I am writing a program that has the option to visualize the output of an algorithm I am working on - this is done by changing a const bool VISUALIZE_OUTPUT variable defined in a header file. In the main file, I want to have this kind of pattern:
if(VISUALIZE_OUTPUT) {
VisualizerObject vis_object;
}
...
if(VISUALIZE_OUTPUT) {
vis_object.initscene(objects_here);
}
...
if(VISUALIZE_OUTPUT) {
vis_object.drawScene(objects_here);
}
However, this clearly won't compile since vis_object goes out of scope. I don't want to declare the object before the condition since it is a big object and it needs to available for multiple points in the code (I can't just have one conditional statement where everything is done).
What is the preferred way of doing this?
Declare the object on the heap and refer to it by using a pointer (or
unique_ptr)?
Declare the object on the heap and make a reference to it
since it won't ever change?
Some other alternative?
A reference will not be useable here, because at declaration it should refere to an already existing object, and live in a scope englobing all your if(VISUALIZE_OUTPUT). Long story short, the object will have to be created unconditionally.
So IMHO a simple way would be to create it on the heap and use it through a pointer - do not forget do delete it when done. The good point is that the pointer could be initialized to nullptr, and so it could be unconditionnaly deleted.
But I think that the best way would be to encapsulate everything in an object created in highest scope. This object would then contain methods to create, use internally and finally destroy the actual vis_object. That way, if you do not need it, nothing will be actually instanciated, but the main procedure will not be cluttered with raw pointer processing.
I would use Null_object_pattern:
struct IVisualizerObject
{
virtual ~IVisualizerObject() = default;
virtual void initscene(Object&) = 0;
virtual void drawScene(Object&) = 0;
// ...
};
struct NullVisualizerObject : IVisualizerObject
{
void initscene(Object&) override { /* Empty */ }
void drawScene(Object&) override { /* Empty */}
// ...
};
struct VisualizerObject : IVisualizerObject
{
void initscene(Object& o) override { /*Implementation*/}
void drawScene(Object& o) override { /*Implementation*/}
// ...
};
And finally:
std::unique_ptr<IVisualizerObject> vis_object;
if (VISUALIZE_OUTPUT) {
vis_object = std::make_unique<VisualizerObject>();
} else {
vis_object = std::make_unique<NullVisualizer>();
}
// ...
vis_object->initscene(objects_here);
//...
vis_object->drawScene(objects_here);
I'll give a few options. All have upsides and downsides.
If it is NOT possible to modify VisualizerObject, as I noted in comments, the effect could be achieved by using the preprocessor, since the preprocessor does not respect scope, and the question specifically seeks controlling lifetime of an object in a manner that crosses scope boundaries.
#ifdef VISUALIZE_OUTPUT
VisualizerObject vis_object;
#endif
#ifdef VISUALIZE_OUTPUT
vis_object.initscene(objects_here);
#endif
The compiler will diagnose any usage of vis_object that are not in #ifdef/#endif.
The big criticism, of course, is that use of the preprocessor is considered poor practice in C++. The advantage is that the approach can be used even if it is not possible to modify the VisualizerObject class (e.g. because it is in a third-party library without source code provided).
However, this is the only option that has the feature requested by the OP of object lifetime crossing scope boundaries.
If it is possible to modify the VisualizerObject class, make it a template with two specialisations
template<bool visualise> struct VisualizerObject
{
// implement all member functions required to do nothing and have no members
VisualizerObject() {};
void initscene(types_here) {};
};
template<> struct VisualizerObject<true> // heavyweight implementation with lots of members
{
VisualizerObject(): heavy1(), heavy2() {};
void initscene(types_here) { expensive_operations_here();};
HeavyWeight1 heavy1;
HeavyWeight2 heavy2;
};
int main()
{
VisualizerObject<VISUALIZE_OUTPUT> vis_object;
...
vis_object.initscene(objects_here);
...
vis_object.drawScene(objects_here);
}
The above will work in all C++ versions. Essentially, it works by either instantiating a lightweight object with member functions that do nothing, or instantiating the heavyweight version.
It would also be possible to use the above approach to wrap a VisualizerObject.
template<bool visualise> VisualizerWrapper
{
// implement all required member functions to do nothing
// don't supply any members either
}
template<> VisualizerWrapper<true>
{
VisualizerWrapper() : object() {};
// implement all member functions as forwarders
void initscene(types_here) { object.initscene(types_here);};
VisualizerObject object;
}
int main()
{
VisualizerWrapper<VISUALIZE_OUTPUT> vis_object;
...
vis_object.initscene(objects_here);
...
vis_object.drawScene(objects_here);
}
The disadvantage of both of the template approaches is maintenance - when adding a member function to one class (template specialisation) it is necessary to add a function with the same signature to the other. In large team settings, it is likely that testing/building will be mostly done with one setting of VISUALIZE_OUTPUT or the other - so it is easy to get one version out of alignment (different interface) to the other. Problems of that (e.g. a failed build on changing the setting) are likely to emerge at inconvenient times - such as when there is a tight deadline to deliver a different version of the product.
Pedantically, the other downside of the template options is that they don't comply with the desired "kind of pattern" i.e. the if is not required in
if(VISUALIZE_OUTPUT)
{
vis_object.initscene(objects_here);
}
and object lifetimes do not cross scope boundaries.
I need to change a state. Then do stuff. Then reset the state back to what it was - e.g:
auto oldActivationOrder = mdiArea->activationOrder();
mdiArea->setActivationOrder( QMdiArea::StackingOrder );
mdiArea->cascadeSubWindows();
mdiArea->setActivationOrder( oldActivationOrder );
How do I do this in a RAII way?
(c++ 11 and/or 14)
Edit: Thanks for all the answers.
There are several suggestions to create a custom class for handling the state change (BoBTFish, mindriot, Mattias Johansson). This solution seems good and clear. However I think it is a drawback that it increases the line count from 4 to 20+. If used a lot this would bloat the code. Also it seems that some locality is lost by having a separate class.
Ami Tavory suggests using std::unique_ptr. This does not have the code bloat issue and maintains locality. However, as Ami also indicates, it may not be the most readable solution.
sp2danny suggests a generalized state-change class that can be reused. This avoids code bloat provided that it can replace several custom classes. I'm going to accept this answer - but I guess the right approach really depends on the context.
RAII: Resource Acquisition Is Initialisation.
Which also implies that Resource Release Is Destruction, although I've never seen people talk about RRID, even though that's the more useful side of it. (Perhaps that should be Termination, or Finalisation?)
The point is, you do some work in the constructor of an object, and effectively reverse it in the destructor. This means that the cleanup is carried out no matter how you exit the scope: multiple returns, multiple breaks, throw an exception, ... (even goto!)
class ScopedActivationOrderChange {
QMdiArea& area_; // the object to operate on
QMdiArea::WindowOrder oldOrder_; // save the old state
public:
ScopedActivationOrderChange(QMdiArea& area, ActivationOrder newOrder)
: area_(area)
, oldOrder_(area_.activationOrder()) // save old state
{
area_.setActivationOrder(newOrder); // set new state
}
~ScopedActivationOrderChange()
{
area_.setActivationOrder(oldOrder_); // reset to old state
}
};
// ...
{ // <-- new scope, just to establish lifetime of the change
ScopedActivationOrderChange orderChange{*mdiArea, QMdiArea::StackingOrder};
mdiArea->cascadeSubWindows();
} // <-- end of scope, change is reversed
The Standard Library doesn't provide any general facility for this. It does provide some for more specific uses, such as std::unique_ptr for deleting dynamically allocated objects, which can in some cases be used for other things, though it's a bit ugly. std::vector can be seen as a RAII class for dynamic arrays, providing some other management facilities also, but this one is less easily abused for other purposes.
Perhaps the most succinct way (albeit possibly not the most readable) of implementing the scoped guard pattern is to use a std::unique_ptr with a custom deleter:
#include <memory>
#include <utility>
int main()
{
void *p, *q;
auto reverser = [&p, &q](char *){std::swap(p, q);};
/* This guard doesn't really release memory -
it just calls the lambda at exit. */
auto guard = std::unique_ptr<char, decltype(reverser)>{nullptr, reverser};
std::swap(p, q);
}
You can do it like this:
class SetActivationOrder
{
public:
SetActivationOrder(QMdiArea *mdiArea, QMdiArea::WindowOrder order)
: m_mdiArea(mdiArea),
m_oldActivationOrder(mdiArea->activationOrder())
{
m_mdiArea->setActivationOrder(order);
}
~SetActivationOrder()
{
m_mdiArea->setActivationOrder(m_oldActivationOrder)
}
private:
QMdiArea *m_mdiArea;
QMdiArea::WindowOrder m_oldActivationOrder;
};
And then use it like this:
{
// This sets the order:
SetActivationOrder sao(mdiArea, QMdiArea::StackingOrder);
mdiArea->cascadeSubWindows();
// Destructor is called at end of scope and sets the old order
}
With RAII (Resource Allocation Is Initialization) you would create an instance of a storage class in the local scope (i.e. on the stack). You pass the state you want to store into the constructor of the storage object and make sure that the destructor of the storage object restores the state again. Because C++ guarantees that the destructor of an object on the local scope will be automatically called for you when the object goes out of scope, also if an exception is thrown, you don't have to worry about remembering to restore the state again.
I would write the class like this:
class ActivationOrderState
{
public:
ActivationOrderState(QMdiArea& area)
: m_area(area)
{
// Get the old value
m_oldOrder = area.activationOrder();
}
~ActivationOrderState()
{
// Restore the old value
m_area.setActivationOrder( m_oldOrder );
}
private:
QMdiArea& m_area;
QMdiArea::WindowOrder m_oldOrder;
};
This object is then used like this
{
ActivationOrderState state(*mdiArea); // saves the state
mdiArea->setActivationOrder( QMdiArea::StackingOrder ); // set the new state
// do other things here...
} // end of scope, destructor is called and state is restored again
to be sure that no other user misuses this code by allocating it on the free store/heap instead of on the local scope, you can delete the operator new:
class ActivationOrderState
{
public:
ActivationOrderState(QMdiArea& area)
: m_area(area)
{
// Get the old value
m_oldOrder = area.activationOrder();
}
~ActivationOrderState()
{
// Restore the old value
m_area.setActivationOrder( m_oldOrder );
}
// Remove the possibility to create this object on the free store.
template<typename... Args> void* operator new(std::size_t,Args...) = delete;
private:
QMdiArea& m_area;
QMdiArea::WindowOrder m_oldOrder;
};
See also
Using RAII to raise thread priority temporarily
You can do a generic template:
template< typename Obj, typename Getter, typename Setter , typename StateType >
class ScopedStateChangeType
{
public:
ScopedStateChangeType( Obj& o, Getter g, Setter s, const StateType& state )
: o(o), s(s)
{
oldstate = (o.*g)();
(o.*s)(state);
}
Obj* operator -> () { return &o; }
~ScopedStateChangeType()
{
(o.*s)(oldstate);
}
private:
Obj& o;
Setter s;
StateType oldstate;
};
template< typename Obj, typename Getter, typename Setter , typename StateType >
auto MakeScopedStateChanger( Obj& o, Getter g, Setter s, StateType state )
-> ScopedStateChangeType<Obj,Getter,Setter,StateType>
{
return { o, g, s, state };
}
use it like:
QMdiArea mdiArea;
{
auto ref = MakeScopedStateChanger(
mdiArea, &QMdiArea::activationOrder, &QMdiArea::setActivationOrder,
QMdiArea::StackingOrder );
ref->cascadeSubWindows();
}
maybe it's worth it if you use this pattern often
I have a set of classes that describe a set of logical boxes that can hold things and do things to them. I have
struct IBox // all boxes do these
{
....
}
struct IBoxCanDoX // the power to do X
{
void x();
}
struct IBoxCanDoY // the power to do Y
{
void y();
}
I wonder what is the 'best' or maybe its just 'favorite' idiom for a client of these classes to deal with these optional capabilities
a)
if(typeid(box) == typeid(IBoxCanDoX))
{
IBoxCanDoX *ix = static_cast<IBoxCanDoX*>(box);
ix->x();
}
b)
IBoxCanDoX *ix = dynamic_cast<IBoxCanDoX*>(box);
if(ix)
{
ix->x();
}
c)
if(box->canDoX())
{
IBoxCanDoX *ix = static_cast<IBoxCanDoX*>(box);
ix->x();
}
d) different class struct now
struct IBox
{
void x();
void y();
}
...
box->x(); /// ignored by implementations that dont do x
e) same except
box->x() // 'not implemented' exception thrown
f) explicit test function
if(box->canDoX())
{
box->x();
}
I am sure there are others too.
EDIT:
Just to make the use case clearer
I am exposing this stuff to end users via interactive ui. They can type 'make box do X'. I need to know if box can do x. Or I need to disable the 'make current box do X' command
EDIT2: Thx to all answerers
as Noah Roberts pointed out (a) doesnt work (explains some of my issues !).
I ended up doing (b) and a slight variant
template<class T>
T* GetCurrentBox()
{
if (!current_box)
throw "current box not set";
T* ret = dynamic_cast<T*>(current_box);
if(!ret)
throw "current box doesnt support requested operation";
return ret;
}
...
IBoxCanDoX *ix = GetCurrentBox<IBoxCanDoX>();
ix->x();
and let the UI plumbing deal nicely with the exceptions (I am not really throwing naked strings).
I also intend to explore Visitor
I suggest the Visitor pattern for double-dispatch problems like this in C++:
class IVisitor
{
public:
virtual void Visit(IBoxCanDoX *pBox) = 0;
virtual void Visit(IBoxCanDoY *pBox) = 0;
virtual void Visit(IBox* pBox) = 0;
};
class IBox // all boxes do these
{
public:
virtual void Accept(IVisitor *pVisitor)
{
pVisitor->Visit(this);
}
};
class BoxCanDoY : public IBox
{
public:
virtual void Accept(IVisitor *pVisitor)
{
pVisitor->Visit(this);
}
};
class TestVisitor : public IVisitor
{
public:
// override visit methods to do tests for each type.
};
void Main()
{
BoxCanDoY y;
TestVisitor v;
y.Accept(&v);
}
Of the options you've given, I'd say that b or d are "best". However, the need to do a lot of this sort of thing is often indicative of a poor design, or of a design that would be better implemented in a dynamically typed language rather than in C++.
If you are using the 'I' prefix to mean "interface" as it would mean in Java, which would be done with abstract bases in C++, then your first option will fail to work....so that one's out. I have used it for some things though.
Don't do 'd', it will pollute your hierarchy. Keep your interfaces clean, you'll be glad you did. Thus a Vehicle class doesn't have a pedal() function because only some vehicles can pedal. If a client needs the pedal() function then it really does need to know about those classes that can.
Stay way clear of 'e' for the same reason as 'd' PLUS that it violates the Liskov Substitution Principle. If a client needs to check that a class responds to pedal() before calling it so that it doesn't explode then the best way to do that is to attempt casting to an object that has that function. 'f' is just the same thing with the check.
'c' is superfluous. If you have your hierarchy set up the way it should be then casting to ICanDoX is sufficient to check if x can do X().
Thus 'b' becomes your answer from the options given. However, as Gladfelter demonstrates, there are options you haven't considered in your post.
Edit note: I did not notice that 'c' used a static_cast rather than dynamic. As I mention in an answer about that, the dynamic_cast version is cleaner and should be preferred unless specific situations dictate otherwise. It's similar to the following options in that it pollutes the base interface.
Edit 2: I should note that in regard to 'a', I have used it but I don't use types statically like you have in your post. Any time I've used typeid to split flow based on type it has always been based on something that is registered during runtime. For example, opening the correct dialog to edit some object of unknown type: the dialog governors are registered with a factory based on the type they edit. This keeps me from having to change any of the flow control code when I add/remove/change objects. I generally wouldn't use this option under different circumstances.
A and B require run time type identification(RTTI) and might be slower if you are doing a lot checks. Personally I don't like the solutions of "canDoX" methods, if situations like this arise the design probably needs an upgrade because you are exposing information that is not relevant to the class.
If you only need to execute X or Y, depending on the class, I would go for a virtual method in IBox which get overridden in subclasses.
class IBox{
virtual void doThing();
}
class IBoxCanDoX: public IBox{
void doThing() { doX(); }
void doX();
}
class IBoxCanDoY: public IBox{
void doThing() { doY(); }
void doY();
}
box->doThing();
If that solution is not applicable or you need more complex logic, then look at the Visitor design pattern. But keep in mind that the visitor pattern is not very flexible when you add new classes regularly or methods change/are added/are removed (but that also goes true for your proposed alternatives).
If you are trying to call either of these classes actions from contingent parts of code, you I would suggest you wrap that code in a template function and name each class's methods the same way to implement duck typing, thus your client code would look like this.
template<class box>
void box_do_xory(box BOX){
BOX.xory();
}
There is no general answer to your question. Everything depends. I can say only that:
- don't use a), use b) instead
- b) is nice, requires least code, no need for dummy methods, but dynamic_cast is a little slow
- c) is similar to b) but it is faster (no dynamic_cast) and requires more memory
- e) has no sense, you still need to discover if you can call the method so the exception is not thrown
- d) is better then f) (less code to write)
- d) e) and f) produce more garbage code then others, but are faster and less memory consuming
I assume that you will not only be working with one object of one type here.
I would lay out the data that you are working with and try to see how you can lay it out in memory in order to do data-driven programming. A good layout in memory should reflect the way that you store the data in your classes and how the classes are layed out in memory. Once you have that basic design structured (shouldn't take more than a napkin), I would begin organizing the objects into lists dependent on the operations that you plan to do on the data. If you plan to do X() on a collection of objects { Y } in the subset X, I would probably make sure to have a static array of Y that I create from the beginning. If you wish to access the entire of X occasionally, that can be arranged by collecting the lists into a dynamic list of pointers (using std::vector or your favorite choice).
I hope that makes sense, but once implemented it gives simple straight solutions that are easy to understand and easy to work with.
There is a generic way to test if a class supports a certain concept and then to execute the most appropriate code. It uses SFINAE hack. This example is inspired by Abrahams and Gurtovoy's "C++ Template Metaprogramming" book. The function doIt will use x method if it is present, otherwise it will use y method. You can extend CanDo structure to test for other methods as well. You can test as many methods as you wish, as long as the overloads of doIt can be resolved uniquely.
#include <iostream>
#include <boost/config.hpp>
#include <boost/utility/enable_if.hpp>
typedef char yes; // sizeof(yes) == 1
typedef char (&no)[2]; // sizeof(no) == 2
template<typename T>
struct CanDo {
template<typename U, void (U::*)()>
struct ptr_to_mem {};
template<typename U>
static yes testX(ptr_to_mem<U, &U::x>*);
template<typename U>
static no testX(...);
BOOST_STATIC_CONSTANT(bool, value = sizeof(testX<T>(0)) == sizeof(yes));
};
struct DoX {
void x() { std::cout << "doing x...\n"; }
};
struct DoAnotherX {
void x() { std::cout << "doing another x...\n"; }
};
struct DoY {
void y() { std::cout << "doing y...\n"; }
};
struct DoAnotherY {
void y() { std::cout << "doing another y...\n"; }
};
template <typename Action>
typename boost::enable_if<CanDo<Action> >::type
doIt(Action* a) {
a->x();
}
template <typename Action>
typename boost::disable_if<CanDo<Action> >::type
doIt(Action* a) {
a->y();
}
int main() {
DoX doX;
DoAnotherX doAnotherX;
DoY doY;
DoAnotherY doAnotherY;
doIt(&doX);
doIt(&doAnotherX);
doIt(&doY);
doIt(&doAnotherY);
}
Is there any way to make a function call only once?
Suppose I have some class
struct A {
void MainRoutine(Params) {
// Want to call other routine only once
}
void OtherRoutine(Params) {
// Do something that should be done only once and
// what depends on the params
}
};
I want to call OtherRoutine only once in MainRoutine (I assume that MainRoutine is going to be called N times. I can't call OtherRoutine from the constructor, because it accepts Params which may not be available at the time when object is being constructed.
Basically I want to do something like
static bool called = false;
if (!called) {
OtherRoutine(Params);
called = true;
}
but I hope there is a more "beautiful" way of doing this... (which could be written in one line)
Maybe something using boost::function or some part of boost that I don't know about? :)
Thank you
Take a look at Boost Thread's one-time initialization mechanism
You can also put the call-only-once logic, which you already outlined, inside OtherRoutine, causing it to return early if it has already been executed before.
Logically, its pretty much the same. Stylistically, it might be nicer.
You were definitely on the right track already. You should put your static 'called' variable inside your struct... ahem: you should make it a class instead, make it private, and make sure the state of the static variable is queried inside of OtherRoutine. You should not make it more complicated than it needs to be. Using boost, or anything else for so simple a mechanism is just overkill.
You could achieve this with boost::function and bind. Assuming you want OtherRoutine only to be called once per object,
struct A {
A() {
Routine = boost::bind(&A::OtherRoutine, this);
}
boost::function<void()> Routine;
private:
void MainRoutine() {
// Do stuff that should occur on every call
}
void OtherRoutine() {
Routine = boost::bind(&A::MainRoutine, this);
// Do stuff that should only occur once
MainRoutine();
}
};
A foo;
foo.Routine(); // OtherRoutine is called
foo.Routine(); // Now all subsequent calls will go to MainRoutine
foo.Routine();
I would suggest doing what the other people have said, though. While this may look 'cleaner,' it's overly complicated when compared to the alternatives.
Another way that verges on "cute" would be to have a static object and call your function from within its constructor. Something like...
struct OneShotOtherRoutine
{
OneShotOtherRoutine(A a, Params params)
{
a.OtherRoutine(params);
}
};
struct A
{
friend struct OneShotOtherRoutine;
public:
void MainRoutine(Params params)
{
static OneShotOtherRoutine(params);
// Main Routine code
}
private:
void OtherRoutine(Params params)
{
// Other routine code
}
};
You'd have to split things up so that each implementation could see the other struct's declaration, but this could do what you want, assuming it's acceptable that OtherRoutine gets called when statics are initialized.
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Closed 10 years ago.
What are your favorite C++ coding style idioms? I'm asking about style or coding typography such as where you put curly braces, are there spaces after keywords, the size of indents, etc. This is opposed to best-practices or requirements such as always deleting arrays with delete[].
Here is an example of one of my favorites: In C++ Class initializers, we put the separators at the front of the line, rather than the back. This makes it easier to keep this up to date. It also means that source code control diffs between versions are cleaner.
TextFileProcessor::
TextFileProcessor( class ConstStringFinder& theConstStringFinder )
: TextFileProcessor_Base( theConstStringFinder )
, m_ThreadHandle ( NULL )
, m_startNLSearch ( 0 )
, m_endNLSearch ( 0 )
, m_LineEndGetIdx ( 0 )
, m_LineEndPutIdx ( 0 )
, m_LineEnds ( new const void*[ sc_LineEndSize ] )
{
;
}
RAII: Resource Acquisition Is Initialization
RAII may be the most important idiom. It is the idea that resources should be mapped to objects, so that their lifetimes are managed automatically according to the scope in which those objects are declared.
For example, if a file handle was declared on the stack, it should be implicitly closed once we return from the function (or loop, or whichever scope it was declared inside). If a dynamic memory allocation was allocated as a member of a class, it should be implicitly freed when that class instance is destroyed. And so on. Every kind of resource—memory allocations, file handles, database connections, sockets, and any other kind of resource that has to be acquired and released—should be wrapped inside such a RAII class, whose lifetime is determined by the scope in which it was declared.
One major advantage of this is that C++ guarantees that destructors are called when an object goes out of scope, regardless of how control is leaving that scope. Even if an exception is thrown, all local objects will go out of scope, and so their associated resources will get cleaned up.
void foo() {
std::fstream file("bar.txt"); // open a file "bar.txt"
if (rand() % 2) {
// if this exception is thrown, we leave the function, and so
// file's destructor is called, which closes the file handle.
throw std::exception();
}
// if the exception is not called, we leave the function normally, and so
// again, file's destructor is called, which closes the file handle.
}
Regardless of how we leave the function, and of what happens after the file is opened, we don't need to explicitly close the file, or handle exceptions (e.g. try-finally) within that function. Instead, the file gets cleaned up because it is tied to a local object that gets destroyed when it goes out of scope.
RAII is also less-commonly known as SBRM (Scope-Bound Resource Management).
See also:
ScopeGuard allows code to "automatically invoke an 'undo' operation .. in the event that an exception is thrown."
When creating enumerations, put them in a namespace so that you can access them with a meaningful name:
namespace EntityType {
enum Enum {
Ground = 0,
Human,
Aerial,
Total
};
}
void foo(EntityType::Enum entityType)
{
if (entityType == EntityType::Ground) {
/*code*/
}
}
EDIT: However, this technique has become obsolete in C++11. Scoped enumeration (declared with enum class or enum struct) should be used instead: it is more type-safe, concise, and flexible. With old-style enumerations the values are placed in the outer scope. With new-style enumeration they are placed within the scope of the enum class name.
Previous example rewritten using scoped enumeration (also known as strongly typed enumeration):
enum class EntityType {
Ground = 0,
Human,
Aerial,
Total
};
void foo(EntityType entityType)
{
if (entityType == EntityType::Ground) {
/*code*/
}
}
There are other significant benefits from using scoped enumerations: absence of implicit cast, possible forward declaration, and ability to use custom underlying type (not the default int).
Copy-swap
The copy-swap idiom provides exception-safe copying. It requires that a correct copy ctor and swap are implemented.
struct String {
String(String const& other);
String& operator=(String copy) { // passed by value
copy.swap(*this); // nothrow swap
return *this; // old resources now in copy, released in its dtor
}
void swap(String& other) throw() {
using std::swap; // enable ADL, defaulting to std::swap
swap(data_members, other.data_members);
}
private:
Various data_members;
};
void swap(String& a, String& b) { // provide non-member for ADL
a.swap(b);
}
You can also implement the swap method with ADL (Argument Dependent Lookup) directly.
This idiom is important because it handles self-assignment[1], makes the strong exception guarantee[2], and is often very easy to write.
[1] Even though self-assignment isn't handled as efficiently as possible, it's supposed to be rare, so if it never happens, this is actually faster.
[2] If any exception is thrown, the state of the object (*this) is not modified.
CRTP: Curiously Recurring Template Pattern
CRTP happens when you pass a class as a template parameter to its base class:
template<class Derived>
struct BaseCRTP {};
struct Example : BaseCRTP<Example> {};
Within the base class, it can get ahold of the derived instance, complete with the derived type, simply by casting (either static_cast or dynamic_cast work):
template<class Derived>
struct BaseCRTP {
void call_foo() {
Derived& self = *static_cast<Derived*>(this);
self.foo();
}
};
struct Example : BaseCRTP<Example> {
void foo() { cout << "foo()\n"; }
};
In effect, call_foo has been injected into the derived class with full access to the derived class's members.
Feel free to edit and add specific examples of use, possibly to other SO posts.
pImpl: Pointer-to-Implementation
The pImpl idiom is a very useful way to decouple the interface of a class from its implementation.
Normally, a class definition must contain member variables as well as methods, which may expose too much information. For example, a member variable may be of a type defined in a header that we don't wish to include everywhere.
The windows.h header is a prime example here. We may wish to wrap a HANDLE or another Win32 type inside a class, but we can't put a HANDLE in the class definition without having to include windows.h everywhere the class is used.
The solution then is to create a Private IMPLementation or Pointer-to-IMPLementation of the class, and let the public implementation store only a pointer to the private one, and forward all member methods.
For example:
class private_foo; // a forward declaration a pointer may be used
// foo.h
class foo {
public:
foo();
~foo();
void bar();
private:
private_foo* pImpl;
};
// foo.cpp
#include whichever header defines the types T and U
// define the private implementation class
class private_foo {
public:
void bar() { /*...*/ }
private:
T member1;
U member2;
};
// fill in the public interface function definitions:
foo::foo() : pImpl(new private_foo()) {}
foo::~foo() { delete pImpl; }
void foo::bar() { pImpl->bar(); }
The implementation of foo is now decoupled from its public interface, so that
it can use members and types from other headers without requiring these dependencies to be present when the class is used, and
the implementation can be modified without forcing a recompile of the code that uses the class.
Users of the class simply include the header, which contains nothing specific about the implementation of the class. All implementation details are contained inside foo.cpp.
I like lining up code/initializations in 'columns'... Proves very useful when editing with a 'column' mode capable editor and also seems to be a lot easier for me to read...
int myVar = 1; // comment 1
int myLongerVar = 200; // comment 2
MyStruct arrayOfMyStruct[] =
{
// Name, timeout, valid
{"A string", 1000, true }, // Comment 1
{"Another string", 2000, false }, // Comment 2
{"Yet another string", 11111000, false }, // Comment 3
{NULL, 5, true }, // Comment 4
};
In contrast, the same code not indented and formatted as above would appear... (A little harder to read to my eyes)
int myVar = 1; // comment 1
int myLongerVar = 200; // comment 2
MyStruct arrayOfMyStruct[] =
{
// Name, timeout, valid
{"A string", 1000, true},// Comment 1
{"Another string", 2000, false }, // Comment 2
{"Yet another string", 11111000,false}, // Comment 3
{NULL, 5, true }, // Comment 4
};
Public Top - Private Down
A seemingly small optimization, but ever since I switched to this convention, I have a way more fun time to grasp my classes, especially after I haven't looked at them for 42 years.
Having a consistent member visibility, going from points of frequent interest down to the boring stuff, is extremely helpful, especially when the code ought to be self-documenting.
(sidenote for qt-users: slots come before signals because they should be callable like non-slot member functions, and apart from their slottyness be indistinguishable from non-slots)
Public, protected, private
then Factory, ctor, dtor, copying, swapping
then the class' Interface
At the very last, in a seperate private: section, comes the data (ideally only an impl-pointer).
This rule also helps a ton if you have problems keeping your class declaration uncluttered.
class Widget : public Purple {
public:
// Factory methods.
Widget FromRadians (float);
Widget FromDegrees (float);
// Ctors, rule of three, swap
Widget();
Widget (Widget const&);
Widget &operator = (Widget const &);
void swap (Widget &) throw();
// Member methods.
float area() const;
// in case of qt {{
public slots:
void invalidateBlackHole();
signals:
void areaChanged (float);
// }}
protected:
// same as public, but for protected members
private:
// same as public, but for private members
private:
// data
float widgetness_;
bool isMale_;
};
In if statements, when there are difficult conditions, you can clearly show which level each condition is using indentation.
if ( ( (var1A == var2A)
|| (var1B == var2B))
&& ( (var1C == var2C)
|| (var1D == var2D)))
{
// do something
}
re: ididak
I fix code that breaks long statements into too many short lines.
Let's face it: it's not the 90's any more.
If your company can't afford widescreen LCDs for its coders, you need to get a better job :)
Compile-time polymorphism
(Also known as syntactic polymorphism and static polymorphism, contrast with runtime polymorphism.)
With template functions, one can write code that relies on type constructors and call signatures of families of parametrized types, without having to introduce a common base class.
In the book Elements of Programming, the authors refer to this treatment of types as abstract genera. With concepts one can specify the requirements on such type parameters, though C++ doesn't mandate such specifications.
Two simple examples:
#include <stdexcept>
template <typename T>
T twice(T n) {
return 2 * n;
}
InIt find(InIt f, InIt l,
typename std::iterator_traits<InIt>::reference v)
{
while (f != l && *f != v)
++f;
return f;
}
int main(int argc, char* argv[]) {
if (6 != twice(3))
throw std::logic_error("3 x 2 = 6");
int const nums[] = { 1, 2, 3 };
if (nums + 4 != find(nums, nums + 4, 42))
throw std::logic_error("42 should not have been found.");
return 0;
}
One can call twice with any regular type that has a binary * operator defined. Similarly, one can call find() with any types that are comparable and that model Input Iterator. One set of code operates similarly on different types, with no shared base classes in sight.
Of course, what's really going on here is that it's the same source code being expanded into various type-specific functions at template instantiation time, each with separate generated machine code. Accommodating the same set of types without templates would have required either 1) separate hand-written functions with specific signatures, or 2) runtime polymorphism through virtual functions.
No favorites but I will fix code that has:
tabs - causes misalignment in many IDEs and code review tools, because they don't always agree on tab at mod 8 spaces.
lines longer than 80 columns - let's face it, shorter lines are more readable. My brain can parse most coding conventions, as long as the lines are short.
lines with trailing whitespaces - git will complain about it as whitespace errors, which show up as red blobs in diffs, which is annoying.
Here is a one-liner to find the offending files:
git grep -I -E '<tab>|.{81,}| *$' | cut -f1 -d: | sort -u
where <tab> is the tab character (POSIX regexp doesn't do \t)
if/while/for parenthesized expression(s) WITH a space separator
if (expression) // preferred - if keyword sticks out more
vs.
if(expression) // looks too much like a void function call
I guess this implies that I like my function calls to NOT have a space separator
foo(parm1, parm2);
After working with someone who was partly blind - and at his request - I switched to using many more spaces. I didn't like it at the time, but now I prefer it. Off the top of my head, the only place where there isn't whitespace between identifiers and keywords and whatnot is after a function name and before the following parentheses.
void foo( int a, int b )
{
int c = a + ( a * ( a * b ) );
if ( c > 12 )
c += 9;
return foo( 2, c );
}
Template and Hook
This is a way to handle as much as possible in a framework and give a door or hook for customization by users of a framework. Also known as Hotspot and Template Method.
class Class {
void PrintInvoice(); // Called Template (boilerplate) which uses CalcRate()
virtual void CalcRate() = 0; // Called Hook
}
class SubClass : public Class {
virtual void CalcRate(); // Customized method
}
Described by Wolfgang Pree in his book Design Patterns for Object-Oriented Software Development.
I don't know if it qualifies as an idiom, exactly, but quite a bit of heavy-duty template programming depends (often heavily) on SFINAE (substitution failure is not an error). A couple of the answers to a previous question have examples.
I really like putting a small statement on the same line as an if
int myFunc(int x) {
if(x >20) return -1;
//do other stuff ....
}
Not sure if this counts as an idiom, but I tend to use doxygen-style inline comments even when the project isn't -yet- using doxygen...
bool MyObjects::isUpToSomething() ///< Is my object up to something
(aside. my comments are not usually quite that lame.)
It's useful to put function names on a new line, so you can grep like
grep -R '^fun_name' .
for them. I've seen that style used for a loads of GNU projects and like it:
static void
fun_name (int a, int b) {
/* ... */
}
Document the return values on the function line, so they are very easy to find.
int function(void) /* return 1 on success, 0 on failure */
{
return 1;
};
Write each method or function argument on a separate line such that it can be easily commented.
int ReturnMaxValue(
int* inputList, /* the list of integer values from which to get the maximum */
long size, /* count of the number of integer values in inputList */
char* extraArgs /* additional arguments that a caller can provide. */
)
I'd suggest PIMPL or as James Coplien originally called it "Handle Body".
This idiom allows you to completely decouple interface from implementation. When working on the rewrite and re-release of a major CORBA middleware component, this idiom was used to completely decouple the API from the implementation.
This practically eliminated any possibility reverse engineering.
An excellent resource for C++ idioms is James Coplien's excellent book "Advanced C++ Programming Styles and Idioms". Highly recommended!
Edit: As pointed out below by Neil, this book is quite out of date with many of his recommendations actually being incorporated into the C++ standard itself. However, I still find it to be a source of useful info, esp. in the form of his PLoP paper on C++ idioms where many idioms were recast into patterm form.
I always nitpick and edit the following:
Superfluous newlines
No newline at EOF
I usually stick to KNF described in *BSD STYLE(9)
I tend to put an else on all of my ifs.
if (condition)
{
complicated code goes here
}
else
{
/* This is a comment as to why the else path isn't significant */
}
Even though it annoys my coworkers.
You can tell at a glance, that I considered the else case during coding.