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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.
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.
Style, 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.
One way in which we keep the code base manageable is by enforcing consistency. It is very important that any programmer be able to look at another's code and quickly understand it. Maintaining a uniform style and following conventions means that we can more easily use "pattern-matching" to infer what various symbols are and what invariants are true about them. Creating common, required idioms and patterns makes code much easier to understand. In some cases there might be good arguments for changing certain style rules, but we nonetheless keep things as they are in order to preserve consistency.
Another issue this guide addresses is that of C++ feature bloat. C++ is a huge language with many advanced features. In some cases we constrain, or even ban, use of certain features. We do this to keep code simple and to avoid the various common errors and problems that these features can cause. This guide lists these features and explains why their use is restricted.
Note that this guide is not a C++ tutorial: we assume that the reader is familiar with the language.
In general, every .cpp file should have an associated
.h file. There are some common exceptions, such as
unit tests and small .cpp files containing just a
main() function.
Correct use of header files can make a huge difference to the readability, size and performance of your code.
The following rules will guide you through the various pitfalls of using header files.
#define guards to
prevent multiple inclusion. The format of the symbol name
should be
<PROJECT>_<PATH>_<FILE>_H_.
To guarantee uniqueness, they should be based on the full path
in a project's source tree. For example, the file
foo/src/bar/baz.h in project foo should
have the following guard:
#ifndef FOO_BAR_BAZ_H_ #define FOO_BAR_BAZ_H_ ... #endif // FOO_BAR_BAZ_H_
#include when a forward declaration
would suffice.
When you include a header file you introduce a dependency that will cause your code to be recompiled whenever the header file changes. If your header file includes other header files, any change to those files will cause any code that includes your header to be recompiled. Therefore, we prefer to minimize includes, particularly includes of header files in other header files.
You can significantly reduce the number of header files you
need to include in your own header files by using forward
declarations. For example, if your header file uses the
File class in ways that do not require access to
the declaration of the File class, your header
file can just forward declare class File; instead
of having to #include "file/base/file.h".
How can we use a class Foo in a header file
without access to its definition?
Foo* or
Foo&.
Foo. (One
exception is if an argument Foo
or Foo const& has a
non-explicit, one-argument constructor,
in which case we need the full definition to support
automatic type conversion.)
Foo. This is because static data members
are defined outside the class definition.
On the other hand, you must include the header file for
Foo if your class subclasses Foo or
has a data member of type Foo.
Sometimes it makes sense to have pointer (or better,
unique_ptr)
members instead of object members. However, this complicates code
readability and imposes a performance penalty, so avoid doing
this transformation if the only purpose is to minimize includes
in header files.
Of course, .cpp files typically do require the
definitions of the classes they use, and usually have to
include several header files.
Note:
If you use a symbol Foo in your source file, you
should bring in a definition for Foo yourself,
either via an #include or via a forward declaration. Do not
depend on the symbol being brought in transitively via headers
not directly included. One exception is if Foo
is used in myfile.cpp, it's ok to #include (or
forward-declare) Foo in myfile.h,
instead of myfile.cpp.
Definition: 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.
Pros: 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.
Cons: 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.
Decision:
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!
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).
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.
-inl.h suffix to define
complex inline functions when needed.
The definition of an inline function needs to be in a header
file, so that the compiler has the definition available for
inlining at the call sites. However, implementation code
properly belongs in .cpp files, and we do not like
to have much actual code in .h files unless there
is a readability or performance advantage.
If an inline function definition is short, with very little,
if any, logic in it, you should put the code in your
.h file. For example, accessors and mutators
should certainly be inside a class definition. More complex
inline functions may also be put in a .h file for
the convenience of the implementer and callers, though if this
makes the .h file too unwieldy you can instead
put that code in a separate -inl.h file.
This separates the implementation from the class definition,
while still allowing the implementation to be included where
necessary.
Another use of -inl.h files is for definitions of
function templates. This can be used to keep your template
definitions easy to read.
Do not forget that a -inl.h file requires a
#define guard just
like any other header file.
Parameters to C/C++ functions are either input to the
function, output from the function, or both. Input parameters
are usually values or const references, while output
and input/output parameters will be non-const
references or pointers to non-const. When ordering function
parameters, put all output parameters before any input-only parameters.
In particular, do not add new parameters to the end of the function just
because they are new; place new output parameters before the input-only
parameters.
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.
.h, your
project's private
.h, other libraries' .h, .C library, C++ library,
All of a project's header files should be
listed as descendants of the project's source directory
without use of UNIX directory shortcuts . (the current
directory) or .. (the parent directory). For
example,
my-awesome-project/src/base/logging.h
should be included as
#include "base/logging.h"
In dir/foo.cpp or dir/foo_test.cpp,
whose main purpose is to implement or test the stuff in
dir2/foo2.h, order your includes as
follows:
dir2/foo2.h (preferred location
— see details below)..h files.
.h files.
.h files.
The preferred ordering reduces hidden dependencies. We want
every header file to be compilable on its own. The easiest
way to achieve this is to make sure that every one of them is
the first .h file #included in some
.cpp.
dir/foo.cpp and
dir2/foo2.h are often in the same
directory (e.g. base/test_basictypes.cpp and
base/basictypes.h), but can be in different
directories too.
Within each section it is nice to order the includes alphabetically.
For example, the includes in
my-awesome-project/src/foo/internal/fooserver.cpp
might look like this:
#include "foo/public/fooserver.h" // Preferred location.
#include "base/basictypes.h"
#include "base/commandlineflags.h"
#include "foo/public/bar.h"
#include <sys/types.h>
#include <unistd.h>
#include <hash_map>
#include <vector>
.cpp files are encouraged. With
named namespaces, choose the name based on the
project, and possibly its path.
Do not use a using-directive in a header file.
Definition: Namespaces subdivide the global scope into distinct, named scopes, and so are useful for preventing name collisions in the global scope.
Pros:
Namespaces provide a (hierarchical) axis of naming, in addition to the (also hierarchical) name axis provided by classes.
For example, if two different projects have a class
Foo in the global scope, these symbols may
collide at compile time or at runtime. If each project
places their code in a namespace, project1::Foo
and project2::Foo are now distinct symbols that
do not collide.
Cons:
Namespaces can be confusing, because they provide an additional (hierarchical) axis of naming, in addition to the (also hierarchical) name axis provided by classes.
Use of unnamed spaces in header files can easily cause violations of the C++ One Definition Rule (ODR).
Decision:
Use namespaces according to the policy described below.
Unnamed Namespaces
.cpp files, to avoid runtime naming
conflicts:
namespace // This is in a .cpp file.
{
// The content of a namespace is not indented
enum { UNUSED, EOF, ERROR }; // Commonly used tokens.
bool AtEof() { return pos_ == EOF; } // Uses our namespace's EOF.
} // namespace
However, file-scope declarations that are
associated with a particular class may be declared
in that class as types, static data members or
static member functions rather than as members of
an unnamed namespace. Terminate the unnamed
namespace as shown, with a comment //
namespace.
.h
files.
Named Namespaces
Named namespaces should be used as follows:
// 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// In the .cpp file
namespace mynamespace
{
// Definition of functions is within scope of the namespace.
void MyClass::foo()
{
...
}
} // namespace mynamespace
The typical .cpp file might have more
complex detail, including the need to reference classes
in other namespaces.
#include "a.h"
DEFINE_BOOL(someflag, false, "dummy flag");
class C; // Forward declaration of class C in the global namespace.
namespace a { class A; } // Forward declaration of a::A.
namespace b
{
...code for b... // Code goes against the left margin.
} // namespace bstd, not even forward declarations of
standard library classes. Declaring entities in
namespace std is undefined behavior,
i.e., not portable. To declare entities from the
standard library, include the appropriate header
file.
.cpp file, and in functions,
methods or classes in .h files.
// OK in .cpp files. // Must be in a function, method or class in .h files. using ::foo::bar;
.cpp file, anywhere inside the named
namespace that wraps an entire .h file,
and in functions and methods.
// Shorten access to some commonly used names in .cpp files.
namespace fbz = ::foo::bar::baz;
// Shorten access to some commonly used names (in a .h file).
namespace librarian
{
// The following alias is available to all files including
// this header (in namespace librarian):
// alias names should therefore be chosen consistently
// within a project.
namespace pd_s = ::pipeline_diagnostics::sidetable;
inline void my_inline_function()
{
// namespace alias local to a function (or method).
namespace fbz = ::foo::bar::baz;
...
}
} // namespace librarianNote that an alias in a .h file is visible to everyone #including that file, so public headers (those available outside a project) and headers transitively #included by them, should avoid defining aliases, as part of the general goal of keeping public APIs as small as possible.
Definition: A class can define another class within it; this is also called a member class.
class Foo
{
private:
// Bar is a member class, nested within Foo.
class Bar
{
...
};
};
Pros:
This is useful when the nested (or member) class is only used
by the enclosing class; making it a member puts it in the
enclosing class scope rather than polluting the outer scope
with the class name. Nested classes can be forward declared
within the enclosing class and then defined in the
.cpp file to avoid including the nested class
definition in the enclosing class declaration, since the
nested class definition is usually only relevant to the
implementation.
Cons:
Nested classes can be forward-declared only within the
definition of the enclosing class. Thus, any header file
manipulating a Foo::Bar* pointer will have to
include the full class declaration for Foo.
Decision: Do not make nested classes public unless they are actually part of the interface, e.g., a class that holds a set of options for some method.
Pros: Nonmember and static member functions can be useful in some situations. Putting nonmember functions in a namespace avoids polluting the global namespace.
Cons: 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.
Decision:
Sometimes it is useful, or even necessary, 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 namespaces instead.
Functions defined in the same compilation unit as production classes may introduce unnecessary coupling and link-time dependencies when directly called from other compilation units; static member functions are particularly susceptible to this. Consider extracting a new class, or placing the functions in a namespace possibly in a separate library.
If you must define a nonmember function and it is only
needed in its .cpp file, use an unnamed
namespace or static
linkage (eg static int foo() {...}) to limit
its scope.
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.
int i; i = f(); // Bad -- initialization separate from declaration.
int j = g(); // Good -- declaration has initialization.
Note that gcc implements for (int i = 0; i
< 10; ++i) correctly (the scope of i is
only the scope of the for loop), so you can then
reuse i in another for loop in the
same scope. It also correctly scopes declarations in
if and while statements, e.g.
while (char const* p = strchr(str, '/')) str = p + 1;
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.
// Inefficient implementation:
for (int i = 0; i < 1000000; ++i)
{
Foo f; // My ctor and dtor get called 1000000 times each.
f.do_something(i);
}It may be more efficient to declare such a variable used in a loop outside that loop:
Foo f; // My ctor and dtor get called once each.
for (int i = 0; i < 1000000; ++i)
{
f.do_something(i);
}Definition: It is possible to perform initialization in the body of the constructor.
Pros: Convenience in typing. No need to worry about whether the class has been initialized or not.
Cons: The problems with doing work in constructors are:
main(), possibly breaking some implicit
assumptions in the constructor code.
Decision: Constructors should not make virtual calls to functions, access potentially uninitialized global variables, etc.
Definition:
The default constructor is called when we create a
class object with no arguments. It is always called when
calling new[] (for arrays).
Pros: Initializing structures by default makes debugging much easier.
Cons: Extra work for you, the code writer.
Decision:
If your class defines POD member variables and has no other constructors you must define a default constructor (one that takes no arguments). It should initialize the object in such a way that its internal state is consistent and valid.
The reason for this is that if you have no other constructors and do not define a default constructor, the compiler will generate one for you. This compiler generated constructor may not initialize your object sensibly.
If your class is composed from and/or inherits from an existing class or classes but you add no new member variables, you are not required to have a default constructor.
If your class has value semantics then consider making the
class invariants such that the default constructor is cheap.
For example, initialising member pointers to nullptr
and allocating on first use.
explicit for constructors with
one argument.
Definition:
Normally, if a constructor takes one argument, it can be used
as a conversion. For instance, if you define
Foo::Foo(string name) and then pass a string to a
function that expects a Foo, the constructor will
be called to convert the string into a Foo and
will pass the Foo to your function for you. This
can be convenient but is also a source of trouble when things
get converted and new objects created without you meaning them
to. Declaring a constructor explicit prevents it
from being invoked implicitly as a conversion.
Pros: Avoids undesirable conversions.
Cons: Avoids desirable conversions.
Decision:
We require all single argument constructors to be
explicit. Always put explicit in front of
one-argument constructors in the class definition:
explicit Foo(string name);
The exception is copy constructors, which, in the rare
cases when we allow them, should probably not be
explicit.
Classes that are intended to be
transparent wrappers around other classes are also
exceptions.
Such exceptions should be clearly marked with comments.
= delete;.
Definition: The copy constructor and assignment operator are used to create copies of objects. The copy constructor is implicitly invoked by the compiler in some situations, e.g. passing objects by value.
Pros:
Copy constructors make it easy to copy objects. STL
containers require that all contents be copyable and
assignable. Copy constructors can be more efficient than
CopyFrom()-style workarounds because they combine
construction with copying, the compiler can elide them in some
contexts, and they make it easier to avoid heap allocation.
Cons: Implicit copying of objects in C++ is a rich source of bugs and of performance problems. It also reduces readability, as it becomes hard to track which objects are being passed around by value as opposed to by reference, and therefore where changes to an object are reflected.
Decision:
Few classes need to be copyable. Most should have neither a copy constructor nor an assignment operator. In many situations, a pointer or reference will work just as well as a copied value, with better performance. For example, you can pass function parameters by reference or pointer instead of by value, and you can store pointers rather than objects in an STL container.
If your class needs to be copyable, prefer providing a copy method,
such as CopyFrom() or Clone(), rather than
a copy constructor, because such methods cannot be invoked
implicitly. If a copy method is insufficient in your situation
(e.g. for performance reasons, or because your class needs to be
stored by value in an STL container), provide both a copy
constructor and assignment operator.
If your class does not need a copy constructor or assignment operator, you must explicitly disable them.
struct only for passive objects that carry data;
everything else is a class.
The struct and class 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.
structs 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,
initialize(), reset(),
validate().
If more functionality is required, a class is more
appropriate. If in doubt, make it a class.
For consistency with STL, you can use struct
instead of class for functors and traits.
public.
Definition: 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 interface inheritance, in which only method names are inherited.
Pros: 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.
Cons: 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.
Decision:
All inheritance should be public. If you want to
do private inheritance, you should be including an instance of
the base class as a member instead.
Do not overuse implementation inheritance. Composition is
often more appropriate. Try to restrict use of inheritance
to the "is-a" case: Bar subclasses
Foo if it can reasonably be said that
Bar "is a kind of" Foo.
Make your destructor virtual if necessary. If
your class has virtual methods, its destructor
should be virtual.
Limit the use of protected to those member
functions that might need to be accessed from subclasses.
Note that data members should
be private.
When redefining an inherited virtual method (both pure
and non-pure), explicitly declare it override
in the declaration of the derived class. Rationale: using
override allows the compiler to consistently
detect attempts to override methods that have been changed
or completely removed. It also makes it straightforward for
a reader to determine if a method is virtual or not.
Definition: Multiple inheritance allows a sub-class to have more than one base class. We distinguish between base classes that are interfaces and those that have an implementation.
Pros: Multiple implementation inheritance may let you re-use even more code than single inheritance (see Inheritance).
Cons: Only very rarely is multiple implementation inheritance actually useful. When multiple implementation inheritance seems like the solution, you can usually find a different, more explicit, and cleaner solution.
Decision: Multiple inheritance is allowed only when all superclasses, with the possible exception of the first one, are interfaces.
Definition:
A class is an interface if it meets the following requirements:
= 0") methods
and static methods (but see below for destructor).
An interface class can never be directly instantiated because of the pure virtual method(s) it declares. To make sure all imp