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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 11: Handle assignment to self in operator=

An assignment to self occurs when an object is assigned to itself:


class Widget { ... };



Widget w;

...



w = w;                                   // assignment to self


This looks silly, but it's legal, so rest assured that clients will do it. Besides, assignment isn't always so recognizable. For example,


a[i] = a[j];                                      // potential assignment to self


is an assignment to self if i and j have the same value, and


*px = *py;                                        // potential assignment to self


is an assignment to self if px and py happen to point to the same thing. These less obvious assignments to self are the result of aliasing: having more than one way to refer to an object. In general, code that operates on references or pointers to multiple objects of the same type needs to consider that the objects might be the same. In fact, the two objects need not even be declared to be of the same type if they're from the same hierarchy, because a base class reference or pointer can refer or point to an object of a derived class type:


class Base { ... };



class Derived: public Base { ... };



void doSomething(const Base& rb,                   // rb and *pd might actually be

                 Derived* pd);                      // the same object


If you follow the advice of Items 13 and 14, you'll always use objects to manage resources, and you'll make sure that the resource-managing objects behave well when copied. When that's the case, your assignment operators will probably be self-assignment-safe without your having to think about it. If you try to manage resources yourself, however (which you'd certainly have to do if you were writing a resource-managing class), you can fall into the trap of accidentally releasing a resource before you're done using it. For example, suppose you create a class that holds a raw pointer to a dynamically allocated bitmap:


class Bitmap { ... };



class Widget {

  ...



private:

  Bitmap *pb;                                     // ptr to a heap-allocated object

};


Here's an implementation of operator= that looks reasonable on the surface but is unsafe in the presence of assignment to self. (It's also not exception-safe, but we'll deal with that in a moment.)


Widget&

Widget::operator=(const Widget& rhs)              // unsafe impl. of operator=

{

  delete pb;                                      // stop using current bitmap

  pb = new Bitmap(*rhs.pb);                       // start using a copy of rhs's bitmap



  return *this;                                   // see Item 10

}


The self-assignment problem here is that inside operator=, *this (the target of the assignment) and rhs could be the same object. When they are, the delete not only destroys the bitmap for the current object, it destroys the bitmap for rhs, too. At the end of the function, the Widget — which should not have been changed by the assignment to self — finds itself holding a pointer to a deleted object!

The traditional way to prevent this error is to check for assignment to self via an identity test at the top of operator=:


Widget& Widget::operator=(const Widget& rhs)

{

  if (this == &rhs) return *this;   // identity test: if a self-assignment,

                                    // do nothing

  delete pb;

  pb = new Bitmap(*rhs.pb);



  return *this;

}


This works, but I mentioned above that the previous version of operator= wasn't just self-assignment-unsafe, it was also exception-unsafe, and this version continues to have exception trouble. In particular, if the "new Bitmap" expression yields an exception (either because there is insufficient memory for the allocation or because Bitmap's copy constructor throws one), the Widget will end up holding a pointer to a deleted Bitmap. Such pointers are toxic. You can't safely delete them. You can't even safely read them. About the only safe thing you can do with them is spend lots of debugging energy figuring out where they came from.

Happily, making operator= exception-safe typically renders it self-assignment-safe, too. As a result, it's increasingly common to deal with issues of self-assignment by ignoring them, focusing instead on achieving exception safety. Item 29 explores exception safety in depth, but in this Item, it suffices to observe that in many cases, a careful ordering of statements can yield exception-safe (and self-assignment-safe) code. Here, for example, we just have to be careful not to delete pb until after we've copied what it points to:


Widget& Widget::operator=(const Widget& rhs)

{

  Bitmap *pOrig = pb;               // remember original pb

  pb = new Bitmap(*rhs.pb);         // make pb point to a copy of *pb

  delete pOrig;                     // delete the original pb



  return *this;

}


Now, if "new Bitmap" throws an exception, pb (and the Widget it's inside of) remains unchanged. Even without the identity test, this code handles assignment to self, because we make a copy of the original bitmap, delete the original bitmap, then point to the copy we made. It may not be the most efficient way to handle self-assignment, but it does work.

If you're concerned about efficiency, you could put the identity test back at the top of the function. Before doing that, however, ask yourself how often you expect self-assignments to occur, because the test isn't free. It makes the code (both source and object) a bit bigger, and it introduces a branch into the flow of control, both of which can decrease runtime speed. The effectiveness of instruction prefetching, caching, and pipelining can be reduced, for example.

An alternative to manually ordering statements in operator= to make sure the implementation is both exception- and self-assignment-safe is to use the technique known as "copy and swap." This technique is closely associated with exception safety, so it's described in Item 29. However, it's a common enough way to write operator= that it's worth seeing what such an implementation often looks like:


class Widget {

  ...

  void swap(Widget& rhs);   // exchange *this's and rhs's data;

  ...                       // see Item 29 for details

};



Widget& Widget::operator=(const Widget& rhs)

{

  Widget temp(rhs);             // make a copy of rhs's data



  swap(temp);                   // swap *this's data with the copy's

  return *this;

}


A variation on this theme takes advantage of the facts that (1) a class's copy assignment operator may be declared to take its argument by value and (2) passing something by value makes a copy of it (see Item 20):


Widget& Widget::operator=(Widget rhs)   // rhs is a copy of the object

{                                       // passed in — note pass by val



  swap(rhs);                            // swap *this's data with

                                        // the copy's



  return *this;

}


Personally, I worry that this approach sacrifices clarity at the altar of cleverness, but by moving the copying operation from the body of the function to construction of the parameter, it's a fact that compilers can sometimes generate more efficient code.

Things to Remember

  • Make sure operator= is well-behaved when an object is assigned to itself. Techniques include comparing addresses of source and target objects, careful statement ordering, and copy-and-swap.

  • Make sure that any function operating on more than one object behaves correctly if two or more of the objects are the same.