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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 #30: Slicing

Slicing occurs when a derived class object is copied onto a base class object. As a result, the derived class-specific data and behavior will be "sliced off," usually resulting in an error or unpredictable behavior:

class Employee { 
 public:
   virtual ~Employee();
   virtual void pay() const;
   // . . .
 protected:
   void setType( int type )
       { myType_ = type; }
 private:
   int myType_; // bad idea, see Gotcha #69
};
class Salaried : public Employee {
   // . . .
};
Employee employee;
Salaried salaried;
employee = salaried; // slice!

The assignment of salaried to employee is perfectly legal, since a Salaried is-a Employee, but the result is probably not what we wanted. After the assignment, the behavior of employee, both of its virtual and nonvirtual functions, will be Employee behavior. Additionally, any Salaried-specific data members will not be copied.

Most damaging, however, is that the state of employee will be a copy of the Employee part of salaried. What's wrong with that? Well, a derived Salaried object may use its Employee base class part to store Salaried-appropriate values that may not make sense in the context of an Employee object (see Gotcha #91).

As an illustration, suppose classes derived from Employee were to store some sort of type identification code in their Employee subobject. (Please note that this is not actually good design practice; it's just an illustration. See Gotcha #69.) After the slice, employee will behave like an Employee but will claim to be a Salaried.

In actual practice, the disconnect between the state of the sliced object and its behavior tends to be much more subtle and therefore much more damaging.

The most common source of slicing occurs when a derived class object is passed by value to initialize a base class formal parameter:

void fire( Employee victim ); 
// . . .
fire( salaried ); // slice!

This problem can be avoided through passing by reference (or pointer) instead of by value. In that case, no slicing will occur, since the derived class object is not actually copied and the formal argument is simply an alias for the actual argument (see Gotcha #5):

void rightSize( Employee &asset ); 
// . . .
rightSize( salaried ); // no slice

Other slicing problems are also possible, though less common. For example, it's possible to copy a base class subobject from one derived class object to another derived class object of a different type:

Employee *getNextEmployee(); // get an object derived from Employee 
// . . .
Employee *ep = getNextEmployee();
*ep = salaried; // slice!

Problems with slicing generally indicate deeper design flaws in a hierarchy. The best and simplest way to avoid slicing problems is to avoid concrete base classes (see Gotcha #93):

class Employee { 
 public:
   virtual ~Employee();
   virtual void pay() const = 0;
   // . . .
};
void fire( Employee ); // error, fortunately
void rightSize( Employee & ); // OK
Employee *getNextEmployee(); // OK
Employee *ep = getNextEmployee(); // OK
*ep = salaried; // error, fortunately
Employee e2( salaried ); // error, fortunately

An abstract base class can't be instantiated, so most situations that could lead to slicing will be caught at compile time.

Note that in rare situations, slicing is used intentionally in an implementation to modify the behavior or type of a derived class object. Typically, no data are sliced off, and slicing is used to "reinterpret" the base class data with different derived class behaviors. These techniques are useful but rare and should never be exposed as part of a general-purpose interface.