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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 12: Copy all parts of an object

In well-designed object-oriented systems that encapsulate the internal parts of objects, only two functions copy objects: the aptly named copy constructor and copy assignment operator. We'll call these the copying functions. Item 5 observes that compilers will generate the copying functions, if needed, and it explains that the compiler-generated versions do precisely what you'd expect: they copy all the data of the object being copied.

When you declare your own copying functions, you are indicating to compilers that there is something about the default implementations you don't like. Compilers seem to take offense at this, and they retaliate in a curious fashion: they don't tell you when your implementations are almost certainly wrong.

Consider a class representing customers, where the copying functions have been manually written so that calls to them are logged:


void logCall(const std::string& funcName);          // make a log entry



class Customer {

public:

  ...

  Customer(const Customer& rhs);

  Customer& operator=(const Customer& rhs);

  ...



private:

  std::string name;

};

Customer::Customer(const Customer& rhs)

: name(rhs.name)                                 // copy rhs's data

{

  logCall("Customer copy constructor");

}



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

{

  logCall("Customer copy assignment operator");



  name = rhs.name;                               // copy rhs's data



  return *this;                                  // see Item 10

}


Everything here looks fine, and in fact everything is fine — until another data member is added to Customer:


class Date { ... };       // for dates in time



class Customer {

public:

  ...                     // as before



private:

  std::string name;

  Date lastTransaction;

};


At this point, the existing copying functions are performing a partial copy: they're copying the customer's name, but not its lastTransaction. Yet most compilers say nothing about this, not even at maximal warning level (see also Item 53). That's their revenge for your writing the copying functions yourself. You reject the copying functions they'd write, so they don't tell you if your code is incomplete. The conclusion is obvious: if you add a data member to a class, you need to make sure that you update the copying functions, too. (You'll also need to update all the constructors (see Items 4 and 45) as well as any non-standard forms of operator= in the class (Item 10 gives an example). If you forget, compilers are unlikely to remind you.)

One of the most insidious ways this issue can arise is through inheritance. Consider:


class PriorityCustomer: public Customer {                  // a derived class

public:

   ...

   PriorityCustomer(const PriorityCustomer& rhs);

   PriorityCustomer& operator=(const PriorityCustomer& rhs);

   ...



private:

   int priority;

};

PriorityCustomer::PriorityCustomer(const PriorityCustomer& rhs)

: priority(rhs.priority)

{

  logCall("PriorityCustomer copy constructor");

}



PriorityCustomer&

PriorityCustomer::operator=(const PriorityCustomer& rhs)

{

  logCall("PriorityCustomer copy assignment operator");



  priority = rhs.priority;



  return *this;

}


PriorityCustomer's copying functions look like they're copying everything in PriorityCustomer, but look again. Yes, they copy the data member that PriorityCustomer declares, but every PriorityCustomer also contains a copy of the data members it inherits from Customer, and those data members are not being copied at all! PriorityCustomer's copy constructor specifies no arguments to be passed to its base class constructor (i.e., it makes no mention of Customer on its member initialization list), so the Customer part of the PriorityCustomer object will be initialized by the Customer constructor taking no arguments — by the default constructor. (Assuming it has one. If not, the code won't compile.) That constructor will perform a default initialization for name and lastTransaction.

The situation is only slightly different for PriorityCustomer's copy assignment operator. It makes no attempt to modify its base class data members in any way, so they'll remain unchanged.

Any time you take it upon yourself to write copying functions for a derived class, you must take care to also copy the base class parts. Those parts are typically private, of course (see Item 22), so you can't access them directly. Instead, derived class copying functions must invoke their corresponding base class functions:


PriorityCustomer::PriorityCustomer(const PriorityCustomer& rhs)

:    Customer(rhs),                   // invoke base class copy ctor

  priority(rhs.priority)

{

  logCall("PriorityCustomer copy constructor");

}



PriorityCustomer&

PriorityCustomer::operator=(const PriorityCustomer& rhs)

{

  logCall("PriorityCustomer copy assignment operator");



  Customer::operator=(rhs);           // assign base class parts

  priority = rhs.priority;



  return *this;

}


The meaning of "copy all parts" in this Item's title should now be clear. When you're writing a copying function, be sure to (1) copy all local data members and (2) invoke the appropriate copying function in all base classes, too.

In practice, the two copying functions will often have similar bodies, and this may tempt you to try to avoid code duplication by having one function call the other. Your desire to avoid code duplication is laudable, but having one copying function call the other is the wrong way to achieve it.

It makes no sense to have the copy assignment operator call the copy constructor, because you'd be trying to construct an object that already exists. This is so nonsensical, there's not even a syntax for it. There are syntaxes that look like you're doing it, but you're not; and there are syntaxes that do do it in a backwards kind of way, but they corrupt your object under some conditions. So I'm not going to show you any of those syntaxes. Simply accept that having the copy assignment operator call the copy constructor is something you don't want to do.

Trying things the other way around — having the copy constructor call the copy assignment operator — is equally nonsensical. A constructor initializes new objects, but an assignment operator applies only to objects that have already been initialized. Performing an assignment on an object under construction would mean doing something to a not-yet-initialized object that makes sense only for an initialized object. Nonsense! Don't try it.

Instead, if you find that your copy constructor and copy assignment operator have similar code bodies, eliminate the duplication by creating a third member function that both call. Such a function is typically private and is often named init. This strategy is a safe, proven way to eliminate code duplication in copy constructors and copy assignment operators.

Things to Remember

  • Copying functions should be sure to copy all of an object's data members and all of its base class parts.

  • Don't try to implement one of the copying functions in terms of the other. Instead, put common functionality in a third function that both call.