
brace.</p> |
|
|
|
<pre>if (condition) |
|
DoSomething(); // 2 space indent. |
|
|
|
if (condition) { |
|
DoSomething(); // 2 space indent. |
|
} |
|
</pre> |
|
|
|
<p>However, if one part of an |
|
<code>if</code>-<code>else</code> statement uses curly |
|
braces, the other part must too:</p> |
|
|
|
<pre class="badcode">// Not allowed - curly on IF but not ELSE |
|
if (condition) { |
|
foo; |
|
} else |
|
bar; |
|
|
|
// Not allowed - curly on ELSE but not IF |
|
if (condition) |
|
foo; |
|
else { |
|
bar; |
|
} |
|
</pre> |
|
|
|
<pre>// Curly braces around both IF and ELSE required because |
|
// one of the clauses used braces. |
|
if (condition) { |
|
foo; |
|
} else { |
|
bar; |
|
} |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Loops_and_Switch_Statements">Loops and Switch Statements</h3> |
|
|
|
<div class="summary"> |
|
<p>Switch statements may use braces for blocks. Annotate |
|
non-trivial fall-through between cases. |
|
Braces are optional for single-statement loops. |
|
Empty loop bodies should use empty braces or <code>continue</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p><code>case</code> blocks in <code>switch</code> |
|
statements can have curly braces or not, depending on |
|
your preference. If you do include curly braces they |
|
should be placed as shown below.</p> |
|
|
|
<p>If not conditional on an enumerated value, switch |
|
statements should always have a <code>default</code> case |
|
(in the case of an enumerated value, the compiler will |
|
warn you if any values are not handled). If the default |
|
case should never execute, simply |
|
<code>assert</code>:</p> |
|
|
|
|
|
|
|
<div> |
|
<pre>switch (var) { |
|
case 0: { // 2 space indent |
|
... // 4 space indent |
|
break; |
|
} |
|
case 1: { |
|
... |
|
break; |
|
} |
|
default: { |
|
assert(false); |
|
} |
|
} |
|
</pre> |
|
</div> |
|
|
|
|
|
|
|
|
|
|
|
<p> Braces are optional for single-statement loops.</p> |
|
|
|
<pre>for (int i = 0; i < kSomeNumber; ++i) |
|
printf("I love you\n"); |
|
|
|
for (int i = 0; i < kSomeNumber; ++i) { |
|
printf("I take it back\n"); |
|
} |
|
</pre> |
|
|
|
|
|
<p>Empty loop bodies should use an empty pair of braces or <code>continue</code>, |
|
but not a single semicolon.</p> |
|
|
|
<pre>while (condition) { |
|
// Repeat test until it returns false. |
|
} |
|
for (int i = 0; i < kSomeNumber; ++i) {} // Good - one newline is also OK. |
|
while (condition) continue; // Good - continue indicates no logic. |
|
</pre> |
|
|
|
<pre class="badcode">while (condition); // Bad - looks like part of do/while loop. |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Pointer_and_Reference_Expressions">Pointer and Reference Expressions</h3> |
|
|
|
<div class="summary"> |
|
<p>No spaces around period or arrow. Pointer operators do not |
|
have trailing spaces.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>The following are examples of correctly-formatted |
|
pointer and reference expressions:</p> |
|
|
|
<pre>x = *p; |
|
p = &x; |
|
x = r.y; |
|
x = r->y; |
|
</pre> |
|
|
|
<p>Note that:</p> |
|
|
|
<ul> |
|
<li>There are no spaces around the period or arrow when |
|
accessing a member.</li> |
|
|
|
<li>Pointer operators have no space after the |
|
<code>*</code> or <code>&</code>.</li> |
|
</ul> |
|
|
|
<p>When declaring a pointer variable or argument, you may |
|
place the asterisk adjacent to either the type or to the |
|
variable name:</p> |
|
|
|
<pre>// These are fine, space preceding. |
|
char *c; |
|
const string &str; |
|
|
|
// These are fine, space following. |
|
char* c; |
|
const string& str; |
|
</pre> |
|
|
|
It is allowed (if unusual) to declare multiple variables in the same |
|
declaration, but it is disallowed if any of those have pointer or |
|
reference decorations. Such declarations are easily misread. |
|
<pre>// Fine if helpful for readability. |
|
int x, y; |
|
</pre> |
|
<pre class="badcode">int x, *y; // Disallowed - no & or * in multiple declaration |
|
char * c; // Bad - spaces on both sides of * |
|
const string & str; // Bad - spaces on both sides of & |
|
</pre> |
|
|
|
<p>You should do this consistently within a single |
|
file, |
|
so, when modifying an existing file, use the style in |
|
that file.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Boolean_Expressions">Boolean Expressions</h3> |
|
|
|
<div class="summary"> |
|
<p>When you have a boolean expression that is longer than the |
|
<a href="#Line_Length">standard line length</a>, be |
|
consistent in how you break up the lines.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>In this example, the logical AND operator is always at |
|
the end of the lines:</p> |
|
|
|
<pre>if (this_one_thing > this_other_thing && |
|
a_third_thing == a_fourth_thing && |
|
yet_another && last_one) { |
|
... |
|
} |
|
</pre> |
|
|
|
<p>Note that when the code wraps in this example, both of |
|
the <code>&&</code> logical AND operators are at |
|
the end of the line. This is more common in Google code, |
|
though wrapping all operators at the beginning of the |
|
line is also allowed. Feel free to insert extra |
|
parentheses judiciously because they can be very helpful |
|
in increasing readability when used |
|
appropriately. Also note that you should always use |
|
the punctuation operators, such as |
|
<code>&&</code> and <code>~</code>, rather than |
|
the word operators, such as <code>and</code> and |
|
<code>compl</code>.</p> |
|
|
|
</div> |
|
|
|
<h3 id="Return_Values">Return Values</h3> |
|
|
|
<div class="summary"> |
|
<p>Do not needlessly surround the <code>return</code> |
|
expression with parentheses.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Use parentheses in <code>return expr;</code> only |
|
where you would use them in <code>x = expr;</code>.</p> |
|
|
|
<pre>return result; // No parentheses in the simple case. |
|
// Parentheses OK to make a complex expression more readable. |
|
return (some_long_condition && |
|
another_condition); |
|
</pre> |
|
|
|
<pre class="badcode">return (value); // You wouldn't write var = (value); |
|
return(result); // return is not a function! |
|
</pre> |
|
|
|
</div> |
|
|
|
|
|
|
|
<h3 id="Variable_and_Array_Initialization">Variable and Array Initialization</h3> |
|
|
|
<div class="summary"> |
|
<p>Your choice of <code>=</code>, <code>()</code>, or |
|
<code>{}</code>.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>You may choose between <code>=</code>, |
|
<code>()</code>, and <code>{}</code>; the following are |
|
all correct:</p> |
|
|
|
<pre>int x = 3; |
|
int x(3); |
|
int x{3}; |
|
string name = "Some Name"; |
|
string name("Some Name"); |
|
string name{"Some Name"}; |
|
</pre> |
|
|
|
<p>Be careful when using a braced initialization list <code>{...}</code> |
|
on a type with an <code>std::initializer_list</code> constructor. |
|
A nonempty <i>braced-init-list</i> prefers the |
|
<code>std::initializer_list</code> constructor whenever |
|
possible. Note that empty braces <code>{}</code> are special, and |
|
will call a default constructor if available. To force the |
|
non-<code>std::initializer_list</code> constructor, use parentheses |
|
instead of braces.</p> |
|
|
|
<pre>std::vector<int> v(100, 1); // A vector of 100 1s. |
|
std::vector<int> v{100, 1}; // A vector of 100, 1. |
|
</pre> |
|
|
|
<p>Also, the brace form prevents narrowing of integral |
|
types. This can prevent some types of programming |
|
errors.</p> |
|
|
|
<pre>int pi(3.14); // OK -- pi == 3. |
|
int pi{3.14}; // Compile error: narrowing conversion. |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Preprocessor_Directives">Preprocessor Directives</h3> |
|
|
|
<div class="summary"> |
|
<p>The hash mark that starts a preprocessor directive should |
|
always be at the beginning of the line.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>Even when preprocessor directives are within the body |
|
of indented code, the directives should start at the |
|
beginning of the line.</p> |
|
|
|
<pre>// Good - directives at beginning of line |
|
if (lopsided_score) { |
|
#if DISASTER_PENDING // Correct -- Starts at beginning of line |
|
DropEverything(); |
|
# if NOTIFY // OK but not required -- Spaces after # |
|
NotifyClient(); |
|
# endif |
|
#endif |
|
BackToNormal(); |
|
} |
|
</pre> |
|
|
|
<pre class="badcode">// Bad - indented directives |
|
if (lopsided_score) { |
|
#if DISASTER_PENDING // Wrong! The "#if" should be at beginning of line |
|
DropEverything(); |
|
#endif // Wrong! Do not indent "#endif" |
|
BackToNormal(); |
|
} |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Class_Format">Class Format</h3> |
|
|
|
<div class="summary"> |
|
<p>Sections in <code>public</code>, <code>protected</code> and |
|
<code>private</code> order, each indented one space.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>The basic format for a class definition (lacking the |
|
comments, see <a href="#Class_Comments">Class |
|
Comments</a> for a discussion of what comments are |
|
needed) is:</p> |
|
|
|
<pre>class MyClass : public OtherClass { |
|
public: // Note the 1 space indent! |
|
MyClass(); // Regular 2 space indent. |
|
explicit MyClass(int var); |
|
~MyClass() {} |
|
|
|
void SomeFunction(); |
|
void SomeFunctionThatDoesNothing() { |
|
} |
|
|
|
void set_some_var(int var) { some_var_ = var; } |
|
int some_var() const { return some_var_; } |
|
|
|
private: |
|
bool SomeInternalFunction(); |
|
|
|
int some_var_; |
|
int some_other_var_; |
|
}; |
|
</pre> |
|
|
|
<p>Things to note:</p> |
|
|
|
<ul> |
|
<li>Any base class name should be on the same line as |
|
the subclass name, subject to the 80-column limit.</li> |
|
|
|
<li>The <code>public:</code>, <code>protected:</code>, |
|
and <code>private:</code> keywords should be indented |
|
one space.</li> |
|
|
|
<li>Except for the first instance, these keywords |
|
should be preceded by a blank line. This rule is |
|
optional in small classes.</li> |
|
|
|
<li>Do not leave a blank line after these |
|
keywords.</li> |
|
|
|
<li>The <code>public</code> section should be first, |
|
followed by the <code>protected</code> and finally the |
|
<code>private</code> section.</li> |
|
|
|
<li>See <a href="#Declaration_Order">Declaration |
|
Order</a> for rules on ordering declarations within |
|
each of these sections.</li> |
|
</ul> |
|
|
|
</div> |
|
|
|
<h3 id="Constructor_Initializer_Lists">Constructor Initializer Lists</h3> |
|
|
|
<div class="summary"> |
|
<p>Constructor initializer lists can be all on one line or |
|
with subsequent lines indented four spaces.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>The acceptable formats for initializer lists are:</p> |
|
|
|
<pre>// When everything fits on one line: |
|
MyClass::MyClass(int var) : some_var_(var) { |
|
DoSomething(); |
|
} |
|
|
|
// If the signature and initializer list are not all on one line, |
|
// you must wrap before the colon and indent 4 spaces: |
|
MyClass::MyClass(int var) |
|
: some_var_(var), some_other_var_(var + 1) { |
|
DoSomething(); |
|
} |
|
|
|
// When the list spans multiple lines, put each member on its own line |
|
// and align them: |
|
MyClass::MyClass(int var) |
|
: some_var_(var), // 4 space indent |
|
some_other_var_(var + 1) { // lined up |
|
DoSomething(); |
|
} |
|
|
|
// As with any other code block, the close curly can be on the same |
|
// line as the open curly, if it fits. |
|
MyClass::MyClass(int var) |
|
: some_var_(var) {} |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Namespace_Formatting">Namespace Formatting</h3> |
|
|
|
<div class="summary"> |
|
<p>The contents of namespaces are not indented.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p><a href="#Namespaces">Namespaces</a> do not add an |
|
extra level of indentation. For example, use:</p> |
|
|
|
<pre>namespace { |
|
|
|
void foo() { // Correct. No extra indentation within namespace. |
|
... |
|
} |
|
|
|
} // namespace |
|
</pre> |
|
|
|
<p>Do not indent within a namespace:</p> |
|
|
|
<pre class="badcode">namespace { |
|
|
|
// Wrong. Indented when it should not be. |
|
void foo() { |
|
... |
|
} |
|
|
|
} // namespace |
|
</pre> |
|
|
|
<p>When declaring nested namespaces, put each namespace |
|
on its own line.</p> |
|
|
|
<pre>namespace foo { |
|
namespace bar { |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Horizontal_Whitespace">Horizontal Whitespace</h3> |
|
|
|
<div class="summary"> |
|
<p>Use of horizontal whitespace depends on location. Never put |
|
trailing whitespace at the end of a line.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<h4 class="stylepoint_subsection">General</h4> |
|
|
|
<pre>void f(bool b) { // Open braces should always have a space before them. |
|
... |
|
int i = 0; // Semicolons usually have no space before them. |
|
// Spaces inside braces for braced-init-list are optional. If you use them, |
|
// put them on both sides! |
|
int x[] = { 0 }; |
|
int x[] = {0}; |
|
|
|
// Spaces around the colon in inheritance and initializer lists. |
|
class Foo : public Bar { |
|
public: |
|
// For inline function implementations, put spaces between the braces |
|
// and the implementation itself. |
|
Foo(int b) : Bar(), baz_(b) {} // No spaces inside empty braces. |
|
void Reset() { baz_ = 0; } // Spaces separating braces from implementation. |
|
... |
|
</pre> |
|
|
|
<p>Adding trailing whitespace can cause extra work for |
|
others editing the same file, when they merge, as can |
|
removing existing trailing whitespace. So: Don't |
|
introduce trailing whitespace. Remove it if you're |
|
already changing that line, or do it in a separate |
|
clean-up |
|
operation (preferably when no-one |
|
else is working on the file).</p> |
|
|
|
<h4 class="stylepoint_subsection">Loops and Conditionals</h4> |
|
|
|
<pre>if (b) { // Space after the keyword in conditions and loops. |
|
} else { // Spaces around else. |
|
} |
|
while (test) {} // There is usually no space inside parentheses. |
|
switch (i) { |
|
for (int i = 0; i < 5; ++i) { |
|
// Loops and conditions may have spaces inside parentheses, but this |
|
// is rare. Be consistent. |
|
switch ( i ) { |
|
if ( test ) { |
|
for ( int i = 0; i < 5; ++i ) { |
|
// For loops always have a space after the semicolon. They may have a space |
|
// before the semicolon, but this is rare. |
|
for ( ; i < 5 ; ++i) { |
|
... |
|
|
|
// Range-based for loops always have a space before and after the colon. |
|
for (auto x : counts) { |
|
... |
|
} |
|
switch (i) { |
|
case 1: // No space before colon in a switch case. |
|
... |
|
case 2: break; // Use a space after a colon if there's code after it. |
|
</pre> |
|
|
|
<h4 class="stylepoint_subsection">Operators</h4> |
|
|
|
<pre>// Assignment operators always have spaces around them. |
|
x = 0; |
|
|
|
// Other binary operators usually have spaces around them, but it's |
|
// OK to remove spaces around factors. Parentheses should have no |
|
// internal padding. |
|
v = w * x + y / z; |
|
v = w*x + y/z; |
|
v = w * (x + z); |
|
|
|
// No spaces separating unary operators and their arguments. |
|
x = -5; |
|
++x; |
|
if (x && !y) |
|
... |
|
</pre> |
|
|
|
<h4 class="stylepoint_subsection">Templates and Casts</h4> |
|
|
|
<pre>// No spaces inside the angle brackets (< and >), before |
|
// <, or between >( in a cast |
|
std::vector<string> x; |
|
y = static_cast<char*>(x); |
|
|
|
// Spaces between type and pointer are OK, but be consistent. |
|
std::vector<char *> x; |
|
</pre> |
|
|
|
</div> |
|
|
|
<h3 id="Vertical_Whitespace">Vertical Whitespace</h3> |
|
|
|
<div class="summary"> |
|
<p>Minimize use of vertical whitespace.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>This is more a principle than a rule: don't use blank |
|
lines when you don't have to. In particular, don't put |
|
more than one or two blank lines between functions, |
|
resist starting functions with a blank line, don't end |
|
functions with a blank line, and be discriminating with |
|
your use of blank lines inside functions.</p> |
|
|
|
<p>The basic principle is: The more code that fits on one |
|
screen, the easier it is to follow and understand the |
|
control flow of the program. Of course, readability can |
|
suffer from code being too dense as well as too spread |
|
out, so use your judgement. But in general, minimize use |
|
of vertical whitespace.</p> |
|
|
|
<p>Some rules of thumb to help when blank lines may be |
|
useful:</p> |
|
|
|
<ul> |
|
<li>Blank lines at the beginning or end of a function |
|
very rarely help readability.</li> |
|
|
|
<li>Blank lines inside a chain of if-else blocks may |
|
well help readability.</li> |
|
</ul> |
|
|
|
</div> |
|
|
|
<h2 id="Exceptions_to_the_Rules">Exceptions to the Rules</h2> |
|
|
|
<p>The coding conventions described above are mandatory. |
|
However, like all good rules, these sometimes have exceptions, |
|
which we discuss here.</p> |
|
|
|
|
|
|
|
<div> |
|
<h3 id="Existing_Non-conformant_Code">Existing Non-conformant Code</h3> |
|
|
|
<div class="summary"> |
|
<p>You may diverge from the rules when dealing with code that |
|
does not conform to this style guide.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
|
|
<p>If you find yourself modifying code that was written |
|
to specifications other than those presented by this |
|
guide, you may have to diverge from these rules in order |
|
to stay consistent with the local conventions in that |
|
code. If you are in doubt about how to do this, ask the |
|
original author or the person currently responsible for |
|
the code. Remember that <em>consistency</em> includes |
|
local consistency, too.</p> |
|
|
|
</div> |
|
</div> |
|
|
|
|
|
|
|
<h3 id="Windows_Code">Windows Code</h3> |
|
|
|
<div class="summary"> |
|
<p> Windows |
|
programmers have developed their own set of coding |
|
conventions, mainly derived from the conventions in Windows |
|
headers and other Microsoft code. We want to make it easy |
|
for anyone to understand your code, so we have a single set |
|
of guidelines for everyone writing C++ on any platform.</p> |
|
</div> |
|
|
|
<div class="stylebody"> |
|
<p>It is worth reiterating a few of the guidelines that |
|
you might forget if you are used to the prevalent Windows |
|
style:</p> |
|
|
|
<ul> |
|
<li>Do not use Hungarian notation (for example, naming |
|
an integer <code>iNum</code>). Use the Google naming |
|
conventions, including the <code>.cc</code> extension |
|
for source files.</li> |
|
|
|
<li>Windows defines many of its own synonyms for |
|
primitive types, such as <code>DWORD</code>, |
|
<code>HANDLE</code>, etc. It is perfectly acceptable, |
|
and encouraged, that you use these types when calling |
|
Windows API functions. Even so, keep as close as you |
|
can to the underlying C++ types. For example, use |
|
<code>const TCHAR *</code> instead of |
|
<code>LPCTSTR</code>.</li> |
|
|
|
<li>When compiling with Microsoft Visual C++, set the |
|
compiler to warning level 3 or higher, and treat all |
|
warnings as errors.</li> |
|
|
|
<li>Do not use <code>#pragma once</code>; instead use |
|
the standard Google include guards. The path in the |
|
include guards should be relative to the top of your |
|
project tree.</li> |
|
|
|
<li>In fact, do not use any nonstandard extensions, |
|
like <code>#pragma</code> and <code>__declspec</code>, |
|
unless you absolutely must. Using |
|
<code>__declspec(dllimport)</code> and |
|
<code>__declspec(dllexport)</code> is allowed; however, |
|
you must use them through macros such as |
|
<code>DLLIMPORT</code> and <code>DLLEXPORT</code>, so |
|
that someone can easily disable the extensions if they |
|
share the code.</li> |
|
</ul> |
|
|
|
<p>However, there are just a few rules that we |
|
occasionally need to break on Windows:</p> |
|
|
|
<ul> |
|
<li>Normally we <a href="#Multiple_Inheritance">forbid |
|
the use of multiple implementation inheritance</a>; |
|
however, it is required when using COM and some ATL/WTL |
|
classes. You may use multiple implementation |
|
inheritance to implement COM or ATL/WTL classes and |
|
interfaces.</li> |
|
|
|
<li>Although you should not use exceptions in your own |
|
code, they are used extensively in the ATL and some |
|
STLs, including the one that comes with Visual C++. |
|
When using the ATL, you should define |
|
<code>_ATL_NO_EXCEPTIONS</code> to disable exceptions. |
|
You should investigate whether you can also disable |
|
exceptions in your STL, but if not, it is OK to turn on |
|
exceptions in the compiler. (Note that this is only to |
|
get the STL to compile. You should still not write |
|
exception handling code yourself.)</li> |
|
|
|
<li>The usual way of working with precompiled headers |
|
is to include a header file at the top of each source |
|
file, typically with a name like <code>StdAfx.h</code> |
|
or <code>precompile.h</code>. To make your code easier |
|
to share with other projects, avoid including this file |
|
explicitly (except in <code>precompile.cc</code>), and |
|
use the <code>/FI</code> compiler option to include the |
|
file automatically.</li> |
|
|
|
<li>Resource headers, which are usually named |
|
<code>resource.h</code> and contain only macros, do not |
|
need to conform to these style guidelines.</li> |
|
</ul> |
|
|
|
</div> |
|
|
|
<h2 class="ignoreLink">Parting Words</h2> |
|
|
|
<p>Use common sense and <em>BE CONSISTENT</em>.</p> |
|
|
|
<p>If you are editing code, take a few minutes to look at the |
|
code around you and determine its style. If they use spaces |
|
around their <code>if</code> clauses, you should, too. If their |
|
comments have little boxes of stars around them, make your |
|
comments have little boxes of stars around them too.</p> |
|
|
|
<p>The point of having style guidelines is to have a common |
|
vocabulary of coding so people can concentrate on what you are |
|
saying, rather than on how you are saying it. We present global |
|
style rules here so people know the vocabulary. But local style |
|
is also important. If code you add to a file looks drastically |
|
different from the existing code around it, the discontinuity |
|
throws readers out of their rhythm when they go to read it. Try |
|
to avoid this.</p> |
|
|
|
|
|
|
|
<p>OK, enough writing about writing code; the code itself is much |
|
more interesting. Have fun!</p> |
|
|
|
<hr> |
|
|
|
</div> |
|
</div> |
|
</body> |
|
</html>
|
|
|