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| <h1>Google C++ Style Guide</h1> | |
| <div class="horizontal_toc" id="tocDiv"></div><h2 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 codebase 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> | |
| <p>Note also that many code snippets in this guide are not themselves good style! | |
| Even code examples that are showing good style and formatting often have | |
| features that would make them poor as submitted code. Many are missing comments | |
| or technical details that would be obligatory in real code, and what comments | |
| exist are often oddly-placed commentary about rules or the examples themselves. | |
| Do not copy these snippets as templates for real code.</p> | |
| <h3 id="Goals">Goals of the Style Guide</h3> | |
| <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 <strong>why</strong>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><strong>Style rules should pull their weight</strong></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><strong>Optimize for the reader, not the writer</strong></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. | |
| <q>Leave a trace for the reader</q> 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><strong>Be consistent with existing code</strong></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 <q>Be Consistent</q> boil down to <q>Just pick one and | |
| stop worrying about it</q>; the potential value of allowing flexibility on | |
| these points is outweighed by the cost of having people argue over them. | |
| However, there are limits to consistency; it is a good tie breaker when | |
| there is no clear technical argument, nor a long-term direction. It applies | |
| more heavily locally (per file, or for a tightly-related set of interfaces). | |
| Consistency should not generally be used as a justification to do things in | |
| an old style without considering the benefits of the new style, or the | |
| tendency of the codebase to converge on newer styles over time.</dd> | |
| <dt><strong>Be consistent with the broader C++ community when appropriate</strong></dt> | |
| <dd>Consistency with the way other organizations use C++ has value for the same | |
| reasons as consistency within our codebase. 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><strong>Avoid surprising or dangerous constructs</strong></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><strong>Avoid constructs that our average C++ programmer would find tricky or hard to maintain</strong></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><strong>Be mindful of our scale</strong></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><strong>Concede to optimization when necessary</strong></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> | |
| <h2 id="C++_Version">C++ Version</h2> | |
| <p>Currently, code should target C++20, i.e., should not use C++23 features. The | |
| C++ version targeted by this guide will advance (aggressively) over time.</p> | |
| <p>Do not use <a href="#Nonstandard_Extensions">non-standard extensions</a>.</p> | |
| <p>Consider portability to other environments before using features from C++17 and | |
| C++20 in your project.</p> | |
| <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 unit tests 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> | |
| <h3 id="Self_contained_Headers">Self-contained Headers <a href="" id="The_-inl.h_Files"></a></h3> | |
| <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> | |
| <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>When a header declares inline functions or templates that clients of the header | |
| will instantiate, the inline functions and templates must also have definitions | |
| in the header, either directly or in files it includes. Do not move these | |
| definitions to separately included header (<code>-inl.h</code>) files; this practice was | |
| common in the past, but is no longer allowed. When all instantiations of a | |
| template occur in one <code>.cc</code> file, either because they're | |
| <a href="https://en.cppreference.com/w/cpp/language/class_template#Explicit_instantiation">explicit</a> | |
| or because the definition is accessible to only the <code>.cc</code> file, the template | |
| definition can be kept in that file.</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> | |
| <h3 id="The__define_Guard">The #define Guard</h3> | |
| <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> | |
| <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><code class="language-cpp good">#ifndef FOO_BAR_BAZ_H_ | |
| #define FOO_BAR_BAZ_H_ | |
| ... | |
| #endif // FOO_BAR_BAZ_H_ | |
| </code></pre> | |
| <h3 id="Include_What_You_Use">Include What You Use</h3> | |
| <p>If a source or header file refers to a symbol defined elsewhere, the file should | |
| directly include a header file which properly intends to provide a declaration | |
| or definition of that symbol. It should not include header files for any other | |
| reason.</p> | |
| <p>Do not rely on transitive inclusions. This allows people to remove | |
| no-longer-needed <code>#include</code> statements from their headers without breaking | |
| clients. This also applies to related headers - <code>foo.cc</code> should include <code>bar.h</code> | |
| if it uses a symbol from it even if <code>foo.h</code> includes <code>bar.h</code>.</p> | |
| <h3 id="Forward_Declarations">Forward Declarations</h3> | |
| <p>Avoid using forward declarations where possible. Instead, | |
| <a href="#Include_What_You_Use">include the headers you need</a>.</p> | |
| <h5>Definition</h5> | |
| <p>A <q>forward declaration</q> is a declaration of an entity without an associated | |
| definition.</p> | |
| <pre><code class="language-cpp neutral">// In a C++ source file: | |
| class B; | |
| void FuncInB(); | |
| extern int variable_in_b; | |
| ABSL_DECLARE_FLAG(flag_in_b); | |
| </code></pre> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <ul> | |
| <li>Forward declarations can hide a dependency, allowing user code to skip | |
| necessary recompilation when headers change.</li> | |
| <li>A forward declaration as opposed to an <code>#include</code> statement makes it | |
| difficult for automatic tooling to discover the module defining the symbol.</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><p>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:</p> | |
| <pre><code class="language-cpp neutral">// 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*) | |
| </code></pre> | |
| <p>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>.</p></li> | |
| <li><p>Forward declaring multiple symbols from a header can be more verbose than | |
| simply <code>#include</code>ing the header.</p></li> | |
| <li><p>Structuring code to enable forward declarations (e.g., using pointer members | |
| instead of object members) can make the code slower and more complex.</p></li> | |
| </ul> | |
| <h5>Decision</h5> | |
| <p>Do not use forward declarations of entities that your project does not own.</p> | |
| <p>For entities that you do own:</p> | |
| <ul> | |
| <li>Try to make the header for a declaration cheap enough to easily include it | |
| directly.</li> | |
| <li>If the full header is too expensive to include, try to speed up the header's | |
| compilation.</li> | |
| <li>If your best engineering judgment is that a forward declaration is a better | |
| way to fix a slowdown, exercise that judgment and use a forward declaration.</li> | |
| </ul> | |
| <h3 id="Defining_Functions_in_Header_Files">Defining Functions in Header Files <a href="" id="Inline_Functions"></a></h3> | |
| <p>Include the definition of a function at its point of declaration in a header | |
| file only when the definition is short. If the definition otherwise has a reason | |
| be in the header, put it in an internal part of the file. If necessary to make | |
| the definition ODR-safe, mark it with an <code>inline</code> specifier.</p> | |
| <h5>Definition</h5> | |
| <p>Functions defined in header files are sometimes referred to as <q>inline | |
| functions</q>, which is a somewhat overloaded term that refers to several distinct | |
| but overlapping situations:</p> | |
| <ol> | |
| <li>A <em>textually inline</em> symbol's definition is exposed to the reader at the | |
| point of declaration.</li> | |
| <li>A function or variable defined in a header file is <em>expandable inline</em> since | |
| its definition is available for | |
| <a href="https://en.wikipedia.org/wiki/Inline_expansion">inline expansion</a> by the | |
| compiler, which can lead to more efficient object code.</li> | |
| <li><em>ODR-safe</em> entities do not violate the | |
| <a href="https://en.cppreference.com/w/cpp/language/definition"><q>One Definition Rule</q></a>, | |
| which often requires the | |
| <a href="https://en.cppreference.com/w/cpp/language/inline">inline</a> keyword for | |
| things defined in header files .</li> | |
| </ol> | |
| <p>While functions tend to be a more common source of confusion, these definitions | |
| apply to variables as well, and so do the rules here.</p> | |
| <h5>Pros</h5> | |
| <ul> | |
| <li>Defining a function textually in-line reduces boilerplate code for simple | |
| functions like accessors and mutators.</li> | |
| <li>As noted above, function definitions in header files <em>can</em> lead to more | |
| efficient object code for small functions due to inline expansion by the | |
| compiler.</li> | |
| <li>Function templates and <code>constexpr</code> functions generally need to be defined in | |
| the header file that declares them (but not necessarily the public part).</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <ul> | |
| <li>Embedding a function definition in the public API makes the API harder to | |
| skim, and incurs cognitive overhead for readers of that API- the more | |
| complex the function the higher the cost.</li> | |
| <li>Public definitions expose implementation details that are at best harmless | |
| and often extraneous.</li> | |
| </ul> | |
| <h5>Decision</h5> | |
| <p>Only define a function at its public declaration if it is short, say, 10 lines | |
| or fewer. Put longer function bodies in the <code>.cc</code> file unless they must be in | |
| the header for performance or technical reasons.</p> | |
| <p>Even if a definition must be in the header, this is not a sufficient reason to | |
| put it within the public part. Instead, the definition can be in an internal | |
| part of the header, such as the <a href="#Access_Control">private</a> section of a class, | |
| within a namespace that includes the word <code>internal</code>, or below a comment like <code>// | |
| Implementation details only below here</code>.</p> | |
| <p>Once a definition is in a header file, it must be ODR-safe by having the | |
| <code>inline</code> specifier or being implicitly specified inline by being a function | |
| template or defined in a class body when first declared.</p> | |
| <pre><code class="language-cpp good">template <typename T> | |
| class Foo { | |
| public: | |
| int bar() { return bar_; } | |
| void MethodWithHugeBody(); | |
| private: | |
| int bar_; | |
| }; | |
| // Implementation details only below here | |
| template <typename T> | |
| void Foo<T>::MethodWithHugeBody() { | |
| ... | |
| } | |
| </code></pre> | |
| <h3 id="Names_and_Order_of_Includes">Names and Order of Includes</h3> | |
| <p>Include headers in the following order: Related header, C system headers, C++ | |
| standard library headers, | |
| other libraries' headers, your project's headers.</p> | |
| <p> All of a | |
| project's header files should be listed as descendants of the project's source | |
| directory without use of UNIX directory aliases <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><code class="language-cpp good">#include "base/logging.h" | |
| </code></pre> | |
| <p>Headers should only be included using an angle-bracketed path if the library | |
| requires you to do so. In particular, the following headers require angle | |
| brackets:</p> | |
| <ul> | |
| <li>C and C++ standard library headers (e.g., <code><stdlib.h></code> and <code><string></code>).</li> | |
| <li>POSIX, Linux, and Windows system headers (e.g., <code><unistd.h></code> and | |
| <code><windows.h></code>).</li> | |
| <li>In rare cases, third_party libraries (e.g., <code><Python.h></code>).</li> | |
| </ul> | |
| <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>A blank line</li> | |
| <li>C system headers, and any other headers in angle brackets with the <code>.h</code> | |
| extension, e.g., <code><unistd.h></code>, <code><stdlib.h></code>, <code><Python.h></code>.</li> | |
| <li>A blank line</li> | |
| <li>C++ standard library headers (without file extension), e.g., <code><algorithm></code>, | |
| <code><cstddef></code>.</li> | |
| <li>A blank line</li> | |
| <li>Other libraries' <code>.h</code> files.</li> | |
| <li>A blank line.</li> | |
| <li> Your | |
| project's <code>.h</code> files.</li> | |
| </ol> | |
| <p>Separate each non-empty group with one blank line.</p> | |
| <p>With the preferred ordering, if the related header | |
| <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>Note that the C headers such as <code>stddef.h</code> are essentially interchangeable with | |
| their C++ counterparts (<code>cstddef</code>). Either style is acceptable, but prefer | |
| consistency with existing code.</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>For example, the includes in | |
| <code>google-awesome-project/src/foo/internal/fooserver.cc</code> might look like | |
| this:</p> | |
| <pre><code class="language-cpp good">#include "foo/server/fooserver.h" | |
| #include <sys/types.h> | |
| #include <unistd.h> | |
| #include <string> | |
| #include <vector> | |
| #include "base/basictypes.h" | |
| #include "foo/server/bar.h" | |
| #include "third_party/absl/flags/flag.h" | |
| </code></pre> | |
| <p><strong>Exception:</strong></p> | |
| <p>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><code class="language-cpp good">#include "foo/public/fooserver.h" | |
| #ifdef _WIN32 | |
| #include <windows.h> | |
| #endif // _WIN32 | |
| </code></pre> | |
| <h2 id="Scoping">Scoping</h2> | |
| <h3 id="Namespaces">Namespaces</h3> | |
| <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 | |
| <em>using-directives</em> (e.g., <code>using namespace foo</code>). Do not use inline namespaces. | |
| For unnamed namespaces, see <a href="#Internal_Linkage">Internal Linkage</a>.</p> | |
| <h5>Definition</h5> | |
| <p>Namespaces subdivide the global scope into distinct, named scopes, and so are | |
| useful for preventing name collisions in the global scope.</p> | |
| <h5>Pros</h5> | |
| <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><code class="language-cpp neutral">namespace outer { | |
| inline namespace inner { | |
| void foo(); | |
| } // namespace inner | |
| } // namespace outer | |
| </code></pre> | |
| <p>The expressions <code>outer::inner::foo()</code> and <code>outer::foo()</code> are interchangeable. | |
| Inline namespaces are primarily intended for ABI compatibility across versions.</p> | |
| <h5>Cons</h5> | |
| <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> | |
| <h5>Decision</h5> | |
| <p>Namespaces should be used as follows:</p> | |
| <ul> | |
| <li>Follow the rules on <a href="#Namespace_Names">Namespace Names</a>.</li> | |
| <li>Terminate multi-line 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><code class="language-cpp good">// 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 | |
| </code></pre> | |
| <pre><code class="language-cpp good">// In the .cc file | |
| namespace mynamespace { | |
| // Definition of functions is within scope of the namespace. | |
| void MyClass::Foo() { | |
| ... | |
| } | |
| } // namespace mynamespace | |
| </code></pre> | |
| <p>More complex <code>.cc</code> files might have additional details, like flags or | |
| using-declarations.</p> | |
| <pre><code class="language-cpp good">#include "a.h" | |
| ABSL_FLAG(bool, someflag, false, "a flag"); | |
| namespace mynamespace { | |
| using ::foo::Bar; | |
| ...code for mynamespace... // Code goes against the left margin. | |
| } // namespace mynamespace | |
| </code></pre></li> | |
| <li><p>To place generated protocol message code in a namespace, use the <code>package</code> | |
| specifier in the <code>.proto</code> file. See | |
| <a href="https://protobuf.dev/reference/cpp/cpp-generated/#package">Protocol Buffer Packages</a> | |
| for details.</p></li> | |
| <li><p>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.</p></li> | |
| <li><p>You may not use a <em>using-directive</em> to make all names from a namespace | |
| available.</p> | |
| <pre><code class="language-cpp bad">// Forbidden -- This pollutes the namespace. | |
| using namespace foo; | |
| </code></pre></li> | |
| <li><p>Do not use <em>Namespace aliases</em> 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. Namespace aliases can be used when those conditions don't apply, but | |
| they must have <a href="#Naming_Aliases">appropriate names</a>.</p> | |
| <pre><code class="language-cpp good">// In a .h file, an alias must not be a separate API, or must be hidden in | |
| // an implementation detail. | |
| namespace librarian { | |
| namespace internal { // Internal, not part of the API. | |
| namespace sidetable = ::pipeline_diagnostics::sidetable; | |
| } | |
| inline void my_inline_function() { | |
| // Local to a function. | |
| namespace baz = ::foo::bar::baz; | |
| ... | |
| } | |
| } // namespace librarian | |
| </code></pre> | |
| <pre><code class="language-cpp good">// Remove uninteresting parts of some commonly used names in .cc files. | |
| namespace sidetable = ::pipeline_diagnostics::sidetable; | |
| </code></pre></li> | |
| <li><p>Do not use inline namespaces.</p></li> | |
| <li><p>Use namespaces with <q>internal</q> in the name to document parts of an API that | |
| should not be mentioned by users of the API. </p> | |
| <pre><code class="language-cpp bad">// We shouldn't use this internal name in non-absl code. | |
| using ::absl::container_internal::ImplementationDetail; | |
| </code></pre> | |
| <p>Note that there is still a risk of collision between libraries within a | |
| nested <code>internal</code> namespace, so give each library within a namespace a | |
| unique internal namespace by adding the library's filename. For example, | |
| <code>gshoe/widget.h</code> would use <code>gshoe::internal_widget</code> as opposed to just | |
| <code>gshoe::internal</code>.</p></li> | |
| <li><p>Single-line nested namespace declarations | |
| are preferred in new code, but are not required.</p> | |
| <pre><code class="language-cpp good">namespace my_project::my_component { | |
| ... | |
| } // namespace my_project::my_component | |
| </code></pre></li> | |
| </ul> | |
| <h3 id="Internal_Linkage">Internal Linkage <a href="" id="Unnamed_Namespaces_and_Static_Variables"></a></h3> | |
| <p>When definitions in a <code>.cc</code> file do not need to be referenced outside that file, | |
| give them internal linkage by placing them in an unnamed namespace or declaring | |
| them <code>static</code>. Do not use either of these constructs in <code>.h</code> files.</p> | |
| <h5>Definition</h5> | |
| <p>All declarations can be given internal linkage by placing them in unnamed | |
| namespaces. Functions and variables can also 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> | |
| <h5>Decision</h5> | |
| <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><code class="language-cpp good">namespace { | |
| ... | |
| } // namespace | |
| </code></pre> | |
| <h3 id="Nonmember,_Static_Member,_and_Global_Functions">Nonmember, Static Member, and Global Functions</h3> | |
| <p>Prefer placing nonmember functions in a namespace; use completely global | |
| functions rarely.</p> | |
| <p>Do not create a class consisting of static members unless there's a good reason. | |
| Free functions in a namespace are the idiomatic way to define non-instance | |
| operations. Wrapping them in a class is often an unnecessary Java-ism. Examples | |
| of good reasons include a policy class or a trait, giving type semantics to a | |
| separate representation, or closing an interface to extension.</p> | |
| <h5>Pros</h5> | |
| <p>Nonmember and static member functions can be useful in some situations. Putting | |
| nonmember functions in a namespace avoids polluting the global namespace.</p> | |
| <h5>Cons</h5> | |
| <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> | |
| <h5>Decision</h5> | |
| <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. Do not create classes only to group static members; this | |
| is no different than just giving the names a common prefix, and such grouping is | |
| usually unnecessary anyway.</p> | |
| <p>If you define a nonmember function and it is only needed in its <code>.cc</code> file, use | |
| <a href="#Internal_Linkage">internal linkage</a> to limit its scope.</p> | |
| <h3 id="Local_Variables">Local Variables</h3> | |
| <p>Place a function's variables in the narrowest scope possible, and initialize | |
| variables in the declaration.</p> | |
| <p>C++ allows you to declare variables anywhere in a function. We encourage you to | |
| declare them in a scope as local 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><code class="language-cpp bad">int i; | |
| i = f(); // Bad -- initialization separate from declaration. | |
| </code></pre> | |
| <pre><code class="language-cpp good">int i = f(); // Good -- declaration has initialization. | |
| </code></pre> | |
| <pre><code class="language-cpp bad">int jobs = NumJobs(); | |
| // More code... | |
| f(jobs); // Bad -- declaration separate from use. | |
| </code></pre> | |
| <pre><code class="language-cpp good">int jobs = NumJobs(); | |
| f(jobs); // Good -- declaration immediately (or closely) followed by use. | |
| </code></pre> | |
| <pre><code class="language-cpp bad">std::vector<int> v; | |
| v.push_back(1); // Prefer initializing using brace initialization. | |
| v.push_back(2); | |
| </code></pre> | |
| <pre><code class="language-cpp good">std::vector<int> v = {1, 2}; // Good -- v starts initialized. | |
| </code></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. For example:</p> | |
| <pre><code class="language-cpp good">while (const char* p = strchr(str, '/')) str = p + 1; | |
| </code></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><code class="language-cpp bad">// Inefficient implementation: | |
| for (int i = 0; i < 1000000; ++i) { | |
| Foo f; // My ctor and dtor get called 1000000 times each. | |
| f.DoSomething(i); | |
| } | |
| </code></pre> | |
| <p>It may be more efficient to declare such a variable used in a loop outside that | |
| loop:</p> | |
| <pre><code class="language-cpp good">Foo f; // My ctor and dtor get called once each. | |
| for (int i = 0; i < 1000000; ++i) { | |
| f.DoSomething(i); | |
| } | |
| </code></pre> | |
| <h3 id="Static_and_Global_Variables">Static and Global Variables</h3> | |
| <p>Objects with | |
| <a href="http://en.cppreference.com/w/cpp/language/storage_duration#Storage_duration">static storage duration</a> | |
| are forbidden unless they are | |
| <a href="http://en.cppreference.com/w/cpp/types/is_destructible">trivially destructible</a>. | |
| Informally this means that the destructor does not do anything, even taking | |
| member and base destructors into account. More formally it means that the type | |
| has no user-defined or virtual destructor and that all bases and non-static | |
| members are trivially destructible. Static function-local variables may use | |
| dynamic initialization. Use of dynamic initialization for static class member | |
| variables or variables at namespace scope is discouraged, but allowed in limited | |
| circumstances; see below for details.</p> | |
| <p>As a rule of thumb: a global variable satisfies these requirements if its | |
| declaration, considered in isolation, could be <code>constexpr</code>.</p> | |
| <h5>Definition</h5> | |
| <p>Every object has a <em>storage duration</em>, which correlates with its lifetime. | |
| Objects with static storage duration live from the point of their initialization | |
| until the end of the program. Such objects appear as variables at namespace | |
| scope (<q>global variables</q>), as static data members of classes, or as | |
| function-local variables that are declared with the <code>static</code> specifier. | |
| Function-local static variables are initialized when control first passes | |
| through their declaration; all other objects with static storage duration are | |
| initialized as part of program start-up. All objects with static storage | |
| duration are destroyed at program exit (which happens before unjoined threads | |
| are terminated).</p> | |
| <p>Initialization may be <em>dynamic</em>, which means that something non-trivial happens | |
| during initialization. (For example, consider a constructor that allocates | |
| memory, or a variable that is initialized with the current process ID.) The | |
| other kind of initialization is <em>static</em> initialization. The two aren't quite | |
| opposites, though: static initialization <em>always</em> happens to objects with static | |
| storage duration (initializing the object either to a given constant or to a | |
| representation consisting of all bytes set to zero), whereas dynamic | |
| initialization happens after that, if required.</p> | |
| <h5>Pros</h5> | |
| <p>Global and static variables are very useful for a large number of applications: | |
| named constants, auxiliary data structures internal to some translation unit, | |
| command-line flags, logging, registration mechanisms, background infrastructure, | |
| etc.</p> | |
| <h5>Cons</h5> | |
| <p>Global and static variables that use dynamic initialization or have non-trivial | |
| destructors create complexity that can easily lead to hard-to-find bugs. Dynamic | |
| initialization is not ordered across translation units, and neither is | |
| destruction (except that destruction happens in reverse order of | |
| initialization). When one initialization refers to another variable with static | |
| storage duration, it is possible that this causes an object to be accessed | |
| before its lifetime has begun (or after its lifetime has ended). Moreover, when | |
| a program starts threads that are not joined at exit, those threads may attempt | |
| to access objects after their lifetime has ended if their destructor has already | |
| run.</p> | |
| <h5>Decision</h5> | |
| <h6>Decision on destruction</h6> | |
| <p>When destructors are trivial, their execution is not subject to ordering at all | |
| (they are effectively not <q>run</q>); otherwise we are exposed to the risk of | |
| accessing objects after the end of their lifetime. Therefore, we only allow | |
| objects with static storage duration if they are trivially destructible. | |
| Fundamental types (like pointers and <code>int</code>) are trivially destructible, as are | |
| arrays of trivially destructible types. Note that variables marked with | |
| <code>constexpr</code> are trivially destructible.</p> | |
| <pre><code class="language-cpp good">const int kNum = 10; // Allowed | |
| struct X { int n; }; | |
| const X kX[] = {{1}, {2}, {3}}; // Allowed | |
| void foo() { | |
| static const char* const kMessages[] = {"hello", "world"}; // Allowed | |
| } | |
| // Allowed: constexpr guarantees trivial destructor. | |
| constexpr std::array<int, 3> kArray = {1, 2, 3}; | |
| </code></pre> | |
| <pre><code class="language-cpp bad">// bad: non-trivial destructor | |
| const std::string kFoo = "foo"; | |
| // Bad for the same reason, even though kBar is a reference (the | |
| // rule also applies to lifetime-extended temporary objects). | |
| const std::string& kBar = StrCat("a", "b", "c"); | |
| void bar() { | |
| // Bad: non-trivial destructor. | |
| static std::map<int, int> kData = {{1, 0}, {2, 0}, {3, 0}}; | |
| } | |
| </code></pre> | |
| <p>Note that references are not objects, and thus they are not subject to the | |
| constraints on destructibility. The constraint on dynamic initialization still | |
| applies, though. In particular, a function-local static reference of the form | |
| <code>static T& t = *new T;</code> is allowed.</p> | |
| <h6>Decision on initialization</h6> | |
| <p>Initialization is a more complex topic. This is because we must not only | |
| consider whether class constructors execute, but we must also consider the | |
| evaluation of the initializer:</p> | |
| <pre><code class="language-cpp neutral">int n = 5; // Fine | |
| int m = f(); // ? (Depends on f) | |
| Foo x; // ? (Depends on Foo::Foo) | |
| Bar y = g(); // ? (Depends on g and on Bar::Bar) | |
| </code></pre> | |
| <p>All but the first statement expose us to indeterminate initialization ordering.</p> | |
| <p>The concept we are looking for is called <em>constant initialization</em> in the formal | |
| language of the C++ standard. It means that the initializing expression is a | |
| constant expression, and if the object is initialized by a constructor call, | |
| then the constructor must be specified as <code>constexpr</code>, too:</p> | |
| <pre><code class="language-cpp good">struct Foo { constexpr Foo(int) {} }; | |
| int n = 5; // Fine, 5 is a constant expression. | |
| Foo x(2); // Fine, 2 is a constant expression and the chosen constructor is constexpr. | |
| Foo a[] = { Foo(1), Foo(2), Foo(3) }; // Fine | |
| </code></pre> | |
| <p>Constant initialization is always allowed. Constant initialization of static | |
| storage duration variables should be marked with <code>constexpr</code> or <code>constinit</code>. Any | |
| non-local static storage duration variable that is not so marked should be | |
| presumed to have dynamic initialization, and reviewed very carefully.</p> | |
| <p>By contrast, the following initializations are problematic:</p> | |
| <pre><code class="language-cpp bad">// Some declarations used below. | |
| time_t time(time_t*); // Not constexpr! | |
| int f(); // Not constexpr! | |
| struct Bar { Bar() {} }; | |
| // Problematic initializations. | |
| time_t m = time(nullptr); // Initializing expression not a constant expression. | |
| Foo y(f()); // Ditto | |
| Bar b; // Chosen constructor Bar::Bar() not constexpr. | |
| </code></pre> | |
| <p>Dynamic initialization of nonlocal variables is discouraged, and in general it | |
| is forbidden. However, we do permit it if no aspect of the program depends on | |
| the sequencing of this initialization with respect to all other initializations. | |
| Under those restrictions, the ordering of the initialization does not make an | |
| observable difference. For example:</p> | |
| <pre><code class="language-cpp good">int p = getpid(); // Allowed, as long as no other static variable | |
| // uses p in its own initialization. | |
| </code></pre> | |
| <p>Dynamic initialization of static local variables is allowed (and common).</p> | |
| <h6>Common patterns</h6> | |
| <ul> | |
| <li>Global strings: if you require a named global or static string constant, | |
| consider using a <code>constexpr</code> variable of <code>string_view</code>, character array, or | |
| character pointer, pointing to a string literal. String literals have static | |
| storage duration already and are usually sufficient. See | |
| <a href="https://abseil.io/tips/140">TotW #140</a>.</li> | |
| <li>Maps, sets, and other dynamic containers: if you require a static, fixed | |
| collection, such as a set to search against or a lookup table, you cannot | |
| use the dynamic containers from the standard library as a static variable, | |
| since they have non-trivial destructors. Instead, consider | |
| a simple array of trivial types, e.g., an array of | |
| arrays of ints (for a <q>map from int to int</q>), or an array of pairs (e.g., | |
| pairs of <code>int</code> and <code>const char*</code>). For small collections, linear search is | |
| entirely sufficient (and efficient, due to memory locality); consider using | |
| the facilities from | |
| <a href="https://github.com/abseil/abseil-cpp/blob/master/absl/algorithm/container.h">absl/algorithm/container.h</a> | |
| for the standard operations. If necessary, keep the collection in sorted | |
| order and use a binary search algorithm. If you do really prefer a | |
| dynamic container from the standard library, consider using | |
| a function-local static pointer, as described | |
| below | |
| .</li> | |
| <li>Smart pointers (<code>std::unique_ptr</code>, <code>std::shared_ptr</code>): smart pointers | |
| execute cleanup during destruction and are therefore forbidden. Consider | |
| whether your use case fits into one of the other patterns described in this | |
| section. One simple solution is to use a plain pointer to a dynamically | |
| allocated object and never delete it (see last item).</li> | |
| <li>Static variables of custom types: if you require static, constant data of a | |
| type that you need to define yourself, give the type a trivial destructor | |
| and a <code>constexpr</code> constructor.</li> | |
| <li>If all else fails, you can create an object dynamically and never delete it | |
| by using a function-local static pointer or reference | |
| (e.g., <code>static const auto& impl = *new | |
| T(args...);</code>).</li> | |
| </ul> | |
| <h3 id="thread_local">thread_local Variables</h3> | |
| <p><code>thread_local</code> variables that aren't declared inside a function must be | |
| initialized with a true compile-time constant, and this must be enforced by | |
| using the <a href="https://en.cppreference.com/w/cpp/language/constinit"><code>constinit</code></a> | |
| attribute. Prefer <code>thread_local</code> over other ways of defining thread-local data.</p> | |
| <h5>Definition</h5> | |
| <p>Variables can be declared with the <code>thread_local</code> specifier:</p> | |
| <pre><code class="language-cpp neutral">thread_local Foo foo = ...; | |
| </code></pre> | |
| <p>Such a variable is actually a collection of objects, so that when different | |
| threads access it, they are actually accessing different objects. <code>thread_local</code> | |
| variables are much like | |
| <a href="#Static_and_Global_Variables">static storage duration variables</a> in many | |
| respects. For instance, they can be declared at namespace scope, inside | |
| functions, or as static class members, but not as ordinary class members.</p> | |
| <p><code>thread_local</code> variable instances are initialized much like static variables, | |
| except that they must be initialized separately for each thread, rather than | |
| once at program startup. This means that <code>thread_local</code> variables declared | |
| within a function are safe, but other <code>thread_local</code> variables are subject to | |
| the same initialization-order issues as static variables (and more besides).</p> | |
| <p><code>thread_local</code> variables have a subtle destruction-order issue: during thread | |
| shutdown, <code>thread_local</code> variables will be destroyed in the opposite order of | |
| their initialization (as is generally true in C++). If code triggered by the | |
| destructor of any <code>thread_local</code> variable refers to any already-destroyed | |
| <code>thread_local</code> on that thread, we will get a particularly hard to diagnose | |
| use-after-free.</p> | |
| <h5>Pros</h5> | |
| <ul> | |
| <li>Thread-local data is inherently safe from races (because only one thread can | |
| ordinarily access it), which makes <code>thread_local</code> useful for concurrent | |
| programming.</li> | |
| <li><code>thread_local</code> is the only standard-supported way of creating thread-local | |
| data.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <ul> | |
| <li>Accessing a <code>thread_local</code> variable may trigger execution of an | |
| unpredictable and uncontrollable amount of other code during thread-start or | |
| first use on a given thread.</li> | |
| <li><code>thread_local</code> variables are effectively global variables, and have all the | |
| drawbacks of global variables other than lack of thread-safety.</li> | |
| <li>The memory consumed by a <code>thread_local</code> variable scales with the number of | |
| running threads (in the worst case), which can be quite large in a | |
| program.</li> | |
| <li>Data members cannot be <code>thread_local</code> unless they are also <code>static</code>.</li> | |
| <li>We may suffer from use-after-free bugs if <code>thread_local</code> variables have | |
| complex destructors. In particular, the destructor of any such variable must | |
| not call any code (transitively) that refers to any potentially-destroyed | |
| <code>thread_local</code>. This property is hard to enforce.</li> | |
| <li>Approaches for avoiding use-after-free in global/static contexts do not work | |
| for <code>thread_local</code>s. Specifically, skipping destructors for globals and | |
| static variables is allowable because their lifetimes end at program | |
| shutdown. Thus, any <q>leak</q> is managed immediately by the OS cleaning up our | |
| memory and other resources. By contrast, skipping destructors for | |
| <code>thread_local</code> variables leads to resource leaks proportional to the total | |
| number of threads that terminate during the lifetime of the program.</li> | |
| </ul> | |
| <h5>Decision</h5> | |
| <p><code>thread_local</code> variables at class or namespace scope must be initialized with a | |
| true compile-time constant (i.e., they must have no dynamic initialization). To | |
| enforce this, <code>thread_local</code> variables at class or namespace scope must be | |
| annotated with | |
| <a href="https://en.cppreference.com/w/cpp/language/constinit"><code>constinit</code></a> (or | |
| <code>constexpr</code>, but that should be rare):</p> | |
| <pre><code class="language-cpp good">constinit thread_local Foo foo = ...; | |
| </code></pre> | |
| <p><code>thread_local</code> variables inside a function have no initialization concerns, but | |
| still risk use-after-free during thread exit. Note that you can use a | |
| function-scope <code>thread_local</code> to simulate a class- or namespace-scope | |
| <code>thread_local</code> by defining a function or static method that exposes it:</p> | |
| <pre><code class="language-cpp good">Foo& MyThreadLocalFoo() { | |
| thread_local Foo result = ComplicatedInitialization(); | |
| return result; | |
| } | |
| </code></pre> | |
| <p>Note that <code>thread_local</code> variables will be destroyed whenever a thread exits. If | |
| the destructor of any such variable refers to any other (potentially-destroyed) | |
| <code>thread_local</code> we will suffer from hard to diagnose use-after-free bugs. Prefer | |
| trivial types, or types that provably run no user-provided code at destruction | |
| to minimize the potential of accessing any other <code>thread_local</code>.</p> | |
| <p><code>thread_local</code> should be preferred over other mechanisms for defining | |
| thread-local data.</p> | |
| <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> | |
| <p>Avoid virtual method calls in constructors, and avoid initialization that can | |
| fail if you can't signal an error.</p> | |
| <h5>Definition</h5> | |
| <p>It is possible to perform arbitrary initialization in the body of the | |
| constructor.</p> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <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> | |
| <h5>Decision</h5> | |
| <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 as described in | |
| <a href="https://abseil.io/tips/42">TotW #42</a> . 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> | |
| <h3 id="Implicit_Conversions">Implicit Conversions <a href="" id="Explicit_Constructors"></a></h3> | |
| <p>Do not define implicit conversions. Use the <code>explicit</code> keyword for conversion | |
| operators and single-argument constructors.</p> | |
| <h5>Definition</h5> | |
| <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 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 list initialization syntax:</p> | |
| <pre><code class="language-cpp neutral">class Foo { | |
| explicit Foo(int x, double y); | |
| ... | |
| }; | |
| void Func(Foo f); | |
| </code></pre> | |
| <pre><code class="language-cpp bad">Func({42, 3.14}); // Error | |
| </code></pre> | |
| <p>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.</p> | |
| <h5>Pros</h5> | |
| <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, such as | |
| when a single function with a <code>string_view</code> parameter takes the place of | |
| separate overloads for <code>std::string</code> and <code>const char*</code>.</li> | |
| <li>List initialization syntax is a concise and expressive way of initializing | |
| objects.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <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>Implicit conversions can lead to call-site ambiguities, especially when | |
| there are bidirectional implicit conversions. This can be caused either by | |
| having two types that both provide an implicit conversion, or by a single | |
| type that has both an implicit constructor and an implicit type conversion | |
| operator.</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> | |
| <h5>Decision</h5> | |
| <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.</p> | |
| <p>Implicit conversions can sometimes be necessary and appropriate for types that | |
| are designed to be interchangeable, for example when objects of two types are | |
| just different representations of the same underlying value. 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 may 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> | |
| <h3 id="Copyable_Movable_Types">Copyable and Movable Types <a href="" id="Copy_Constructors"></a></h3> | |
| <p>A class's public API must make clear whether the class is copyable, move-only, | |
| or neither copyable nor movable. Support copying and/or moving if these | |
| operations are clear and meaningful for your type.</p> | |
| <h5>Definition</h5> | |
| <p>A movable type is one that can be initialized and assigned from temporaries.</p> | |
| <p>A copyable type is one that can be initialized or assigned from any other object | |
| of the same type (so is also movable by definition), with the stipulation that | |
| the value of the source does not change. <code>std::unique_ptr<int></code> is an example of | |
| a movable but not copyable type (since the value of the source | |
| <code>std::unique_ptr<int></code> must be modified during assignment to the destination). | |
| <code>int</code> and <code>std::string</code> are examples of movable types that are also copyable. | |
| (For <code>int</code>, the move and copy operations are the same; for <code>std::string</code>, there | |
| exists a move operation that is less expensive than a copy.)</p> | |
| <p>For user-defined types, the copy behavior is defined by the copy constructor and | |
| the copy-assignment operator. Move behavior is defined by the move constructor | |
| and the move-assignment operator, if they exist, or by the copy constructor and | |
| the copy-assignment operator otherwise.</p> | |
| <p>The copy/move constructors can be implicitly invoked by the compiler in some | |
| situations, e.g., when passing objects by value.</p> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <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> | |
| <h5>Decision</h5> | |
| <p>Every class's public interface must make clear which copy and move operations | |
| the class supports. This should usually take the form of explicitly declaring | |
| and/or deleting the appropriate operations in the <code>public</code> section of the | |
| declaration.</p> | |
| <p>Specifically, a copyable class should explicitly declare the copy operations, a | |
| move-only class should explicitly declare the move operations, and a | |
| non-copyable/movable class should explicitly delete the copy operations. A | |
| copyable class may also declare move operations in order to support efficient | |
| moves. Explicitly declaring or deleting all four copy/move operations is | |
| permitted, but not required. If you provide a copy or move assignment operator, | |
| you must also provide the corresponding constructor.</p> | |
| <pre><code class="language-cpp good">class Copyable { | |
| public: | |
| Copyable(const Copyable& other) = default; | |
| Copyable& operator=(const Copyable& other) = default; | |
| // The implicit move operations are suppressed by the declarations above. | |
| // You may explicitly declare move operations to support efficient moves. | |
| }; | |
| class MoveOnly { | |
| public: | |
| MoveOnly(MoveOnly&& other) = default; | |
| MoveOnly& operator=(MoveOnly&& other) = default; | |
| // The copy operations are implicitly deleted, but you can | |
| // spell that out explicitly if you want: | |
| MoveOnly(const MoveOnly&) = delete; | |
| MoveOnly& operator=(const MoveOnly&) = delete; | |
| }; | |
| class NotCopyableOrMovable { | |
| public: | |
| // Not copyable or movable | |
| NotCopyableOrMovable(const NotCopyableOrMovable&) = delete; | |
| NotCopyableOrMovable& operator=(const NotCopyableOrMovable&) | |
| = delete; | |
| // The move operations are implicitly disabled, but you can | |
| // spell that out explicitly if you want: | |
| NotCopyableOrMovable(NotCopyableOrMovable&&) = delete; | |
| NotCopyableOrMovable& operator=(NotCopyableOrMovable&&) | |
| = delete; | |
| }; | |
| </code></pre> | |
| <p>These declarations/deletions can be omitted only if they are obvious:</p> | |
| <ul> | |
| <li>If the class has no <code>private</code> section, like a <a href="#Structs_vs._Classes">struct</a> | |
| or an interface-only base class, then the copyability/movability can be | |
| determined by the copyability/movability of any public data members.</li> | |
| <li>If a base class clearly isn't copyable or movable, derived classes naturally | |
| won't be either. An interface-only base class that leaves these operations | |
| implicit is not sufficient to make concrete subclasses clear.</li> | |
| <li>Note that if you explicitly declare or delete either the constructor or | |
| assignment operation for copy, the other copy operation is not obvious and | |
| must be declared or deleted. Likewise for move operations.</li> | |
| </ul> | |
| <p>A type should not be copyable/movable if the meaning of copying/moving is | |
| unclear to a casual user, or if it incurs unexpected costs. Move operations for | |
| copyable types are strictly a performance optimization and are a potential | |
| source of bugs and complexity, so avoid defining them unless they are | |
| significantly more efficient than the corresponding copy operations. | |
| 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.</p> | |
| <p>To eliminate the risk of slicing, prefer to make base classes abstract, by | |
| making their constructors protected, by declaring their destructors protected, | |
| or by giving them one or more pure virtual member functions. Prefer to avoid | |
| deriving from concrete classes.</p> | |
| <h3 id="Structs_vs._Classes">Structs vs. Classes</h3> | |
| <p>Use a <code>struct</code> only for passive objects that carry data; everything else is a | |
| <code>class</code>.</p> | |
| <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. All fields must be public. The struct type itself must not | |
| have invariants that imply relationships between different fields, since direct | |
| user access to those fields may break those invariants, but users of a struct | |
| may have requirements and guarantees on particular uses of it. Constructors, | |
| destructors, and helper methods may be present; however, these methods must not | |
| require or enforce any invariants.</p> | |
| <p>If more functionality or invariants are required, or struct has wide visibility | |
| and expected to evolve, then 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 stateless | |
| types, such as traits, <a href="#Template_metaprogramming">template metafunctions</a>, and | |
| some functors.</p> | |
| <p>Note that member variables in structs and classes have | |
| <a href="#Variable_Names">different naming rules</a>.</p> | |
| <h3 id="Structs_vs._Tuples">Structs vs. Pairs and Tuples</h3> | |
| <p>Prefer to use a <code>struct</code> instead of a pair or a tuple whenever the elements can | |
| have meaningful names.</p> | |
| <p>While using pairs and tuples can avoid the need to define a custom type, | |
| potentially saving work when <em>writing</em> code, a meaningful field name will almost | |
| always be much clearer when <em>reading</em> code than <code>.first</code>, <code>.second</code>, or | |
| <code>std::get<X></code>. While C++14's introduction of <code>std::get<Type></code> to access a tuple | |
| element by type rather than index (when the type is unique) can sometimes | |
| partially mitigate this, a field name is usually substantially clearer and more | |
| informative than a type.</p> | |
| <p>Pairs and tuples may be appropriate in generic code where there are not specific | |
| meanings for the elements of the pair or tuple. Their use may also be required | |
| in order to interoperate with existing code or APIs.</p> | |
| <h3 id="Inheritance">Inheritance <a href="" id="Multiple_Inheritance"></a></h3> | |
| <p>Composition is often more appropriate than inheritance. When using inheritance, | |
| make it <code>public</code>.</p> | |
| <h5>Definition</h5> | |
| <p>When a sub-class inherits from a base class, it includes the definitions of all | |
| the data and operations that the base class defines. <q>Interface inheritance</q> is | |
| inheritance from a pure abstract base class (one with no state or defined | |
| methods); all other inheritance is <q>implementation inheritance</q>.</p> | |
| <h5>Pros</h5> | |
| <p>Implementation inheritance reduces code size by reusing 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> | |
| <h5>Cons</h5> | |
| <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.</p> | |
| <p>Multiple inheritance is especially problematic, because it often imposes a | |
| higher performance overhead (in fact, the performance drop from single | |
| inheritance to multiple inheritance can often be greater than the performance | |
| drop from ordinary to virtual dispatch), and because it risks leading to | |
| <q>diamond</q> inheritance patterns, which are prone to ambiguity, confusion, and | |
| outright bugs.</p> | |
| <h5>Decision</h5> | |
| <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. You may | |
| use <code>final</code> on classes when you don't intend to support using them as base | |
| classes.</p> | |
| <p>Do not overuse implementation inheritance. Composition is often more | |
| appropriate. Try to restrict use of inheritance to the <q>is-a</q> case: <code>Bar</code> | |
| subclasses <code>Foo</code> if it can reasonably be said that <code>Bar</code> <q>is a kind of</q> <code>Foo</code>.</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 <code>private</code></a>.</p> | |
| <p>Explicitly annotate overrides of virtual functions or virtual destructors with | |
| exactly one of an <code>override</code> or (less frequently) <code>final</code> specifier. Do not use | |
| <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> | |
| <p>Multiple inheritance is permitted, but multiple <em>implementation</em> inheritance is | |
| strongly discouraged.</p> | |
| <h3 id="Operator_Overloading">Operator Overloading</h3> | |
| <p>Overload operators judiciously. Do not use user-defined literals.</p> | |
| <h5>Definition</h5> | |
| <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> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <ul> | |
| <li><p>Providing a correct, consistent, and unsurprising set of operator overloads | |
| requires some care, and failure to do so can lead to confusion and bugs.</p></li> | |
| <li><p>Overuse of operators can lead to obfuscated code, particularly if the | |
| overloaded operator's semantics don't follow convention.</p></li> | |
| <li><p>The hazards of function overloading apply just as much to operator | |
| overloading, if not more so.</p></li> | |
| <li><p>Operator overloads can fool our intuition into thinking that expensive | |
| operations are cheap, built-in operations.</p></li> | |
| <li><p>Finding the call sites for overloaded operators may require a search tool | |
| that's aware of C++ syntax, rather than, e.g., grep.</p></li> | |
| <li><p>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.</p></li> | |
| <li><p>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.</p></li> | |
| <li><p>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.</p></li> | |
| <li><p>User-defined literals (UDLs) allow the creation of new syntactic forms that | |
| are unfamiliar even to experienced C++ programmers, such as <code>"Hello | |
| World"sv</code> as a shorthand for <code>std::string_view("Hello World")</code>. Existing | |
| notations are clearer, though less terse.</p></li> | |
| <li><p>Because they can't be namespace-qualified, uses of UDLs also require use of | |
| either using-directives (which <a href="#Namespaces">we ban</a>) or using-declarations | |
| (which <a href="#Aliases">we ban in header files</a> except when the imported names are | |
| part of the interface exposed by the header file in question). Given that | |
| header files would have to avoid UDL suffixes, we prefer to avoid having | |
| conventions for literals differ between header files and source files.</p></li> | |
| </ul> | |
| <h5>Decision</h5> | |
| <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, <code>.cc</code> 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.</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>For a type <code>T</code> whose values can be compared for equality, define a non-member | |
| <code>operator==</code> and document when two values of type <code>T</code> are considered equal. If | |
| there is a single obvious notion of when a value <code>t1</code> of type <code>T</code> is less than | |
| another such value <code>t2</code> then you may also define <code>operator<=></code>, which should be | |
| consistent with <code>operator==</code>. Prefer not to overload the other comparison and | |
| ordering operators.</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. Do not use any such | |
| literals provided by others (including the standard library).</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> | |
| <h3 id="Access_Control">Access Control</h3> | |
| <p>Make classes' data members <code>private</code>, unless they are | |
| <a href="#Constant_Names">constants</a>. This simplifies reasoning about invariants, at the | |
| cost of some easy boilerplate in the form of accessors (usually <code>const</code>) if | |
| necessary.</p> | |
| <p>For technical reasons, we allow data members of a test fixture class defined in | |
| a <code>.cc</code> file to be <code>protected</code> when using | |
| <a href="https://github.com/google/googletest">Google Test</a>. | |
| If a test fixture class is defined outside of the <code>.cc</code> file it is used in, for | |
| example in a <code>.h</code> file, make data members <code>private</code>.</p> | |
| <h3 id="Declaration_Order">Declaration Order</h3> | |
| <p>Group similar declarations together, placing <code>public</code> parts earlier.</p> | |
| <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, prefer grouping similar kinds of declarations together, and | |
| prefer the following order:</p> | |
| <ol> | |
| <li>Types and type aliases (<code>typedef</code>, <code>using</code>, <code>enum</code>, nested structs and | |
| classes, and <code>friend</code> types)</li> | |
| <li>(Optionally, for structs only) non-<code>static</code> data members</li> | |
| <li>Static constants</li> | |
| <li>Factory functions</li> | |
| <li>Constructors and assignment operators</li> | |
| <li>Destructor</li> | |
| <li>All other functions (<code>static</code> and non-<code>static</code> member functions, and | |
| <code>friend</code> functions)</li> | |
| <li>All other data members (static and non-static)</li> | |
| </ol> | |
| <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="#Defining_Functions_in_Header_Files">Defining Functions in Header Files</a> for | |
| more details.</p> | |
| <h2 id="Functions">Functions</h2> | |
| <h3 id="Inputs_and_Outputs">Inputs and Outputs <a href="" id="Function_Parameter_Ordering"></a> <a href="" id="Output_Parameters"></a></h3> | |
| <p>The output of a C++ function is naturally provided via a return value and | |
| sometimes via output parameters (or in/out parameters).</p> | |
| <p>Prefer using return values over output parameters: they improve readability, and | |
| often provide the same or better performance. See | |
| <a href="https://abseil.io/tips/176">TotW #176</a>.</p> | |
| <p>Prefer to return by value or, failing that, return by reference. Avoid returning | |
| a raw pointer unless it can be null.</p> | |
| <p>Parameters are either inputs to the function, outputs from the function, or | |
| both. Non-optional input parameters should usually be values or <code>const</code> | |
| references, while non-optional output and input/output parameters should usually | |
| be references (which cannot be null). Generally, use <code>std::optional</code> to | |
| represent optional by-value inputs, and use a <code>const</code> pointer when the | |
| non-optional form would have used a reference. Use non-<code>const</code> pointers to | |
| represent optional outputs and optional input/output parameters.</p> | |
| <p>Avoid defining functions that require a reference parameter to outlive the call. | |
| In some cases reference parameters can bind to temporaries, leading to lifetime | |
| bugs. Instead, find a way to eliminate the lifetime requirement (for example, by | |
| copying the parameter), or pass retained parameters by pointer and document the | |
| lifetime and non-null requirements. See <a href="https://abseil.io/tips/116">TotW 116</a> | |
| for more. </p> | |
| <p>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. This is not a hard-and-fast rule. Parameters that are both | |
| input and output muddy the waters, and, as always, consistency with related | |
| functions may require you to bend the rule. Variadic functions may also require | |
| unusual parameter ordering.</p> | |
| <h3 id="Write_Short_Functions">Write Short Functions</h3> | |
| <p>Prefer small and focused functions.</p> | |
| <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. Small functions are also easier to test.</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> | |
| <h3 id="Function_Overloading">Function Overloading</h3> | |
| <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> | |
| <h5>Definition</h5> | |
| <p>You may write a function that takes a <code>const std::string&</code> and overload it with | |
| another that takes <code>const char*</code>. However, in this case consider | |
| <code>std::string_view | |
| </code> instead.</p> | |
| <pre><code class="language-cpp neutral">class MyClass { | |
| public: | |
| void Analyze(const std::string& text); | |
| void Analyze(const char* text, size_t textlen); | |
| }; | |
| </code></pre> | |
| <h5>Pros</h5> | |
| <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> | |
| <p>Overloading based on <code>const</code> or ref qualification may make utility code more | |
| usable, more efficient, or both. See <a href="https://abseil.io/tips/148">TotW #148</a> for | |
| more.</p> | |
| <h5>Cons</h5> | |
| <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> | |
| <h5>Decision</h5> | |
| <p>You may overload a function when there are no semantic differences between | |
| variants. These overloads may vary in types, qualifiers, or argument count. | |
| However, a reader of such a call must not need to know which member of the | |
| overload set is chosen, only that <strong>something</strong> from the set is being called.</p> | |
| <p>To reflect this unified design, prefer a single, comprehensive <q>umbrella</q> | |
| comment that documents the entire overload set and is placed before the first | |
| declaration.</p> | |
| <p>Where a reader might have difficulty connecting the umbrella comment to a | |
| specific overload, it's okay to have a comment for specific overloads.</p> | |
| <h3 id="Default_Arguments">Default Arguments</h3> | |
| <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> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <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> | |
| <h5>Decision</h5> | |
| <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> | |
| <h3 id="trailing_return">Trailing Return Type Syntax</h3> | |
| <p>Use trailing return types only where using the ordinary syntax (leading return | |
| types) is impractical or much less readable.</p> | |
| <h5>Definition</h5> | |
| <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><code class="language-cpp neutral">int Foo(int x); | |
| </code></pre> | |
| <p>The newer form 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><code class="language-cpp neutral">auto Foo(int x) -> int; | |
| </code></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> | |
| <h5>Pros</h5> | |
| <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><code class="language-cpp neutral">template <typename T, typename U> | |
| auto Add(T t, U u) -> decltype(t + u); | |
| </code></pre> | |
| <p>versus</p> | |
| <pre><code class="language-cpp neutral">template <typename T, typename U> | |
| decltype(declval<T&>() + declval<U&>()) Add(T t, U u); | |
| </code></pre> | |
| <h5>Cons</h5> | |
| <p>Trailing return type syntax has no analogue in C++-like languages such as C and | |
| Java, so some readers may find it unfamiliar.</p> | |
| <p>Existing codebases 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> | |
| <h5>Decision</h5> | |
| <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> | |
| <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="cpplint">cpplint</h3> | |
| <p>Use <code>cpplint.py</code> to detect | |
| style errors.</p> | |
| <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. | |
| </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/cpplint/cpplint/HEAD/cpplint.py"><code>cpplint.py</code></a> | |
| separately.</p> | |
| <h2 id="Other_C++_Features">Other C++ Features</h2> | |
| <h3 id="Ownership_and_Smart_Pointers">Ownership and Smart Pointers</h3> | |
| <p>Prefer to have single, fixed owners for dynamically allocated objects. Prefer to | |
| transfer ownership with smart pointers.</p> | |
| <h5>Definition</h5> | |
| <p><q>Ownership</q> 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><q>Smart</q> 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 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> | |
| <h5>Pros</h5> | |
| <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 <code>const</code> objects, shared ownership can be a simple and efficient | |
| alternative to deep copying.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <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 move semantics, which | |
| can be complex 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> | |
| <h5>Decision</h5> | |
| <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><code class="language-cpp good">std::unique_ptr<Foo> FooFactory(); | |
| void FooConsumer(std::unique_ptr<Foo> ptr); | |
| </code></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> | |
| <h3 id="Rvalue_references">Rvalue References</h3> | |
| <p>Use rvalue references only in certain special cases listed below.</p> | |
| <h5>Definition</h5> | |
| <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(std::string&& s);</code> declares a function whose argument is an rvalue | |
| reference to a <code>std::string</code>.</p> | |
| <p><a id="Forwarding_references"></a>When the token <code>&&</code> is applied to an | |
| unqualified template argument in a function parameter, special template argument | |
| deduction rules apply. Such a reference is called a forwarding reference.</p> | |
| <h5>Pros</h5> | |
| <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<std::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 many cases this can result in a major | |
| performance improvement.</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> | |
| <li><a href="#Forwarding_references">Forwarding references</a> which use the rvalue | |
| reference token 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 and/or const. This is called 'perfect | |
| forwarding'.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <ul> | |
| <li>Rvalue references are not widely understood. Rules like reference collapsing | |
| and the special deduction rule for forwarding references are somewhat | |
| obscure.</li> | |
| <li>Rvalue references are often misused. Using rvalue references is | |
| counter-intuitive in signatures where the argument is expected to have a | |
| valid specified state after the function call, or where no move operation is | |
| performed.</li> | |
| </ul> | |
| <h5>Decision</h5> | |
| <p>Do not use rvalue references (or apply the <code>&&</code> qualifier to methods), except as | |
| follows:</p> | |
| <ul> | |
| <li>You may use them to define move constructors and move assignment operators | |
| (as described in <a href="#Copyable_Movable_Types">Copyable and Movable Types</a>). | |
| </li> | |
| <li>You may use them to define <code>&&</code>-qualified methods that logically <q>consume</q> | |
| <code>*this</code>, leaving it in an unusable or empty state. Note that this applies | |
| only to method qualifiers (which come after the closing parenthesis of the | |
| function signature); if you want to <q>consume</q> an ordinary function | |
| parameter, prefer to pass it by value.</li> | |
| <li>You may use forwarding references in conjunction with | |
| <a href="http://en.cppreference.com/w/cpp/utility/forward"><code>std::forward</code></a>, to | |
| support perfect forwarding.</li> | |
| <li>You may use them to define pairs of overloads, such as one taking <code>Foo&&</code> | |
| and the other taking <code>const Foo&</code>. Usually the preferred solution is just to | |
| pass by value, but an overloaded pair of functions sometimes yields better | |
| performance, for example if the functions sometimes don't consume the input. | |
| As always: if you're writing more complicated code for the sake of | |
| performance, make sure you have evidence that it actually helps.</li> | |
| </ul> | |
| <h3 id="Friends">Friends</h3> | |
| <p>We allow use of <code>friend</code> classes and functions, within reason.</p> | |
| <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 unit test 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 <code>public</code> 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> | |
| <h3 id="Exceptions">Exceptions</h3> | |
| <p>We do not use C++ exceptions.</p> | |
| <h5>Pros</h5> | |
| <ul> | |
| <li>Exceptions allow higher levels of an application to decide how to handle | |
| <q>can't happen</q> 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 <q>invalid</q> state, respectively.</li> | |
| <li>Exceptions are really handy in testing frameworks.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <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 <q>commit</q> 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> | |
| <h5>Decision</h5> | |
| <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 exception handling related features such as | |
| <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> | |
| <h3 id="noexcept"><code>noexcept</code></h3> | |
| <p>Specify <code>noexcept</code> when it is useful and correct.</p> | |
| <h5>Definition</h5> | |
| <p>The <code>noexcept</code> specifier is used to specify whether a function will throw | |
| exceptions or not. If an exception escapes from a function marked <code>noexcept</code>, | |
| the program crashes via <code>std::terminate</code>.</p> | |
| <p>The <code>noexcept</code> operator performs a compile-time check that returns true if an | |
| expression is declared to not throw any exceptions.</p> | |
| <h5>Pros</h5> | |
| <ul> | |
| <li>Specifying move constructors as <code>noexcept</code> improves performance in some | |
| cases, e.g., <code>std::vector<T>::resize()</code> moves rather than copies the objects | |
| if T's move constructor is <code>noexcept</code>.</li> | |
| <li>Specifying <code>noexcept</code> on a function can trigger compiler optimizations in | |
| environments where exceptions are enabled, e.g., compiler does not have to | |
| generate extra code for stack-unwinding, if it knows that no exceptions can | |
| be thrown due to a <code>noexcept</code> specifier.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <ul> | |
| <li>In projects following this | |
| guide that have exceptions disabled it is hard to ensure that | |
| <code>noexcept</code> specifiers are correct, and hard to define what correctness even | |
| means.</li> | |
| <li>It's hard, if not impossible, to undo <code>noexcept</code> because it eliminates a | |
| guarantee that callers may be relying on, in ways that are hard to detect.</li> | |
| </ul> | |
| <h5>Decision</h5> | |
| <p>You may use <code>noexcept</code> when it is useful for performance if it accurately | |
| reflects the intended semantics of your function, i.e., that if an exception is | |
| somehow thrown from within the function body then it represents a fatal error. | |
| You can assume that <code>noexcept</code> on move constructors has a meaningful performance | |
| benefit. If you think there is significant performance benefit from specifying | |
| <code>noexcept</code> on some other function, please discuss it with | |
| your project | |
| leads.</p> | |
| <p>Prefer unconditional <code>noexcept</code> if exceptions are completely disabled (i.e., | |
| most Google C++ environments). Otherwise, use conditional <code>noexcept</code> specifiers | |
| with simple conditions, in ways that evaluate false only in the few cases where | |
| the function could potentially throw. The tests might include type traits check | |
| on whether the involved operation might throw (e.g., | |
| <code>std::is_nothrow_move_constructible</code> for move-constructing objects), or on | |
| whether allocation can throw (e.g., <code>absl::default_allocator_is_nothrow</code> for | |
| standard default allocation). Note in many cases the only possible cause for an | |
| exception is allocation failure (we believe move constructors should not throw | |
| except due to allocation failure), and there are many applications where it's | |
| appropriate to treat memory exhaustion as a fatal error rather than an | |
| exceptional condition that your program should attempt to recover from. | |
| Even for other potential failures you should prioritize | |
| interface simplicity over supporting all possible exception throwing scenarios: | |
| instead of writing a complicated <code>noexcept</code> clause that depends on whether a | |
| hash function can throw, for example, simply document that your component | |
| doesn't support hash functions throwing and make it unconditionally <code>noexcept</code>.</p> | |
| <h3 id="Run-Time_Type_Information__RTTI_">Run-Time Type Information (RTTI)</h3> | |
| <p>Avoid using run-time type information (RTTI).</p> | |
| <h5>Definition</h5> | |
| <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> | |
| <h5>Pros</h5> | |
| <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><code class="language-cpp neutral">bool Base::Equal(Base* other) = 0; | |
| bool Derived::Equal(Base* other) { | |
| Derived* that = dynamic_cast<Derived*>(other); | |
| if (that == nullptr) | |
| return false; | |
| ... | |
| } | |
| </code></pre> | |
| <h5>Cons</h5> | |
| <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> | |
| <h5>Decision</h5> | |
| <p>RTTI has legitimate uses but is prone to abuse, so you must be careful when | |
| using it. You may use it freely in unit tests, 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 | |
| <a href="https://github.com/abseil/abseil-cpp/blob/master/absl/base/casts.h"><code>absl::down_cast</code></a> | |
| provides an even better alternative.</p> | |
| <p>Decision trees based on type are a strong indication that your code is on the | |
| wrong track.</p> | |
| <pre><code class="language-cpp bad">if (typeid(*data) == typeid(D1)) { | |
| ... | |
| } else if (typeid(*data) == typeid(D2)) { | |
| ... | |
| } else if (typeid(*data) == typeid(D3)) { | |
| ... | |
| </code></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> | |
| <h3 id="Casting">Casting</h3> | |
| <p>Use C++-style casts like <code>static_cast<float>(double_value)</code>, or brace | |
| initialization for conversion of arithmetic types like <code>int64_t y = int64_t{1} | |
| << 42</code>. Do not use cast formats like <code>(int)x</code> unless the cast is to <code>void</code>. You | |
| may use cast formats like <code>T(x)</code> only when <code>T</code> is a class type.</p> | |
| <h5>Definition</h5> | |
| <p>C++ introduced a different cast system from C that distinguishes the types of | |
| cast operations.</p> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <p>The C++-style cast syntax is verbose and cumbersome.</p> | |
| <h5>Decision</h5> | |
| <p>In general, do not use C-style casts. Instead, use these C++-style casts when | |
| explicit type conversion is necessary. Some are part of the standard C++ | |
| language, and some are defined in | |
| <a href="https://github.com/abseil/abseil-cpp/blob/master/absl/base/casts.h"><code>absl/base/casts.h</code></a>. | |
| Use the first that <strong>correctly applies</strong>:</p> | |
| <ul> | |
| <li>Use brace initialization to convert arithmetic types (e.g., <code>int64_t{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>When explicitly converting to a class type, use a function-style cast; e.g., | |
| prefer <code>std::string(some_cord)</code> to <code>static_cast<std::string>(some_cord)</code>.</li> | |
| <li>Use <code>absl::implicit_cast</code> to safely cast up a type hierarchy, e.g., casting | |
| a <code>Foo*</code> to a <code>SuperclassOfFoo*</code> or casting a <code>Foo*</code> to a <code>const Foo*</code>. C++ | |
| usually does this automatically but some situations need an explicit | |
| up-cast, such as use of the <code>?:</code> operator.</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>absl::down_cast</code> to cast a pointer from a superclass to a subclass. 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, including <code>void*</code>. Use this only if you know what you | |
| are doing and you understand the aliasing issues. Also, consider | |
| dereferencing the pointer (without a cast) and using <code>std::bit_cast</code> to cast | |
| the resulting value.</li> | |
| <li>Use <code>std::bit_cast</code> to interpret the raw bits of a value using a different | |
| type of the same size (a type pun), such as interpreting the bits of a | |
| <code>double</code> as <code>int64_t</code>.</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> | |
| <h3 id="Streams">Streams</h3> | |
| <p>Use streams where appropriate, and stick to <q>simple</q> usages. Overload <code><<</code> for | |
| streaming only for types representing values, and write only the user-visible | |
| value, not any implementation details.</p> | |
| <h5>Definition</h5> | |
| <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, mostly for debug | |
| logging and test diagnostics.</p> | |
| <h5>Pros</h5> | |
| <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>std::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> | |
| <h5>Cons</h5> | |
| <ul> | |
| <li><p>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.</p></li> | |
| <li><p>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).</p></li> | |
| <li><p>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>.</p></li> | |
| </ul> | |
| <ul> | |
| <li><p>The streams API is subtle and complex, so programmers must develop | |
| experience with it in order to use it effectively.</p></li> | |
| <li><p>Resolving the many overloads of <code><<</code> is extremely costly for the compiler. | |
| When used pervasively in a large codebase, it can consume as much as 20% of | |
| the parsing and semantic analysis time.</p></li> | |
| </ul> | |
| <h5>Decision</h5> | |
| <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. In particular, logging libraries are usually a | |
| better choice than <code>std::cerr</code> or <code>std::clog</code> for diagnostic output, and the | |
| libraries in | |
| <code>absl/strings</code> | |
| or the equivalent are usually a better choice than <code>std::stringstream</code>.</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 (such as <code>absl::StreamFormat()</code>) 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> | |
| <h3 id="Preincrement_and_Predecrement">Preincrement and Predecrement</h3> | |
| <p>Use the prefix form (<code>++i</code>) of the increment and decrement operators unless you | |
| need postfix semantics.</p> | |
| <h5>Definition</h5> | |
| <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> | |
| <h5>Pros</h5> | |
| <p>A postfix increment/decrement expression evaluates to the value <em>as it was | |
| before it was modified</em>. This can result in code that is more compact but harder | |
| to read. The prefix form is generally more readable, is never less efficient, | |
| and can be more efficient because it doesn't need to make a copy of the value as | |
| it was before the operation.</p> | |
| <h5>Cons</h5> | |
| <p>The tradition developed, in C, of using post-increment, even when the expression | |
| value is not used, especially in <code>for</code> loops.</p> | |
| <h5>Decision</h5> | |
| <p>Use prefix increment/decrement, unless the code explicitly needs the result of | |
| the postfix increment/decrement expression.</p> | |
| <h3 id="Use_of_const">Use of const</h3> | |
| <p>In APIs, use <code>const</code> whenever it makes sense. <code>constexpr</code> is a better choice for | |
| some uses of <code>const</code>.</p> | |
| <h5>Definition</h5> | |
| <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> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <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> | |
| <h5>Decision</h5> | |
| <p>We strongly recommend using <code>const</code> in APIs (i.e., on function parameters, | |
| methods, and non-local variables) wherever it is meaningful and accurate. This | |
| provides consistent, mostly compiler-verified documentation of what objects an | |
| operation can mutate. Having a consistent and reliable way to distinguish reads | |
| from writes is critical to writing thread-safe code, and is useful in many other | |
| contexts as well. In particular:</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>For a function parameter passed by value, <code>const</code> has no effect on the | |
| caller, thus is not recommended in function declarations. See | |
| <a href="https://abseil.io/tips/109">TotW #109</a>.</li> | |
| <li>Declare methods to be <code>const</code> unless they alter the logical state of the | |
| object (or enable the user to modify that state, e.g., by returning a | |
| non-<code>const</code> reference, but that's rare), or they can't safely be invoked | |
| concurrently.</li> | |
| </ul> | |
| <p>Using <code>const</code> on local variables is neither encouraged nor discouraged.</p> | |
| <p>All of a class's <code>const</code> operations should be safe to invoke concurrently with | |
| each other. If that's not feasible, the class must be clearly documented as | |
| <q>thread-unsafe</q>.</p> | |
| <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 | |
| <q>adjective</q> (<code>const</code>) before the <q>noun</q> (<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> | |
| <h3 id="Use_of_constexpr">Use of constexpr, constinit, and consteval</h3> | |
| <p>Use <code>constexpr</code> to define true constants or to ensure constant initialization. | |
| Use <code>constinit</code> to ensure constant initialization for non-constant variables.</p> | |
| <h5>Definition</h5> | |
| <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. Functions can be declared <code>consteval</code> to restrict their | |
| use to compile time.</p> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <p>Prematurely marking something as <code>constexpr</code> may cause migration problems if | |
| later on it has to be downgraded. Current restrictions on what is allowed in | |
| <code>constexpr</code> functions and constructors may invite obscure workarounds in these | |
| definitions.</p> | |
| <h5>Decision</h5> | |
| <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. <code>consteval</code> may be used for code that must not | |
| be invoked at runtime. Avoid complexifying function definitions to enable their | |
| use with <code>constexpr</code>. Do not use <code>constexpr</code> or <code>consteval</code> to force inlining.</p> | |
| <h3 id="Integer_Types">Integer Types</h3> | |
| <p>Of the built-in C++ integer types, the only one used is <code>int</code>. If a program needs an integer type of a different size, | |
| use an exact-width integer type from <code><stdint.h></code>, such as <code>int16_t</code>. If you | |
| have a value that could ever be greater than or equal to 2<sup>31</sup>, 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> | |
| <h5>Definition</h5> | |
| <p>C++ does not specify exact sizes for the integer types like <code>int</code>. Common sizes | |
| on contemporary architectures are 16 bits for <code>short</code>, 32 bits for <code>int</code>, 32 or | |
| 64 bits for <code>long</code>, and 64 bits for <code>long long</code>, but different platforms make | |
| different choices, in particular for <code>long</code>.</p> | |
| <h5>Pros</h5> | |
| <p>Uniformity of declaration.</p> | |
| <h5>Cons</h5> | |
| <p>The sizes of integral types in C++ can vary based on compiler and architecture.</p> | |
| <h5>Decision</h5> | |
| <p>The standard library header <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 built-in integer types, only <code>int</code> should be used. | |
| When appropriate, you are welcome to use standard type aliases 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 <q>big</q>, 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<sup>N</sup>. In particular, do not use | |
| unsigned types to say a number will never be negative. Instead, use | |
| assertions | |
| for this.</p> | |
| <p>Prefer to omit the <code>std::</code> prefix on standard library integer types, as the | |
| extra 5 characters do not merit the added clutter.</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 undefined behavior, leading to security bugs and other problems.</p> | |
| <h4>On Unsigned Integers</h4> | |
| <p>Unsigned integers are good for representing bitfields and modular arithmetic. | |
| Because of historical accident, the C++ standard also uses unsigned integers to | |
| represent the size of containers - many members of the standards body believe | |
| this to be a mistake, but it is effectively impossible to fix at this point. The | |
| fact that unsigned arithmetic doesn't model the behavior of a simple integer, | |
| but is instead defined by the standard to model modular arithmetic (wrapping | |
| around on overflow/underflow), means that a significant class of bugs cannot be | |
| diagnosed by the compiler. In other cases, the defined behavior impedes | |
| optimization.</p> | |
| <p>That said, mixing signedness of integer types is responsible for an equally | |
| large class of problems. The best advice we can provide: try to use iterators | |
| and containers rather than pointers and sizes, try not to mix signedness, and | |
| try to avoid unsigned types (except for representing bitfields or modular | |
| arithmetic). Do not use an unsigned type merely to assert that a variable is | |
| non-negative.</p> | |
| <h3 id="Floating-Point_Types">Floating-Point Types</h3> | |
| <p>Of the built-in C++ floating-point types, the only ones used | |
| are <code>float</code> and <code>double</code>. You may | |
| assume that these types represent IEEE-754 binary32 and binary64, respectively.</p> | |
| <p>Do not use <code>long double</code>, as it gives non-portable results. | |
| </p> | |
| <h3 id="Architecture_Portability">Architecture Portability <a href="" id="64-bit_Portability"></a></h3> | |
| <p>Write architecture-portable code. Do not rely on CPU features specific to a | |
| single processor.</p> | |
| <ul> | |
| <li>When printing values, use type-safe numeric formatting libraries like | |
| <a href="https://github.com/abseil/abseil-cpp/blob/master/absl/strings/str_cat.h"><code>absl::StrCat</code></a>, | |
| <a href="https://github.com/abseil/abseil-cpp/blob/master/absl/strings/substitute.h"><code>absl::Substitute</code></a>, | |
| <a href="https://github.com/abseil/abseil-cpp/blob/master/absl/strings/str_format.h"><code>absl::StrFormat</code></a>, | |
| or <a href="#Streams"><code>std::ostream</code></a> instead of the <code>printf</code> family of functions.</li> | |
| <li>When moving structured data into or out of your process, encode it using a | |
| serialization library like | |
| <a href="https://protobuf.dev/">Protocol Buffers</a> | |
| rather than copying the in-memory representation around. | |
| </li> | |
| <li>If you need to work with memory addresses as integers, store them in | |
| <code>uintptr_t</code>s rather than <code>uint32_t</code>s or <code>uint64_t</code>s.</li> | |
| <li><p>Use <a href="#Casting">braced-initialization</a> as needed to create 64-bit constants. | |
| For example:</p> | |
| <pre><code class="language-cpp good">int64_t my_value{0x123456789}; | |
| uint64_t my_mask{uint64_t{3} << 48}; | |
| </code></pre></li> | |
| <li><p>Use portable <a href="#Floating-Point_Types">floating point types</a>; avoid <code>long | |
| double</code>.</p></li> | |
| <li><p>Use portable <a href="#Integer_Types">integer types</a>; avoid <code>short</code>, <code>long</code>, and | |
| <code>long long</code>.</p></li> | |
| </ul> | |
| <h3 id="Preprocessor_Macros">Preprocessor Macros</h3> | |
| <p>Avoid defining macros, especially in headers; prefer inline functions, enums, | |
| and <code>const</code> variables. Name macros with your project's namespace as a prefix. Do | |
| not use macros to declare pieces of a C++ API.</p> | |
| <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 | |
| declare 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><code class="language-cpp bad">class WOMBAT_TYPE(Foo) { | |
| // ... | |
| public: | |
| EXPAND_PUBLIC_WOMBAT_API(Foo) | |
| EXPAND_WOMBAT_COMPARISONS(Foo, ==, <) | |
| }; | |
| </code></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 <q>abbreviate</q> 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 add a | |
| macro which is used to declare an API, 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> | |
| <h3 id="0_and_nullptr/NULL">0 and nullptr/NULL</h3> | |
| <p>Use <code>nullptr</code> for pointers, and <code>'\0'</code> for chars (and not the <code>0</code> literal).</p> | |
| <p>For pointers (address values), use <code>nullptr</code>, as this provides type-safety.</p> | |
| <p>Use <code>'\0'</code> for the null character. Using the correct type makes the code more | |
| readable.</p> | |
| <h3 id="sizeof">sizeof</h3> | |
| <p>Prefer <code>sizeof(varname)</code> to <code>sizeof(type)</code>.</p> | |
| <p>Use <code>sizeof(varname)</code> when you take the size of a particular variable. | |
| <code>sizeof(varname)</code> will update appropriately if someone changes the variable type | |
| either now or later. You may use <code>sizeof(type)</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><code class="language-cpp good">MyStruct data; | |
| memset(&data, 0, sizeof(data)); | |
| </code></pre> | |
| <pre><code class="language-cpp bad">memset(&data, 0, sizeof(MyStruct)); | |
| </code></pre> | |
| <pre><code class="language-cpp good">if (raw_size < sizeof(int)) { | |
| LOG(ERROR) << "compressed record not big enough for count: " << raw_size; | |
| return false; | |
| } | |
| </code></pre> | |
| <h3 id="Type_deduction">Type Deduction (including auto) <a href="" id="auto"></a></h3> | |
| <p>Use type deduction only if it makes the code clearer to readers who aren't | |
| familiar with the project, or if it makes the code safer. Do not use it merely | |
| to avoid the inconvenience of writing an explicit type.</p> | |
| <h5>Definition</h5> | |
| <p>There are several contexts in which C++ allows (or even requires) types to be | |
| deduced by the compiler, rather than spelled out explicitly in the code:</p> | |
| <dl> | |
| <dt><a href="https://en.cppreference.com/w/cpp/language/template_argument_deduction">Function template argument deduction</a></dt> | |
| <dd><p>A function template can be invoked without explicit template arguments. The | |
| compiler deduces those arguments from the types of the function arguments:</p> | |
| <pre><code class="language-cpp neutral">template <typename T> | |
| void f(T t); | |
| f(0); // Invokes f<int>(0) | |
| </code></pre> | |
| <p>A lambda expression can also have template parameters, which are deduced in | |
| the same way:</p> | |
| <pre><code class="language-cpp neutral">// Sort `vec` in decreasing order | |
| std::sort(vec.begin(), vec.end(), []<typename T>(T lhs, T rhs) { return lhs > rhs; }); | |
| </code></pre></dd> | |
| <dt><a href="https://en.cppreference.com/w/cpp/language/auto"><code>auto</code> variable declarations</a></dt> | |
| <dd><p>A variable declaration can use the <code>auto</code> keyword in place of the type. The | |
| compiler deduces the type from the variable's initializer, following the | |
| same rules as function template argument deduction with the same initializer | |
| (so long as you don't use curly braces instead of parentheses).</p> | |
| <pre><code class="language-cpp neutral">auto a = 42; // a is an int | |
| auto& b = a; // b is an int& | |
| auto c = b; // c is an int | |
| auto d{42}; // d is an int, not a std::initializer_list<int> | |
| </code></pre> | |
| <p><code>auto</code> can be qualified with <code>const</code>, and can be used as part of a pointer | |
| or reference type, and (since C++17) as a non-type template argument. A rare | |
| variant of this syntax uses <code>decltype(auto)</code> instead of <code>auto</code>, in which | |
| case the deduced type is the result of applying | |
| <a href="https://en.cppreference.com/w/cpp/language/decltype"><code>decltype</code></a> to the | |
| initializer.</p></dd> | |
| <dt><a href="https://en.cppreference.com/w/cpp/language/function#Return_type_deduction">Function return type deduction</a></dt> | |
| <dd><p><code>auto</code> (and <code>decltype(auto)</code>) can also be used in place of a function return | |
| type. The compiler deduces the return type from the <code>return</code> statements in | |
| the function body, following the same rules as for variable declarations:</p> | |
| <pre><code class="language-cpp neutral">auto f() { return 0; } // The return type of f is int | |
| </code></pre> | |
| <p><a href="#Lambda_expressions">Lambda expression</a> return types can be deduced in the | |
| same way, but this is triggered by omitting the return type, rather than by | |
| an explicit <code>auto</code>. Confusingly, <a href="#trailing_return">trailing return type</a> | |
| syntax for functions also uses <code>auto</code> in the return-type position, but that | |
| doesn't rely on type deduction; it's just an alternative syntax for an | |
| explicit return type.</p></dd> | |
| <dt><a href="https://en.cppreference.com/w/cpp/language/auto.html"><code>auto</code> parameters</a></dt> | |
| <dd><p>A function or lambda expression can use the <code>auto</code> keyword in place of one | |
| or more of its parameter types. This causes it to be a function template | |
| instead of an ordinary function, with a separate template parameter for each | |
| <code>auto</code> function parameter:</p> | |
| <pre><code class="language-cpp neutral">// Sort `vec` in decreasing order | |
| std::sort(vec.begin(), vec.end(), [](auto lhs, auto rhs) { return lhs > rhs; }); | |
| </code></pre></dd> | |
| <dt><a href="https://isocpp.org/wiki/faq/cpp14-language#lambda-captures">Lambda init captures</a></dt> | |
| <dd><p>Lambda captures can have explicit initializers, which can be used to declare | |
| wholly new variables rather than only capturing existing ones:</p> | |
| <pre><code class="language-cpp neutral">[x = 42, y = "foo"] { ... } // x is an int, and y is a const char* | |
| </code></pre> | |
| <p>This syntax doesn't allow the type to be specified; instead, it's deduced | |
| using the rules for <code>auto</code> variables.</p></dd> | |
| <dt><a href="https://en.cppreference.com/w/cpp/language/class_template_argument_deduction">Class template argument deduction</a></dt> | |
| <dd><p>See <a href="#CTAD">below</a>.</p></dd> | |
| <dt><a href="https://en.cppreference.com/w/cpp/language/structured_binding">Structured bindings</a></dt> | |
| <dd><p>When declaring a tuple, struct, or array using <code>auto</code>, you can specify names | |
| for the individual elements instead of a name for the whole object; these | |
| names are called <q>structured bindings</q>, and the whole declaration is called | |
| a <q>structured binding declaration</q>. This syntax provides no way of | |
| specifying the type of either the enclosing object or the individual names:</p> | |
| <pre><code class="language-cpp neutral">auto [iter, success] = my_map.insert({key, value}); | |
| if (!success) { | |
| iter->second = value; | |
| } | |
| </code></pre> | |
| <p>The <code>auto</code> can also be qualified with <code>const</code>, <code>&</code>, and <code>&&</code>, but note that | |
| these qualifiers technically apply to the anonymous tuple/struct/array, | |
| rather than the individual bindings. The rules that determine the types of | |
| the bindings are quite complex; the results tend to be unsurprising, except | |
| that the binding types typically won't be references even if the declaration | |
| declares a reference (but they will usually behave like references anyway).</p></dd> | |
| </dl> | |
| <p>(These summaries omit many details and caveats; see the links for further | |
| information.)</p> | |
| <h5>Pros</h5> | |
| <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 deduced, since that avoids the | |
| possibility of unintended copies or type conversions.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <p>C++ code is usually clearer when types are explicit, especially when type | |
| deduction would depend on information from distant parts of the code. In | |
| expressions like:</p> | |
| <pre><code class="language-cpp bad">auto foo = x.add_foo(); | |
| auto i = y.Find(key); | |
| </code></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 when type deduction will or won't produce a | |
| reference type, or they'll get copies when they didn't mean to.</p> | |
| <p>If a deduced type is used as part of an interface, then a programmer might | |
| change its type while only intending to change its value, leading to a more | |
| radical API change than intended.</p> | |
| <h5>Decision</h5> | |
| <p>The fundamental rule is: use type deduction only to make the code clearer or | |
| safer, and do not use it merely to avoid the inconvenience of writing an | |
| explicit type. When judging whether the code is clearer, keep in mind that your | |
| readers are not necessarily on your team, or familiar with your project, so | |
| types that you and your reviewer experience as unnecessary clutter will very | |
| often provide useful information to others. For example, you can assume that the | |
| return type of <code>make_unique<Foo>()</code> is obvious, but the return type of | |
| <code>MyWidgetFactory()</code> probably isn't.</p> | |
| <p>These principles apply to all forms of type deduction, but the details vary, as | |
| described in the following sections.</p> | |
| <h6>Function template argument deduction</h6> | |
| <p>Function template argument deduction is almost always OK. Type deduction is the | |
| expected default way of interacting with function templates, because it allows | |
| function templates to act like infinite sets of ordinary function overloads. | |
| Consequently, function templates are almost always designed so that template | |
| argument deduction is clear and safe, or doesn't compile.</p> | |
| <h6>Local variable type deduction</h6> | |
| <p>For local variables, you can use type deduction to make the code clearer by | |
| eliminating type information that is obvious or irrelevant, so that the reader | |
| can focus on the meaningful parts of the code:</p> | |
| <pre><code class="language-cpp neutral">std::unique_ptr<WidgetWithBellsAndWhistles> widget = | |
| std::make_unique<WidgetWithBellsAndWhistles>(arg1, arg2); | |
| absl::flat_hash_map<std::string, | |
| std::unique_ptr<WidgetWithBellsAndWhistles>>::const_iterator | |
| it = my_map_.find(key); | |
| std::array<int, 6> numbers = {4, 8, 15, 16, 23, 42}; | |
| </code></pre> | |
| <pre><code class="language-cpp good">auto widget = std::make_unique<WidgetWithBellsAndWhistles>(arg1, arg2); | |
| auto it = my_map_.find(key); | |
| std::array numbers = {4, 8, 15, 16, 23, 42}; | |
| </code></pre> | |
| <p>Types sometimes contain a mixture of useful information and boilerplate, such as | |
| <code>it</code> in the example above: it's obvious that the type is an iterator, and in | |
| many contexts the container type and even the key type aren't relevant, but the | |
| type of the values is probably useful. In such situations, it's often possible | |
| to define local variables with explicit types that convey the relevant | |
| information:</p> | |
| <pre><code class="language-cpp good">if (auto it = my_map_.find(key); it != my_map_.end()) { | |
| WidgetWithBellsAndWhistles& widget = *it->second; | |
| // Do stuff with `widget` | |
| } | |
| </code></pre> | |
| <p>If the type is a template instance, and the parameters are boilerplate but the | |
| template itself is informative, you can use class template argument deduction to | |
| suppress the boilerplate. However, cases where this actually provides a | |
| meaningful benefit are quite rare. Note that class template argument deduction | |
| is also subject to a <a href="#CTAD">separate style rule</a>.</p> | |
| <p>Explicit types for elements of <code>map</code>-like containers are easy to get wrong. In | |
| those cases <a href="#Structured_Bindings">structured bindings</a> for the key and value | |
| are almost always clearer than a single variable representing the pair.</p> | |
| <p>Do not use <code>decltype(auto)</code> if a simpler option will work; because it's a fairly | |
| obscure feature, it has a high cost in code clarity.</p> | |
| <p>See | |
| <a href="https://abseil.io/tips/232">TotW #232</a> | |
| for more details on when to use <code>auto</code> for variable declarations.</p> | |
| <h6>Return type deduction</h6> | |
| <p>Use return type deduction (for both functions and lambdas) only if the function | |
| body has a very small number of <code>return</code> statements, and very little other code, | |
| because otherwise the reader may not be able to tell at a glance what the return | |
| type is. Furthermore, use it only if the function or lambda has a very narrow | |
| scope, because functions with deduced return types don't define abstraction | |
| boundaries: the implementation <em>is</em> the interface. In particular, public | |
| functions in header files should almost never have deduced return types.</p> | |
| <h6>Function parameter type deduction</h6> | |
| <p>Avoid using parameter type deduction (using either <code>auto</code> or template | |
| parameters) if you can give the parameter a specific type instead. If it will | |
| only be called with one type, it will almost always be clearer to make that type | |
| explicit, unless it is called very close to where it's defined (so that the | |
| reader can easily see both), or it's a lambda being passed to an interface so | |
| well-known that it's obvious what type it will eventually be called with (e.g., | |
| the <code>std::sort</code> example above)</p> | |
| <p>Do not use <code>auto</code> parameters in non-lambda functions. Use named template | |
| parameters instead, because they are more explicit about the fact that the | |
| function is a template:</p> | |
| <pre><code class="language-cpp bad">void F(auto arg) { ... } | |
| </code></pre> | |
| <pre><code class="language-cpp good">template <typename T> | |
| void F(T arg) { ... } | |
| </code></pre> | |
| <p>In a lambda expression, if you need to refer to the type of a parameter, prefer | |
| to make that type a template parameter:</p> | |
| <pre><code class="language-cpp bad">[](auto x) { decltype(x) y; ... } | |
| </code></pre> | |
| <pre><code class="language-cpp good">[]<typename T>(T x) { T y; ... } | |
| </code></pre> | |
| <h6>Lambda init captures</h6> | |
| <p>Init captures are covered by a <a href="#Lambda_expressions">more specific style rule</a>, | |
| which largely supersedes the general rules for type deduction.</p> | |
| <h6 id="Structured_Bindings">Structured bindings</h6> | |
| <p>Unlike other forms of type deduction, structured bindings can actually give the | |
| reader additional information, by giving meaningful names to the elements of a | |
| larger object. This means that a structured binding declaration may provide a | |
| net readability improvement over an explicit type, even in cases where <code>auto</code> | |
| would not. Structured bindings are especially beneficial when the object is a | |
| pair or tuple (as in the <code>insert</code> example above), because they don't have | |
| meaningful field names to begin with, but note that you generally | |
| <a href="#Structs_vs._Tuples">shouldn't use pairs or tuples</a> unless a pre-existing API | |
| like <code>insert</code> forces you to.</p> | |
| <p>The elements of containers like <code>std::map<K, V></code> benefit especially from | |
| structured bindings; not only can the two parts of the pair be given more | |
| specific names, but the use of type deduction dodges the common bug of failing | |
| to <code>const</code>-qualify the key type of the element, which often surprisingly | |
| succeeds in compiling by introducing unintended copying.</p> | |
| <p>If the object being bound is a struct, it may sometimes be helpful to provide | |
| names that are more specific to your usage, but keep in mind that this may also | |
| mean the names are less recognizable to your reader than the field names. We | |
| recommend using a comment to indicate the name of the underlying field, if it | |
| doesn't match the name of the binding, using the same syntax as for function | |
| parameter comments:</p> | |
| <pre><code class="language-cpp good">auto [/*field_name1=*/bound_name1, /*field_name2=*/bound_name2] = ... | |
| </code></pre> | |
| <p>As with function parameter comments, this can enable tools to detect if you get | |
| the order of the fields wrong.</p> | |
| <h3 id="CTAD">Class Template Argument Deduction</h3> | |
| <p>Use class template argument deduction only with templates that have explicitly | |
| opted into supporting it.</p> | |
| <h5>Definition</h5> | |
| <p><a href="https://en.cppreference.com/w/cpp/language/class_template_argument_deduction">Class template argument deduction</a> | |
| (often abbreviated <q>CTAD</q>) occurs when a variable is declared with a type that | |
| names a template, and the template argument list is not provided (not even empty | |
| angle brackets):</p> | |
| <pre><code class="language-cpp neutral">std::array a = {1, 2, 3}; // `a` is a std::array<int, 3> | |
| </code></pre> | |
| <p>The compiler deduces the arguments from the initializer using the template's | |
| <q>deduction guides</q>, which can be explicit or implicit.</p> | |
| <p>Explicit deduction guides look like function declarations with trailing return | |
| types, except that there's no leading <code>auto</code>, and the function name is the name | |
| of the template. For example, the above example relies on this deduction guide | |
| for <code>std::array</code>:</p> | |
| <pre><code class="language-cpp neutral">namespace std { | |
| template <class T, class... U> | |
| array(T, U...) -> std::array<T, 1 + sizeof...(U)>; | |
| } | |
| </code></pre> | |
| <p>Constructors in a primary template (as opposed to a template specialization) | |
| also implicitly define deduction guides.</p> | |
| <p>When you declare a variable that relies on CTAD, the compiler selects a | |
| deduction guide using the rules of constructor overload resolution, and that | |
| guide's return type becomes the type of the variable.</p> | |
| <h5>Pros</h5> | |
| <p>CTAD can sometimes allow you to omit boilerplate from your code.</p> | |
| <h5>Cons</h5> | |
| <p>The implicit deduction guides that are generated from constructors may have | |
| undesirable behavior, or be outright incorrect. This is particularly problematic | |
| for constructors written before CTAD was introduced in C++17, because the | |
| authors of those constructors had no way of knowing about (much less fixing) any | |
| problems that their constructors would cause for CTAD. Furthermore, adding | |
| explicit deduction guides to fix those problems might break any existing code | |
| that relies on the implicit deduction guides.</p> | |
| <p>CTAD also suffers from many of the same drawbacks as <code>auto</code>, because they are | |
| both mechanisms for deducing all or part of a variable's type from its | |
| initializer. CTAD does give the reader more information than <code>auto</code>, but it also | |
| doesn't give the reader an obvious cue that information has been omitted.</p> | |
| <h5>Decision</h5> | |
| <p>Do not use CTAD with a given template unless the template's maintainers have | |
| opted into supporting use of CTAD by providing at least one explicit deduction | |
| guide (all templates in the <code>std</code> namespace are also presumed to have opted in). | |
| This should be enforced with a compiler warning if | |
| available.</p> | |
| <p>Uses of CTAD must also follow the general rules on | |
| <a href="#Type_deduction">Type deduction</a>.</p> | |
| <h3 id="Designated_initializers">Designated Initializers</h3> | |
| <p>Use designated initializers only in their C++20-compliant form.</p> | |
| <h5>Definition</h5> | |
| <p><a href="https://en.cppreference.com/w/cpp/language/aggregate_initialization#Designated_initializers">Designated initializers</a> | |
| are a syntax that allows for initializing an aggregate (<q>plain old struct</q>) by | |
| naming its fields explicitly:</p> | |
| <pre><code class="language-cpp neutral">struct Point { | |
| float x = 0.0; | |
| float y = 0.0; | |
| float z = 0.0; | |
| }; | |
| Point p = { | |
| .x = 1.0, | |
| .y = 2.0, | |
| // z will be 0.0 | |
| }; | |
| </code></pre> | |
| <p>The explicitly listed fields will be initialized as specified, and others will | |
| be initialized in the same way they would be in a traditional aggregate | |
| initialization expression like <code>Point{1.0, 2.0}</code>.</p> | |
| <h5>Pros</h5> | |
| <p>Designated initializers can make for convenient and highly readable aggregate | |
| expressions, especially for structs with less straightforward ordering of fields | |
| than the <code>Point</code> example above.</p> | |
| <h5>Cons</h5> | |
| <p>While designated initializers have long been part of the C standard and | |
| supported by C++ compilers as an extension, they were not supported by C++ prior | |
| to C++20.</p> | |
| <p>The rules in the C++ standard are stricter than in C and compiler extensions, | |
| requiring that the designated initializers appear in the same order as the | |
| fields appear in the struct definition. So in the example above, it is legal | |
| according to C++20 to initialize <code>x</code> and then <code>z</code>, but not <code>y</code> and then <code>x</code>.</p> | |
| <h5>Decision</h5> | |
| <p>Use designated initializers only in the form that is compatible with the C++20 | |
| standard: with initializers in the same order as the corresponding fields appear | |
| in the struct definition.</p> | |
| <h3 id="Lambda_expressions">Lambda Expressions</h3> | |
| <p>Use lambda expressions where appropriate. Prefer explicit captures when the | |
| lambda will escape the current scope.</p> | |
| <h5>Definition</h5> | |
| <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><code class="language-cpp neutral">std::sort(v.begin(), v.end(), [](int x, int y) { | |
| return Weight(x) < Weight(y); | |
| }); | |
| </code></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><code class="language-cpp neutral">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; | |
| }); | |
| </code></pre> | |
| <p>Default captures implicitly capture any variable referenced in the lambda body, | |
| including <code>this</code> if any members are used:</p> | |
| <pre><code class="language-cpp neutral">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]; | |
| }); | |
| </code></pre> | |
| <p>A variable capture can also have an explicit initializer, which can be used for | |
| capturing move-only variables by value, or for other situations not handled by | |
| ordinary reference or value captures:</p> | |
| <pre><code class="language-cpp neutral">std::unique_ptr<Foo> foo = ...; | |
| [foo = std::move(foo)] () { | |
| ... | |
| } | |
| </code></pre> | |
| <p>Such captures (often called <q>init captures</q> or <q>generalized lambda captures</q>) | |
| need not actually <q>capture</q> anything from the enclosing scope, or even have a | |
| name from the enclosing scope; this syntax is a fully general way to define | |
| members of a lambda object:</p> | |
| <pre><code class="language-cpp neutral">[foo = std::vector<int>({1, 2, 3})] () { | |
| ... | |
| } | |
| </code></pre> | |
| <p>The type of a capture with an initializer is deduced using the same rules as | |
| <code>auto</code>.</p> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <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 <code>this</code> by value, since the use of | |
| <code>this</code> is often implicit.</li> | |
| <li>Captures actually declare new variables (whether or not the captures have | |
| initializers), but they look nothing like any other variable declaration | |
| syntax in C++. In particular, there's no place for the variable's type, or | |
| even an <code>auto</code> placeholder (although init captures can indicate it | |
| indirectly, e.g., with a cast). This can make it difficult to even recognize | |
| them as declarations.</li> | |
| <li>Init captures inherently rely on <a href="#Type_deduction">type deduction</a>, and | |
| suffer from many of the same drawbacks as <code>auto</code>, with the additional | |
| problem that the syntax doesn't even cue the reader that deduction is taking | |
| place.</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> | |
| <h5>Decision</h5> | |
| <ul> | |
| <li>Use lambda expressions where appropriate, with formatting as described | |
| <a href="#Formatting_Lambda_Expressions">below</a>.</li> | |
| <li><p>Prefer explicit captures if the lambda may escape the current scope. For | |
| example, instead of:</p> | |
| <pre><code class="language-cpp bad">{ | |
| 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. | |
| </code></pre> | |
| <p>prefer to write:</p> | |
| <pre><code class="language-cpp good">{ | |
| 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. | |
| </code></pre></li> | |
| <li><p>Use default capture by reference (<code>[&]</code>) only when the lifetime of the | |
| lambda is obviously shorter than any potential captures.</p></li> | |
| <li><p>Use default capture by value (<code>[=]</code>) only as a means of binding a few | |
| variables for a short lambda, where the set of captured variables is obvious | |
| at a glance, and which does not result in capturing <code>this</code> implicitly. (That | |
| means that a lambda that appears in a non-static class member function and | |
| refers to non-static class members in its body must capture <code>this</code> | |
| explicitly or via <code>[&]</code>.) Prefer not to write long or complex lambdas with | |
| default capture by value.</p></li> | |
| <li><p>Use captures only to actually capture variables from the enclosing scope. Do | |
| not use captures with initializers to introduce new names, or to | |
| substantially change the meaning of an existing name. Instead, declare a new | |
| variable in the conventional way and then capture it, or avoid the lambda | |
| shorthand and define a function object explicitly.</p></li> | |
| <li><p>See the section on <a href="#Type_deduction">type deduction</a> for guidance on | |
| specifying the parameter and return types.</p></li> | |
| </ul> | |
| <h3 id="Template_metaprogramming">Template Metaprogramming</h3> | |
| <p>Avoid complicated template programming.</p> | |
| <h5>Definition</h5> | |
| <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> | |
| <h5>Pros</h5> | |
| <p>Template metaprogramming allows extremely flexible interfaces that are type safe | |
| and high performance. Facilities like | |
| <a href="https://github.com/google/googletest">GoogleTest</a>, | |
| <code>std::tuple</code>, <code>std::function</code>, and Boost.Spirit would be impossible without it.</p> | |
| <h5>Cons</h5> | |
| <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 compile 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> | |
| <h5>Decision</h5> | |
| <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 | |
| codebase 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 <q>generated</q> 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> | |
| <h3 id="Concepts">Concepts and Constraints</h3> | |
| <p>Use concepts sparingly. In general, concepts and constraints should only be used | |
| in cases where templates would have been used prior to C++20. Avoid introducing | |
| new concepts in headers, unless the headers are marked as internal to the | |
| library. Do not define concepts that are not enforced by the compiler. Prefer | |
| constraints over template metaprogramming, and avoid the <code>template<Concept T></code> | |
| syntax; instead, use the <code>requires(Concept<T>)</code> syntax.</p> | |
| <h5>Definition</h5> | |
| <p>The <code>concept</code> keyword is a new mechanism for defining requirements (such as type | |
| traits or interface specifications) for a template parameter. The <code>requires</code> | |
| keyword provides mechanisms for placing anonymous constraints on templates and | |
| verifying that constraints are satisfied at compile time. Concepts and | |
| constraints are often used together, but can be also used independently.</p> | |
| <h5>Pros</h5> | |
| <ul> | |
| <li>Concepts allow the compiler to generate much better error messages when | |
| templates are involved, which can reduce confusion and significantly improve | |
| the development experience.</li> | |
| <li>Concepts can reduce the boilerplate necessary for defining and using | |
| compile-time constraints, often increasing the clarity of the resulting | |
| code.</li> | |
| <li>Constraints provide some capabilities that are difficult to achieve with | |
| templates and SFINAE techniques.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <ul> | |
| <li>As with templates, concepts can make code significantly more complex and | |
| difficult to understand.</li> | |
| <li>Concept syntax can be confusing to readers, as concepts appear similar to | |
| class types at their usage sites.</li> | |
| <li>Concepts, especially at API boundaries, increase code coupling, rigidity, | |
| and ossification.</li> | |
| <li>Concepts and constraints can replicate logic from a function body, resulting | |
| in code duplication and increased maintenance costs.</li> | |
| <li>Concepts muddy the source of truth for their underlying contracts, as they | |
| are standalone named entities that can be utilized in multiple locations, | |
| all of which evolve separately from each other. This can cause the stated | |
| and implied requirements to diverge over time.</li> | |
| <li>Concepts and constraints affect overload resolution in novel and non-obvious | |
| ways.</li> | |
| <li>As with SFINAE, constraints make it harder to refactor code at scale.</li> | |
| </ul> | |
| <h5>Decision</h5> | |
| <p>Predefined concepts in the standard library should be preferred to type traits, | |
| when equivalent ones exist. (e.g., if <code>std::is_integral_v</code> would have been used | |
| before C++20, then <code>std::integral</code> should be used in C++20 code.) Similarly, | |
| prefer modern constraint syntax (via <code>requires(Condition)</code>). Avoid legacy | |
| template metaprogramming constructs (such as <code>std::enable_if<Condition></code>) as | |
| well as the <code>template<Concept T></code> syntax.</p> | |
| <p>Do not manually re-implement any existing concepts or traits. For example, use | |
| <code>requires(std::default_initializable<T>)</code> instead of <code>requires(requires { T v; | |
| })</code> or the like.</p> | |
| <p>New <code>concept</code> declarations should be rare, and only defined internally within a | |
| library, such that they are not exposed at API boundaries. More generally, do | |
| not use concepts or constraints in cases where you wouldn't use their legacy | |
| template equivalents in C++17. </p> | |
| <p>Do not define concepts that duplicate the function body or impose requirements | |
| that would be insignificant or obvious from reading the body of the code or the | |
| resulting error messages. For example, avoid the following:</p> | |
| <pre><code class="language-cpp bad">template <typename T> // Bad - redundant with negligible benefit | |
| concept Addable = std::copyable<T> && requires(T a, T b) { a + b; }; | |
| template <Addable T> | |
| T Add(T x, T y, T z) { return x + y + z; } | |
| </code></pre> | |
| <p>Instead, prefer to leave code as an ordinary template unless you can demonstrate | |
| that concepts or constraints result in significant improvement for that | |
| particular case, such as in the resulting error messages for a deeply nested or | |
| non-obvious requirement.</p> | |
| <p>Concepts should be statically verifiable by the compiler. Do not use any concept | |
| whose primary benefits would come from a semantic (or otherwise unenforced) | |
| constraint. Requirements that are unenforced at compile time should instead be | |
| imposed via other mechanisms such as comments, assertions, or tests.</p> | |
| <h3 id="modules">C++20 modules</h3> | |
| <p>Do not use C++20 Modules.</p> | |
| <p>C++20 introduces <q>modules</q>, a new language feature designed as an alternative to | |
| textual inclusion of header files. It introduces three new keywords to support | |
| this: <code>module</code>, <code>export</code>, and <code>import</code>.</p> | |
| <p>Modules are a big shift in how C++ is written and compiled, and we are still | |
| assessing how they may fit into Google's C++ ecosystem in the future. | |
| Furthermore, they are not currently well-supported by our build systems, | |
| compilers, and other tooling, and need further exploration as to the best | |
| practices when writing and using them.</p> | |
| <h3 id="coroutines">Coroutines</h3> | |
| <p>Only use C++20 coroutines via libraries that have been approved by your project | |
| leads.</p> | |
| <h5>Definition</h5> | |
| <p>C++20 introduced | |
| <a href="https://en.cppreference.com/w/cpp/language/coroutines.html">coroutines</a>: | |
| functions that can suspend and resume executing later. They are especially | |
| convenient for asynchronous programming, where they can provide substantial | |
| improvements over traditional callback-based frameworks.</p> | |
| <p>Unlike most other programming languages (Kotlin, Rust, TypeScript, etc.), C++ | |
| does not provide a concrete implementation of coroutines. Instead, it requires | |
| users to implement their own awaitable type (using a | |
| <a href="https://en.cppreference.com/w/cpp/language/coroutines#Promise">promise type</a>) | |
| which determines coroutine parameter types, how coroutines are executed, and | |
| allows running user-defined code during different stages of their execution.</p> | |
| <h5>Pros</h5> | |
| <ul> | |
| <li>Coroutines can be used to implement safe and efficient libraries suited for | |
| specific tasks, such as asynchronous programming.</li> | |
| <li>Coroutines are syntactically almost identical to non-coroutine functions, | |
| which can make them substantially more readable than alternatives.</li> | |
| <li>The high degree of customization makes it possible to insert more detailed | |
| debugging information into coroutines, compared to alternatives.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <ul> | |
| <li>There is no standard coroutine promise type, and each user-defined | |
| implementation is likely going to be unique in some aspect.</li> | |
| <li>Because of load-bearing interactions between the return type, the various | |
| customizable hooks in the promise type, and compiler-generated code, | |
| coroutine semantics are extremely difficult to deduce from reading user | |
| code.</li> | |
| <li>The many customizable aspects of coroutines introduce a large number of | |
| pitfalls, especially around dangling references and race conditions.</li> | |
| </ul> | |
| <p>In summary, designing a high-quality and interoperable coroutine library | |
| requires a large amount of difficult work, careful thought, and extensive | |
| documentation.</p> | |
| <h5>Decision</h5> | |
| <p>Use only coroutine libraries that have been approved for project-wide use by | |
| your project leads. Do not roll your own promise or awaitable types.</p> | |
| <h3 id="Disallowed_Stdlib">Disallowed standard library features</h3> | |
| <p>Some modern C++ library functionality encourages 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> | |
| <h5>Decision</h5> | |
| <p>The following C++ standard library 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>The <code><filesystem></code> header, which does not have sufficient support for | |
| testing, and suffers from inherent security vulnerabilities.</li> | |
| </ul> | |
| <h3 id="Third_party_Libraries">Third-party Libraries</h3> | |
| <p>When choosing to use third-party libraries, be consistent with the code around | |
| you.</p> | |
| <h5>Definition</h5> | |
| <p>A third-party library is a library that is not primarily developed in the same | |
| repository as your code.</p> | |
| <h5>Pros</h5> | |
| <ul> | |
| <li>Reusing high-quality third-party libraries can avoid vast amounts of work | |
| duplicating their functionality.</li> | |
| <li>Some third-party libraries are so well-established in their problem domain | |
| that avoiding them would actually make the code harder to read.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <ul> | |
| <li>Third-party libraries may have different programming practices than ours. In | |
| some cases this can be <q>viral</q>, making it harder for code that uses the | |
| library to follow our style and programming practices.</li> | |
| <li>Third-party libraries can carry many hidden support burdens, such as license | |
| compliance, monitoring and patching vulnerabilities, and dealing with | |
| breaking changes from upstream.</li> | |
| </ul> | |
| <h5>Decision</h5> | |
| <p>When choosing a library to solve a particular problem, first check if there's | |
| already a library that your codebase typically uses for that kind of problem. If | |
| so, use it. If not, prefer libraries from the following sources, in roughly | |
| decreasing order of priority:</p> | |
| <ul> | |
| <li><a href="https://abseil.io/">Abseil</a> .</li> | |
| <li>The C++ standard library (except as discussed <a href="#Disallowed_Stdlib">here</a>)</li> | |
| <li>Existing first-party libraries in the codebase.</li> | |
| <li>Third-party libraries</li> | |
| </ul> | |
| <p>If you choose to use a third-party library, make sure to follow | |
| your codebase's policies for third-party code.</p> | |
| <h3 id="Nonstandard_Extensions">Nonstandard Extensions</h3> | |
| <p>Nonstandard extensions to C++ may not be used unless otherwise specified.</p> | |
| <h5>Definition</h5> | |
| <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> or SIMD, <code>#pragma</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 | |
| <q><a href="https://en.wikipedia.org/wiki/Elvis_operator">Elvis Operator</a></q> <code>a?:b</code>.</p> | |
| <h5>Pros</h5> | |
| <ul> | |
| <li>Nonstandard extensions may provide useful features that do not exist in | |
| standard C++.</li> | |
| <li>Important performance guidance to the compiler can only be specified using | |
| extensions.</li> | |
| </ul> | |
| <h5>Cons</h5> | |
| <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 features to the language that a reader must know | |
| to understand the code.</li> | |
| <li>Nonstandard extensions require additional work to port across architectures.</li> | |
| </ul> | |
| <h5>Decision</h5> | |
| <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> | |
| <h3 id="Aliases">Aliases</h3> | |
| <p>Public aliases are for the benefit of an API's user, and should be clearly | |
| documented.</p> | |
| <h5>Definition</h5> | |
| <p>There are several ways to create names that are aliases of other entities:</p> | |
| <pre><code class="language-cpp neutral">using Bar = Foo; | |
| typedef Foo Bar; // But prefer `using` in C++ code. | |
| using ::other_namespace::Foo; | |
| using enum MyEnumType; // Creates aliases for all enumerators in MyEnumType. | |
| </code></pre> | |
| <p>In new code, <code>using</code> is preferable to <code>typedef</code>, because it provides a more | |
| consistent syntax with the rest of C++ and works with templates.</p> | |
| <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 <code>.cc</code> files are implementation details (because client code | |
| can't refer to them), and are not restricted by this rule.</p> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <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> | |
| <h5>Decision</h5> | |
| <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><code class="language-cpp good">namespace mynamespace { | |
| // 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*; | |
| // A set of measurements. Just an alias for user convenience. | |
| using TimeSeries = std::unordered_set<DataPoint, std::hash<DataPoint>, DataPointComparator>; | |
| } // namespace mynamespace | |
| </code></pre> | |
| <p>These aliases don't document intended use, and half of them aren't meant for | |
| client use:</p> | |
| <pre><code class="language-cpp bad">namespace mynamespace { | |
| // Bad: none of these say how they should be used. | |
| using DataPoint = ::foo::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 mynamespace | |
| </code></pre> | |
| <p>However, local convenience aliases are fine in function definitions, <code>private</code> | |
| sections of classes, explicitly-marked internal namespaces, and in <code>.cc</code> files:</p> | |
| <pre><code class="language-cpp good">// In a .cc file | |
| using ::foo::Bar; | |
| </code></pre> | |
| <h3 id="Switch_Statements">Switch Statements</h3> | |
| <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, treat | |
| this as an error. For example:</p> | |
| <pre><code class="language-cpp good">switch (var) { | |
| case 0: { | |
| ... | |
| break; | |
| } | |
| case 1: { | |
| ... | |
| break; | |
| } | |
| default: { | |
| LOG(FATAL) << "Invalid value in switch statement: " << var; | |
| } | |
| } | |
| </code></pre> | |
| <p>Fall-through from one case label to another must be annotated using the | |
| <code>[[fallthrough]];</code> attribute. <code>[[fallthrough]];</code> should be placed at a point of | |
| execution where a fall-through to the next case label occurs. A common exception | |
| is consecutive case labels without intervening code, in which case no annotation | |
| is needed.</p> | |
| <pre><code class="language-cpp good">switch (x) { | |
| case 41: // No annotation needed here. | |
| case 43: | |
| if (dont_be_picky) { | |
| // Use this instead of or along with annotations in comments. | |
| [[fallthrough]]; | |
| } else { | |
| CloseButNoCigar(); | |
| break; | |
| } | |
| case 42: | |
| DoSomethingSpecial(); | |
| [[fallthrough]]; | |
| default: | |
| DoSomethingGeneric(); | |
| break; | |
| } | |
| </code></pre> | |
| <h2 id="Inclusive_Language">Inclusive Language</h2> | |
| <p>In all code, including naming and comments, use inclusive language and avoid | |
| terms that other programmers might find disrespectful or offensive (such as | |
| <q>master</q> and <q>slave</q>, <q>blacklist</q> and <q>whitelist</q>, or <q>redline</q>), even if the | |
| terms also have an ostensibly neutral meaning. Similarly, use gender-neutral | |
| language unless you're referring to a specific person (and using their | |
| pronouns). For example, use <q>they</q>/<q>them</q>/<q>their</q> for people of unspecified | |
| gender | |
| (<a href="https://apastyle.apa.org/style-grammar-guidelines/grammar/singular-they">even when singular</a>), | |
| and <q>it</q>/<q>its</q> for software, computers, and other things that aren't people.</p> | |
| <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>Style rules about naming 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> | |
| <p>For the purposes of the naming rules below, a <q>word</q> is anything that you would | |
| write in English without internal spaces. Either words are all lowercase, with | |
| underscores between words | |
| (<q><a href="https://en.wikipedia.org/wiki/Snake_case">snake_case</a></q>), or words are mixed | |
| case with the first letter of each word capitalized | |
| (<q><a href="https://en.wikipedia.org/wiki/Camel_case">camelCase</a></q> or | |
| <q><a href="https://en.wiktionary.org/wiki/Pascal_case">PascalCase</a></q>).</p> | |
| <h3 id="General_Naming_Rules">Choosing Names</h3> | |
| <p>Give things names that make their purpose or intent understandable to a new | |
| reader, even someone on a different team than the owners. Do not worry about | |
| saving horizontal space as it is far more important to make your code | |
| immediately understandable by a new reader.</p> | |
| <p>Consider the context in which the name will be used. A name should be | |
| descriptive even if it is used far from the code that makes it available for | |
| use. However, a name should not distract the reader by repeating information | |
| that's present in the immediate context. Generally, this means that | |
| descriptiveness should be proportional to the name's scope of visibility. A free | |
| function declared in a header should probably mention the header's library, | |
| while a local variable probably shouldn't explain what function it's within.</p> | |
| <p>Minimize the use of abbreviations that would likely be unknown to someone | |
| outside your project (especially acronyms and initialisms). Do not abbreviate by | |
| deleting letters within a word. When an abbreviation is used, prefer to | |
| capitalize it as a single <q>word</q>, e.g., <code>StartRpc()</code> rather than <code>StartRPC()</code>. | |
| As a rule of thumb, an abbreviation is probably OK if it's listed in | |
| Wikipedia. | |
| Note that certain universally-known abbreviations are OK, such as <code>i</code> for a loop | |
| index and <code>T</code> for a template parameter.</p> | |
| <p>The names you see most frequently are not like most names; a small number of | |
| <q>vocabulary</q> names are reused so widely that they are always in context. These | |
| names tend to be short or even abbreviated and their full meaning comes from | |
| explicit long-form documentation rather than from just comments on their | |
| definition and the words within the names. For example, <code>absl::Status</code> has a | |
| dedicated | |
| <a href="https://abseil.io/docs/cpp/guides/status">page in a devguide</a>, | |
| documenting its proper use. You probably won't define new vocabulary names very | |
| often, but if you do, get | |
| additional design review to make sure the chosen names work well when | |
| used widely.</p> | |
| <pre><code class="language-cpp good">class MyClass { | |
| public: | |
| int CountFooErrors(const std::vector<Foo>& foos) { | |
| int n = 0; // Clear meaning given limited scope and context | |
| for (const auto& foo : foos) { | |
| ... | |
| ++n; | |
| } | |
| return n; | |
| } | |
| // Function comment doesn't need to explain that this returns non-OK on | |
| // failure as that is implied by the `absl::Status` return type, but it | |
| // might document behavior for some specific codes. | |
| absl::Status DoSomethingImportant() { | |
| std::string fqdn = ...; // Well-known abbreviation for Fully Qualified Domain Name | |
| return absl::OkStatus(); | |
| } | |
| private: | |
| const int kMaxAllowedConnections = ...; // Clear meaning within context | |
| }; | |
| </code></pre> | |
| <pre><code class="language-cpp bad">class MyClass { | |
| public: | |
| int CountFooErrors(const std::vector<Foo>& foos) { | |
| int total_number_of_foo_errors = 0; // Overly verbose given limited scope and context | |
| for (int foo_index = 0; foo_index < foos.size(); ++foo_index) { // Use idiomatic `i` | |
| ... | |
| ++total_number_of_foo_errors; | |
| } | |
| return total_number_of_foo_errors; | |
| } | |
| // A return type with a generic name is unclear without widespread education. | |
| Result DoSomethingImportant() { | |
| int cstmr_id = ...; // Deletes internal letters | |
| } | |
| private: | |
| const int kNum = ...; // Unclear meaning within broad scope | |
| }; | |
| </code></pre> | |
| <h3 id="File_Names">File Names</h3> | |
| <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 <q><code>_</code></q>.</p> | |
| <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 have a <code>.cc</code> filename extension, and header files should have a | |
| <code>.h</code> extension. 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> | |
| <h3 id="Type_Names">Type Names</h3> | |
| <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> | |
| <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><code class="language-cpp good">// classes and structs | |
| class UrlTable { ... | |
| class UrlTableTester { ... | |
| struct UrlTableProperties { ... | |
| // typedefs | |
| typedef hash_map<UrlTableProperties*, std::string> PropertiesMap; | |
| // using aliases | |
| using PropertiesMap = hash_map<UrlTableProperties*, std::string>; | |
| // enums | |
| enum class UrlTableError { ... | |
| </code></pre> | |
| <h3 id="Concept_Names">Concept Names</h3> | |
| <p>Concept names follow the same rules as <a href="#Type_Names">type names</a>.</p> | |
| <h3 id="Variable_Names">Variable Names</h3> | |
| <p>The names of variables (including function parameters) and data members are | |
| <code>snake_case</code> (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> | |
| <h4>Common Variable names</h4> | |
| <p>For example:</p> | |
| <pre><code class="language-cpp good">std::string table_name; // OK - snake_case. | |
| </code></pre> | |
| <pre><code class="language-cpp bad">std::string tableName; // Bad - mixed case. | |
| </code></pre> | |
| <h4>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. The exception to this is | |
| static constant class members, which should follow the rules for | |
| <a href="#Constant_Names">naming constants</a>.</p> | |
| <pre><code class="language-cpp good">class TableInfo { | |
| public: | |
| ... | |
| static const int kTableVersion = 3; // OK - constant naming. | |
| ... | |
| private: | |
| std::string table_name_; // OK - underscore at end. | |
| static Pool<TableInfo>* absl_nullable pool_; // OK. | |
| }; | |
| </code></pre> | |
| <h4>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><code class="language-cpp good">struct UrlTableProperties { | |
| std::string name; | |
| int num_entries; | |
| static Pool<UrlTableProperties>* absl_nullable pool; | |
| }; | |
| </code></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> | |
| <h3 id="Constant_Names">Constant Names</h3> | |
| <p>Variables declared <code>constexpr</code> or <code>const</code>, and whose value is fixed for the | |
| duration of the program, are named with a leading <q>k</q> followed by mixed case. | |
| Underscores can be used as separators in the rare cases where capitalization | |
| cannot be used for separation. For example:</p> | |
| <pre><code class="language-cpp good">const int kDaysInAWeek = 7; | |
| const int kAndroid8_0_0 = 24; // Android 8.0.0 | |
| </code></pre> | |
| <p>All such variables with | |
| <a href="http://en.cppreference.com/w/cpp/language/storage_duration#Storage_duration">static storage duration</a> | |
| should be named this way, including static constant class data members and | |
| variables in templates where different instantiations of the template may have | |
| different values. For example:</p> | |
| <pre><code class="language-cpp good">template <int kMaxAttempts> | |
| class ExponentialBackoff final { | |
| static constexpr absl::string_view kLogTag = "exponential backoff"; | |
| ... | |
| }; | |
| </code></pre> | |
| <p>This convention is optional for variables of other storage classes, e.g., | |
| automatic variables; otherwise the usual variable naming rules apply.</p> | |
| <p>For example:</p> | |
| <pre><code class="language-cpp good">void ComputeFoo(absl::string_view suffix) { | |
| // Either of these is acceptable. | |
| const absl::string_view kPrefix = "prefix"; | |
| const absl::string_view prefix = "prefix"; | |
| ... | |
| } | |
| </code></pre> | |
| <pre><code class="language-cpp bad">void ComputeFoo(absl::string_view suffix) { | |
| // Bad - different invocations of ComputeFoo give kCombined different values. | |
| const std::string kCombined = absl::StrCat(kPrefix, suffix); | |
| ... | |
| } | |
| </code></pre> | |
| <h3 id="Function_Names">Function Names</h3> | |
| <p>Ordinarily, functions follow | |
| <a href="https://en.wiktionary.org/wiki/Pascal_case">PascalCase</a>: start with a capital | |
| letter and have a capital letter for each new word.</p> | |
| <pre><code class="language-cpp good">AddTableEntry() | |
| DeleteUrl() | |
| OpenFileOrDie() | |
| </code></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, in | |
| <code>snake_case</code>. 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> | |
| <h3 id="Namespace_Names">Namespace Names</h3> | |
| <p>Namespace names are <code>snake_case</code> (all lowercase, with underscores between | |
| words).</p> | |
| <p>When <a href="#General_Naming_Rules">choosing names</a> for namespaces, note that names | |
| must be fully qualified when used in a header outside the namespace, because | |
| <a href="#Aliases">unqualified Aliases are generally banned</a>.</p> | |
| <p>Top-level namespaces must be globally unique and recognizable, so each one should be owned by a single project or team, with a name based on the name of that project or team. Usually, all code in the namespace should be under one or more directories with the same name as the namespace.</p><p>Nested namespaces should avoid the names of well-known top-level namespaces, | |
| especially <code>std</code> and <code>absl</code>, because in C++, nested namespaces do not protect | |
| from collisions with names in other namespaces (see | |
| <a href="https://abseil.io/tips/130">TotW #130</a>).</p> | |
| <h3 id="Enumerator_Names">Enumerator Names</h3> | |
| <p>Enumerators (for both scoped and unscoped enums) should be named like | |
| <a href="#Constant_Names">constants</a>, not like <a href="#Macro_Names">macros</a>. That is, use | |
| <code>kEnumName</code> not <code>ENUM_NAME</code>.</p> | |
| <pre><code class="language-cpp good">enum class UrlTableError { | |
| kOk = 0, | |
| kOutOfMemory, | |
| kMalformedInput, | |
| }; | |
| </code></pre> | |
| <pre><code class="language-cpp bad">enum class AlternateUrlTableError { | |
| OK = 0, | |
| OUT_OF_MEMORY = 1, | |
| MALFORMED_INPUT = 2, | |
| }; | |
| </code></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 use constant-style naming.</p> | |
| <h3 id="Template_Parameter_Names">Template Parameter Names</h3> | |
| <p>Template parameters should follow the naming style for their category: type | |
| template parameters should follow the rules for naming <a href="#Type_Names">types</a>, and | |
| non-type template parameters should follow the rules for naming | |
| <a href="#Variable_Names">variables</a> or <a href="#Constant_Names">constants</a>.</p> | |
| <h3 id="Macro_Names">Macro Names</h3> | |
| <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_AND_ADULTS_ALIKE</code>.</p> | |
| <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, and with a project-specific prefix.</p> | |
| <pre><code class="language-cpp neutral">#define MYPROJECT_ROUND(x) ... | |
| </code></pre> | |
| <h3 id="Naming_Aliases">Aliases</h3> | |
| <p>The name for an <a href="#Aliases">alias</a> follows the same principles as any other new | |
| name, applied in the context where the alias is defined rather than where the | |
| original name appears.</p> | |
| <h3 id="Exceptions_to_Naming_Rules">Exceptions to Naming Rules</h3> | |
| <p>If you are naming something that is analogous to an existing C or C++ entity (or | |
| a Rust entity via interop), then you can follow the existing naming convention | |
| scheme.</p> | |
| <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> | |
| <h2 id="Comments">Comments</h2> | |
| <p>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> | |
| <p>Use either the <code>//</code> or <code>/* */</code> syntax, as long as you are consistent.</p> | |
| <p>While either syntax is acceptable, <code>//</code> is <em>much</em> more common. Be consistent | |
| with how you comment and what style you use where.</p> | |
| <h3 id="File_Comments">File Comments</h3> | |
| <p>Start each file with license boilerplate.</p> | |
| <p>If a source file (such as a <code>.h</code> file) declares multiple user-facing | |
| abstractions (common functions, related classes, etc.), include a comment | |
| describing the collection of those abstractions. Include enough detail for | |
| future authors to know what does not fit there. However, the detailed | |
| documentation about individual abstractions belongs with those abstractions, not | |
| at the file level.</p> | |
| <p>For instance, if you write a file comment for <code>frobber.h</code>, you do not need to | |
| include a file comment in <code>frobber.cc</code> or <code>frobber_test.cc</code>. On the other hand, | |
| if you write a collection of classes in <code>registered_objects.cc</code> that has no | |
| associated header file, you must include a file comment in | |
| <code>registered_objects.cc</code>.</p> | |
| <h4>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. New files should usually not contain copyright notice or author | |
| line.</p> | |
| <h3 id="Class_Comments">Struct and Class Comments</h3> | |
| <p>Every non-obvious class or struct declaration should have an accompanying | |
| comment that describes what it is for and how it should be used.</p> | |
| <pre><code class="language-cpp good">// Iterates over the contents of a GargantuanTable. | |
| // Example: | |
| // std::unique_ptr<GargantuanTableIterator> iter = table->NewIterator(); | |
| // for (iter->Seek("foo"); !iter->done(); iter->Next()) { | |
| // process(iter->key(), iter->value()); | |
| // } | |
| class GargantuanTableIterator { | |
| ... | |
| }; | |
| </code></pre> | |
| <h4 id="Class_Comments_Details">Class Comments</h4> | |
| <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> | |
| <h3 id="Function_Comments">Function Comments</h3> | |
| <p>Declaration comments describe use of the function (when it is non-obvious); | |
| comments at the definition of a function describe operation.</p> | |
| <h4>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). Private methods and functions declared in | |
| <code>.cc</code> files are not exempt. Function comments should be written with an implied | |
| subject of <em>This function</em> and should start with the verb phrase; for example, | |
| <q>Opens the file</q>, rather than <q>Open the file</q>. 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. If function argument names are provided in | |
| `backticks`, then code-indexing tools may be able to present the | |
| documentation better.</li> | |
| <li>For class member functions: whether the object remembers reference or | |
| pointer arguments beyond the duration of the method call. This is quite | |
| common for pointer/reference arguments to constructors.</li> | |
| <li>For each pointer argument, whether the pointer may be null.</li> | |
| <li>For each nullable pointer argument, how a null input is handled.</li> | |
| <li>For each output or input/output argument, what happens to any state that | |
| argument is in (e.g., is the state appended to or overwritten?).</li> | |
| <li>If there are any performance implications of how a function is used.</li> | |
| </ul> | |
| <p>Here is an example:</p> | |
| <pre><code class="language-cpp good">// Returns an iterator for this table, positioned at the first entry | |
| // lexically greater than or equal to `start_word`. If there is no | |
| // such entry, returns a null pointer. The client must not use the | |
| // iterator after the underlying GargantuanTable has been destroyed. | |
| // | |
| // This method is equivalent to: | |
| // std::unique_ptr<Iterator> iter = table->NewIterator(); | |
| // iter->Seek(start_word); | |
| // return iter; | |
| std::unique_ptr<Iterator> GetIterator(absl::string_view start_word) const; | |
| </code></pre> | |
| <p>However, do not be unnecessarily verbose or state the completely obvious.</p> | |
| <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 <q>destroys this object</q> 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>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> | |
| <h3 id="Variable_Comments">Variable Comments</h3> | |
| <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> | |
| <h4>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><code class="language-cpp good">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_; | |
| </code></pre> | |
| <h4>Global Variables</h4> | |
| <p>All global variables should have a comment describing what they are, what they | |
| are used for, and (if unclear) why they need to be global. For example:</p> | |
| <pre><code class="language-cpp good">// The total number of test cases that we run through in this regression test. | |
| const int kNumTestCases = 6; | |
| </code></pre> | |
| <h3 id="Implementation_Comments">Implementation Comments</h3> | |
| <p>In your implementation you should have comments in tricky, non-obvious, | |
| interesting, or important parts of your code.</p> | |
| <h4>Explanatory Comments</h4> | |
| <p>Tricky or complicated code blocks should have comments before them.</p> | |
| <h4 id="Function_Argument_Comments">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> | |
| <p>Consider the following example:</p> | |
| <pre><code class="language-cpp bad">// What are these arguments? | |
| const DecimalNumber product = CalculateProduct(values, 7, false, nullptr); | |
| </code></pre> | |
| <p>versus:</p> | |
| <pre><code class="language-cpp good">ProductOptions options; | |
| options.set_precision_decimals(7); | |
| options.set_use_cache(ProductOptions::kDontUseCache); | |
| const DecimalNumber product = | |
| CalculateProduct(values, options, /*completion_callback=*/nullptr); | |
| </code></pre> | |
| <h4 id="Implementation_Comment_Donts">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 <em>why</em> the code does what it | |
| does, or make the code self-describing.</p> | |
| <p>Compare this:</p> | |
| <pre><code class="language-cpp bad">// Find the element in the vector. <-- Bad: obvious! | |
| if (std::find(v.begin(), v.end(), element) != v.end()) { | |
| Process(element); | |
| } | |
| </code></pre> | |
| <p>To this:</p> | |
| <pre><code class="language-cpp good">// Process "element" unless it was already processed. | |
| if (std::find(v.begin(), v.end(), element) != v.end()) { | |
| Process(element); | |
| } | |
| </code></pre> | |
| <p>Self-describing code doesn't need a comment. The comment from the example above | |
| would be obvious:</p> | |
| <pre><code class="language-cpp good">if (!IsAlreadyProcessed(element)) { | |
| Process(element); | |
| } | |
| </code></pre> | |
| <h3 id="Punctuation_Spelling_and_Grammar">Punctuation, Spelling, and Grammar <a href="" id="Punctuation,_Spelling_and_Grammar"></a></h3> | |
| <p>Pay attention to punctuation, spelling, and grammar; it is easier to read | |
| well-written comments than badly written ones.</p> | |
| <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> | |
| <h3 id="TODO_Comments">TODO Comments</h3> | |
| <p>Use <code>TODO</code> comments for code that is temporary, a short-term solution, or | |
| good-enough but not perfect.</p> | |
| <p><code>TODO</code>s should include the string <code>TODO</code> in all caps, followed by the bug ID, | |
| name, e-mail address, 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> | |
| <pre><code class="language-cpp good">// TODO(bug 12345): remove the "Last visitors" feature. | |
| // TODO(example.com/my-design-doc): Manually fix up this code the next time it's touched. | |
| // TODO(kl@gmail.com): Use a "*" here for concatenation operator. | |
| // TODO(Zeke): change this to use relations. | |
| </code></pre> | |
| <p>If your <code>TODO</code> is of the form <q>At a future date do something</q> make sure that you | |
| either include a very specific date (<q>Fix by November 2005</q>) or a very specific | |
| event (<q>Remove this code when all clients can handle XML responses.</q>).</p> | |
| <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> | |
| <p>Each line of text in your code should be at most 80 characters long.</p> | |
| <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> | |
| <h5>Pros</h5> | |
| <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> | |
| <h5>Cons</h5> | |
| <p>Proponents of change argue that a wider line can make code more readable. The | |
| 80-column limit is a hidebound throwback to 1960s mainframes; | |
| modern | |
| equipment has wide screens that can easily show longer lines.</p> | |
| <h5>Decision</h5> | |
| <p> 80 characters is the | |
| maximum.</p> | |
| <p>A line may exceed 80 characters if it is</p> | |
| <ul> | |
| <li>a comment line which is not feasible to split 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.</li> | |
| <li><p>a string literal that cannot easily be wrapped at 80 columns. This may be | |
| because it contains URIs or other semantically-critical pieces, or because | |
| the literal contains an embedded language, or because it is a multiline | |
| literal whose newlines are significant, such as help messages. In these | |
| cases, breaking up the literal would reduce readability, searchability, | |
| ability to click links, etc. Except for test code, such literals should | |
| appear at namespace scope near the top of a file. If a tool like | |
| Clang-Format doesn't recognize the unsplittable content, | |
| <a href="https://clang.llvm.org/docs/ClangFormatStyleOptions.html#disabling-formatting-on-a-piece-of-code">disable the tool</a> | |
| around the content as necessary.</p> | |
| <p>(We must balance between usability/searchability of such literals and the | |
| readability of the code around them.)</p></li> | |
| <li><p>an include statement.</p></li> | |
| <li><p>a <a href="#The__define_Guard">header guard.</a></p></li> | |
| <li><p>a using-declaration.</p></li> | |
| </ul> | |
| <h3 id="Non-ASCII_Characters">Non-ASCII Characters</h3> | |
| <p>Non-ASCII characters should be rare, and must use UTF-8 formatting.</p> | |
| <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, unit test 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>"\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>When possible, avoid the <code>u8</code> prefix. It has significantly different semantics | |
| starting in C++20 than in C++17, producing arrays of <code>char8_t</code> rather than | |
| <code>char</code>, and will change again in C++23. </p> | |
| <p>You shouldn't use <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> | |
| <h3 id="Spaces_vs._Tabs">Spaces vs. Tabs</h3> | |
| <p>Use only spaces, and indent 2 spaces at a time.</p> | |
| <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> | |
| <h3 id="Function_Declarations_and_Definitions">Function Declarations and Definitions</h3> | |
| <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> | |
| <p>Functions look like this:</p> | |
| <pre><code class="language-cpp good">ReturnType ClassName::FunctionName(Type par_name1, Type par_name2) { | |
| DoSomething(); | |
| ... | |
| } | |
| </code></pre> | |
| <p>If you have too much text to fit on one line:</p> | |
| <pre><code class="language-cpp good">ReturnType ClassName::ReallyLongFunctionName(Type par_name1, Type par_name2, | |
| Type par_name3) { | |
| DoSomething(); | |
| ... | |
| } | |
| </code></pre> | |
| <p>or if you cannot fit even the first parameter:</p> | |
| <pre><code class="language-cpp good">ReturnType LongClassName::ReallyReallyReallyLongFunctionName( | |
| Type par_name1, // 4 space indent | |
| Type par_name2, | |
| Type par_name3) { | |
| DoSomething(); // 2 space indent | |
| ... | |
| } | |
| </code></pre> | |
| <p>Some points to note:</p> | |
| <ul> | |
| <li>Choose good parameter names.</li> | |
| <li>A parameter name may be omitted only if the parameter is not used in the | |
| function's definition.</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 omit the name:</p> | |
| <pre><code class="language-cpp good">class Foo { | |
| public: | |
| Foo(const Foo&) = delete; | |
| Foo& operator=(const Foo&) = delete; | |
| }; | |
| </code></pre> | |
| <p>Unused parameters that might not be obvious should comment out the variable name | |
| in the function definition:</p> | |
| <pre><code class="language-cpp good">class Shape { | |
| public: | |
| virtual void Rotate(double radians) = 0; | |
| }; | |
| class Circle : public Shape { | |
| public: | |
| void Rotate(double radians) override; | |
| }; | |
| void Circle::Rotate(double /*radians*/) {} | |
| </code></pre> | |
| <pre><code class="language-cpp bad">// Bad - if someone wants to implement later, it's not clear what the | |
| // variable means. | |
| void Circle::Rotate(double) {} | |
| </code></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><code class="language-cpp good"> ABSL_ATTRIBUTE_NOINLINE void ExpensiveFunction(); | |
| [[nodiscard]] bool IsOk(); | |
| </code></pre> | |
| <h3 id="Formatting_Lambda_Expressions">Lambda Expressions</h3> | |
| <p>Format parameters and bodies as for any other function, and capture lists like | |
| other comma-separated lists.</p> | |
| <p>For by-reference captures, do not leave a space between the ampersand (<code>&</code>) and | |
| the variable name.</p> | |
| <pre><code class="language-cpp good">int x = 0; | |
| auto x_plus_n = [&x](int n) -> int { return x + n; }; | |
| </code></pre> | |
| <p>Short lambdas may be written inline as function arguments.</p> | |
| <pre><code class="language-cpp good">absl::flat_hash_set<int> to_remove = {7, 8, 9}; | |
| std::vector<int> digits = {3, 9, 1, 8, 4, 7, 1}; | |
| digits.erase(std::remove_if(digits.begin(), digits.end(), [&to_remove](int i) { | |
| return to_remove.contains(i); | |
| }), | |
| digits.end()); | |
| </code></pre> | |
| <h3 id="Floating_Literals">Floating-point Literals</h3> | |
| <p>Floating-point literals should always have a radix point, with digits on both | |
| sides, even if they use exponential notation. Readability is improved if all | |
| floating-point literals take this familiar form, as this helps ensure that they | |
| are not mistaken for integer literals, and that the <code>E</code>/<code>e</code> of the exponential | |
| notation is not mistaken for a hexadecimal digit. It is fine to initialize a | |
| floating-point variable with an integer literal (assuming the variable type can | |
| exactly represent that integer), but note that a number in exponential notation | |
| is never an integer literal.</p> | |
| <pre><code class="language-cpp bad">float f = 1.f; | |
| long double ld = -.5L; | |
| double d = 1248e6; | |
| </code></pre> | |
| <pre><code class="language-cpp good">float f = 1.0f; | |
| float f2 = 1.0; // Also OK | |
| float f3 = 1; // Also OK | |
| long double ld = -0.5L; | |
| double d = 1248.0e6; | |
| </code></pre> | |
| <h3 id="Function_Calls">Function Calls</h3> | |
| <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> | |
| <p>Function calls have the following format:</p> | |
| <pre><code class="language-cpp good">bool result = DoSomething(argument1, argument2, argument3); | |
| </code></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><code class="language-cpp good">bool result = DoSomething(averyveryveryverylongargument1, | |
| argument2, argument3); | |
| </code></pre> | |
| <p>Arguments may optionally all be placed on subsequent lines with a four space | |
| indent:</p> | |
| <pre><code class="language-cpp good">if (...) { | |
| ... | |
| ... | |
| if (...) { | |
| bool result = DoSomething( | |
| argument1, argument2, // 4 space indent | |
| argument3, argument4); | |
| ... | |
| } | |
| </code></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><code class="language-cpp good">int my_heuristic = scores[x] * y + bases[x]; | |
| bool result = DoSomething(my_heuristic, x, y, z); | |
| </code></pre> | |
| <p>Or put the confusing argument on its own line with an explanatory comment:</p> | |
| <pre><code class="language-cpp good">bool result = DoSomething(scores[x] * y + bases[x], // Score heuristic. | |
| x, y, z); | |
| </code></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><code class="language-cpp good">// Transform the widget by a 3x3 matrix. | |
| my_widget.Transform(x1, x2, x3, | |
| y1, y2, y3, | |
| z1, z2, z3); | |
| </code></pre> | |
| <h3 id="Braced_Initializer_List_Format">Braced Initializer List Format</h3> | |
| <p>Format a braced initializer list exactly like you would format a function call | |
| in its place.</p> | |
| <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><code class="language-cpp good">// 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}}; | |
| </code></pre> | |
| <h3 id="Formatting_Looping_Branching">Looping and Branching Statements <a href="" id="Conditionals"></a></h3> | |
| <p>At a high level, looping or branching statements consist of the following | |
| <strong>components</strong>:</p> | |
| <ul> | |
| <li>One or more <strong>statement keywords</strong> (e.g., <code>if</code>, <code>else</code>, <code>switch</code>, <code>while</code>, | |
| <code>do</code>, or <code>for</code>).</li> | |
| <li>One <strong>condition or iteration specifier</strong>, inside parentheses.</li> | |
| <li>One or more <strong>controlled statements</strong>, or blocks of controlled statements.</li> | |
| </ul> | |
| <p>For these statements:</p> | |
| <ul> | |
| <li>The components of the statement should be separated by single spaces (not | |
| line breaks).</li> | |
| <li>Inside the condition or iteration specifier, put one space (or a line break) | |
| between each semicolon and the next token, except if the token is a closing | |
| parenthesis or another semicolon.</li> | |
| <li>Inside the condition or iteration specifier, do not put a space after the | |
| opening parenthesis or before the closing parenthesis.</li> | |
| <li>Put any controlled statements inside blocks (i.e., use curly braces).</li> | |
| <li>Inside the controlled blocks, put one line break immediately after the | |
| opening brace, and one line break immediately before the closing brace.</li> | |
| </ul> | |
| <pre><code class="language-cpp good">if (condition) { // Good - no spaces inside parentheses, space before brace. | |
| DoOneThing(); // Good - two-space indent. | |
| DoAnotherThing(); | |
| } else if (int a = f(); a != 3) { // Good - closing brace on new line, else on same line. | |
| DoAThirdThing(a); | |
| } else { | |
| DoNothing(); | |
| } | |
| // Good - the same rules apply to loops. | |
| while (condition) { | |
| RepeatAThing(); | |
| } | |
| // Good - the same rules apply to loops. | |
| do { | |
| RepeatAThing(); | |
| } while (condition); | |
| // Good - the same rules apply to loops. | |
| for (int i = 0; i < 10; ++i) { | |
| RepeatAThing(); | |
| } | |
| </code></pre> | |
| <pre><code class="language-cpp bad">if(condition) {} // Bad - space missing after `if`. | |
| else if ( condition ) {} // Bad - space between the parentheses and the condition. | |
| else if (condition){} // Bad - space missing before `{`. | |
| else if(condition){} // Bad - multiple spaces missing. | |
| for (int a = f();a == 10) {} // Bad - space missing after the semicolon. | |
| // Bad - `if ... else` statement does not have braces everywhere. | |
| if (condition) | |
| foo; | |
| else { | |
| bar; | |
| } | |
| // Bad - `if` statement too long to omit braces. | |
| if (condition) | |
| // Comment | |
| DoSomething(); | |
| // Bad - `if` statement too long to omit braces. | |
| if (condition1 && | |
| condition2) | |
| DoSomething(); | |
| </code></pre> | |
| <p>For historical reasons, we allow, but discourage, one exception to the above | |
| rules: the curly braces for the controlled statement or the line breaks inside | |
| the curly braces may be omitted if as a result the entire statement appears on | |
| either a single line (in which case there is a space between the closing | |
| parenthesis and the controlled statement) or on two lines (in which case there | |
| is a line break after the closing parenthesis and there are no braces).</p> | |
| <pre><code class="language-cpp neutral">// OK - each case fits on one line. | |
| if (x == kFoo) { return new Foo(); } | |
| while (TrySomething()) {} | |
| // OK - braces are optional in this case. | |
| if (x == kFoo) return new Foo(); | |
| // OK - condition fits on one line, body fits on another. | |
| if (x == kBar) | |
| Bar(arg1, arg2, arg3); | |
| </code></pre> | |
| <p>This exception does not apply to multi-keyword statements like <code>if ... else</code> or | |
| <code>do ... while</code>.</p> | |
| <pre><code class="language-cpp bad">// Bad - `if ... else` statement is missing braces. | |
| if (x) DoThis(); | |
| else DoThat(); | |
| // Bad - `do ... while` statement is missing braces. | |
| do DoThis(); | |
| while (x); | |
| </code></pre> | |
| <p>Use this style only when the statement is brief, and consider that loops and | |
| branching statements with complex conditions or controlled statements may be | |
| more readable with curly braces. Some | |
| projects require curly braces always.</p> | |
| <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> | |
| <pre><code class="language-cpp good">switch (var) { | |
| case 0: { // 2 space indent | |
| Foo(); // 4 space indent | |
| break; | |
| } | |
| default: { | |
| Bar(); | |
| } | |
| } | |
| </code></pre> | |
| <p>Empty loop bodies should use either an empty pair of braces or <code>continue</code> with | |
| no braces, rather than a single semicolon. Empty braces are still subject to the | |
| general line breaking rules, and also to the historic exception above.</p> | |
| <pre><code class="language-cpp good">while (condition) { // Good - `{}` indicates no logic. | |
| } // A linebreak is usually required. | |
| while (condition) {} // But OK if it fits on one line. | |
| while (condition) { | |
| // Comments are okay, too | |
| } | |
| while (condition) continue; // Good - `continue` indicates no logic. | |
| </code></pre> | |
| <pre><code class="language-cpp bad">while (condition); // Bad - looks like part of `do-while` loop. | |
| </code></pre> | |
| <h3 id="Pointer_and_Reference_Expressions">Pointer and Reference Expressions and Types</h3> | |
| <p>No spaces around period or arrow. Pointer operators do not have trailing spaces.</p> | |
| <p>The following are examples of correctly-formatted pointer and reference | |
| expressions:</p> | |
| <pre><code class="language-cpp good">x = *p; | |
| p = &x; | |
| x = r.y; | |
| x = r->y; | |
| </code></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 referring to a pointer or reference (variable declarations or definitions, | |
| arguments, return types, template parameters, etc.), you must not place a space | |
| before the asterisk/ampersand. Use a space to separate the type from the | |
| declared name (if present).</p> | |
| <pre><code class="language-cpp good">// These are fine. | |
| char* c; | |
| const std::string& str; | |
| int* GetPointer(); | |
| std::vector<char*> // Note no space between '*' and '>' | |
| </code></pre> | |
| <p>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.</p> | |
| <pre><code class="language-cpp neutral">// Fine if helpful for readability. | |
| int x, y; | |
| </code></pre> | |
| <pre><code class="language-cpp bad">int x, *y; // Disallowed - no & or * in multiple declaration | |
| int *x, *y; // Disallowed - no & or * in multiple declaration | |
| int *x; // Disallowed - & or * must be left of the space | |
| char * c; // Bad - spaces on both sides of * | |
| const std::string & str; // Bad - spaces on both sides of & | |
| </code></pre> | |
| <h3 id="Boolean_Expressions">Boolean Expressions</h3> | |
| <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> | |
| <p>In this example, the logical AND operator is always at the end of the lines:</p> | |
| <pre><code class="language-cpp good">if (this_one_thing > this_other_thing && | |
| a_third_thing == a_fourth_thing && | |
| yet_another && last_one) { | |
| ... | |
| } | |
| </code></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, but be careful about overuse. | |
| 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> | |
| <h3 id="Return_Values">Return Values</h3> | |
| <p>Do not needlessly surround the <code>return</code> expression with parentheses.</p> | |
| <p>Use parentheses in <code>return expr;</code> only where you would use them in <code>x = expr;</code>.</p> | |
| <pre><code class="language-cpp good">return result; // No parentheses in the simple case. | |
| // Parentheses OK to make a complex expression more readable. | |
| return (some_long_condition && | |
| another_condition); | |
| </code></pre> | |
| <pre><code class="language-cpp bad">return (value); // You wouldn't write var = (value); | |
| return(result); // return is not a function! | |
| </code></pre> | |
| <h3 id="Variable_and_Array_Initialization">Variable and Array Initialization</h3> | |
| <p>You may choose between <code>=</code>, <code>()</code>, and <code>{}</code>; the following are all correct:</p> | |
| <pre><code class="language-cpp good">int x = 3; | |
| int x(3); | |
| int x{3}; | |
| std::string name = "Some Name"; | |
| std::string name("Some Name"); | |
| std::string name{"Some Name"}; | |
| </code></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 <em>braced-init-list</em> 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><code class="language-cpp good">std::vector<int> v(100, 1); // A vector containing 100 items: All 1s. | |
| std::vector<int> v{100, 1}; // A vector containing 2 items: 100 and 1. | |
| </code></pre> | |
| <p>Also, the brace form prevents narrowing of integral types. This can prevent some | |
| types of programming errors.</p> | |
| <pre><code class="language-cpp good">int pi(3.14); // OK -- pi == 3. | |
| int pi{3.14}; // Compile error: narrowing conversion. | |
| </code></pre> | |
| <h3 id="Preprocessor_Directives">Preprocessor Directives</h3> | |
| <p>The hash mark that starts a preprocessor directive should always be at the | |
| beginning of the line.</p> | |
| <p>Even when preprocessor directives are within the body of indented code, the | |
| directives should start at the beginning of the line.</p> | |
| <pre><code class="language-cpp good">// 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(); | |
| } | |
| </code></pre> | |
| <pre><code class="language-cpp bad">// 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(); | |
| } | |
| </code></pre> | |
| <h3 id="Class_Format">Class Format</h3> | |
| <p>Sections in <code>public</code>, <code>protected</code>, and <code>private</code> order, each indented one space.</p> | |
| <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><code class="language-cpp good">class MyClass : public OtherClass { | |
| public: // Note the 1 space indent! | |
| MyClass(); // Regular 2 space indent. | |
| explicit MyClass(int var); | |
| MyClass(const MyClass& other); | |
| MyClass& operator=(const MyClass& other); | |
| ~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_; | |
| }; | |
| </code></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> | |
| <h3 id="Constructor_Initializer_Lists">Constructor Initializer Lists</h3> | |
| <p>Constructor initializer lists can be all on one line or with subsequent lines | |
| indented four spaces.</p> | |
| <p>The acceptable formats for initializer lists are:</p> | |
| <pre><code class="language-cpp good">// 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) {} | |
| </code></pre> | |
| <h3 id="Namespace_Formatting">Namespace Formatting</h3> | |
| <p>The contents of namespaces are not indented.</p> | |
| <p><a href="#Namespaces">Namespaces</a> do not add an extra level of indentation. For example, | |
| use:</p> | |
| <pre><code class="language-cpp good">namespace { | |
| void foo() { // Correct. No extra indentation within namespace. | |
| ... | |
| } | |
| } // namespace | |
| </code></pre> | |
| <p>Do not indent within a namespace:</p> | |
| <pre><code class="language-cpp bad">namespace { | |
| // Wrong! Indented when it should not be. | |
| void foo() { | |
| ... | |
| } | |
| } // namespace | |
| </code></pre> | |
| <h3 id="Horizontal_Whitespace">Horizontal Whitespace</h3> | |
| <p>Use of horizontal whitespace depends on location. Never put trailing whitespace | |
| at the end of a line.</p> | |
| <h4>General</h4> | |
| <pre><code class="language-cpp good">int i = 0; // Two spaces before end-of-line comments. | |
| 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. | |
| ... | |
| </code></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>Loops and Conditionals</h4> | |
| <pre><code class="language-cpp good">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. | |
| </code></pre> | |
| <h4>Operators</h4> | |
| <pre><code class="language-cpp good">// 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) | |
| ... | |
| </code></pre> | |
| <h4>Templates and Casts</h4> | |
| <pre><code class="language-cpp good">// No spaces inside the angle brackets (< and >), before | |
| // <, or between >( in a cast | |
| std::vector<std::string> x; | |
| y = static_cast<char*>(x); | |
| // No spaces between type and pointer. | |
| std::vector<char*> x; | |
| </code></pre> | |
| <h3 id="Vertical_Whitespace">Vertical Whitespace</h3> | |
| <p>Use vertical whitespace sparingly; unnecessary blank lines make it harder to see | |
| overall code structure. Use blank lines only where they aid the reader in | |
| understanding the structure.</p> | |
| <p>Do not add blank lines where indentation already provides clear delineation, | |
| such as at the start or end of a code block. Do use blank lines to separate code | |
| into closely related chunks, analogous to paragraph breaks in prose. Within a | |
| statement or declaration, usually only insert line breaks to stay within the | |
| <a href="#Line_Length">line length limit</a>, or to attach a comment to only part of the | |
| contents.</p> | |
| <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> | |
| <h3 id="Existing_Non-conformant_Code">Existing Non-conformant Code</h3> | |
| <p>You may diverge from the rules when dealing with code that does not conform to | |
| this style guide.</p> | |
| <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> | |
| <h3 id="Windows_Code">Windows Code</h3> | |
| <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> | |
| <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">strongly discourage 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> | |
| </body> | |
| </html> |