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cppguide.xml
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<?xml version="1.0"?>
<?xml-stylesheet type="text/xsl" href="styleguide.xsl"?>
<GUIDE title="Google C++ Style Guide">
<p align="right">
Revision 3.199
</p>
<address>
Benjy Weinberger<br/>
Craig Silverstein<br/>
Gregory Eitzmann<br/>
Mark Mentovai<br/>
Tashana Landray
</address>
<OVERVIEW>
<CATEGORY title="Important Note">
<STYLEPOINT title="Displaying Hidden Details in this Guide">
<SUMMARY>
This style guide contains many details that are initially
hidden from view. They are marked by the triangle icon, which you
see here on your left. Click it now.
You should see "Hooray" appear below.
</SUMMARY>
<BODY>
<p>
Hooray! Now you know you can expand points to get more
details. Alternatively, there's an "expand all" at the
top of this document.
</p>
</BODY>
</STYLEPOINT>
</CATEGORY>
<CATEGORY title="Background">
<p>
C++ is the main development language
used by many of Google's open-source
projects.
As every C++ programmer knows, the language has many powerful features,
but this power brings with it complexity, which in turn can make code
more bug-prone and harder to read and maintain.
</p>
<p>
The goal of this guide is to manage this complexity by describing
in detail the dos and don'ts of writing C++
code. These rules exist to
keep
the
code base manageable while still allowing coders to use C++ language
features productively.
</p>
<p>
<em>Style</em>, also known as readability, is what we call the
conventions that govern our C++ code. The term Style is a bit of a
misnomer, since these conventions cover far more than just source
file formatting.
</p>
<p>
One way in which we keep the code base manageable is by enforcing
<em>consistency</em>.
It is very important that any
programmer
be able to look at another's code and quickly understand it.
Maintaining a uniform style and following conventions means that we can
more easily use "pattern-matching" to infer what various symbols are
and what invariants are true about them. Creating common, required
idioms and patterns makes code much easier to understand. In some
cases there might be good arguments for changing certain style
rules, but we nonetheless keep things as they are in order to
preserve consistency.
</p>
<p>
Another issue this guide addresses is that of C++ feature bloat.
C++ is a huge language with many advanced features. In some cases
we constrain, or even ban, use of certain features. We do this to
keep code simple and to avoid the various common errors and
problems that these features can cause. This guide lists these
features and explains why their use is restricted.
</p>
<p>
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>
</CATEGORY>
</OVERVIEW>
<CATEGORY title="Header Files">
<p>
In general, every <code>.cc</code> file should have an associated
<code>.h</code> file. There are some common exceptions, such as
unittests
and small <code>.cc</code> files containing just a <code>main()</code>
function.
</p>
<p>
Correct use of header files can make a huge difference to the
readability, size and performance of your code.
</p>
<p>
The following rules will guide you through the various pitfalls of
using header files.
</p>
<STYLEPOINT title="The #define Guard">
<SUMMARY>
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>.
</SUMMARY>
<BODY>
<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>
<CODE_SNIPPET>
#ifndef FOO_BAR_BAZ_H_
#define FOO_BAR_BAZ_H_
...
#endif // FOO_BAR_BAZ_H_
</CODE_SNIPPET>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Header File Dependencies">
<SUMMARY>
Don't use an <code>#include</code> when a forward declaration
would suffice.
</SUMMARY>
<BODY>
<p>
When you include a header file you introduce a dependency that
will cause your code to be recompiled whenever the header file
changes. If your header file includes other header files, any
change to those files will cause any code that includes your
header to be recompiled. Therefore, we prefer to minimize
includes, particularly includes of header files in other
header files.
</p>
<p>
You can significantly reduce the number of header files you
need to include in your own header files by using forward
declarations. For example, if your header file uses the
<code>File</code> class in ways that do not require access to
the declaration of the <code>File</code> class, your header
file can just forward declare <code>class File;</code> instead
of having to <code>#include "file/base/file.h"</code>.
</p>
<p>
How can we use a class <code>Foo</code> in a header file
without access to its definition?
</p>
<ul>
<li> We can declare data members of type <code>Foo*</code> or
<code>Foo&</code>.
</li>
<li> We can declare (but not define) functions with arguments,
and/or return values, of type <code>Foo</code>. (One
exception is if an argument <code>Foo</code>
or <code>const Foo&</code> has a
non-<code>explicit</code>, one-argument constructor,
in which case we need the full definition to support
automatic type conversion.)
</li>
<li> We can declare static data members of type
<code>Foo</code>. This is because static data members
are defined outside the class definition.
</li>
</ul>
<p>
On the other hand, you must include the header file for
<code>Foo</code> if your class subclasses <code>Foo</code> or
has a data member of type <code>Foo</code>.
</p>
<p>
Sometimes it makes sense to have pointer (or better,
<code>scoped_ptr</code>)
members instead of object members. However, this complicates code
readability and imposes a performance penalty, so avoid doing
this transformation if the only purpose is to minimize includes
in header files.
</p>
<p>
Of course, <code>.cc</code> files typically do require the
definitions of the classes they use, and usually have to
include several header files.
</p>
<SUBSECTION title="Note:">
If you use a symbol <code>Foo</code> in your source file, you
should bring in a definition for <code>Foo</code> yourself,
either via an #include or via a forward declaration. Do not
depend on the symbol being brought in transitively via headers
not directly included. One exception is if <code>Foo</code>
is used in <code>myfile.cc</code>, it's ok to #include (or
forward-declare) <code>Foo</code> in <code>myfile.h</code>,
instead of <code>myfile.cc</code>.
</SUBSECTION>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Inline Functions">
<SUMMARY>
Define functions inline only when they are small, say, 10 lines
or less.
</SUMMARY>
<BODY>
<DEFINITION>
You can declare functions in a way that allows the compiler to
expand them inline rather than calling them through the usual
function call mechanism.
</DEFINITION>
<PROS>
Inlining a function can generate more efficient object code,
as long as the inlined function is small. Feel free to inline
accessors and mutators, and other short, performance-critical
functions.
</PROS>
<CONS>
Overuse of inlining can actually make programs slower.
Depending on a function's size, inlining it can cause the code
size to increase or decrease. Inlining a very small accessor
function will usually decrease code size while inlining a very
large function can dramatically increase code size. On modern
processors smaller code usually runs faster due to better use
of the instruction cache.
</CONS>
<DECISION>
<p>
A decent rule of thumb is to not inline a function if it is
more than 10 lines long. Beware of destructors, which are
often longer than they appear because of implicit member-
and base-destructor calls!
</p>
<p>
Another useful rule of thumb: it's typically not cost
effective to inline functions with loops or switch
statements (unless, in the common case, the loop or switch
statement is never executed).
</p>
<p>
It is important to know that functions are not always
inlined even if they are declared as such; for example,
virtual and recursive functions are not normally inlined.
Usually recursive functions should not be inline. The main
reason for making a virtual function inline is to place its
definition in the class, either for convenience or to
document its behavior, e.g., for accessors and mutators.
</p>
</DECISION>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="The -inl.h Files">
<SUMMARY>
You may use file names with a <code>-inl.h</code> suffix to define
complex inline functions when needed.
</SUMMARY>
<BODY>
<p>
The definition of an inline function needs to be in a header
file, so that the compiler has the definition available for
inlining at the call sites. However, implementation code
properly belongs in <code>.cc</code> files, and we do not like
to have much actual code in <code>.h</code> files unless there
is a readability or performance advantage.
</p>
<p>
If an inline function definition is short, with very little,
if any, logic in it, you should put the code in your
<code>.h</code> file. For example, accessors and mutators
should certainly be inside a class definition. More complex
inline functions may also be put in a <code>.h</code> file for
the convenience of the implementer and callers, though if this
makes the <code>.h</code> file too unwieldy you can instead
put that code in a separate <code>-inl.h</code> file.
This separates the implementation from the class definition,
while still allowing the implementation to be included where
necessary.
</p>
<p>
Another use of <code>-inl.h</code> files is for definitions of
function templates. This can be used to keep your template
definitions easy to read.
</p>
<p>
Do not forget that a <code>-inl.h</code> file requires a
<a href="#The__define_Guard"><code>#define</code> guard</a> just
like any other header file.
</p>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Function Parameter Ordering">
<SUMMARY>
When defining a function, parameter order is: inputs,
then outputs.
</SUMMARY>
<BODY>
<p>
Parameters to C/C++ functions are either input to the
function, output from the function, or both. Input parameters
are usually values or <code>const</code> references, while output
and input/output parameters will be non-<code>const</code>
pointers. When ordering function parameters, put all input-only
parameters before any output parameters. In particular, do not add
new parameters to the end of the function just because they are
new; place new input-only parameters before the output
parameters.
</p>
<p>
This is not a hard-and-fast rule. Parameters that are both
input and output (often classes/structs) muddy the waters,
and, as always, consistency with related functions may require
you to bend the rule.
</p>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Names and Order of Includes">
<SUMMARY>
Use standard order for readability and to avoid hidden
dependencies: C library, C++ library,
other libraries' <code>.h</code>, your
project's
<code>.h</code>.
</SUMMARY>
<BODY>
<p>
All of a project's header files should be
listed as descendants of the project's source directory
without use of UNIX directory shortcuts <code>.</code> (the current
directory) or <code>..</code> (the parent directory). For
example,
<code>google-awesome-project/src/base/logging.h</code>
should be included as
</p>
<CODE_SNIPPET>
#include "base/logging.h"
</CODE_SNIPPET>
<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> (preferred location
— see details below).</li>
<li> C system files.</li>
<li> C++ system files.</li>
<li> Other libraries' <code>.h</code> files.</li>
<li>
Your project's
<code>.h</code> files.</li>
</ol>
<p>
With the preferred ordering, if <code><var>dir/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 often in the same
directory (e.g. <code>base/basictypes_test.cc</code> and
<code>base/basictypes.h</code>), but can be in different
directories too.
</p>
<p>
Within each section it is nice to order the includes
alphabetically.
</p>
<p>
For example, the includes in
<code>google-awesome-project/src/foo/internal/fooserver.cc</code>
might look like this:
</p>
<CODE_SNIPPET>
#include "foo/public/fooserver.h" // Preferred location.
#include <sys/types.h>
#include <unistd.h>
#include <hash_map>
#include <vector>
#include "base/basictypes.h"
#include "base/commandlineflags.h"
#include "foo/public/bar.h"
</CODE_SNIPPET>
</BODY>
</STYLEPOINT>
</CATEGORY>
<CATEGORY title="Scoping">
<STYLEPOINT title="Namespaces">
<SUMMARY>
Unnamed namespaces in <code>.cc</code> files are encouraged. With
named namespaces, choose the name based on the
project, and possibly its path.
Do not use a <SYNTAX>using-directive</SYNTAX>.
</SUMMARY>
<BODY>
<DEFINITION>
Namespaces subdivide the global scope into distinct, named
scopes, and so are useful for preventing name collisions in
the global scope.
</DEFINITION>
<PROS>
<p>
Namespaces provide a (hierarchical) axis of naming, in
addition to the (also hierarchical) name axis provided by
classes.
</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.
</p>
</PROS>
<CONS>
<p>
Namespaces can be confusing, because they provide an
additional (hierarchical) axis of naming, in addition to the
(also hierarchical) name axis provided by classes.
</p>
<p>
Use of unnamed spaces in header files can easily cause
violations of the C++ One Definition Rule (ODR).
</p>
</CONS>
<DECISION>
<p>
Use namespaces according to the policy described below.
Terminate namespaces with comments as shown in the given examples.
</p>
<SUBSECTION title="Unnamed Namespaces">
<ul>
<li> Unnamed namespaces are allowed and even encouraged in
<code>.cc</code> files, to avoid runtime naming
conflicts:
<CODE_SNIPPET>
namespace { // This is in a .cc file.
// The content of a namespace is not indented
enum { kUnused, kEOF, kError }; // Commonly used tokens.
bool AtEof() { return pos_ == kEOF; } // Uses our namespace's EOF.
} // namespace
</CODE_SNIPPET>
<p>
However, file-scope declarations that are
associated with a particular class may be declared
in that class as types, static data members or
static member functions rather than as members of
an unnamed namespace.
</p>
</li>
<li> Do not use unnamed namespaces in <code>.h</code>
files.
</li>
</ul>
</SUBSECTION>
<SUBSECTION title="Named Namespaces">
<p>
Named namespaces should be used as follows:
</p>
<ul>
<li> Namespaces wrap the entire source file after includes,
<a href="http://google-gflags.googlecode.com/">gflags</a>
definitions/declarations, and forward declarations of classes
from other namespaces:
<CODE_SNIPPET>
// 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_SNIPPET>
<CODE_SNIPPET>
// In the .cc file
namespace mynamespace {
// Definition of functions is within scope of the namespace.
void MyClass::Foo() {
...
}
} // namespace mynamespace
</CODE_SNIPPET>
<p>
The typical <code>.cc</code> file might have more
complex detail, including the need to reference classes
in other namespaces.
</p>
<CODE_SNIPPET>
#include "a.h"
DEFINE_bool(someflag, false, "dummy flag");
class C; // Forward declaration of class C in the global namespace.
namespace a { class A; } // Forward declaration of a::A.
namespace b {
...code for b... // Code goes against the left margin.
} // namespace b
</CODE_SNIPPET>
</li>
<li> Do not declare anything in namespace
<code>std</code>, not even forward declarations of
standard library classes. Declaring entities in
namespace <code>std</code> is undefined behavior,
i.e., not portable. To declare entities from the
standard library, include the appropriate header
file.
</li>
<li> You may not use a <SYNTAX>using-directive</SYNTAX> to
make all names from a namespace available.
<BAD_CODE_SNIPPET>
// Forbidden -- This pollutes the namespace.
using namespace foo;
</BAD_CODE_SNIPPET>
</li>
<li> You may use a <SYNTAX>using-declaration</SYNTAX>
anywhere in a <code>.cc</code> file, and in functions,
methods or classes in <code>.h</code> files.
<CODE_SNIPPET>
// OK in .cc files.
// Must be in a function, method or class in .h files.
using ::foo::bar;
</CODE_SNIPPET>
</li>
<li> Namespace aliases are allowed anywhere in a
<code>.cc</code> file, anywhere inside the named
namespace that wraps an entire <code>.h</code> file,
and in functions and methods.
<CODE_SNIPPET>
// Shorten access to some commonly used names in .cc files.
namespace fbz = ::foo::bar::baz;
// Shorten access to some commonly used names (in a .h file).
namespace librarian {
// The following alias is available to all files including
// this header (in namespace librarian):
// alias names should therefore be chosen consistently
// within a project.
namespace pd_s = ::pipeline_diagnostics::sidetable;
inline void my_inline_function() {
// namespace alias local to a function (or method).
namespace fbz = ::foo::bar::baz;
...
}
} // namespace librarian
</CODE_SNIPPET>
<p>
Note that an alias in a .h file is visible to everyone
#including that file, so public headers (those available
outside a project) and headers transitively #included by them,
should avoid defining aliases, as part of the general
goal of keeping public APIs as small as possible.
</p>
</li>
</ul>
</SUBSECTION>
</DECISION>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Nested Classes">
<SUMMARY>
Although you may use public nested classes when they are part of
an interface, consider a <a HREF="#Namespaces">namespace</a> to
keep declarations out of the global scope.
</SUMMARY>
<BODY>
<DEFINITION>
A class can define another class within it; this is also
called a <SYNTAX>member class</SYNTAX>.
<CODE_SNIPPET>
class Foo {
private:
// Bar is a member class, nested within Foo.
class Bar {
...
};
};
</CODE_SNIPPET>
</DEFINITION>
<PROS>
This is useful when the nested (or member) class is only used
by the enclosing class; making it a member puts it in the
enclosing class scope rather than polluting the outer scope
with the class name. Nested classes can be forward declared
within the enclosing class and then defined in the
<code>.cc</code> file to avoid including the nested class
definition in the enclosing class declaration, since the
nested class definition is usually only relevant to the
implementation.
</PROS>
<CONS>
Nested classes can be forward-declared only within the
definition of the enclosing class. Thus, any header file
manipulating a <code>Foo::Bar*</code> pointer will have to
include the full class declaration for <code>Foo</code>.
</CONS>
<DECISION>
Do not make nested classes public unless they are actually
part of the interface, e.g., a class that holds a set of
options for some method.
</DECISION>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Nonmember, Static Member, and Global Functions">
<SUMMARY>
Prefer nonmember functions within a namespace or static member
functions to global functions; use completely global functions
rarely.
</SUMMARY>
<BODY>
<PROS>
Nonmember and static member functions can be useful in some
situations. Putting nonmember functions in a namespace avoids
polluting the global namespace.
</PROS>
<CONS>
Nonmember and static member functions may make more sense as
members of a new class, especially if they access external
resources or have significant dependencies.
</CONS>
<DECISION>
<p>
Sometimes it is useful, or even necessary, to define a
function not bound to a class instance. Such a function can
be either a static member or a nonmember function.
Nonmember functions should not depend on external variables,
and should nearly always exist in a namespace. Rather than
creating classes only to group static member functions which
do not share static data, use
<a href="#Namespaces">namespaces</a> instead.
</p>
<p>
Functions defined in the same compilation unit as production
classes may introduce unnecessary coupling and link-time
dependencies when directly called from other compilation
units; static member functions are particularly susceptible
to this. Consider extracting a new class, or placing the
functions in a namespace possibly in a separate library.
</p>
<p>
If you must define a nonmember function and it is only
needed in its <code>.cc</code> file, use an unnamed
<a HREF="#Namespaces">namespace</a> or <code>static</code>
linkage (eg <code>static int Foo() {...}</code>) to limit
its scope.
</p>
</DECISION>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Local Variables">
<SUMMARY>
Place a function's variables in the narrowest scope possible,
and initialize variables in the declaration.
</SUMMARY>
<BODY>
<p>
C++ allows you to declare variables anywhere in a function.
We encourage you to declare them in as local a scope as
possible, and as close to the first use as possible. This
makes it easier for the reader to find the declaration and see
what type the variable is and what it was initialized to. In
particular, initialization should be used instead of
declaration and assignment, e.g.
</p>
<BAD_CODE_SNIPPET>
int i;
i = f(); // Bad -- initialization separate from declaration.
</BAD_CODE_SNIPPET>
<CODE_SNIPPET>
int j = g(); // Good -- declaration has initialization.
</CODE_SNIPPET>
<p>
Note that gcc implements <code>for (int i = 0; i
< 10; ++i)</code> correctly (the scope of <code>i</code> is
only the scope of the <code>for</code> loop), so you can then
reuse <code>i</code> in another <code>for</code> loop in the
same scope. It also correctly scopes declarations in
<code>if</code> and <code>while</code> statements, e.g.
</p>
<CODE_SNIPPET>
while (const char* p = strchr(str, '/')) str = p + 1;
</CODE_SNIPPET>
<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>
<BAD_CODE_SNIPPET>
// Inefficient implementation:
for (int i = 0; i < 1000000; ++i) {
Foo f; // My ctor and dtor get called 1000000 times each.
f.DoSomething(i);
}
</BAD_CODE_SNIPPET>
<p>
It may be more efficient to declare such a variable used in a
loop outside that loop:
</p>
<CODE_SNIPPET>
Foo f; // My ctor and dtor get called once each.
for (int i = 0; i < 1000000; ++i) {
f.DoSomething(i);
}
</CODE_SNIPPET>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Static and Global Variables">
<SUMMARY>
Static or global variables of class type are forbidden: they cause
hard-to-find bugs due to indeterminate order of construction and
destruction.
</SUMMARY>
<BODY>
<p>
Objects with static storage duration, including global variables,
static variables, static class member variables, and function static
variables, must be Plain Old Data (POD): only ints, chars, floats, or
pointers, or arrays/structs of POD.
</p>
<p>
The order in which class constructors and initializers for
static variables are called is only partially specified in C++ and can
even change from build to build, which can cause bugs that are difficult
to find. Therefore in addition to banning globals of class type, we do
not allow static POD variables to be initialized with the result of a
function, unless that function (such as getenv(), or getpid()) does not
itself depend on any other globals.
</p>
<p>
Likewise, the order in which destructors are called is defined to be the
reverse of the order in which the constructors were called. Since
constructor order is indeterminate, so is destructor order.
For example, at program-end time a static variable might have
been destroyed, but code still running -- perhaps in another thread --
tries to access it and fails. Or the destructor for a static 'string'
variable might be run prior to the destructor for another variable that
contains a reference to that string.
</p>
<p>
As a result we only allow static variables to contain POD data. This
rule completely disallows <code>vector</code> (use C arrays instead), or
<code>string</code> (use <code>const char []</code>).
</p>
<p>
If you need a static or global variable of a class type, consider
initializing a pointer (which will never be freed), from either your
main() function or from pthread_once(). Note that this must be a raw
pointer, not a "smart" pointer, since the smart pointer's destructor
will have the order-of-destructor issue that we are trying to avoid.
</p>
</BODY>
</STYLEPOINT>
</CATEGORY>
<CATEGORY title="Classes">
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.
<STYLEPOINT title="Doing Work in Constructors">
<SUMMARY>
In general, constructors should merely set member variables to their
initial values. Any complex initialization should go in an explicit
<code>Init()</code> method.
</SUMMARY>
<BODY>
<DEFINITION>
It is possible to perform initialization in the body of the
constructor.
</DEFINITION>
<PROS>
Convenience in typing. No need to worry about whether the
class has been initialized or not.
</PROS>
<CONS>
The problems with doing work in constructors are:
<ul>
<li> There is no easy way for constructors to signal errors,
short of 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
indeterminate state.
</li>
<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> If someone creates a global variable of this type
(which is against the rules, but still), the
constructor code will be called before
<code>main()</code>, possibly breaking some implicit
assumptions in the constructor code. For instance,
<a href="http://google-gflags.googlecode.com/">gflags</a>
will not yet have been initialized.
</li>
</ul>
</CONS>
<DECISION>
If your object requires non-trivial initialization, consider
having an explicit <code>Init()</code> method. In particular,
constructors should not call virtual functions, attempt to raise
errors, access potentially uninitialized global variables, etc.
</DECISION>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Default Constructors">
<SUMMARY>
You must define a default constructor if your class defines
member variables and has no other constructors. Otherwise the
compiler will do it for you, badly.
</SUMMARY>
<BODY>
<DEFINITION>
The default constructor is called when we <code>new</code> a
class object with no arguments. It is always called when
calling <code>new[]</code> (for arrays).
</DEFINITION>
<PROS>
Initializing structures by default, to hold "impossible"
values, makes debugging much easier.
</PROS>
<CONS>
Extra work for you, the code writer.
</CONS>
<DECISION>
<p>
If your class defines member variables and has no other
constructors you must define a default constructor (one that
takes no arguments). It should preferably initialize the
object in such a way that its internal state is consistent
and valid.
</p>
<p>
The reason for this is that if you have no other
constructors and do not define a default constructor, the
compiler will generate one for you. This compiler
generated constructor may not initialize your object
sensibly.
</p>
<p>
If your class inherits from an existing class but you add no
new member variables, you are not required to have a default
constructor.
</p>
</DECISION>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Explicit Constructors">
<SUMMARY>
Use the C++ keyword <code>explicit</code> for constructors with
one argument.
</SUMMARY>
<BODY>
<DEFINITION>
Normally, if a constructor takes one argument, it can be used
as a conversion. For instance, if you define
<code>Foo::Foo(string name)</code> and then pass a string to a
function that expects a <code>Foo</code>, the constructor will
be called to convert the string into a <code>Foo</code> and
will pass the <code>Foo</code> to your function for you. This
can be convenient but is also a source of trouble when things
get converted and new objects created without you meaning them
to. Declaring a constructor <code>explicit</code> prevents it
from being invoked implicitly as a conversion.
</DEFINITION>
<PROS>
Avoids undesirable conversions.
</PROS>
<CONS>
None.
</CONS>
<DECISION>
<p>
We require all single argument constructors to be
explicit. Always put <code>explicit</code> in front of
one-argument constructors in the class definition:
<code>explicit Foo(string name);</code>
</p>
<p>
The exception is copy constructors, which, in the rare
cases when we allow them, should probably not be
<code>explicit</code>.
Classes that are intended to be
transparent wrappers around other classes are also
exceptions.
Such exceptions should be clearly marked with comments.
</p>
</DECISION>
</BODY>
</STYLEPOINT>
<STYLEPOINT title="Copy Constructors">
<SUMMARY>
Provide a copy constructor and assignment operator only when necessary.
Otherwise, disable them with <code>DISALLOW_COPY_AND_ASSIGN</code>.
</SUMMARY>
<BODY>
<DEFINITION>
The copy constructor and assignment operator are used to create copies
of objects. The copy constructor is implicitly invoked by the
compiler in some situations, e.g. passing objects by value.
</DEFINITION>
<PROS>
Copy constructors make it easy to copy objects. STL
containers require that all contents be copyable and
assignable. Copy constructors can be more efficient than
<code>CopyFrom()</code>-style workarounds because they combine
construction with copying, the compiler can elide them in some
contexts, and they make it easier to avoid heap allocation.
</PROS>