More Effective C++ | Introduction Back to Acknowledgments Continue to Basics Introduction These are heady days for C++ programmers. Commercially available less than a decade, C++ has nevertheless emerged as the language of choice for systems programming on nearly all major computing platforms. Companies and individuals with challenging programming problems increasingly embrace the language, and the question faced by those who do not use C++ is often when they will start, not if. Standardization of C++ is complete, and the breadth and scope of the accompanying library which both dwarfs and subsumes that of C makes it possible to write rich, complex programs without sacrificing portability or implementing common algorithms and data structures from scratch. C++ compilers continue to proliferate, the features they offer continue to expand, and the quality of the code they generate continues to improve. Tools and environments for C++ development grow ever more abundant, powerful, and robust. Commercial libraries all but obviate the need to write code in many application areas. As the language has matured and our experience with it has increased, our needs for information about it have changed. In 1990, people wanted to know what C++ was. By 1992, they wanted to know how to make it work. Now C++ programmers ask higher-level questions: How can I design my software so it will adapt to future demands? How can I improve the efficiency of my code without compromising its correctness or making it harder to use? How can I implement sophisticated functionality not directly supported by the language? In this book, I answer these questions and many others like them. This book shows how to design and implement C++ software that is more effective: more likely to behave correctly; more robust in the face of exceptions; more efficient; more portable; makes better use of language features; adapts to change more gracefully; works better in a mixed-language environment; is easier to use correctly; is harder to use incorrectly. In short, software that's just better. The material in this book is divided into 35 Items. Each Item summarizes accumulated wisdom of the C++ programming community on a particular topic. Most Items take the form of guidelines, and the explanation accompanying each guideline describes why the guideline exists, what happens if you fail to follow it, and under what conditions it may make sense to violate the guideline anyway. Items fall into several categories. Some concern particular language features, especially newer features with which you may have little experience. For example, Items 9 through 15 are devoted to exceptions (as are the magazine articles by Tom Cargill, Jack Reeves, and Herb Sutter). Other Items explain how to combine the features of the language to achieve higher-level goals. Items 25 through 31, for instance, describe how to constrain the number or placement of objects, how to create functions that act "virtual" on the type of more than one object, how to create "smart pointers," and more. Still other Items address broader topics; Items 16 through 24 focus on efficiency. No matter what the topic of a particular Item, each takes a no-nonsense approach to the subject. In More Effective C++, you learn how to use C++ more effectively. The descriptions of language features that make up the bulk of most C++ texts are in this book mere background information. An implication of this approach is that you should be familiar with C++ before reading this book. I take for granted that you understand classes, protection levels, virtual and nonvirtual functions, etc., and I assume you are acquainted with the concepts behind templates and exceptions. At the same time, I don't expect you to be a language expert, so when poking into lesser-known corners of C++, I always explain what's going on. The C++ in More Effective C++ The C++ I describe in this book is the language specified by the Final Draft International Standard of the ISO/ANSI standardization committee in November 1997. In all likelihood, this means I use a few features your compilers don't yet support. Don't worry. The only "new" feature I assume you have is templates, and templates are now almost universally available. I use exceptions, too, but that use is largely confined to Items 9 through 15, which are specifically devoted to exceptions. If you don't have access to a compiler offering exceptions, that's okay. It won't affect your ability to take advantage of the material in the other parts of the book. Furthermore, you should read Items 9 through 15 even if you don't have support for exceptions, because those items (as well as the associated articles) examine issues you need to understand in any case. I recognize that just because the standardization committee blesses a feature or endorses a practice, there's no guarantee that the feature is present in current compilers or the practice is applicable to existing environments. When faced with a discrepancy between theory (what the committee says) and practice (what actually works), I discuss both, though my bias is toward things that work. Because I discuss both, this book will aid you as your compilers approach conformance with the standard. It will show you how to use existing constructs to approximate language features your compilers don't yet support, and it will guide you when you decide to transform workarounds into newly- supported features. Notice that I refer to your compilers plural. Different compilers implement varying approximations to the standard, so I encourage you to develop your code under at least two compilers. Doing so will help you avoid inadvertent dependence on one vendor's proprietary language extension or its misinterpretation of the standard. It will also help keep you away from the bleeding edge of compiler technology, e.g., from new features supported by only one vendor. Such features are often poorly implemented (buggy or slow frequently both), and upon their introduction, the C++ community lacks experience to advise you in their proper use. Blazing trails can be exciting, but when your goal is producing reliable code, it's often best to let others test the waters before jumping in. There are two constructs you'll see in this book that may not be familiar to you. Both are relatively recent language extensions. Some compilers support them, but if your compilers don't, you can easily approximate them with features you do have. The first construct is the bool type, which has as its values the keywords true and false. If your compilers haven't implemented bool, there are two ways to approximate it. One is to use a global enum: enum bool { false, true }; This allows you to overload functions on the basis of whether they take a bool or an int, but it has the disadvantage that the built-in comparison operators (i.e., ==, <, >=, etc.) still return ints. As a result, code like the following will not behave the way it's supposed to: void f(int); void f(bool); int x, y; ... f( x < y ); // calls f(int), but it // should call f(bool) The enum approximation may thus lead to code whose behavior changes when you submit it to a compiler that truly supports bool. An alternative is to use a typedef for bool and constant objects for true and false: typedef int bool; const bool false = 0; const bool true = 1; This is compatible with the traditional semantics of C and C++, and the behavior of programs using this approximation won't change when they're ported to bool-supporting compilers. The drawback is that you can't differentiate between bool and int when overloading functions. Both approximations are reasonable. Choose the one that best fits your circumstances. The second new construct is really four constructs, the casting forms static_cast, const_cast, dynamic_cast, and reinterpret_cast. If you're not familiar with these casts, you'll want to turn to Item 2 and read all about them. Not only do they do more than the C-style casts they replace, they do it better. I use these new casting forms whenever I need to perform a cast in this book. There is more to C++ than the language itself. There is also the standard library (see Item E49). Where possible, I employ the standard string type instead of using raw char* pointers, and I encourage you to do the same. string objects are no more difficult to manipulate than char*-based strings, and they relieve you of most memory-management concerns. Furthermore, string objects are less susceptible to memory leaks if an exception is thrown (see Items 9 and 10). A well-implemented string type can hold its own in an efficiency contest with its char* equivalent, and it may even do better. (For insight into how this could be, see Item 29.) If you don't have access to an implementation of the standard string type, you almost certainly have access to some string-like class. Use it. Just about anything is preferable to raw char*s. I use data structures from the standard library whenever I can. Such data structures are drawn from the Standard Template Library (the "STL" see Item 35). The STL includes bitsets, vectors, lists, queues, stacks, maps, sets, and more, and you should prefer these standardized data structures to the ad hoc equivalents you might otherwise be tempted to write. Your compilers may not have the STL bundled in, but don't let that keep you from using it. Thanks to Silicon Graphics, you can download a free copy that works with many compilers from the SGI STL web site. If you currently use a library of algorithms and data structures and are happy with it, there's no need to switch to the STL just because it's "standard." However, if you have a choice between using an STL component or writing your own code from scratch, you should lean toward using the STL. Remember code reuse? STL (and the rest of the standard library) has lots of code that is very much worth reusing. Conventions and Terminology Any time I mention inheritance in this book, I mean public inheritance (see Item E35). If I don't mean public inheritance, I'll say so explicitly. When drawing inheritance hierarchies, I depict base-derived relationships by drawing arrows from derived classes to base classes. For example, here is a hierarchy from Item 31: This notation is the reverse of the convention I employed in the first (but not the second) edition of Effective C++. I'm now convinced that most C++ practitioners draw inheritance arrows from derived to base classes, and I am happy to follow suit. Within such diagrams, abstract classes (e.g., GameObject) are shaded and concrete classes (e.g., SpaceShip) are unshaded. Inheritance gives rise to pointers and references with two different types, a static type and a dynamic type. The static type of a pointer or reference is its declared type. The dynamic type is determined by the type of object it actually refers to. Here are some examples based on the classes above: GameObject *pgo = // static type of pgo is new SpaceShip; // GameObject*, dynamic // type is SpaceShip* Asteroid *pa = new Asteroid; // static type of pa is // Asteroid*. So is its // dynamic type pgo = pa; // static type of pgo is // still (and always) // GameObject*. Its // dynamic type is now // Asteroid* GameObject& rgo = *pa; // static type of rgo is // GameObject, dynamic // type is Asteroid These examples also demonstrate a naming convention I like. pgo is a pointer-to-GameObject; pa is a pointer-to-Asteroid; rgo is a reference-to-GameObject. I often concoct pointer and reference names in this fashion. Two of my favorite parameter names are lhs and rhs, abbreviations for "left-hand side" and "right-hand side," respectively. To understand the rationale behind these names, consider a class for representing rational numbers: class Rational { ... }; If I wanted a function to compare pairs of Rational objects, I'd declare it like this: bool operator==(const Rational& lhs, const Rational& rhs); That would let me write this kind of code: Rational r1, r2; ... if (r1 == r2) ... Within the call to operator==, r1 appears on the left-hand side of the "==" and is bound to lhs, while r2 appears on the right-hand side of the "==" and is bound to rhs. Other abbreviations I employ include ctor for "constructor," dtor for "destructor," and RTTI for C++'s support for runtime type identification (of which dynamic_cast is the most commonly used component). When you allocate memory and fail to free it, you have a memory leak. Memory leaks arise in both C and C++, but in C++, memory leaks leak more than just memory. That's because C++ automatically calls constructors when objects are created, and constructors may themselves allocate resources. For example, consider this code: class Widget { ... }; // some class it doesn't // matter what it is Widget *pw = new Widget; // dynamically allocate a // Widget object ... // assume pw is never // deleted This code leaks memory, because the Widget pointed to by pw is never deleted. However, if the Widget constructor allocates additional resources that are to be released when the Widget is destroyed (such as file descriptors, semaphores, window handles, database locks, etc.), those resources are lost just as surely as the memory is. To emphasize that memory leaks in C++ often leak other resources, too, I usually speak of resource leaks in this book rather than memory leaks. You won't see many inline functions in this book. That's not because I dislike inlining. Far from it, I believe that inline functions are an important feature of C++. However, the criteria for determining whether a function should be inlined can be complex, subtle, and platform-dependent (see Item E33). As a result, I avoid inlining unless there is a point about inlining I wish to make. When you see a non-inline function in More Effective C++, that doesn't mean I think it would be a bad idea to declare the function inline, it just means the decision to inline that function is independent of the material I'm examining at that point in the book. A few C++ features have been deprecated by the standardization committee. Such features are slated for eventual removal from the language, because newer features have been added that do what the deprecated features do, but do it better. In this book, I identify deprecated constructs and explain what features replace them. You should try to avoid deprecated features where you can, but there's no reason to be overly concerned about their use. In the interest of preserving backward compatibility for their customers, compiler vendors are likely to support deprecated features for many years. A client is somebody (a programmer) or something (a class or function, typically) that uses the code you write. For example, if you write a Date class (for representing birthdays, deadlines, when the Second Coming occurs, etc.), anybody using that class is your client. Furthermore, any sections of code that use the Date class are your clients as well. Clients are important. In fact, clients are the name of the game! If nobody uses the software you write, why write it? You will find I worry a lot about making things easier for clients, often at the expense of making things more difficult for you, because good software is "clientcentric" it revolves around clients. If this strikes you as unreasonably philanthropic, view it instead through a lens of self-interest. Do you ever use the classes or functions you write? If so, you're your own client, so making things easier for clients in general also makes them easier for you. When discussing class or function templates and the classes or functions generated from them, I reserve the right to be sloppy about the difference between the templates and their instantiations. For example, if Array is a class template taking a type parameter T, I may refer to a particular instantiation of the template as an Array, even though Array is really the name of the class. Similarly, if swap is a function template taking a type parameter T, I may refer to an instantiation as swap instead of swap. In cases where this kind of shorthand might be unclear, I include template parameters when referring to template instantiations. Reporting Bugs, Making Suggestions, Getting Book Updates I have tried to make this book as accurate, readable, and useful as possible, but I know there is room for improvement. If you find an error of any kind technical, grammatical, typographical, whatever please tell me about it. I will try to correct the mistake in future printings of the book, and if you are the first person to report it, I will gladly add your name to the book's acknowledgments. If you have other suggestions for improvement, I welcome those, too. I continue to collect guidelines for effective programming in C++. If you have ideas for new guidelines, I'd be delighted if you'd share them with me. Send your guidelines, your comments, your criticisms, and your bug reports to: Scott Meyers c/o Editor-in-Chief, Corporate and Professional Publishing Addison-Wesley Publishing Company 1 Jacob Way Reading, MA 01867 U. S. A. Alternatively, you may send electronic mail to mec++@awl.com. I maintain a list of changes to this book since its first printing, including bug-fixes, clarifications, and technical updates. This list, along with other book-related information, is available from the Web site for this book. It is also available via anonymous FTP from ftp.awl.com in the directory cp/mec++. If you would like a copy of the list of changes to this book, but you lack access to the Internet, please send a request to one of the addresses above, and I will see that the list is sent to you. Enough preliminaries. On with the show! Back to Acknowledgments Continue to Basics