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C++ Gotchas: Avoiding Common Problems in Coding and Design
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Table of content
Copyright
Addison-Wesley Professional Computing Series
Preface
Acknowledgments
Chapter 1. Basics
Gotcha #1: Excessive Commenting
Gotcha #2: Magic Numbers
Gotcha #3: Global Variables
Gotcha #4: Failure to Distinguish Overloading from Default Initialization
Gotcha #5: Misunderstanding References
Gotcha #6: Misunderstanding Const
Gotcha #7: Ignorance of Base Language Subtleties
Gotcha #8: Failure to Distinguish Access and Visibility
Gotcha #9: Using Bad Language
Gotcha #10: Ignorance of Idiom
Gotcha #11: Unnecessary Cleverness
Gotcha #12: Adolescent Behavior
Chapter 2. Syntax
Gotcha #13: Array/Initializer Confusion
Gotcha #14: Evaluation Order Indecision
Gotcha #15: Precedence Problems
Gotcha #16: 'for' Statement Debacle
Gotcha #17: Maximal Munch Problems
Gotcha #18: Creative Declaration-Specifier Ordering
Gotcha #19: Function/Object Ambiguity
Gotcha #20: Migrating Type-Qualifiers
Gotcha #21: Self-Initialization
Gotcha #22: Static and Extern Types
Gotcha #23: Operator Function Lookup Anomaly
Gotcha #24: Operator '->' Subtleties
Chapter 3. The Preprocessor
Gotcha #25: '#define' Literals
Gotcha #26: '#define' Pseudofunctions
Gotcha #27: Overuse of '#if'
Gotcha #28: Side Effects in Assertions
Chapter 4. Conversions
Gotcha #29: Converting through 'void *'
Gotcha #30: Slicing
Gotcha #31: Misunderstanding Pointer-to-Const Conversion
Gotcha #32: Misunderstanding Pointer-to-Pointer-to-Const Conversion
Gotcha #33: Misunderstanding Pointer-to-Pointer-to-Base Conversion
Gotcha #34: Pointer-to-Multidimensional-Array Problems
Gotcha #35: Unchecked Downcasting
Gotcha #36: Misusing Conversion Operators
Gotcha #37: Unintended Constructor Conversion
Gotcha #38: Casting under Multiple Inheritance
Gotcha #39: Casting Incomplete Types
Gotcha #40: Old-Style Casts
Gotcha #41: Static Casts
Gotcha #42: Temporary Initialization of Formal Arguments
Gotcha #43: Temporary Lifetime
Gotcha #44: References and Temporaries
Gotcha #45: Ambiguity Failure of 'dynamic_cast'
Gotcha #46: Misunderstanding Contravariance
Chapter 5. Initialization
Gotcha #47: Assignment/Initialization Confusion
Gotcha #48: Improperly Scoped Variables
Gotcha #49: Failure to Appreciate C++'s Fixation on Copy Operations
Gotcha #50: Bitwise Copy of Class Objects
Gotcha #51: Confusing Initialization and Assignment in Constructors
Gotcha #52: Inconsistent Ordering of the Member Initialization List
Gotcha #53: Virtual Base Default Initialization
Gotcha #54: Copy Constructor Base Initialization
Gotcha #55: Runtime Static Initialization Order
Gotcha #56: Direct versus Copy Initialization
Gotcha #57: Direct Argument Initialization
Gotcha #58: Ignorance of the Return Value Optimizations
Gotcha #59: Initializing a Static Member in a Constructor
Chapter 6. Memory and Resource Management
Gotcha #60: Failure to Distinguish Scalar and Array Allocation
Gotcha #61: Checking for Allocation Failure
Gotcha #62: Replacing Global New and Delete
Gotcha #63: Confusing Scope and Activation of Member 'new' and 'delete'
Gotcha #64: Throwing String Literals
Gotcha #65: Improper Exception Mechanics
Gotcha #66: Abusing Local Addresses
Gotcha #67: Failure to Employ Resource Acquisition Is Initialization
Gotcha #68: Improper Use of 'auto_ptr'
Chapter 7. Polymorphism
Gotcha #69: Type Codes
Gotcha #70: Nonvirtual Base Class Destructor
Gotcha #71: Hiding Nonvirtual Functions
Gotcha #72: Making Template Methods Too Flexible
Gotcha #73: Overloading Virtual Functions
Gotcha #74: Virtual Functions with Default Argument Initializers
Gotcha #75: Calling Virtual Functions in Constructors and Destructors
Gotcha #76: Virtual Assignment
Gotcha #77: Failure to Distinguish among Overloading, Overriding, and Hiding
Gotcha #78: Failure to Grok Virtual Functions and Overriding
Gotcha #79: Dominance Issues
Chapter 8. Class Design
Gotcha #80: Get/Set Interfaces
Gotcha #81: Const and Reference Data Members
Gotcha #82: Not Understanding the Meaning of Const Member Functions
Gotcha #83: Failure to Distinguish Aggregation and Acquaintance
Gotcha #84: Improper Operator Overloading
Gotcha #85: Precedence and Overloading
Gotcha #86: Friend versus Member Operators
Gotcha #87: Problems with Increment and Decrement
Gotcha #88: Misunderstanding Templated Copy Operations
Chapter 9. Hierarchy Design
Gotcha #89: Arrays of Class Objects
Gotcha #90: Improper Container Substitutability
Gotcha #91: Failure to Understand Protected Access
Gotcha #92: Public Inheritance for Code Reuse
Gotcha #93: Concrete Public Base Classes
Gotcha #94: Failure to Employ Degenerate Hierarchies
Gotcha #95: Overuse of Inheritance
Gotcha #96: Type-Based Control Structures
Gotcha #97: Cosmic Hierarchies
Gotcha #98: Asking Personal Questions of an Object
Gotcha #99: Capability Queries
Bibliography

Gotcha #1: Excessive Commenting

Many comments are unnecessary. They generally make source code hard to read and maintain, and frequently lead maintainers astray. Consider the following simple statement:

a = b;  // assign b to a 

The comment cannot communicate the meaning of the statement more clearly than the code itself, and so is useless. Actually, it's worse than useless. It's deadly. First, the comment distracts the reader from the code, increasing the volume of text the reader has to wade through in order to extract its meaning. Second, there is more source text to maintain, since comments must be maintained as the program text they describe is modified. Third, this necessary maintenance is often not performed.

c = b; // assign b to a 

A careful maintainer cannot simply assume the comment is in error and is obliged to trace through the program to determine whether the comment is erroneous, officious (c is a reference to a), or subtle (assigning to c will later cause the same assignment to be propagated to a somehow). The line should originally have been written without a comment:

a = b; 

The code is maximally clear as it stands, with no comment to be incorrectly maintained. This is similar in spirit to the well-worn observation that the most efficient code is code that doesn't exist. The same applies to comments: the best comment is one that didn't have to be written, because the code it would otherwise have described is self-documenting.

Other common examples of unnecessary comments frequently occur in class definitions, either as the result of an ill-conceived coding standard or as the work of a C++ novice:

class C { 
 // Public Interface
 public:
   C(); // default constructor
   ~C(); // destructor
   // . . .
};

You get the feeling you're reading someone's crib notes. If a maintainer has to be reminded of the meaning of the public: label, you don't want that person maintaining your code. None of these comments does anything for an experienced C++ programmer except clutter the code and provide more source text to be improperly maintained.

class C { 
 // Public Interface
 protected:
   C( int ); // default constructor
 public:
   virtual ~C(); // destructor
   // . . .
};

Programmers also have a strong incentive not to "waste" lines of source text. Anecdotally, if a construct (function, public interface of a class, and so on) can be presented in a conventional and rational format on a single "page" of about 30-40 lines, it will be easy to understand. If it goes on to a second page, it will be about twice as hard to understand. If it goes onto a third page, it will be approximately four times as hard to understand.

A particularly odious practice is that of inserting change logs as comments at the head or tail of source code files:

/* 6/17/02 SCD fixed the gaforniflat bug */

Is this useful information, or is the maintainer just bragging? This comment is unlikely to be of any use whatever within a week or two of its insertion, but it will hang on grimly for years, distracting generations of maintainers. A much better alternative is to cede these commenting tasks to your version control software; a C++ source code file is no place to leave a laundry list.

One of the best ways to avoid comments and make code clear and maintainable is to follow a simple, well-defined naming convention and choose clear names that reflect the abstract meaning of the entity (function, class, variable, and so on) you're naming. Formal argument names in declarations are particularly important. Consider a function that takes three arguments of identical type:

/* 
 Perform the action from the source to the destination.
 Arg1 is action code, arg2 is source, and arg3 is destination.
*/
void perform( int, int, int );

Not too terrible, but think what it would look like with seven or eight arguments instead of three. We can do better:

void perform( int actionCode, int source, int destination ); 

Better, though we should probably still have a one-liner that tells us what the function does (though not how it does it). One of the most attractive things about formal argument names in declarations is that they, unlike comments, are generally maintained along with the rest of the code, even though they have no effect on the code's meaning. I can't think of a single programmer who would switch the meanings of the second and third arguments of the perform function without also changing their names, but I can identify legions of programmers who would make the change without maintaining the comment.

Kathy Stark may have said it best in Programming in C++: "If meaningful and mnemonic names are used in a program, there is often only occasional need for additional comments. If meaningful names are not used, it is unlikely that any added comments will make the code easy to understand."

Another way to minimize comments is to employ standard or well-known components:

printf( "Hello, World!" ); // print "Hello, World" to the screen 

This comment is both useless and only occasionally correct. It's not that standard components are necessarily self-documenting; it's that they're already well documented and well known.

swap( a, a+1 ); 
sort( a, a+max );
copy( a, a+max, ostream_iterator<T>(cout,"\n") );

Because swap, sort, and copy are standard components, additional comments inserted above can only clutter the source and introduce imprecision in the description of the standard operations.

Comments are not inherently harmful—and are often necessary—but they must be maintained, and they're typically harder to maintain than the code they document. Comments should not state the obvious or provide information better maintained elsewhere. The goal is not to eliminate comments at any cost but to employ the minimal volume of comments that permits the code to be readily understood and maintained.