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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 #42: Temporary Initialization of Formal Arguments

Consider a String class with equality operators:

class String { 
 public:
   String( const char * = "" );
   ~String();
   friend bool operator ==( const String &, const String & );
   friend bool operator !=( const String &, const String & );
   // . . .
 private:
   char *s_;
};
inline bool
operator ==( const String &a, const String &b )
   { return strcmp( a.s_, b.s_ ) == 0; }

inline bool
operator !=(const String &a, const String &b )
   { return !(a == b); }

Notice that this particular design employs a nonexplicit single-argument constructor and non-member equality operators. We are, therefore, inviting our users to take advantage of implicit conversions to simplify their code:

String s( "Hello, World!" ); 
String t( "Yo!" );
if( s == t ) {
   //  . . .
}
else if( s == "Howdy!" ) { // implicit conversion
   //  . . .
}

The first condition, s == t, is efficient. The two reference formal arguments of operator == are initialized with s and t, and strcmp is used to perform the comparison. If the compiler chooses to inline the call to operator == (it probably will, unless a heavy-duty debugging flag is turned on), the runtime effect will be a simple call to strcmp.

The second condition, s == "Howdy!", is less efficient, though correct. To initialize the second argument of the call to operator ==, the compiler must create a temporary String object and initialize it with the character string literal "Howdy!". This temporary is then used to initialize the argument. After the function returns, the temporary must be destroyed. The effect of the call is something like this:

String temp( "Howdy!" ); 
bool result = operator ==( s, temp );
temp.~String();
if( result ) {
   // . . .
}

In this case, the convenience of the implicit conversion may well be worth the extra expense, since its presence renders both the code that implements the String class and the user code short and clear.

However, the implicit conversion is not acceptable on at least two occasions. The first is, of course, the case where the conversions are heavily used and are causing significant size or speed problems. The second is when the availability of an implicit conversion from a const char * to a String is causing ambiguity and complexity elsewhere in the use of Strings, and the designer of the String class wishes to address these problems by making the String constructor explicit.

Overloading the String equality operators easily solves this problem:

class String { 
 public:
   explicit String( const char * = "" );
   ~String();
   friend bool operator ==( const String &, const String & );
   friend bool operator !=( const String &, const String & );
   friend bool operator ==( const String &, const char * );
   friend bool operator !=( const String &, const char * );
   friend bool operator ==( const char *, const String & );
   friend bool operator !=( const char *, const String & );
   // . . .
};

Now any legal combination of arguments for the operation will result in an exact match, and the compiler will generate no temporary String objects. Unfortunately, the String class is now larger and harder to understand, so this approach to optimization is usually appropriate only after profiling reveals the need.

A common error committed by C++ novices is to pass class objects by value when passing by reference would be preferable. Consider a function that takes a String argument:

String munge( String s ) { 
   // munge s . . .
   return s;
}
// . . .
String t( "Munge Me" );
t = munge( t );

It's hard to find anything nice to say about this code, yet such code is common in many novice attempts to use C++. The call to munge requires a copy construction of the s formal argument as well as a copy construction of the return value and a destruction of the local s. Since we're assigning the munged t back to itself, we might expect that the assignment operator will recognize that and perform a no-op. No such luck. The compiler is required to dump the return value of munge into a temporary (which must be destroyed later), so the assignment will not be optimized. So we're looking at a total of six function calls.

A better approach is to rewrite the munge function to use an alias for the String it will munge:

void munge( String &s ) { 
   // munge s . . .
}
// . . .
munge( t );

One function call. The two functions have slightly different meanings, in that any munging performed on s is reflected immediately in the actual argument t rather than on return. (This difference might be noticeable if an exception or interrupt were to occur within munge or if munge should call another function that referenced t.) However, the overall complexity is reduced, and the code is smaller and faster.

Passing by reference is particularly important when implementing templates, since it's not possible to predict in advance the expense of argument passing for a particular instantiation:

template <typename T> 
bool operator >( const T &a, const T &b )
   { return b < a; }

Passing an argument by reference has a low, fixed cost that doesn't vary from argument to argument. It may be that some arguments, such as predefined types and small, simple class types, are more efficiently passed by value. If these cases are important, the template can be overloaded (if it's a function template) or specialized (if it's a class template).

Additionally, convention sometimes encourages passing by value. For example, in the C++ standard template library, it's conventional to pass "function objects" by value. (A function object is an object of a class that overloads the function call operator. It's just a class object like any other class object, but it allows one to use it with function call syntax.)

For example, we can declare a function object to serve as a "predicate": a function that answers a yes-or-no question about its argument:

struct IsEven : public std::unary_function<int,bool> { 
   bool operator ()( int a )
       { return !(a & 1); }
};

An IsEven object has no data members, no virtual functions, and no constructor or destructor. Passing such an object by value is inexpensive (and often free). In fact, it's considered good form when using the STL to pass function objects as anonymous temporaries:

extern int a[n]; 
int *thatsOdd = partition( a, a+n, IsEven() );

The expression IsEven() creates an anonymous temporary object of type IsEven, which is then passed by value to the partition algorithm (see Gotcha #43). Of course, this convention presumes the additional convention that function objects used with the STL will be small and efficiently passed by value.