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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 38: Model "has-a" or "is-implemented-in-terms-of" through composition

Composition is the relationship between types that arises when objects of one type contain objects of another type. For example:


class Address { ... };             // where someone lives



class PhoneNumber { ... };



class Person {

public:

  ...



private:

  std::string name;               // composed object

  Address address;                // ditto

  PhoneNumber voiceNumber;        // ditto

  PhoneNumber faxNumber;          // ditto

};


In this example, Person objects are composed of string, Address, and PhoneNumber objects. Among programmers, the term composition has lots of synonyms. It's also known as layering, containment, aggregation, and embedding.

Item 32 explains that public inheritance means "is-a." Composition has a meaning, too. Actually, it has two meanings. Composition means either "has-a" or "is-implemented-in-terms-of." That's because you are dealing with two different domains in your software. Some objects in your programs correspond to things in the world you are modeling, e.g., people, vehicles, video frames, etc. Such objects are part of the application domain. Other objects are purely implementation artifacts, e.g., buffers, mutexes, search trees, etc. These kinds of objects correspond to your software's implementation domain. When composition occurs between objects in the application domain, it expresses a has-a relationship. When it occurs in the implementation domain, it expresses an is-implemented-in-terms-of relationship.

The Person class above demonstrates the has-a relationship. A Person object has a name, an address, and voice and fax telephone numbers. You wouldn't say that a person is a name or that a person is an address. You would say that a person has a name and has an address. Most people have little difficulty with this distinction, so confusion between the roles of is-a and has-a is relatively rare.

Somewhat more troublesome is the difference between is-a and is-implemented-in-terms-of. For example, suppose you need a template for classes representing fairly small sets of objects, i.e., collections without duplicates. Because reuse is a wonderful thing, your first instinct is to employ the standard library's set template. Why write a new template when you can use one that's already been written?

Unfortunately, set implementations typically incur an overhead of three pointers per element. This is because sets are usually implemented as balanced search trees, something that allows them to guarantee logarithmic-time lookups, insertions, and erasures. When speed is more important than space, this is a reasonable design, but it turns out that for your application, space is more important than speed. The standard library's set thus offers the wrong trade-off for you. It seems you'll need to write your own template after all.

Still, reuse is a wonderful thing. Being the data structure maven you are, you know that of the many choices for implementing sets, one is to use linked lists. You also know that the standard C++ library has a list template, so you decide to (re)use it.

In particular, you decide to have your nascent Set template inherit from list. That is, Set<T> will inherit from list<T>. After all, in your implementation, a Set object will in fact be a list object. You thus declare your Set template like this:


template<typename T>                       // the wrong way to use list for Set

class Set: public std::list<T> { ... };


Everything may seem fine at this point, but in fact there is something quite wrong. As Item 32 explains, if D is-a B, everything true of B is also true of D. However, a list object may contain duplicates, so if the value 3051 is inserted into a list<int> twice, that list will contain two copies of 3051. In contrast, a Set may not contain duplicates, so if the value 3051 is inserted into a Set<int> twice, the set contains only one copy of the value. It is thus untrue that a Set is-a list, because some of the things that are true for list objects are not true for Set objects.

Because the relationship between these two classes isn't is-a, public inheritance is the wrong way to model that relationship. The right way is to realize that a Set object can be implemented in terms of a list object:


template<class T>                   // the right way to use list for Set

class Set {

public:

  bool member(const T& item) const;



  void insert(const T& item);

  void remove(const T& item);



  std::size_t size() const;



private:

  std::list<T> rep;                 // representation for Set data

};


Set's member functions can lean heavily on functionality already offered by list and other parts of the standard library, so the implementation is straightforward, as long as you're familiar with the basics of programming with the STL:


template<typename T>

bool Set<T>::member(const T& item) const

{

  return std::find(rep.begin(), rep.end(), item) != rep.end();

}

template<typename T>

void Set<T>::insert(const T& item)

{

  if (!member(item)) rep.push_back(item);

}

template<typename T>

void Set<T>::remove(const T& item)

{

  typename std::list<T>::iterator it =               // see Item 42 for info on

    std::find(rep.begin(), rep.end(), item);         // "typename" here

  if (it != rep.end()) rep.erase(it);

}

template<typename T>

std::size_t Set<T>::size() const

{

  return rep.size();

}


These functions are simple enough that they make reasonable candidates for inlining, though I know you'd want to review the discussion in Item 30 before making any firm inlining decisions.

One can argue that Set's interface would be more in accord with Item 18's admonition to design interfaces that are easy to use correctly and hard to use incorrectly if it followed the STL container conventions, but following those conventions here would require adding a lot of stuff to Set that would obscure the relationship between it and list. Since that relationship is the point of this Item, we'll trade STL compatibility for pedagogical clarity. Besides, nits about Set's interface shouldn't overshadow what's indisputably right about Set: the relationship between it and list. That relationship is not is-a (though it initially looked like it might be), it's is-implemented-in-terms-of.

Things to Remember

  • Composition has meanings completely different from that of public inheritance.

  • In the application domain, composition means has-a. In the implementation domain, it means is-implemented-in-terms-of.