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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
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index_B
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Index


[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [R] [S] [T] [U] [V] [W] [X] [Z]

Rabbani, Danny
Rabinowitz, Marty
RAII 2nd 3rd 4th
     classes
     copying behavior and 2nd
     encapsulation and
     mutexes and 2nd
random access iterators
random number generation, in TR1
random_access_iterator_tag
Rational::operator* implementation
RCSP [See smart pointers]
reading uninitialized values
rectangles and squares 2nd
recursive functions, inlining and
redefining inherited non-virtual functions 2nd
Reed, Kathy
Reeves, Jack
references
     as handles
     compilation dependencies and
     functions returning
     implementation
     meaning
     members, initialization of
     returning 2nd
     to static object, as function return value 2nd
register usage, objects and
regular expressions, in TR1
reinterpret_cast 2nd
     aaa] [See also casting[reinterpret_cast]
relationships
     has-a
     is-a 2nd
     is-implemented-in-terms-of 2nd 3rd
reordering operations, by compilers
replacing definitions with declarations
replacing new/delete 2nd
replication [See duplication]
reporting, bugs in this book
Resource Acquisition Is Initialization [See RAII]
resource leaks, exception-safe code and
resource management
     aaa] [See also RAII[resource management]
     copying behavior and 2nd
     objects and 2nd
     raw resource access and 2nd
resources, managing objects and 2nd
return by reference 2nd
return types
     const
     objects vs. references 2nd
     of operator[i]
return value of operator= 2nd
returning handles 2nd
reuse [See code reuse]
revenge, compilers taking
rhs, as parameter name
Roze, Mike
rule of 80-20 2nd
runtime
     errors
     inlining
     polymorphism