Just had a 'Fundamentals of Programming' lecture at uni and was told that the convention for using/declaring functions is to have the main() function at the top of the program, with functions/procedures below it and to use forward declarations to prevent compiler errors.
However, I've always done it the other way - functions at top main() at bottom and not using forward declarations and don't think I've ever seen it otherwise.
Which is right? Or is it more a case of personal preference? Some clarification would be hugely appreciated.
It's up to you. Personally, I keep main on bottom because the times when I have other functions in there, it's either just one or two other little functions or a code snippet.
In real code, you'd have hopefully split your project up (having multiple "unrelated" functions in a file is bad) and so main would likely be nearly alone in the file. You'd just #include the things main needs to get things going and use them.
There could be the case when your functions are related to each other. If you simply write them above the main() without forward-declaration you have to order them so they'll know the functions they depend on. In some cases (circular references) it won't even be possible to compile without forward declaration.
When forward declaring the functions you won't run into this issue.
Additionally when having main() as first function, you'll produce more readable code, but thats perhaps just personal preference.
It could also be more readable cause another coder has on overview about the functions he'll find in the file.
If there is a standard, it's to have the function declarations in a .h file which is included. That way, it doesn't matter what the order of functions in the file is. I almost never write functions without a declaration, and it takes me aback when other people do.
The standard most professional C++ developers use is this.
two files per class: the header file (named e.g., Class.h), which only declares all of the class' data members and functions; and the implementation file (named Class.cpp in the same example), containing only implementations of those functions.
the main function (if your solution has it) goes into a file named, e.g. Main.cpp all by itself.
It is OK to put multiple classes or even the entire program into one file when you work on small-scale home or school projects. Because of the small scale, it doesn't really matter how you order the classes or the functions. You can do what is more convenient to you. But if your professor requires students to follow certain code standards for homework (e.g. put main() first), then you have to follow those standards.
This approach is most likely favoured by your professor and most likely the reason she's teaching it as convention. There are two options here, go with the flow (i.e. don't try to disrupt and potentially get marked down for stuff because your professor feels that you're not following "convention") or explain to her - there is no requirement to do it this way (or any other way), as long as the intention of the code is clear!
The advice to have declarations (function prototypes) is more related to C then to C++, because in C++ there are no implicit function declarations, so you must always declare before use. Therefore you will definitely have at least one function declaration which is not definition if you have a recursion involving more then one function.
For a small project use whatever style you want but be consistent.
For a large project you'll probably need several .cpp files and have the interfaces (be they classes or functions) defined in the header files. Also be consistent at least within a single file.
And the last thing, have I said to be consistent?
I normally use the second form because you have to maintain function declarations - they must have the right signature and name, and imo, they're just excessive typing when you could just define the functions first. No maintenance, no wasted time.
I think the principle that applies here is "Don't Repeat Yourself". If you use a forward declaration, you're repeating yourself unnecessarily.
Related
From a class exercise:
Fill in the blanks to print
"it works!" on the screen,
type in the function
prototype before its call.
void some_func();
int main()
{
some_func();
return 0;
}
void some_func() {
cout << "it works!" << endl;
}
If I am using the function right after I declared it, why did this code define it in the end?
I mean, we could just have declared and defined and then call in the main.
I don't get the point of declaring, calling and then defining.
I have just started learning about functions. I am a beginner.
EDIT from perspective of C.S. teacher: This student is wondering about the purpose of function prototypes generally. This is a typical case of teaching a concept with an example that is simple enough to master, yet so simple it doesn't yet serve a purpose. Perhaps it is still not the right question for StackOverflow, but should at least be closed for the right reason. It is a very common and well-defined question.
It is perfectly fine to put the definition before the use in most cases. The only time the C language requires you to put a non-definition declaration before use is when two or more functions use each other, so one or more of them have to be declared before the others can be defined. I prefer building up a module from smaller/lower parts to larger parts, so I generally put function definitions before the routines that use them. However, the teacher may be presenting this exercise to teach concepts about declarations, not to teach you to use a particular style.
If you have not yet learned about them, you will soon learn about header files. As programs grow more complicated, we no longer want to keep all the source code in one file, for several reasons. (It becomes more difficult to manage more code. Grouping functions by some type of service they provide or some sort of common data they work with can help us organize the source code and keep it more sensible to human understanding. It also makes it easier to reuse functions in other programs.) Once we break a program up into separate source files, some definitions will no longer be in the same source file as routine to use them. So, instead of definitions, we put declarations in the source files as necessary. A routine foo defined in one source file, and other files that use it will have declarations of foo.
This brings up a problem that declarations are then repeated in many places. That becomes a burden to maintain—any time the definition of foo is changed, all the declarations of it have to be changed. And it is easy to make mistakes, which can bugs in the program, because declaring a function differently from how it is defined can cause undesired behavior. To deal with this, declarations for one set of things, typically all those defined in one source file (and intended to be used by other source files), are gathered into one file, called a header file and typically given a name ending in .h. Then other source files merely include the header files that contain the declarations they need, using an #include directive that tells the compiler to include contents the header file in the current compilation as if it were a part of the current source file.
Because of this, you must learn about various ways declarations can be used, including putting them before functions that use the declared functions.
(I would include C++, but its declarations can be more complicated.)
Why is it a bad practice to define the functions of the class in the header files?
Lets say I have a header file and I define the functions of the class in the class definition itself like,
headerfile.hpp
#ifndef _HEADER_FILE_
#define _HEADER_FILE_
class node{
int i;
public:
int nextn(){
......
return i;
}
}
#endif //_HEADER_FILE_
So defining the function in the class like this makes the function "Inline".So if we include this header file in say two .cpp files, will it cause "Multiple definition error" ??Is it a bad practice to define the functions like this in the class definition?
It is a bad practice for the following reasons: If you need to change the code, let's say to add a trace in a simple setter (they are commonly in the .h); then you will need to recompile all CPP files that #includes the change (and any dependency of). In my current project that could reach up to 1 hour lost. If you later need to add another trace, then another and so on you quickly loose 1-2 days or work waiting for the compiler.
If you place your code in the CPP, then you only need to re-link, and that takes only a few minutes. Your project may be small today, but who knows in a few years. It's just a good habit to take.
Another (not so good) reason is that if you search your code base for the string "::MyFonction" you will not find it in the declaration since there is no "::" (we only want implementations). But a good IDE should find it anyway using a context search instead of a string search.
It's not bad practise (in fact it's commonplace) and it will not cause multiple definition errors. Inline functions never cause multiple definition errors, that's one of the meanings of inline.
The convention to separate prototypes (that is, the declaration of the class, its functions, their types) from implementation comes from both a design and a performance point of view.
Type checking and compiling your dependants is cheaper. Something that uses your class can be safely compiled without knowing your implementation.
Your compiler won't need to parse and recompile the same information lots of times each time you do compile those dependants.
The thing is to remember what it really means with you write #include at the top of a file in C++: it means "take all the contents of some other file, and put them here." So if you're using a class in lots of places all over your code base, then it's getting parsed every single time, and re-compiled in the context of that compilation unit.
This is precisely the reason why you have to put implementations of template classes in-line in the header file; the compiler needs to re-parse and compile the class for every different template instantiation (because that's what templates are about).
To answer your question directly:
* No, you will not get a multiple definition error.
* Maybe, some people would consider it back practice from a design points of view (others wouldn't)
* You might see a difference in performance (though not necessarily a degredation, as I believe - though I could be wrong), that despite the above, it can still be faster to compile header-only libraries.
Probably avoid doing this if your implementations are long, the class is used often in the codebase, and will be subject to frequent change.
For further reading, it might be worth checking up on "precompiled headers."
It is legal to define (inline) functions in your hpp file. Note that some people prefer to gather then under a dedicated extension like "inl.hpp", but this is just a style preference.
I have a large class Foo1:
class Foo {
public:
void apples1();
void apples2();
void apples3();
void oranges1();
void oranges2();
void oranges3();
}
Splitting the class is not an option2, but the foo.cpp file has grown rather large. Are there any major design flaws to keeping the definition of the class in foo.h and splitting the implementation of the functions into foo_apples.cpp and foo_oranges.cpp.
The goal here is purely readability and organization for myself and other developers working on the system that includes this class.
1"Large" means some 4000 lines, not machine-generated.
2Why? Well, apples and oranges are actually categories of algorithms that operate on graphs but use each other quite extensively. They can be separated but due to the research nature of the work, I'm constantly rewiring the way each algorithm works which I found for me does not (in the early stage) jive well with the classic OOP principles.
Are there any major design flaws to keeping the definition of the class in foo.h and splitting the implementation of the functions into foo_apples.cpp and foo_oranges.cpp.
to pick nits: Are there any major design flaws to keeping the declaration of the class in foo.h and splitting the definitions of the methods into foo_apples.cpp and foo_oranges.cpp.
1) apples and oranges may use the same private programs. an example of this would be implementation found in an anonymous namespace.
in that case, one requirement would be to ensure your static data is not multiply defined. inline functions are not really a problem if they do not use static data (although their definitions may be multiply exported).
to overcome those problems, you may then be inclined to utilise storage in the class -- which could introduce dependencies by increasing of data/types which would have otherwise been hidden. in either event, it can increase complexity or force you to write your program differently.
2) it increases complexity of static initialization.
3) it increases compile times
the alternative i use (which btw many devs detest) in really large programs is to create a collection of exported local headers. these headers are visible only to the package/library. in your example, it can be illustrated by creating the following headers: Foo.static.exported.hpp (if needed) + Foo.private.exported.hpp (if needed) + Foo.apples.exported.hpp + Foo.oranges.exported.hpp.
then you would write Foo.cpp like so:
#include "DEPENDENCIES.hpp"
#include "Foo.static.exported.hpp" /* if needed */
#include "Foo.private.exported.hpp" /* if needed */
#include "Foo.apples.exported.hpp"
#include "Foo.oranges.exported.hpp"
/* no definitions here */
you can easily adjust how those files are divided based on your needs. if you write your programs using c++ conventions, there are rarely collisions across huge TUs. if you write like a C programmer (lots of globals, preprocessor abuse, low warning levels and free declarations), then this approach will expose a lot of issues you probably won't care to correct.
From a technical standpoint, there is no penalty to doing this at all, but I have never seen it done in practice. This is simply a issue of style, and in that spirit, if it helps you to better read the class, then you would be doing yourself a disservice by not using multiple source files.
edit: Adding to that though, are you physically scrolling through your source, like, with your middle mouse wheel? As someone else already mentioned, IDE's almost universally let you right click on a function declaration, and go to the definition. And even if that's not the case for your IDE, and you use notepad or something, it will at least have ctrl+f. I would be lost without find and replace.
Yes, you can define the class in one header file and split the function implementations accross multiple source files. It is not usually the common practice but yes it will work and there will be no overheads.
If the aim to do so, is just plain readability, then perhaps it is not a good idea to do so, because it is not so common practice to have class function definitions accross multipls source files and might just confuse someone.
Actually i don't see any reasons to split implementation because other developers should work with the interface, but not the implementation.
Also any normal IDE provide an easy ability to jump from function declaration to it's defenition. So there is no reason to search the function implementations manually.
In C++, declaration and definition of functions, variables and constants can be separated like so:
function someFunc();
function someFunc()
{
//Implementation.
}
In fact, in the definition of classes, this is often the case. A class is usually declared with it's members in a .h file, and these are then defined in a corresponding .C file.
What are the advantages & disadvantages of this approach?
Historically this was to help the compiler. You had to give it the list of names before it used them - whether this was the actual usage, or a forward declaration (C's default funcion prototype aside).
Modern compilers for modern languages show that this is no longer a necessity, so C & C++'s (as well as Objective-C, and probably others) syntax here is histotical baggage. In fact one this is one of the big problems with C++ that even the addition of a proper module system will not solve.
Disadvantages are: lots of heavily nested include files (I've traced include trees before, they are surprisingly huge) and redundancy between declaration and definition - all leading to longer coding times and longer compile times (ever compared the compile times between comparable C++ and C# projects? This is one of the reasons for the difference). Header files must be provided for users of any components you provide. Chances of ODR violations. Reliance on the pre-processor (many modern languages do not need a pre-processor step), which makes your code more fragile and harder for tools to parse.
Advantages: no much. You could argue that you get a list of function names grouped together in one place for documentation purposes - but most IDEs have some sort of code folding ability these days, and projects of any size should be using doc generators (such as doxygen) anyway. With a cleaner, pre-processor-less, module based syntax it is easier for tools to follow your code and provide this and more, so I think this "advantage" is just about moot.
It's an artefact of how C/C++ compilers work.
As a source file gets compiled, the preprocessor substitutes each #include-statement with the contents of the included file. Only afterwards does the compiler try to interpret the result of this concatenation.
The compiler then goes over that result from beginning to end, trying to validate each statement. If a line of code invokes a function that hasn't been defined previously, it'll give up.
There's a problem with that, though, when it comes to mutually recursive function calls:
void foo()
{
bar();
}
void bar()
{
foo();
}
Here, foo won't compile as bar is unknown. If you switch the two functions around, bar won't compile as foo is unknown.
If you separate declaration and definition, though, you can order the functions as you wish:
void foo();
void bar();
void foo()
{
bar();
}
void bar()
{
foo();
}
Here, when the compiler processes foo it already knows the signature of a function called bar, and is happy.
Of course compilers could work in a different way, but that's how they work in C, C++ and to some degree Objective-C.
Disadvantages:
None directly. If you're using C/C++ anyway, it's the best way to do things. If you've got a choice of language/compiler, then maybe you can pick one where this is not an issue. The only thing to consider with splitting declarations into header files is to avoid mutually recursive #include-statements - but that's what include guards are for.
Advantages:
Compilation speed: As all included files are concatenated and then parsed, reducing the amount and complexity of code in included files will improve compilation time.
Avoid code duplication/inlining: If you fully define a function in a header file, each object file that includes this header and references this function will contain it's own version of that function. As a side-note, if you want inlining, you need to put the full definition into the header file (on most compilers).
Encapsulation/clarity: A well defined class/set of functions plus some documentation should be enough for other developers to use your code. There is (ideally) no need for them to understand how the code works - so why require them to sift through it? (The counter-argument that it's may be useful for them to access the implementation when required still stands, of course).
And of course, if you're not interested in exposing a function at all, you can usually still choose to define it fully in the implementation file rather than the header.
The standard requires that when using a function, a declaration must be in scope. This means, that the compiler should be able to verify against a prototype (the declaration in a header file) what you are passing to it. Except of course, for functions that are variadic - such functions do not validate arguments.
Think of C, when this was not required. At that time, compilers treated no return type specification to be defaulted to int. Now, assume you had a function foo() which returned a pointer to void. However, since you did not have a declaration, the compiler will think that it has to return an integer. On some Motorola systems for example, integeres and pointers would be be returned in different registers. Now, the compiler will no longer use the correct register and instead return your pointer cast to an integer in the other register. The moment you try to work with this pointer -- all hell breaks loose.
Declaring functions within the header is fine. But remember if you declare and define in the header make sure they are inline. One way to achieve this is to put the definition inside the class definition. Otherwise prepend the inline keyword. You will run into ODR violation otherwise when the header is included in multiple implementation files.
There are two main advantages to separating declaration and definition into C++ header and source files. The first is that you avoid problems with the One Definition Rule when your class/functions/whatever are #included in more than one place. Secondly, by doing things this way, you separate interface and implementation. Users of your class or library need only to see your header file in order to write code that uses it. You can also take this one step farther with the Pimpl Idiom and make it so that user code doesn't have to recompile every time the library implementation changes.
You've already mentioned the disadvantage of code repetition between the .h and .cpp files. Maybe I've written C++ code for too long, but I don't think it's that bad. You have to change all user code every time you change a function signature anyway, so what's one more file? It's only annoying when you're first writing a class and you have to copy-and-paste from the header to the new source file.
The other disadvantage in practice is that in order to write (and debug!) good code that uses a third-party library, you usually have to see inside it. That means access to the source code even if you can't change it. If all you have is a header file and a compiled object file, it can be very difficult to decide if the bug is your fault or theirs. Also, looking at the source gives you insight into how to properly use and extend a library that the documentation might not cover. Not everyone ships an MSDN with their library. And great software engineers have a nasty habit of doing things with your code that you never dreamed possible. ;-)
Advantage
Classes can be referenced from other files by just including the declaration. Definitions can then be linked later on in the compilation process.
You basically have 2 views on the class/function/whatever:
The declaration, where you declare the name, the parameters and the members (in the case of a struct/class), and the definition where you define what the functions does.
Amongst the disadvantages are repetition, yet one big advantage is that you can declare your function as int foo(float f) and leave the details in the implementation(=definition), so anyone who wants to use your function foo just includes your header file and links to your library/objectfile, so library users as well as compilers just have to care for the defined interface, which helps understanding the interfaces and speeds up compile times.
One advantage that I haven't seen yet: API
Any library or 3rd party code that is NOT open source (i.e. proprietary) will not have their implementation along with the distribution. Most companies are just plain not comfortable with giving away source code. The easy solution, just distribute the class declarations and function signatures that allow use of the DLL.
Disclaimer: I'm not saying whether it's right, wrong, or justified, I'm just saying I've seen it a lot.
One big advantage of forward declarations is that when used carefully you can cut down the compile time dependencies between modules.
If ClassA.h needs to refer to a data element in ClassB.h, you can often use just a forward references in ClassA.h and include ClassB.h in ClassA.cc rather than in ClassA.h, thus cutting down a compile time dependency.
For big systems this can be a huge time saver on a build.
Disadvantage
This leads to a lot of repetition. Most of the function signature needs to be put in two or more (as Paulious noted) places.
Separation gives clean, uncluttered view of program elements.
Possibility to create and link to binary modules/libraries without disclosing sources.
Link binaries without recompiling sources.
When done correctly, this separation reduces compile times when only the implementation has changed.
My personal style with C++ has always to put class declarations in an include file, and definitions in a .cpp file, very much like stipulated in Loki's answer to C++ Header Files, Code Separation. Admittedly, part of the reason I like this style probably has to do with all the years I spent coding Modula-2 and Ada, both of which have a similar scheme with specification files and body files.
I have a coworker, much more knowledgeable in C++ than I, who is insisting that all C++ declarations should, where possible, include the definitions right there in the header file. He's not saying this is a valid alternate style, or even a slightly better style, but rather this is the new universally-accepted style that everyone is now using for C++.
I'm not as limber as I used to be, so I'm not really anxious to scrabble up onto this bandwagon of his until I see a few more people up there with him. So how common is this idiom really?
Just to give some structure to the answers: Is it now The Way™, very common, somewhat common, uncommon, or bug-out crazy?
Your coworker is wrong, the common way is and always has been to put code in .cpp files (or whatever extension you like) and declarations in headers.
There is occasionally some merit to putting code in the header, this can allow more clever inlining by the compiler. But at the same time, it can destroy your compile times since all code has to be processed every time it is included by the compiler.
Finally, it is often annoying to have circular object relationships (sometimes desired) when all the code is the headers.
Bottom line, you were right, he is wrong.
EDIT: I have been thinking about your question. There is one case where what he says is true. templates. Many newer "modern" libraries such as boost make heavy use of templates and often are "header only." However, this should only be done when dealing with templates as it is the only way to do it when dealing with them.
EDIT: Some people would like a little more clarification, here's some thoughts on the downsides to writing "header only" code:
If you search around, you will see quite a lot of people trying to find a way to reduce compile times when dealing with boost. For example: How to reduce compilation times with Boost Asio, which is seeing a 14s compile of a single 1K file with boost included. 14s may not seem to be "exploding", but it is certainly a lot longer than typical and can add up quite quickly when dealing with a large project. Header only libraries do affect compile times in a quite measurable way. We just tolerate it because boost is so useful.
Additionally, there are many things which cannot be done in headers only (even boost has libraries you need to link to for certain parts such as threads, filesystem, etc). A Primary example is that you cannot have simple global objects in header only libs (unless you resort to the abomination that is a singleton) as you will run into multiple definition errors. NOTE: C++17's inline variables will make this particular example doable in the future.
As a final point, when using boost as an example of header only code, a huge detail often gets missed.
Boost is library, not user level code. so it doesn't change that often. In user code, if you put everything in headers, every little change will cause you to have to recompile the entire project. That's a monumental waste of time (and is not the case for libraries that don't change from compile to compile). When you split things between header/source and better yet, use forward declarations to reduce includes, you can save hours of recompiling when added up across a day.
The day C++ coders agree on The Way, lambs will lie down with lions, Palestinians will embrace Israelis, and cats and dogs will be allowed to marry.
The separation between .h and .cpp files is mostly arbitrary at this point, a vestige of compiler optimizations long past. To my eye, declarations belong in the header and definitions belong in the implementation file. But, that's just habit, not religion.
Code in headers is generally a bad idea since it forces recompilation of all files that includes the header when you change the actual code rather than the declarations. It will also slow down compilation since you'll need to parse the code in every file that includes the header.
A reason to have code in header files is that it's generally needed for the keyword inline to work properly and when using templates that's being instanced in other cpp files.
What might be informing you coworker is a notion that most C++ code should be templated to allow for maximum usability. And if it's templated, then everything will need to be in a header file, so that client code can see it and instantiate it. If it's good enough for Boost and the STL, it's good enough for us.
I don't agree with this point of view, but it may be where it's coming from.
I think your co-worker is smart and you are also correct.
The useful things I found that putting everything into the headers is that:
No need for writing & sync headers and sources.
The structure is plain and no circular dependencies force the coder to make a "better" structure.
Portable, easy to embedded to a new project.
I do agree with the compiling time problem, but I think we should notice that:
The change of source file are very likely to change the header files which leads to the whole project be recompiled again.
Compiling speed is much faster than before. And if you have a project to be built with a long time and high frequency, it may indicates that your project design has flaws. Seperate the tasks into different projects and module can avoid this problem.
Lastly I just wanna support your co-worker, just in my personal view.
Often I'll put trivial member functions into the header file, to allow them to be inlined. But to put the entire body of code there, just to be consistent with templates? That's plain nuts.
Remember: A foolish consistency is the hobgoblin of little minds.
As Tuomas said, your header should be minimal. To be complete I will expand a bit.
I personally use 4 types of files in my C++ projects:
Public:
Forwarding header: in case of templates etc, this file get the forwarding declarations that will appear in the header.
Header: this file includes the forwarding header, if any, and declare everything that I wish to be public (and defines the classes...)
Private:
Private header: this file is a header reserved for implementation, it includes the header and declares the helper functions / structures (for Pimpl for example or predicates). Skip if unnecessary.
Source file: it includes the private header (or header if no private header) and defines everything (non-template...)
Furthermore, I couple this with another rule: Do not define what you can forward declare. Though of course I am reasonable there (using Pimpl everywhere is quite a hassle).
It means that I prefer a forward declaration over an #include directive in my headers whenever I can get away with them.
Finally, I also use a visibility rule: I limit the scopes of my symbols as much as possible so that they do not pollute the outer scopes.
Putting it altogether:
// example_fwd.hpp
// Here necessary to forward declare the template class,
// you don't want people to declare them in case you wish to add
// another template symbol (with a default) later on
class MyClass;
template <class T> class MyClassT;
// example.hpp
#include "project/example_fwd.hpp"
// Those can't really be skipped
#include <string>
#include <vector>
#include "project/pimpl.hpp"
// Those can be forward declared easily
#include "project/foo_fwd.hpp"
namespace project { class Bar; }
namespace project
{
class MyClass
{
public:
struct Color // Limiting scope of enum
{
enum type { Red, Orange, Green };
};
typedef Color::type Color_t;
public:
MyClass(); // because of pimpl, I need to define the constructor
private:
struct Impl;
pimpl<Impl> mImpl; // I won't describe pimpl here :p
};
template <class T> class MyClassT: public MyClass {};
} // namespace project
// example_impl.hpp (not visible to clients)
#include "project/example.hpp"
#include "project/bar.hpp"
template <class T> void check(MyClass<T> const& c) { }
// example.cpp
#include "example_impl.hpp"
// MyClass definition
The lifesaver here is that most of the times the forward header is useless: only necessary in case of typedef or template and so is the implementation header ;)
To add more fun you can add .ipp files which contain the template implementation (that is being included in .hpp), while .hpp contains the interface.
As apart from templatized code (depending on the project this can be majority or minority of files) there is normal code and here it is better to separate the declarations and definitions. Provide also forward-declarations where needed - this may have effect on the compilation time.
Generally, when writing a new class, I will put all the code in the class, so I don't have to look in another file for it.. After everything is working, I break the body of the methods out into the cpp file, leaving the prototypes in the hpp file.
I personally do this in my header files:
// class-declaration
// inline-method-declarations
I don't like mixing the code for the methods in with the class as I find it a pain to look things up quickly.
I would not put ALL of the methods in the header file. The compiler will (normally) not be able to inline virtual methods and will (likely) only inline small methods without loops (totally depends on the compiler).
Doing the methods in the class is valid... but from a readablilty point of view I don't like it. Putting the methods in the header does mean that, when possible, they will get inlined.
I think that it's absolutely absurd to put ALL of your function definitions into the header file. Why? Because the header file is used as the PUBLIC interface to your class. It's the outside of the "black box".
When you need to look at a class to reference how to use it, you should look at the header file. The header file should give a list of what it can do (commented to describe the details of how to use each function), and it should include a list of the member variables. It SHOULD NOT include HOW each individual function is implemented, because that's a boat load of unnecessary information and only clutters the header file.
If this new way is really The Way, we might have been running into different direction in our projects.
Because we try to avoid all unnecessary things in headers. That includes avoiding header cascade. Code in headers will propably need some other header to be included, which will need another header and so on. If we are forced to use templates, we try avoid littering headers with template stuff too much.
Also we use "opaque pointer"-pattern when applicable.
With these practices we can do faster builds than most of our peers. And yes... changing code or class members will not cause huge rebuilds.
I put all the implementation out of the class definition. I want to have the doxygen comments out of the class definition.
IMHO, He has merit ONLY if he's doing templates and/or metaprogramming. There's plenty of reasons already mentioned that you limit header files to just declarations. They're just that... headers. If you want to include code, you compile it as a library and link it up.
Doesn't that really depends on the complexity of the system, and the in-house conventions?
At the moment I am working on a neural network simulator that is incredibly complex, and the accepted style that I am expected to use is:
Class definitions in classname.h
Class code in classnameCode.h
executable code in classname.cpp
This splits up the user-built simulations from the developer-built base classes, and works best in the situation.
However, I'd be surprised to see people do this in, say, a graphics application, or any other application that's purpose is not to provide users with a code base.
Template code should be in headers only. Apart from that all definitions except inlines should be in .cpp. The best argument for this would be the std library implementations which follow the same rule. You would not disagree the std lib developers would be right regarding this.
I think your co-worker is right as long as he does not enter in the process to write executable code in the header.
The right balance, I think, is to follow the path indicated by GNAT Ada where the .ads file gives a perfectly adequate interface definition of the package for its users and for its childs.
By the way Ted, have you had a look on this forum to the recent question on the Ada binding to the CLIPS library you wrote several years ago and which is no more available (relevant Web pages are now closed). Even if made to an old Clips version, this binding could be a good start example for somebody willing to use the CLIPS inference engine within an Ada 2012 program.