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Effective C++ 55 Specific Ways to Improve Your Programs and Designs
Effective C++ Third Edition 55 Specific Ways to Improve Your Programs and Designs
Table of Contents
Copyright
Praise for Effective C++, Third Edition
Addison-Wesley Professional Computing Series
Preface
Acknowledgments
Introduction
Terminology
Chapter 1. Accustoming Yourself to C++
Item 1: View C++ as a federation of languages
Item 2: Prefer consts, enums, and inlines to #defines
Item 3: Use const whenever possible
Item 4: Make sure that objects are initialized before they're used
Chapter 2. Constructors, Destructors, and Assignment Operators
Item 5: Know what functions C++ silently writes and calls
Item 6: Explicitly disallow the use of compiler-generated functions you do not want
Item 7: Declare destructors virtual in polymorphic base classes
Item 8: Prevent exceptions from leaving destructors
Item 9: Never call virtual functions during construction or destruction
Item 10: Have assignment operators return a reference to *this
Item 11: Handle assignment to self in operator=
Item 12: Copy all parts of an object
Chapter 3. Resource Management
Item 13: Use objects to manage resources.
Item 14: Think carefully about copying behavior in resource-managing classes.
Item 15: Provide access to raw resources in resource-managing classes.
Item 16: Use the same form in corresponding uses of new and delete.
Item 17: Store newed objects in smart pointers in standalone statements.
Chapter 4. Designs and Declarations
Item 18: Make interfaces easy to use correctly and hard to use incorrectly
Item 19: Treat class design as type design
Item 20: Prefer pass-by-reference-to-const to pass-by-value
Item 21: Don't try to return a reference when you must return an object
Item 22: Declare data members private
Item 23: Prefer non-member non-friend functions to member functions
Item 24: Declare non-member functions when type conversions should apply to all parameters
Item 25: Consider support for a non-throwing swap
Chapter 5. Implementations
Item 26: Postpone variable definitions as long as possible.
Item 27: Minimize casting.
Item 28: Avoid returning "handles" to object internals.
Item29: Strive for exception-safe code.
Item 30: Understand the ins and outs of inlining.
Item31: Minimize compilation dependencies between files.
Chapter 6. Inheritance and Object-Oriented Design
Item 32: Make sure public inheritance models "is-a."
Item 33: Avoid hiding inherited names
Item 34: Differentiate between inheritance of interface and inheritance of implementation
Item 35: Consider alternatives to virtual functions
Item 36: Never redefine an inherited non-virtual function
Item 37: Never redefine a function's inherited default parameter value
Item 38: Model "has-a" or "is-implemented-in-terms-of" through composition
Item 39: Use private inheritance judiciously
Item 40: Use multiple inheritance judiciously
Chapter 7. Templates and Generic Programming
Item 41: Understand implicit interfaces and compile-time polymorphism
Item 42: Understand the two meanings of typename
Item 43: Know how to access names in templatized base classes
Item 44: Factor parameter-independent code out of templates
Item 45: Use member function templates to accept "all compatible types."
Item 46: Define non-member functions inside templates when type conversions are desired
Item 47: Use traits classes for information about types
Item 48: Be aware of template metaprogramming
Chapter 8. Customizing new and delete
Item 49: Understand the behavior of the new-handler
Item 50: Understand when it makes sense to replace new and delete
Item 51: Adhere to convention when writing new and delete
Item 52: Write placement delete if you write placement new
Chapter 9. Miscellany
Item 53: Pay attention to compiler warnings.
Item 54: Familiarize yourself with the standard library, including TR1
Item.55: Familiarize yourself with Boost.
Appendix A. Beyond Effective C++
Appendix B. Item Mappings Between Second and Third Editions
Index
index_SYMBOL
index_A
index_B
index_C
index_D
index_E
index_F
index_G
index_H
index_I
index_J
index_K
index_L
index_M
index_N
index_O
index_P
index_R
index_S
index_T
index_U
index_V
index_W
index_X
index_Z

Item 5: Know what functions C++ silently writes and calls

When is an empty class not an empty class? When C++ gets through with it. If you don't declare them yourself, compilers will declare their own versions of a copy constructor, a copy assignment operator, and a destructor. Furthermore, if you declare no constructors at all, compilers will also declare a default constructor for you. All these functions will be both public and inline (see Item 30). As a result, if you write


class Empty{};


it's essentially the same as if you'd written this:


class Empty {

public:

  Empty() { ... }                            // default constructor

  Empty(const Empty& rhs) { ... }            // copy constructor



  ~Empty() { ... }                           // destructor — see below

                                             // for whether it's virtual



  Empty& operator=(const Empty& rhs) { ... } // copy assignment operator

};


These functions are generated only if they are needed, but it doesn't take much to need them. The following code will cause each function to be generated:


Empty e1;                               // default constructor;

                                        // destructor



Empty e2(e1);                           // copy constructor



e2 = e1;                                // copy assignment operator


Given that compilers are writing functions for you, what do the functions do? Well, the default constructor and the destructor primarily give compilers a place to put "behind the scenes" code such as invocation of constructors and destructors of base classes and non-static data members. Note that the generated destructor is non-virtual (see Item7) unless it's for a class inheriting from a base class that itself declares a virtual destructor (in which case the function's virtualness comes from the base class).

As for the copy constructor and the copy assignment operator, the compiler-generated versions simply copy each non-static data member of the source object over to the target object. For example, consider a NamedObject template that allows you to associate names with objects of type T:


template<typename T>

class NamedObject {

public:

  NamedObject(const char *name, const T& value);

  NamedObject(const std::string& name, const T& value);



  ...



private:

  std::string nameValue;

  T objectValue;

};


Because a constructor is declared in NamedObject, compilers won't generate a default constructor. This is important. It means that if you've carefully engineered a class to require constructor arguments, you don't have to worry about compilers overriding your decision by blithely adding a constructor that takes no arguments.

NamedObject declares neither copy constructor nor copy assignment operator, so compilers will generate those functions (if they are needed). Look, then, at this use of the copy constructor:


NamedObject<int> no1("Smallest Prime Number", 2);



NamedObject<int> no2(no1);                 // calls copy constructor


The copy constructor generated by compilers must initialize no2.nameValue and no2.objectValue using no1.nameValue and no1.objectValue, respectively. The type of nameValue is string, and the standard string type has a copy constructor, so no2.nameValue will be initialized by calling the string copy constructor with no1.nameValue as its argument. On the other hand, the type of NamedObject<int>::objectValue is int (because T is int for this template instantiation), and int is a built-in type, so no2.objectValue will be initialized by copying the bits in no1.objectValue.

The compiler-generated copy assignment operator for NamedObject<int> would behave essentially the same way, but in general, compiler-generated copy assignment operators behave as I've described only when the resulting code is both legal and has a reasonable chance of making sense. If either of these tests fails, compilers will refuse to generate an operator= for your class.

For example, suppose NamedObject were defined like this, where nameValue is a reference to a string and objectValue is a const T:


template<class T>

class NamedObject {

public:

  // this ctor no longer takes a const name, because nameValue

  // is now a reference-to-non-const string. The char* constructor

  // is gone, because we must have a string to refer to.

  NamedObject(std::string& name, const T& value);



  ...                               // as above, assume no

                                    // operator= is declared

private:

  std::string& nameValue;           // this is now a reference

  const T objectValue;              // this is now const

};


Now consider what should happen here:


std::string newDog("Persephone");

std::string oldDog("Satch");



NamedObject<int> p(newDog, 2);               // when I originally wrote this, our

                                             // dog Persephone was about to

                                             // have her second birthday



NamedObject<int> s(oldDog, 36);              // the family dog Satch (from my

                                             // childhood) would be 36 if she

                                             // were still alive



p = s;                                       // what should happen to

                                             // the data members in p?


Before the assignment, both p.nameValue and s.nameValue refer to string objects, though not the same ones. How should the assignment affect p.nameValue? After the assignment, should p.nameValue refer to the string referred to by s.nameValue, i.e., should the reference itself be modified? If so, that breaks new ground, because C++ doesn't provide a way to make a reference refer to a different object. Alternatively, should the string object to which p.nameValue refers be modified, thus affecting other objects that hold pointers or references to that string, i.e., objects not directly involved in the assignment? Is that what the compiler-generated copy assignment operator should do?

Faced with this conundrum, C++ refuses to compile the code. If you want to support assignment in a class containing a reference member, you must define the copy assignment operator yourself. Compilers behave similarly for classes containing const members (such as objectValue in the modified class above). It's not legal to modify const members, so compilers are unsure how to treat them during an implicitly generated assignment function. Finally, compilers reject implicit copy assignment operators in derived classes that inherit from base classes declaring the copy assignment operator private. After all, compiler-generated copy assignment operators for derived classes are supposed to handle base class parts, too (see Item 12), but in doing so, they certainly can't invoke member functions the derived class has no right to call.

Things to Remember

  • Compilers may implicitly generate a class's default constructor, copy constructor, copy assignment operator, and destructor.