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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
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Item 14: Think carefully about copying behavior in resource-managing classes.

Item 13 introduces the idea of Resource Acquisition Is Initialization (RAII) as the backbone of resource-managing classes, and it describes how auto_ptr and TR1::shared_ptr are manifestations of this idea for heap-based resources. Not all resources are heap-based, however, and for such resources, smart pointers like auto_ptr and TR1::shared_ptr are generally inappropriate as resource handlers. That being the case, you're likely to find yourself needing to create your own resource-managing classes from time to time.

For example, suppose you're using a C API to manipulate mutex objects of type Mutex offering functions lock and unlock:


void lock(Mutex *pm);               // lock mutex pointed to by pm



void unlock(Mutex *pm);             // unlock the mutex


To make sure that you never forget to unlock a Mutex you've locked, you'd like to create a class to manage locks. The basic structure of such a class is dictated by the RAII principle that resources are acquired during construction and released during destruction:


class Lock {

public:

  explicit Lock(Mutex *pm)

  : mutexPtr(pm)

  { lock(mutexPtr); }                          // acquire resource



  ~Lock() { unlock(mutexPtr); }                // release resource



private:

  Mutex *mutexPtr;

};


Clients use Lock in the conventional RAII fashion:


Mutex m;                    // define the mutex you need to use



...



{                           // create block to define critical section

 Lock ml(&m);               // lock the mutex

 

...                         // perform critical section operations



}                           // automatically unlock mutex at end

                            // of block


This is fine, but what should happen if a Lock object is copied?


Lock ml1(&m);                      // lock m



Lock ml2(ml1);                     // copy ml1 to ml2—what should

                                   // happen here?


This is a specific example of a more general question, one that every RAII class author must confront: what should happen when an RAII object is copied? Most of the time, you'll want to choose one of the following possibilities:

  • Prohibit copying. In many cases, it makes no sense to allow RAII objects to be copied. This is likely to be true for a class like Lock, because it rarely makes sense to have "copies" of synchronization primitives. When copying makes no sense for an RAII class, you should prohibit it. Item 6 explains how to do that: declare the copying operations private. For Lock, that could look like this:

    
    class Lock: private Uncopyable {            // prohibit copying — see
    
    public:                                     // Item 6
    
    
    
     ...                                        // as before
    
    
    
    };
    
    

  • Reference-count the underlying resource. Sometimes it's desirable to hold on to a resource until the last object using it has been destroyed. When that's the case, copying an RAII object should increment the count of the number of objects referring to the resource. This is the meaning of "copy" used by tr1::shared_ptr.

    Often, RAII classes can implement reference-counting copying behavior by containing a TR1::shared_ptr data member. For example, if Lock wanted to employ reference counting, it could change the type of mutexPtr from Mutex* to TR1::shared_ptr<Mutex>. Unfortunately, tr1::shared_ptr's default behavior is to delete what it points to when the reference count goes to zero, and that's not what we want. When we're done with a Mutex, we want to unlock it, not delete it.

    Fortunately, tr1::shared_ptr allows specification of a "deleter" — a function or function object to be called when the reference count goes to zero. (This functionality does not exist for auto_ptr, which always deletes its pointer.) The deleter is an optional second parameter to the tr1::shared_ptr constructor, so the code would look like this:

    
    class Lock {
    
    public:
    
      explicit Lock(Mutex *pm)       // init shared_ptr with the Mutex
    
      : mutexPtr(pm, unlock)         // to point to and the unlock func
    
      {                              // as the deleter
    
    
    
        lock(mutexPtr.get());   // see Item 15 for info on "get"
    
      }
    
    private:
    
      std::tr1::shared_ptr<Mutex> mutexPtr;    // use shared_ptr
    
    };                                         // instead of raw pointer
    
    

    In this example, notice how the Lock class no longer declares a destructor. That's because there's no need to. Item 5 explains that a class's destructor (regardless of whether it is compiler-generated or user-defined) automatically invokes the destructors of the class's non-static data members. In this example, that's mutexPtr. But mutexPtr's destructor will automatically call the tr1::shared_ptr's deleter — unlock, in this case — when the mutex's reference count goes to zero. (People looking at the class's source code would probably appreciate a comment indicating that you didn't forget about destruction, you're just relying on the default compiler-generated behavior.)

  • Copy the underlying resource. Sometimes you can have as many copies of a resource as you like, and the only reason you need a resource-managing class is to make sure that each copy is released when you're done with it. In that case, copying the resource-managing object should also copy the resource it wraps. That is, copying a resource-managing object performs a "deep copy."

    Some implementations of the standard string type consist of pointers to heap memory, where the characters making up the string are stored. Objects of such strings contain a pointer to the heap memory. When a string object is copied, a copy is made of both the pointer and the memory it points to. Such strings exhibit deep copying.

  • Transfer ownership of the underlying resource. On rare occasion, you may wish to make sure that only one RAII object refers to a raw resource and that when the RAII object is copied, ownership of the resource is transferred from the copied object to the copying object. As explained in Item 13, this is the meaning of "copy" used by auto_ptr.

The copying functions (copy constructor and copy assignment operator) may be generated by compilers, so unless the compiler-generated versions will do what you want (Item 5 explains the default behavior), you'll need to write them yourself. In some cases, you'll also want to support generalized versions of these functions. Such versions are described in Item 45.

Things to Remember

  • Copying an RAII object entails copying the resource it manages, so the copying behavior of the resource determines the copying behavior of the RAII object.

  • Common RAII class copying behaviors are disallowing copying and performing reference counting, but other behaviors are possible.