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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 #3: Global Variables

There is rarely an excuse for declaring a "raw" global variable. Global variables impede code reuse and make code hard to maintain. They impede reuse because any code that refers to a global variable is coupled to it and may not be reused without being accompanied by the global variable. They make code hard to maintain because it's difficult to determine what code is using a particular global variable, since any code at all has access to it.

Global variables increase coupling among components, because they often end up as a kind of primitive message-passing mechanism. Even if global variables work, it's often a practical impossibility to remove them from a large piece of software. If they work. Because global variables are essentially unprotected, any novice maintainer can trash the behavior of your global-dependent software at any time.

Users of global variables often cite convenience as a reason for using them. This is a fallacious or self-serving argument, because maintenance typically consumes more time than initial development, and use of global variables impedes maintenance. Suppose we have a system that requires access to a globally accessible "environment," of which (we're promised by our requirements) there is always exactly one. Unfortunately, we choose to use a global variable:

extern Environment * const theEnv; 

Requirements live but to lie. Shortly before delivery, we'll find that the number of possible, simultaneous environments has increased to two. Or maybe three. Or maybe the number is set on startup. Or is totally dynamic. The usual last-minute change. In a large project with meticulous source-control procedures in place, it can be a time-consuming process to change every file, even in a minimal and straightforward manner. It could take days or weeks. If we had avoided the use of a global variable, it would take five minutes:

Environment *theEnv(); 

Simply wrapping access in a function permits extension through the use of overloading or default argument initialization without the necessity of significant change to source code:

Environment *theEnv( EnvCode whichEnv = OFFICIAL ); 

Another, less obvious, problem with global variables is that they often require runtime static initialization. If a static variable's initial value can't be calculated at compile time, the initialization will take place at runtime, often with disastrous consequences (see Gotcha #55):

extern Environment * const theEnv = new OfficialEnv; 

If a function or class guards access to the global information, the setting of the initial value can be delayed until it's safe to do so:

gotcha03/environment.h

class Environment { 
 public:
   static Environment &instance();
   virtual void op1() = 0;
   // . . .
 protected:
   Environment();
   virtual ~Environment();
 private:
   static Environment *instance_;
   // . . .
};

gotcha03/environment.cpp

// . . . 
Environment *Environment::instance_ = 0;

Environment &Environment::instance() {
   if( !instance_ )
       instance_ = new OfficialEnv;
   return *instance_;
}

In this case, we've employed a simple implementation of the Singleton pattern to perform lazy "initialization" (actually, to be technically precise, it's assignment) of the static environment pointer and thereby ensure that there is never more than a single Environment object. Note that Environment has no public constructor, so users of Environment must go through the instance member to gain access to the static pointer, allowing us to delay creation of the Environment object until the first request for access:

Environment::instance().op1(); 

More important, this controlled access provides flexibility to adapt the Singleton to future requirements without affecting existing source code. Later, if we go to a multithreaded design or decide to permit multiple environments, or whatever, we can modify the implementation of the Singleton, just as we modified the wrapper function earlier.

Avoid global variables. Safer and more flexible mechanisms are available to achieve the same results.