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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
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index_R
index_S
index_T
index_U
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Item 17: Store newed objects in smart pointers in standalone statements.

Suppose we have a function to reveal our processing priority and a second function to do some processing on a dynamically allocated Widget in accord with a priority:


int priority();

void processWidget(std::tr1::shared_ptr<Widget> pw, int priority);


Mindful of the wisdom of using objects to manage resources (see Item 13), processWidget uses a smart pointer (here, a TR1::shared_ptr) for the dynamically allocated Widget it processes.

Consider now a call to processWidget:


processWidget(new Widget, priority());


Wait, don't consider that call. It won't compile. tr1::shared_ptr's constructor taking a raw pointer is explicit, so there's no implicit conversion from the raw pointer returned by the expression "new Widget" to the TR1::shared_ptr required by processWidget. The following code, however, will compile:


processWidget(std::tr1::shared_ptr<Widget>(new Widget), priority());


Surprisingly, although we're using object-managing resources everywhere here, this call may leak resources. It's illuminating to see how.

Before compilers can generate a call to processWidget, they have to evaluate the arguments being passed as its parameters. The second argument is just a call to the function priority, but the first argument, ("std::tr1::shared_ptr<Widget>(new Widget)") consists of two parts:

  • Execution of the expression "new Widget".

  • A call to the TR1::shared_ptr constructor.

Before processWidget can be called, then, compilers must generate code to do these three things:

  • Call priority.

  • Execute "new Widget".

  • Call the tr1::shared_ptr constructor.

C++ compilers are granted considerable latitude in determining the order in which these things are to be done. (This is different from the way languages like Java and C# work, where function parameters are always evaluated in a particular order.) The "new Widget" expression must be executed before the tr1::shared_ptr constructor can be called, because the result of the expression is passed as an argument to the tr1::shared_ptr constructor, but the call to priority can be performed first, second, or third. If compilers choose to perform it second (something that may allow them to generate more efficient code), we end up with this sequence of operations:

  1. Execute "new Widget".

  2. Call priority.

  3. Call the tr1::shared_ptr constructor.

But consider what will happen if the call to priority yields an exception. In that case, the pointer returned from "new Widget" will be lost, because it won't have been stored in the TR1::shared_ptr we were expecting would guard against resource leaks. A leak in the call to processWidget can arise because an exception can intervene between the time a resource is created (via "new Widget") and the time that resource is turned over to a resource-managing object.

The way to avoid problems like this is simple: use a separate statement to create the Widget and store it in a smart pointer, then pass the smart pointer to processWidget:


std::tr1::shared_ptr<Widget> pw(new Widget);  // store newed object

                                              // in a smart pointer in a

                                              // standalone statement



processWidget(pw, priority());                // this call won't leak


This works because compilers are given less leeway in reordering operations across statements than within them. In this revised code, the "new Widget" expression and the call to the TR1::shared_ptr constructor are in a different statement from the one calling priority, so compilers are not allowed to move the call to priority between them.

Things to Remember

  • Store newed objects in smart pointers in standalone statements. Failure to do this can lead to subtle resource leaks when exceptions are thrown.