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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 #56: Direct versus Copy Initialization

I've seen some pretty sloppy initializations in my day. Consider a simple class Y:

class Y { 
 public:
   Y( int );
   ~Y();
};

It's not uncommon to see a simple initialization of a Y object written any of three different ways, as if they were equivalent. As if it didn't matter. As if.

Y a( 1066 ); 
Y b = Y(1066);
Y c = 1066;

In point of fact, all three of these initializations will probably result in the same object code being generated, but they're not equivalent. The initialization of a is known as a direct initialization, and it does precisely what one might expect. The initialization is accomplished through a direct invocation of Y::Y(int).

The initializations of b and c are more complex. In fact, they're too complex. These are both copy initializations. In the case of the initialization of b, we're requesting the creation of an anonymous temporary of type Y, initialized with the value 1066. We then use this anonymous temporary as a parameter to the copy constructor for class Y to initialize b. Finally, we call the destructor for the anonymous temporary. Essentially, we've requested that the compiler generate something like the following code:

Y temp( 1066 ); // initialize temporary 
Y b( temp ); // copy construction
temp.~Y(); // destructor activation

The semantics of the initialization of c are the same, but the creation of the anonymous temporary is implicit.

Let's change the implementation of Y somewhat by adding our own copy constructor and see what happens:

class Y { 
 public:
   Y( int );
   Y( const Y & )
       { abort(); }
   ~Y();
};

Clearly, Y objects have no intention of putting up with any copy construction. However, when we recompile and run our little program, all three initializations may well go off without terminating the process. What gives?

What gives is that the standard explicitly allows the compiler to perform a program transformation to remove the temporary generation and copy constructor call and to generate the same code as in the case of a direct initialization. Note that this is not a simple "optimization," since the actual behavior of the program is altered (in this case, we didn't terminate the process). Most C++ compilers will perform the transformation, but they're not required to do so by the standard. Given this uncertainty, it's always a good idea to say precisely what you mean and to use direct initialization in declaration of class objects:

Y a(1066), b(1066), c(1066); 

Perversely, you may want to ensure that the compiler does not perform the transformation, because you want some side effect that temporary generation and copy construction provide, or you may just want to produce a large, slow application. Unfortunately, it's not easy to ensure these semantics, since any standard compiler is free to perform the transformation. Avoiding the transformation in a portable way (without benefit of a platform-specific compile switch or #pragma) is too horrible to contemplate, so let's just have a quick look at it:

struct { 
   char b_[sizeof(Y)];
} aY; // aligned buffer as big as a Y
new (&aY) Y(1066); // create temp
Y d( reinterpret_cast<Y &>(aY) ); // copy ctor
reinterpret_cast<Y &>(aY).~Y(); // destroy temp

This will almost duplicate the meaning of the untransformed initialization. (The storage for aY will probably not be reused later in the stack frame, the way the storage for a compiler-generated temporary might. See Gotcha #66.) But there are easier ways to write big and slow programs.

An important point to understand about this program transformation is that the compiler applies it after the original semantics have been checked. If the untransformed initialization is incorrect, the compiler will issue an error, even if the transformation would have produced correct code. Consider a class X:

class X { 
 public:
   X( int );
   ~X();
   // . . .
 private:
   X( const X & );
};

X a( 1066 ); // OK
X b = 1066; // error!
X c = X(1066); // error!

The untransformed initializations of b and c require access to X's copy constructor, but the designer of X has decided to disallow copy construction of X objects by making the copy constructor private. Even though the transformation would have eliminated the copy constructor calls, the code is still incorrect.

Direct and copy initialization apply to non-class types as well, but the results are predictable and portable:

int i(12); // direct 
int j = 12; // copy, same result

For the initialization of these types, feel free to use whichever form is clearest. However, note that it's usually best to use direct initialization within a template, where the type of variable is not known until template instantiation. Consider a simplified sequence-length generic algorithm parameterized on not only the iterator type of the sequence (In) but also the type of its numeric counter (N):

gotcha56/seqlength.cpp

template <typename N, typename In> 
void seqLength( N &len, In b, In e ) {
   N n( 0 ); // this way, NOT "N n = 0;"
   while( b != e ) {
       ++n;
       ++b;
   }
   len = n;
}

With this implementation, the use of direct initialization allows us to employ an (admittedly unusual) user-defined numeric type that doesn't permit copy construction. An implementation of seqLength that employs copy initialization of an N object will not allow us to do so.

For simplicity and portability, it's a good idea to use direct initialization in declarations of class objects or of objects that might be of class type.