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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 #41: Static Casts

By "static casts" we mean—unsurprisingly—non-dynamic casts. Under this definition, we include not only the static_cast operator but also reinterpret_cast, const_cast, and old-style casts.

The basic problem with static casts is that they're static. In employing such a construct, we're asking the compiler to accept our version of an object's capabilities rather than the object's version. While many uses of static casts may result in code that is initially correct, that code is not able to adjust itself automatically to future changes in an object's type structure. Because these changes are generally remote from the point of the cast, maintainers often do not modify the code containing the cast. At the same time, the cast has the additional effect of turning off any diagnostics the compiler would otherwise have provided.

Casts are not essentially evil, but they must be used in moderation and in such a way that maintenance of code remote from the cast will not invalidate the cast. From a practical perspective, these requirements imply that one should, in general, avoid casting abstract data types and, most particularly, abstract data types in a hierarchy.

Consider a simple hierarchy:

class B { 
 public:
   virtual ~B();
   virtual void op1() = 0;
};
class D1 : public B {
 public:
   void op1();
   void op2();
   virtual int thisop();
};

Associated with the hierarchy is a function that serves as a factory to create some sort of B object. Initially, we may have only a single derived class, so its implementation is trivial:

B *getAB() { return new D1; } 

Unfortunately, the original developer or a maintainer may require access to the D1-specific functionality of the object returned from getAB. The proper procedure in this case is to redesign so that the type of the object is known statically. If that isn't possible or practical, a dynamic_cast may be used (after appropriate soul-searching). It's almost never a good idea to use a static cast, as we have here:

B *bp = getAB(); 
D1 *d1p = static_cast<D1 *>(bp);
d1p->op1();
d1p->op2();
int a = d1p->thisop();

This code works only because the returned object is actually a D1. This simple situation is not likely to last, and a new derived class will be added to the hierarchy along with an updated factory:

class D2 : public B { 
 public:
   void op1();
   void op2();
   virtual char thatop();
};
// . . .
B *getAB() {
   if( rand() & 1 )
       return new D1;
   else
       return new D2;
}

Note that these changes probably take place in a remote part of the code not frequented by the maintainer of code containing the static cast. One would hope that the modification of the getAB function would at least provoke a recompilation of this code, but even that is not guaranteed. Even if the code is recompiled, the use of a static cast ensures that the compiler will issue no diagnostic. Few guarantees can be made about the behavior of this code when getAB returns an object of type D2, but it's quite possible it could actually run, after a fashion. The comments below indicate commonly observed behavior:

B *bp = getAB(); // gets a D2 
D1 *d1p = static_cast<D1 *>(bp); // pretend D2 is a D1
d1p->op1(); // #1: call D2::op1!
d1p->op2(); // #2: call D1::op2!!
int a = d1p->thisop(); // #3: call D2::thatop!!!

In spite of the lack of a guarantee of this behavior, the line marked #1 is probably going to do "the right thing." Of course, it would have been preferable if the function op1 were invoked through the base class interface, because this would guarantee correct behavior.

The line marked #2 is more problematic. It's a nonvirtual member function call to a member of D1. Unfortunately it's being passed a D2 object, which will result in undefined runtime behavior. It may even work.

The line marked #3 is perhaps the most problematic. Statically, we invoke a virtual function of D1 named thisop that returns an int. Dynamically, we invoke a virtual function of D2 named thatop that returns a char. If this code manages to run without aborting, we'll attempt to copy a char result into an int.

Use of a static cast is often, as Scott Meyers has observed, "a sign that negotiations between you and your compiler have broken down." In effect, a static cast not only tells your compiler "Because I say so" (and, as with a similar discussion with a human interlocutor, guarantees the end of any useful communication); it shows a lack of respect to the public interface offered by the abstract data type being cast. Thoughtful, negotiated solutions that respect the advertised capabilities of objects often require more finesse than a heavy-handed cast, but they generally result in more robust, portable, and usable code and interfaces.