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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 26: Postpone variable definitions as long as possible.

Whenever you define a variable of a type with a constructor or destructor, you incur the cost of construction when control reaches the variable's definition, and you incur the cost of destruction when the variable goes out of scope. There's a cost associated with unused variables, so you want to avoid them whenever you can.

You're probably thinking that you never define unused variables, but you may need to think again. Consider the following function, which returns an encrypted version of a password, provided the password is long enough. If the password is too short, the function throws an exception of type logic_error, which is defined in the standard C++ library (see Item 54):


// this function defines the variable "encrypted" too soon

std::string encryptPassword(const std::string& password)

{

  using namespace std;



  string encrypted;



  if (password.length() < MinimumPasswordLength) {

      throw logic_error("Password is too short");

  }

  ...                        // do whatever is necessary to place an

                             // encrypted version of password in encrypted

  return encrypted;

}


The object encrypted isn't completely unused in this function, but it's unused if an exception is thrown. That is, you'll pay for the construction and destruction of encrypted even if encryptPassword throws an exception. As a result, you're better off postponing encrypted's definition until you know you'll need it:


// this function postpones encrypted's definition until it's truly necessary

std::string encryptPassword(const std::string& password)

{

  using namespace std;



  if (password.length() < MinimumPasswordLength) {

     throw logic_error("Password is too short");

  }



  string encrypted;



  ...                      // do whatever is necessary to place an

                           // encrypted version of password in encrypted

  return encrypted;

}


This code still isn't as tight as it might be, because encrypted is defined without any initialization arguments. That means its default constructor will be used. In many cases, the first thing you'll do to an object is give it some value, often via an assignment. Item 4 explains why default-constructing an object and then assigning to it is less efficient than initializing it with the value you really want it to have. That analysis applies here, too. For example, suppose the hard part of encryptPassword is performed in this function:


void encrypt(std::string& s);             // encrypts s in place


Then encryptPassword could be implemented like this, though it wouldn't be the best way to do it:


// this function postpones encrypted's definition until

// it's necessary, but it's still needlessly inefficient

std::string encryptPassword(const std::string& password)

{

  ...                                   // check length as above



  std::string encrypted;                // default-construct encrypted

  encrypted = password;                 // assign to encrypted



  encrypt(encrypted);

  return encrypted;

}


A preferable approach is to initialize encrypted with password, thus skipping the pointless and potentially expensive default construction:


// finally, the best way to define and initialize encrypted

std::string encryptPassword(const std::string& password)

{

  ...                                     // check length 



  std::string encrypted(password);        // define and initialize

                                          // via copy constructor



  encrypt(encrypted);

  return encrypted;

}


This suggests the real meaning of "as long as possible" in this Item's title. Not only should you postpone a variable's definition until right before you have to use the variable, you should also try to postpone the definition until you have initialization arguments for it. By doing so, you avoid constructing and destructing unneeded objects, and you avoid unnecessary default constructions. Further, you help document the purpose of variables by initializing them in contexts in which their meaning is clear.

"But what about loops?" you may wonder. If a variable is used only inside a loop, is it better to define it outside the loop and make an assignment to it on each loop iteration, or is it be better to define the variable inside the loop? That is, which of these general structures is better?


// Approach A: define outside loop   // Approach B: define inside loop



Widget w;

for (int i = 0; i < n; ++i){         for (int i = 0; i < n; ++i) {

  w = some value dependent on i;       Widget w(some value dependent on i);

  ...                                  ...

}                                    }


Here I've switched from an object of type string to an object of type Widget to avoid any preconceptions about the cost of performing a construction, destruction, or assignment for the object.

In terms of Widget operations, the costs of these two approaches are as follows:

  • Approach A: 1 constructor + 1 destructor + n assignments.

  • Approach B: n constructors + n destructors.

For classes where an assignment costs less than a constructor-destructor pair, Approach A is generally more efficient. This is especially the case as n gets large. Otherwise, Approach B is probably better. Furthermore, Approach A makes the name w visible in a larger scope (the one containing the loop) than Approach B, something that's contrary to program comprehensibility and maintainability. As a result, unless you know that (1) assignment is less expensive than a constructor-destructor pair and (2) you're dealing with a performance-sensitive part of your code, you should default to using Approach B.

Things to Remember

  • Postpone variable definitions as long as possible. It increases program clarity and improves program efficiency.