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5399 lines
238 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>Google C++ Style Guide</title>
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<link rel="stylesheet" href="javaguide.css">
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<script src="include/styleguide.js"></script>
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<link rel="shortcut icon" href="/styleguide/favicon.ico">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="include/jsguide.js"></script>
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</head>
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<body onload="initStyleGuide();">
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<div id="content">
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<h1>Google C++ Style Guide</h1>
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<div class="horizontal_toc" id="tocDiv"></div><h2 id="Background">Background</h2>
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<p>C++ is one of the main development languages used by many of Google's open-source
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projects. As every C++ programmer knows, the language has many powerful
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features, but this power brings with it complexity, which in turn can make code
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more bug-prone and harder to read and maintain.</p>
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<p>The goal of this guide is to manage this complexity by describing in detail the
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dos and don'ts of writing C++ code.
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These rules exist to keep
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the codebase manageable while still allowing
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coders to use C++ language features productively.</p>
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<p><em>Style</em>, also known as readability, is what we call the conventions that govern
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our C++ code. The term Style is a bit of a misnomer, since these conventions
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cover far more than just source file formatting.</p>
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<p> Most open-source
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projects developed by Google conform to the requirements in this guide.</p>
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<p>Note that this guide is not a C++ tutorial: we assume that the reader is
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familiar with the language. </p>
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<p>Note also that many code snippets in this guide are not themselves good style!
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Even code examples that are showing good style and formatting often have
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features that would make them poor as submitted code. Many are missing comments
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or technical details that would be obligatory in real code, and what comments
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exist are often oddly-placed commentary about rules or the examples themselves.
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Do not copy these snippets as templates for real code.</p>
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<h3 id="Goals">Goals of the Style Guide</h3>
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<p>Why do we have this document?</p>
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<p>There are a few core goals that we believe this guide should serve. These are
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the fundamental <strong>why</strong>s that underlie all of the individual rules. By bringing
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these ideas to the fore, we hope to ground discussions and make it clearer to
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our broader community why the rules are in place and why particular decisions
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have been made. If you understand what goals each rule is serving, it should be
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clearer to everyone when a rule may be waived (some can be), and what sort of
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argument or alternative would be necessary to change a rule in the guide.</p>
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<p>The goals of the style guide as we currently see them are as follows:</p>
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<dl>
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<dt><strong>Style rules should pull their weight</strong></dt>
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<dd>The benefit of a style rule must be large enough to justify asking all of
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our engineers to remember it. The benefit is measured relative to the
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codebase we would get without the rule, so a rule against a very harmful
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practice may still have a small benefit if people are unlikely to do it
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anyway. This principle mostly explains the rules we don't have, rather than
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the rules we do: for example, <code>goto</code> contravenes many of the following
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principles, but is already vanishingly rare, so the Style Guide doesn't
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discuss it.</dd>
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<dt><strong>Optimize for the reader, not the writer</strong></dt>
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<dd>Our codebase (and most individual components submitted to it) is expected to
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continue for quite some time. As a result, more time will be spent reading
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most of our code than writing it. We explicitly choose to optimize for the
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experience of our average software engineer reading, maintaining, and
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debugging code in our codebase rather than ease when writing said code.
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<q>Leave a trace for the reader</q> is a particularly common sub-point of this
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principle: When something surprising or unusual is happening in a snippet of
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code (for example, transfer of pointer ownership), leaving textual hints for
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the reader at the point of use is valuable (<code>std::unique_ptr</code> demonstrates
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the ownership transfer unambiguously at the call site).</dd>
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<dt><strong>Be consistent with existing code</strong></dt>
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<dd>Using one style consistently through our codebase lets us focus on other
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(more important) issues. Consistency also allows for automation: tools that
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format your code or adjust your <code>#include</code>s only work properly when your
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code is consistent with the expectations of the tooling. In many cases,
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rules that are attributed to <q>Be Consistent</q> boil down to <q>Just pick one and
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stop worrying about it</q>; the potential value of allowing flexibility on
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these points is outweighed by the cost of having people argue over them.
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However, there are limits to consistency; it is a good tie breaker when
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there is no clear technical argument, nor a long-term direction. It applies
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more heavily locally (per file, or for a tightly-related set of interfaces).
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Consistency should not generally be used as a justification to do things in
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an old style without considering the benefits of the new style, or the
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tendency of the codebase to converge on newer styles over time.</dd>
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<dt><strong>Be consistent with the broader C++ community when appropriate</strong></dt>
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<dd>Consistency with the way other organizations use C++ has value for the same
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reasons as consistency within our codebase. If a feature in the C++ standard
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solves a problem, or if some idiom is widely known and accepted, that's an
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argument for using it. However, sometimes standard features and idioms are
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flawed, or were just designed without our codebase's needs in mind. In those
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cases (as described below) it's appropriate to constrain or ban standard
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features. In some cases we prefer a homegrown or third-party library over a
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library defined in the C++ Standard, either out of perceived superiority or
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insufficient value to transition the codebase to the standard interface.</dd>
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<dt><strong>Avoid surprising or dangerous constructs</strong></dt>
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<dd>C++ has features that are more surprising or dangerous than one might think
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at a glance. Some style guide restrictions are in place to prevent falling
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into these pitfalls. There is a high bar for style guide waivers on such
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restrictions, because waiving such rules often directly risks compromising
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program correctness.</dd>
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<dt><strong>Avoid constructs that our average C++ programmer would find tricky or hard to maintain</strong></dt>
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<dd>C++ has features that may not be generally appropriate because of the
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complexity they introduce to the code. In widely used
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code, it may be
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more acceptable to use trickier language constructs, because any benefits of
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more complex implementation are multiplied widely by usage, and the cost in
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understanding the complexity does not need to be paid again when working
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with new portions of the codebase. When in doubt, waivers to rules of this
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type can be sought by asking your project leads. This is
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specifically important for our codebase because code ownership and team
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membership changes over time: even if everyone that works with some piece of
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code currently understands it, such understanding is not guaranteed to hold
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a few years from now.</dd>
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<dt><strong>Be mindful of our scale</strong></dt>
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<dd>With a codebase of 100+ million lines and thousands of engineers, some
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mistakes and simplifications for one engineer can become costly for many.
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For instance it's particularly important to avoid polluting the global
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namespace: name collisions across a codebase of hundreds of millions of
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lines are difficult to work with and hard to avoid if everyone puts things
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into the global namespace.</dd>
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<dt><strong>Concede to optimization when necessary</strong></dt>
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<dd>Performance optimizations can sometimes be necessary and appropriate, even
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when they conflict with the other principles of this document.</dd>
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</dl>
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<p>The intent of this document is to provide maximal guidance with reasonable
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restriction. As always, common sense and good taste should prevail. By this we
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specifically refer to the established conventions of the entire Google C++
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community, not just your personal preferences or those of your team. Be
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skeptical about and reluctant to use clever or unusual constructs: the absence
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of a prohibition is not the same as a license to proceed. Use your judgment, and
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if you are unsure, please don't hesitate to ask your
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project leads to get additional input.</p>
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<h2 id="C++_Version">C++ Version</h2>
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<p>Currently, code should target C++20, i.e., should not use C++23 features. The
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C++ version targeted by this guide will advance (aggressively) over time.</p>
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<p>Do not use <a href="#Nonstandard_Extensions">non-standard extensions</a>.</p>
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<p>Consider portability to other environments before using features from C++17 and
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C++20 in your project.</p>
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<h2 id="Header_Files">Header Files</h2>
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<p>In general, every <code>.cc</code> file should have an associated <code>.h</code> file. There are some
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common exceptions, such as unit tests and small <code>.cc</code> files containing just a
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<code>main()</code> function.</p>
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<p>Correct use of header files can make a huge difference to the readability, size
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and performance of your code.</p>
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<p>The following rules will guide you through the various pitfalls of using header
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files.</p>
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<h3 id="Self_contained_Headers">Self-contained Headers <a href="" id="The_-inl.h_Files"></a></h3>
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<p>Header files should be self-contained (compile on their own) and end in <code>.h</code>.
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Non-header files that are meant for inclusion should end in <code>.inc</code> and be used
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sparingly.</p>
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<p>All header files should be self-contained. Users and refactoring tools should
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not have to adhere to special conditions to include the header. Specifically, a
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header should have <a href="#The__define_Guard">header guards</a> and include all other
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headers it needs.</p>
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<p>When a header declares inline functions or templates that clients of the header
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will instantiate, the inline functions and templates must also have definitions
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in the header, either directly or in files it includes. Do not move these
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definitions to separately included header (<code>-inl.h</code>) files; this practice was
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common in the past, but is no longer allowed. When all instantiations of a
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template occur in one <code>.cc</code> file, either because they're
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<a href="https://en.cppreference.com/w/cpp/language/class_template#Explicit_instantiation">explicit</a>
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or because the definition is accessible to only the <code>.cc</code> file, the template
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definition can be kept in that file.</p>
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<p>There are rare cases where a file designed to be included is not self-contained.
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These are typically intended to be included at unusual locations, such as the
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middle of another file. They might not use <a href="#The__define_Guard">header guards</a>,
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and might not include their prerequisites. Name such files with the <code>.inc</code>
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extension. Use sparingly, and prefer self-contained headers when possible.</p>
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<h3 id="The__define_Guard">The #define Guard</h3>
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<p>All header files should have <code>#define</code> guards to prevent multiple inclusion. The
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format of the symbol name should be
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<code><i><PROJECT></i>_<i><PATH></i>_<i><FILE></i>_H_</code>.</p>
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<p>To guarantee uniqueness, they should be based on the full path in a project's
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source tree. For example, the file <code>foo/src/bar/baz.h</code> in project <code>foo</code> should
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have the following guard:</p>
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<pre><code class="language-cpp good">#ifndef FOO_BAR_BAZ_H_
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#define FOO_BAR_BAZ_H_
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...
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#endif // FOO_BAR_BAZ_H_
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</code></pre>
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<h3 id="Include_What_You_Use">Include What You Use</h3>
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<p>If a source or header file refers to a symbol defined elsewhere, the file should
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directly include a header file which properly intends to provide a declaration
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or definition of that symbol. It should not include header files for any other
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reason.</p>
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<p>Do not rely on transitive inclusions. This allows people to remove
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no-longer-needed <code>#include</code> statements from their headers without breaking
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clients. This also applies to related headers - <code>foo.cc</code> should include <code>bar.h</code>
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if it uses a symbol from it even if <code>foo.h</code> includes <code>bar.h</code>.</p>
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<h3 id="Forward_Declarations">Forward Declarations</h3>
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<p>Avoid using forward declarations where possible. Instead,
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<a href="#Include_What_You_Use">include the headers you need</a>.</p>
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<h5>Definition</h5>
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<p>A <q>forward declaration</q> is a declaration of an entity without an associated
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definition.</p>
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<pre><code class="language-cpp neutral">// In a C++ source file:
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class B;
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void FuncInB();
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extern int variable_in_b;
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ABSL_DECLARE_FLAG(flag_in_b);
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</code></pre>
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<h5>Pros</h5>
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<ul>
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<li>Forward declarations can save compile time, as <code>#include</code>s force the
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compiler to open more files and process more input.</li>
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<li>Forward declarations can save on unnecessary recompilation. <code>#include</code>s can
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force your code to be recompiled more often, due to unrelated changes in the
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header.</li>
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</ul>
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<h5>Cons</h5>
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<ul>
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<li>Forward declarations can hide a dependency, allowing user code to skip
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necessary recompilation when headers change.</li>
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<li>A forward declaration as opposed to an <code>#include</code> statement makes it
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difficult for automatic tooling to discover the module defining the symbol.</li>
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<li>A forward declaration may be broken by subsequent changes to the library.
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Forward declarations of functions and templates can prevent the header
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owners from making otherwise-compatible changes to their APIs, such as
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widening a parameter type, adding a template parameter with a default value,
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or migrating to a new namespace.</li>
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<li>Forward declaring symbols from namespace <code>std::</code> yields undefined behavior.</li>
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<li><p>It can be difficult to determine whether a forward declaration or a full
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<code>#include</code> is needed. Replacing an <code>#include</code> with a forward declaration can
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silently change the meaning of code:</p>
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<pre><code class="language-cpp neutral">// b.h:
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struct B {};
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struct D : B {};
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// good_user.cc:
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#include "b.h"
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void f(B*);
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void f(void*);
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void test(D* x) { f(x); } // Calls f(B*)
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</code></pre>
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<p>If the <code>#include</code> was replaced with forward decls for <code>B</code> and <code>D</code>, <code>test()</code>
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would call <code>f(void*)</code>.</p></li>
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<li><p>Forward declaring multiple symbols from a header can be more verbose than
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simply <code>#include</code>ing the header.</p></li>
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<li><p>Structuring code to enable forward declarations (e.g., using pointer members
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instead of object members) can make the code slower and more complex.</p></li>
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</ul>
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<h5>Decision</h5>
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<p>Do not use forward declarations of entities that your project does not own.</p>
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<p>For entities that you do own:</p>
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<ul>
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<li>Try to make the header for a declaration cheap enough to easily include it
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directly.</li>
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<li>If the full header is too expensive to include, try to speed up the header's
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compilation.</li>
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<li>If your best engineering judgment is that a forward declaration is a better
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way to fix a slowdown, exercise that judgment and use a forward declaration.</li>
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</ul>
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<h3 id="Defining_Functions_in_Header_Files">Defining Functions in Header Files <a href="" id="Inline_Functions"></a></h3>
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<p>Include the definition of a function at its point of declaration in a header
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file only when the definition is short. If the definition otherwise has a reason
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be in the header, put it in an internal part of the file. If necessary to make
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the definition ODR-safe, mark it with an <code>inline</code> specifier.</p>
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<h5>Definition</h5>
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<p>Functions defined in header files are sometimes referred to as <q>inline
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functions</q>, which is a somewhat overloaded term that refers to several distinct
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but overlapping situations:</p>
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<ol>
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<li>A <em>textually inline</em> symbol's definition is exposed to the reader at the
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point of declaration.</li>
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<li>A function or variable defined in a header file is <em>expandable inline</em> since
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its definition is available for
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<a href="https://en.wikipedia.org/wiki/Inline_expansion">inline expansion</a> by the
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compiler, which can lead to more efficient object code.</li>
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<li><em>ODR-safe</em> entities do not violate the
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<a href="https://en.cppreference.com/w/cpp/language/definition"><q>One Definition Rule</q></a>,
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which often requires the
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<a href="https://en.cppreference.com/w/cpp/language/inline">inline</a> keyword for
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things defined in header files .</li>
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</ol>
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<p>While functions tend to be a more common source of confusion, these definitions
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apply to variables as well, and so do the rules here.</p>
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<h5>Pros</h5>
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<ul>
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<li>Defining a function textually in-line reduces boilerplate code for simple
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functions like accessors and mutators.</li>
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<li>As noted above, function definitions in header files <em>can</em> lead to more
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efficient object code for small functions due to inline expansion by the
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compiler.</li>
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<li>Function templates and <code>constexpr</code> functions generally need to be defined in
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the header file that declares them (but not necessarily the public part).</li>
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</ul>
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<h5>Cons</h5>
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<ul>
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<li>Embedding a function definition in the public API makes the API harder to
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skim, and incurs cognitive overhead for readers of that API- the more
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complex the function the higher the cost.</li>
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<li>Public definitions expose implementation details that are at best harmless
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and often extraneous.</li>
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</ul>
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<h5>Decision</h5>
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<p>Only define a function at its public declaration if it is short, say, 10 lines
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or fewer. Put longer function bodies in the <code>.cc</code> file unless they must be in
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the header for performance or technical reasons.</p>
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<p>Even if a definition must be in the header, this is not a sufficient reason to
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put it within the public part. Instead, the definition can be in an internal
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part of the header, such as the <a href="#Access_Control">private</a> section of a class,
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within a namespace that includes the word <code>internal</code>, or below a comment like <code>//
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Implementation details only below here</code>.</p>
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<p>Once a definition is in a header file, it must be ODR-safe by having the
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<code>inline</code> specifier or being implicitly specified inline by being a function
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template or defined in a class body when first declared.</p>
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<pre><code class="language-cpp good">template <typename T>
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class Foo {
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public:
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int bar() { return bar_; }
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void MethodWithHugeBody();
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private:
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int bar_;
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};
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// Implementation details only below here
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template <typename T>
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void Foo<T>::MethodWithHugeBody() {
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...
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}
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</code></pre>
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<h3 id="Names_and_Order_of_Includes">Names and Order of Includes</h3>
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<p>Include headers in the following order: Related header, C system headers, C++
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standard library headers,
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other libraries' headers, your project's headers.</p>
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<p> All of a
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project's header files should be listed as descendants of the project's source
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directory without use of UNIX directory aliases <code>.</code> (the current
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directory) or <code>..</code> (the parent directory). For example,
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<code>google-awesome-project/src/base/logging.h</code> should
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be included as:</p>
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<pre><code class="language-cpp good">#include "base/logging.h"
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</code></pre>
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<p>Headers should only be included using an angle-bracketed path if the library
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requires you to do so. In particular, the following headers require angle
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brackets:</p>
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<ul>
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<li>C and C++ standard library headers (e.g., <code><stdlib.h></code> and <code><string></code>).</li>
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<li>POSIX, Linux, and Windows system headers (e.g., <code><unistd.h></code> and
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<code><windows.h></code>).</li>
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<li>In rare cases, third_party libraries (e.g., <code><Python.h></code>).</li>
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</ul>
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<p>In <code><var>dir/foo</var>.cc</code> or
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<code><var>dir/foo_test</var>.cc</code>, whose main purpose is to implement or
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test the stuff in <code><var>dir2/foo2</var>.h</code>, order your includes as
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|
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>
|