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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 #84: Improper Operator Overloading

It's possible to get by without operator overloading:

class Complex { 
 public:
   Complex( double real = 0.0, double imag = 0.0 );
   friend Complex add( const Complex &, const Complex & );
   friend Complex div( const Complex &, const Complex & );
   friend Complex mul( const Complex &, const Complex & );
   // . . .
};
// . . .
Z = add( add( R, mul( mul( j, omega ), L ) ),
   div( 1, mul( j, omega ), C ) ) );

Operator overloading is often just "syntactic sugar," but it makes reading and writing code more palatable and eases the communication of a design's meaning:

class Complex { 
 public:
   Complex( double real = 0.0, double imag = 0.0 );
   friend Complex operator +( const Complex &, const Complex & );
   friend Complex operator *( const Complex &, const Complex & );
   friend Complex operator /( const Complex &, const Complex & );
   // . . .
};
// . . .
Z = R + j*omega*L + 1/(j*omega*C);

The version of the formula for AC impedance using infix operators is correct, but the earlier version that employed function call syntax is not. However, the error is harder to see and correct without the use of operator overloading.

Operator overloading is also justified when extending an existing syntactic framework, like the iostream and standard template libraries:

ostream &operator <<( ostream &os, const Complex &c ) 
   { return os << '(' << c.r_ << ", " << c.i_ << ')'; }

These successful uses often encourage novice designers to overuse operator overloading:

template <typename T> 
class Stack {
 public:
   Stack();
   ~Stack();
   void operator +( const T & ); // push
   T &operator *(); // top
   void operator -(); // pop
   operator bool() const; // not empty?
   // . . .
};
// . . .
Stack<int> s;
s + 12;
s + 13;
if( s ) {
   int a = *s;
   -s;
   // . . .

Clever? No, it's puerile nonsense. Operator overloading exists largely to make code radically and universally clearer to its readers, not so the designer can show off. Use of an overloaded operator should appeal to readers' existing prejudices, so any reasonable assumption an experienced reader makes about an operator's meaning will be correct. A proper implementation of a stack would employ the universally recognized, non-operator names for the stack's operations:

template <typename T> 
class Stack {
 public:
   Stack();
   ~Stack();
   void push( const T & );
   T &top();
   void pop();
   bool isEmpty() const;
   // . . .
};
// . . .
Stack<int> s;
s.push( 12 );
s.push( 13 );
if( !s.isEmpty() ) {
   int a = s.top();
   s.pop();
   // . . .

Note that the meaning of an overloaded operator must be universally understood to be valid. Even if the meaning of an overloaded operator is obvious to you and 75% of your colleagues, a 25% rate of misunderstanding and misapplication is unacceptable, and overloading the operator will cause more problems than it solves.

A personal example brought this home to me. I was designing a simple array template:

gotcha05/array.h

template <class T, int n> 
class Array {
 public:
   Array();
   explicit Array( const T &val );
   Array &operator =( const T &val ); // universally obvious?
   // . . .
 private:
   T a_[n];
};
// . . .
Array<float,100> ary( 0 );
ary = 123; // obvious?

I was absolutely convinced that the effect of the assignment was obvious. Clearly, it means that I want to assign the value 123 to every element of the array. Right? Not according to significant percentages of users of the Array template. Some experienced programmers thought it meant to resize the array to have 123 elements. Some thought it meant to assign 123 to the first element. I knew I was right and that everyone who thought differently was wrong, but practicality forced me to back off and use an unambiguous non-operator function for that operation:

ary.setAll( 123 ); // boring, but clear 

Unless overloading an operator is clearly better than the alternative of a non-operator function, don't overload the operator.