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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 6: Explicitly disallow the use of compiler-generated functions you do not want

Real estate agents sell houses, and a software system supporting such agents would naturally have a class representing homes for sale:


class HomeForSale { ... };


As every real estate agent will be quick to point out, every property is unique — no two are exactly alike. That being the case, the idea of making a copy of a HomeForSale object makes little sense. How can you copy something that's inherently unique? You'd thus like attempts to copy HomeForSale objects to not compile:


HomeForSale h1;

HomeForSale h2;



HomeForSale h3(h1);               // attempt to copy h1 — should

                                  // not compile!



h1 = h2;                          // attempt to copy h2 — should

                                  // not compile!


Alas, preventing such compilation isn't completely straightforward. Usually, if you don't want a class to support a particular kind of functionality, you simply don't declare the function that would provide it. This strategy doesn't work for the copy constructor and copy assignment operator, because, as Item 5 points out, if you don't declare them and somebody tries to call them, compilers declare them for you.

This puts you in a bind. If you don't declare a copy constructor or a copy assignment operator, compilers may generate them for you. Your class thus supports copying. If, on the other hand, you do declare these functions, your class still supports copying. But the goal here is to prevent copying!

The key to the solution is that all the compiler generated functions are public. To prevent these functions from being generated, you must declare them yourself, but there is nothing that requires that you declare them public. Instead, declare the copy constructor and the copy assignment operator private. By declaring a member function explicitly, you prevent compilers from generating their own version, and by making the function private, you keep people from calling it.

Mostly. The scheme isn't foolproof, because member and friend functions can still call your private functions. Unless, that is, you are clever enough not to define them. Then if somebody inadvertently calls one, they'll get an error at link-time. This trick — declaring member functions private and deliberately not implementing them — is so well established, it's used to prevent copying in several classes in C++'s iostreams library. Take a look, for example, at the definitions of ios_base, basic_ios, and sentry in your standard library implementation. You'll find that in each case, both the copy constructor and the copy assignment operator are declared private and are not defined.

Applying the trick to HomeForSale is easy:


class HomeForSale {

public:

  ...



private:

  ...

  HomeForSale(const HomeForSale&);            // declarations only

  HomeForSale& operator=(const HomeForSale&);

};


You'll note that I've omitted the names of the functions' parameters. This isn't required, it's just a common convention. After all, the functions will never be implemented, much less used, so what's the point in specifying parameter names?

With the above class definition, compilers will thwart client attempts to copy HomeForSale objects, and if you inadvertently try to do it in a member or a friend function, the linker will complain.

It's possible to move the link-time error up to compile time (always a good thing — earlier error detection is better than later) by declaring the copy constructor and copy assignment operator private not in HomeForSale itself, but in a base class specifically designed to prevent copying. The base class is simplicity itself:


class Uncopyable {

protected:                                   // allow construction

  Uncopyable() {}                            // and destruction of

  ~Uncopyable() {}                           // derived objects...



private:

  Uncopyable(const Uncopyable&);             // ...but prevent copying

  Uncopyable& operator=(const Uncopyable&);

};


To keep HomeForSale objects from being copied, all we have to do now is inherit from Uncopyable:


class HomeForSale: private Uncopyable {     // class no longer

  ...                                       // declares copy ctor or

};                                          // copy assign. operator


This works, because compilers will try to generate a copy constructor and a copy assignment operator if anybody — even a member or friend function — tries to copy a HomeForSale object. As Item 12 explains, the compiler-generated versions of these functions will try to call their base class counterparts, and those calls will be rejected, because the copying operations are private in the base class.

The implementation and use of Uncopyable include some subtleties, such as the fact that inheritance from Uncopyable needn't be public (see Items 32 and 39) and that Uncopyable's destructor need not be virtual (see Item 7). Because Uncopyable contains no data, it's eligible for the empty base class optimization described in Item 39, but because it's a base class, use of this technique could lead to multiple inheritance (see Item 40). Multiple inheritance, in turn, can sometimes disable the empty base class optimization (again, see Item 39). In general, you can ignore these subtleties and just use Uncopyable as shown, because it works precisely as advertised. You can also use the version available at Boost (see Item 55). That class is named noncopyable. It's a fine class, I just find the name a bit un-, er, nonnatural.

Things to Remember

  • To disallow functionality automatically provided by compilers, declare the corresponding member functions private and give no implementations. Using a base class like Uncopyable is one way to do this.