C++ Tips[ZT]
C++ Tips
C++ Tips Sections Intro I. ABCs and Inheritance II. Scope III. CLASSES IV. MISC V. OVERLOADING VI. PARAMETERS VII. Constructors (more on classes) VIII.EXCEPTIONS IX. TEMPLATES (more on classes) Intro This is not a code guideline document. See the C++ Style Guide for guidelines. This is more of a document to fuel questions while you design and code with C++. In some cases the point is simply stated and probably comes off as a rule. In reality, they are simply meant as rules of thumb. One of the main problems in C++ (more so than C) is that C++ provides many mechanisms in the language by which the same task can be achieved through different policies. For example, C++ has the Polymorphism mechanism. Some of the policies are templates, macros, inheritance, overloading, (those are the static, compile-time ones), and virtual functions (the run-time polymorphic policy). Hopefully the following will provide enough fuel for questions to arrive at the best policy to use for a particular design. I. ABCs and Inheritance ----------------------- 1. Abstract Base Class (ABC) : Make ABC class constructor protected when possible. Derived classes can have public constructor to override this. The same is true for non-ABC classes as well. 2. Class Inheritance : Use protected keyword where ever possible, never use public to expose data members so the inheriting classes have access to them. 3. Multiple Inheritance and VBC's :The only drawback is the most derived class must initialize the lowest base classes. This breaks encapsulation. Most people view multiple inheritance as a bad thing, but when used sparingly for parts of a design, there is no problem with it. 4. Data in classes should be keep private as much as possible. Use a member function if a client needs to access the data. If a member function does not need to be seen by a client, make it private. If the class might be inherited, then protected may be a good choice. 5. Private inheritance: Don't use it. Too many ambiguities when used with run-time type identification. Use a private data member instead or use public inheritance. Example: class Foo: private Bar { ... } dont do 6. Inheritance & virtual overrides: Care must be taken in overriding inherited functions. Sometimes functions are grouped together, and all need to be overridden. The base class designer must make this clear, if overriding one function requires multiple functions to be overridden. 7. Inheritance & Get/Set functions: Typically functions that perform Get/Set shouldn't be overridden unless they are used by the derived class. Otherwise if the base class does direct field manipulation, you usually can't override it correctly, or it could be a maintenance nightmare. Note: Get/Set functions as referred to above are merely meant as abstractions. As a rule of thumb (thumb must be getting pretty big by now), one should not create functions called Get or Set, or flavors thereof. They tend to break the spirit of encapsulation. Of course, there will be times to use them. II. SCOPE --------- 1. Law of Demeter : Do not make references to classes in a class that are not variables of the class, inherited by the class, or global. This also applies to including header files. Example: class Foo{public: Go(){} }; class Bar{ Foo aFoo; public: Foo GetFoo(){return aFoo;} }; class Fubar{ public: void Bad(){ Bar aBar; aBar.GetFoo().Go(); } }; The method Bad() breaks encapsulation. It calls a method of a class it probably does not need to know about. This will also affect maintainability. If the Foo class changes, the changes may also need to be done in the Fubar class. The other side of the coin that must be looked at is do you want a pass-through method in the Bar class that simply calls the Go() method of the Foo class. Lots of silly simple 1 line member functions may not be desirable in all the classes. What probably needs to be looked at to decide what road to take is speed, or perhaps redesign the classes. Beyond the Law of Demeter is Doug's rule of thumb: Don't play hide and seek with data. 2. Scope: Another way to say the previous point is to keep scope small. This will increase the lifetime of the code and keep it maintainable and safe. III. CLASSES ------------ 1. Be explicit about the keywords, public, protected, and private in a class interface. Try not to have multiple sections. In other words, multiple private sections in the class interface. It is generally a good idea to place the public section first because this is what most people are looking for when they go to use a class. 2. Make classes as atomic as possible. Give them a clear purpose. Break them into smaller classes if they become too complex. This may also eliminate duplicate code. 3. Don't let the compiler generate the default constructor,destructor, operator= and copy constructor. If the class is entirely value based, this is probably fine, if not, for example, if the class has a data member that is a pointer, the above will probably not work. Note, the default copy constructor only does a memcpy of the class, so all you copy is the pointer data. This may not be sufficient for copying a class. Regardless, if you do want the default ones, place them in the code, and leave them commented. For example: // Fubar(const Fubar&) use default copy constructor 4. If your class contains pointers, you should create the default constructor destructor, operator=, and copy constructor. 5. Class Copy: If the class should never be copied, then place the copy constructor in the private section and don't implement it. The linker will catch this, and the program will fail to build. This, although not graceful, is better than a malformed program. 6. Initialization: Perform all data member initialization in the constructor. It's best not to leave uninitialized objects running around in the system. Note, it is often more efficient using the constructor initializer list, otherwise, the default constructor would be called, and then you probably call member functions of the object later in the constructor. For example: class Foo{ Bar mung; Foo(int iCount) : mung(iCount) {} ... }; The variable mung is initialized once. But in the following: class Foo{ Bar mung; Foo(int iCount){ mung = iCount; } ... }; mung's default constructor is called before the body of the class Foo's constructor is entered. Then mung is set again - this assumes that mung has an assignment operator. The net effect is that mung is initialized twice. 7. Class Naming: There exists several ways to name classes that seem to work well for certain groups or people. There is Hungarian notation and the "Taligent's Guide to Designing Programs" that document some of the more typical methods. IV. MISC -------- 1. Implicit int: The 'implicit int' rule will go away in the next C++ standard. So for a proto like: 'main()' you will have to say 'int main()' in the future. Same for variables. 2. Preprocessor: Avoid it. Use const values in the class, or inline functions instead of macros. This is not to say, never use any #defines. Main reason: #define MIN(a,b) ( (a SomeFunction(); } V. OVERLOADING -------------- 1. operator overloading: It's syntactic sugar. Don't add them if they are not needed. This does NOT refer to the typical ones like '=', '==', but ones like '()', '[]', '+'. It does not always make sense to add two objects together. 2. Overloading: If a member function is conditionally executing code, it may be a candidate for operator overloading, or just overloading. 3. Operator overloading and chaining: When designing an overloaded operator, think about whether it needs to be chained. For example: String cstr = "a" + "b" + "c"; The String class's operator returns a reference to the String class. A partial implementation might be: class String{ public: String& operator+(const char *pcBuf){ // code to add the char* to the string return *this; } ... }; VI. PARAMETERS -------------- 1. Argument Passing: The first choice is typically a const ref. The const ref is basically an alias, and is easier to use than a pointer. It creates the same amount of instruction code as passing a pointer (for most cases). It's typically better than passing by value, where an object constructor will be called (if its an object). As a rule of thumb, you might want too give the following a whirl: IN const & OUT & If the object has the support functs INOUT *& Acts like a **. So for an IN parameter, what the 'const &' says, is here is a reference to it, but you cannot modify the object. But you can call member functions that do not change the object ( member functions defined as const). The OUT parameter is a parameter that is passed to a function that will modify it. If the parameter needs to be created, then the INOUT parameter of *& may be a good choice. 2. Returning Ref: In functions that return a reference, remember not to reference a temporary object and return it. For example: String &Zippo(void){ .... return String(); What happens, is that the String() is a temporary object that upon return goes out of scope and is destroyed. Thus, you return a reference to a destroyed object. Unfortunately, the program will probably work in most cases till it's shipped. The ol' Heisenbug! 3. Ref vs Pointer: Here's another way to look at when to use references, and when should to use pointers. C programmers sometimes don't like references since the reference semantics they provide isn't *explicit* in the caller's code. After a bit of C++ experience, however, one quickly realizes this "information hiding" is an asset rather than a liability. In particular, reuse-centered OOP tends to migrate the level of abstraction away from the language of the machine toward the language of the problem. References are usually preferred over ptrs whenever you don't need "re-seating". This usually means that references are most useful in a class' public interface. References then typically appear on the skin of an object, and pointers on the inside. The exception to the above is where a function's parameter or return value needs a "sentinel" reference. This is usually best done by returning/taking a pointer, and giving the nil ptr (0) this special significance (references should always alias *objects*, not a dereferenced nil ptr). VII. Constructors (more on classes) ----------------------------------- 1. Creating Constructors: These creatures should be simple. Try not to do anything in them that may generate errors. Remember they don't have return values. If it's necessary to allocate memory or other complex things in the constructor, throw an exception if possible as the first recourse. Else, the class will have to be protected everywhere that may use something that may be in error. It's generally not a pretty sight to see an error returned in the constructor's signature. 2. Constructors: Another reason to keep them simple is in the case of inheritance. 3. Destructors: It's responsibility is to release resources allocated during the class's lifetime, not just from construction. 4. Member Initialization List: The constructor can have a comma separated member initialization list. If a class contains value based classes as data members, they can be initialized in the constructor. For example: class Foo{ String cstr1; // value based class called String String cstr2; // value based class called String public: Foo(const char* pcStr1, const char*pcStr2): cstr1(pcStr1), cstr2(pcStr2){} }; With the variables cstr1, and cstr2 initialized in the constructor, they are initialized only once. Else, if they were initialized in the body of the constructor, they would first be initialized with a default constructor, then again in the body. VIII. EXCEPTIONS ---------------- 1. Exceptions: Use exception hierarchies, possibly even derived from the Standard C++ ones. 2. Exceptions: Throw exceptions by value and catch them by reference. This way the exception handling mechanism cleans up anything created on the heap. If you throw exceptions by pointer, the catcher must know how to destroy them. This is probably not a good coupling. Even so, any up casting may slice and dice the object. IX. TEMPLATES (more on classes) ------------------------------- 1. Templates: Before creating new ones, see if they are in RogueWave, or part of the C++ Standard. 2. Templates: When creating them, try to filter out any code that does not depend on the type, and place that into a base class. Thus, the template class itself is only the necessary information that depends on type. Good examples can be found in RogueWave.Douglas J. Waters (best reached on the internet) Internet: [email protected] Phone: (781) 359-7220