ES: Expressions and statements {#S-expr}¶
Expressions and statements are the lowest and most direct way of expressing actions and computation. Declarations in local scopes are statements.
For naming, commenting, and indentation rules, see NL: Naming and layout.
General rules:
- ES.1: Prefer the standard library to other libraries and to "handcrafted code"
- ES.2: Prefer suitable abstractions to direct use of language features
- ES.3: Don't repeat yourself, avoid redundant code
Declaration rules:
- ES.5: Keep scopes small
- ES.6: Declare names in for-statement initializers and conditions to limit scope
- ES.7: Keep common and local names short, and keep uncommon and non-local names longer
- ES.8: Avoid similar-looking names
- ES.9: Avoid
ALL_CAPS
names - ES.10: Declare one name (only) per declaration
- ES.11: Use
auto
to avoid redundant repetition of type names - ES.12: Do not reuse names in nested scopes
- ES.20: Always initialize an object
- ES.21: Don't introduce a variable (or constant) before you need to use it
- ES.22: Don't declare a variable until you have a value to initialize it with
- ES.23: Prefer the
{}
-initializer syntax - ES.24: Use a
unique_ptr<T>
to hold pointers - ES.25: Declare an object
const
orconstexpr
unless you want to modify its value later on - ES.26: Don't use a variable for two unrelated purposes
- ES.27: Use
std::array
orstack_array
for arrays on the stack - ES.28: Use lambdas for complex initialization, especially of
const
variables - ES.30: Don't use macros for program text manipulation
- ES.31: Don't use macros for constants or "functions"
- ES.32: Use
ALL_CAPS
for all macro names - ES.33: If you must use macros, give them unique names
- ES.34: Don't define a (C-style) variadic function
Expression rules:
- ES.40: Avoid complicated expressions
- ES.41: If in doubt about operator precedence, parenthesize
- ES.42: Keep use of pointers simple and straightforward
- ES.43: Avoid expressions with undefined order of evaluation
- ES.44: Don't depend on order of evaluation of function arguments
- ES.45: Avoid "magic constants"; use symbolic constants
- ES.46: Avoid narrowing conversions
- ES.47: Use
nullptr
rather than0
orNULL
- ES.48: Avoid casts
- ES.49: If you must use a cast, use a named cast
- ES.50: Don't cast away
const
- ES.55: Avoid the need for range checking
- ES.56: Write
std::move()
only when you need to explicitly move an object to another scope - ES.60: Avoid
new
anddelete
outside resource management functions - ES.61: Delete arrays using
delete[]
and non-arrays usingdelete
- ES.62: Don't compare pointers into different arrays
- ES.63: Don't slice
- ES.64: Use the
T{e}
notation for construction - ES.65: Don't dereference an invalid pointer
Statement rules:
- ES.70: Prefer a
switch
-statement to anif
-statement when there is a choice - ES.71: Prefer a range-
for
-statement to afor
-statement when there is a choice - ES.72: Prefer a
for
-statement to awhile
-statement when there is an obvious loop variable - ES.73: Prefer a
while
-statement to afor
-statement when there is no obvious loop variable - ES.74: Prefer to declare a loop variable in the initializer part of a
for
-statement - ES.75: Avoid
do
-statements - ES.76: Avoid
goto
- ES.77: Minimize the use of
break
andcontinue
in loops - ES.78: Don't rely on implicit fallthrough in
switch
statements - ES.79: Use
default
to handle common cases (only) - ES.84: Don't try to declare a local variable with no name
- ES.85: Make empty statements visible
- ES.86: Avoid modifying loop control variables inside the body of raw for-loops
- ES.87: Don't add redundant
==
or!=
to conditions
Arithmetic rules:
- ES.100: Don't mix signed and unsigned arithmetic
- ES.101: Use unsigned types for bit manipulation
- ES.102: Use signed types for arithmetic
- ES.103: Don't overflow
- ES.104: Don't underflow
- ES.105: Don't divide by integer zero
- ES.106: Don't try to avoid negative values by using
unsigned
- ES.107: Don't use
unsigned
for subscripts, prefergsl::index
ES.1: Prefer the standard library to other libraries and to "handcrafted code"¶
Reason¶
Code using a library can be much easier to write than code working directly with language features, much shorter, tend to be of a higher level of abstraction, and the library code is presumably already tested. The ISO C++ Standard Library is among the most widely known and best tested libraries. It is available as part of all C++ implementations.
Example¶
auto sum = accumulate(begin(a), end(a), 0.0); // good
a range version of accumulate
would be even better:
auto sum = accumulate(v, 0.0); // better
but don't hand-code a well-known algorithm:
int max = v.size(); // bad: verbose, purpose unstated
double sum = 0.0;
for (int i = 0; i < max; ++i)
sum = sum + v[i];
Exception¶
Large parts of the standard library rely on dynamic allocation (free store). These parts, notably the containers but not the algorithms, are unsuitable for some hard-real-time and embedded applications. In such cases, consider providing/using similar facilities, e.g., a standard-library-style container implemented using a pool allocator.
Enforcement¶
Not easy. ??? Look for messy loops, nested loops, long functions, absence of function calls, lack of use of built-in types. Cyclomatic complexity?
ES.2: Prefer suitable abstractions to direct use of language features¶
Reason¶
A "suitable abstraction" (e.g., library or class) is closer to the application concepts than the bare language, leads to shorter and clearer code, and is likely to be better tested.
Example¶
vector<string> read1(istream& is) // good
{
vector<string> res;
for (string s; is >> s;)
res.push_back(s);
return res;
}
The more traditional and lower-level near-equivalent is longer, messier, harder to get right, and most likely slower:
char** read2(istream& is, int maxelem, int maxstring, int* nread) // bad: verbose and incomplete
{
auto res = new char*[maxelem];
int elemcount = 0;
while (is && elemcount < maxelem) {
auto s = new char[maxstring];
is.read(s, maxstring);
res[elemcount++] = s;
}
*nread = elemcount;
return res;
}
Once the checking for overflow and error handling has been added that code gets quite messy, and there is the problem remembering to delete
the returned pointer and the C-style strings that array contains.
Enforcement¶
Not easy. ??? Look for messy loops, nested loops, long functions, absence of function calls, lack of use of built-in types. Cyclomatic complexity?
ES.3: Don't repeat yourself, avoid redundant code¶
Duplicated or otherwise redundant code obscures intent, makes it harder to understand the logic, and makes maintenance harder, among other problems. It often arises from cut-and-paste programming.
Use standard algorithms where appropriate, instead of writing some own implementation.
Example¶
void func(bool flag) // Bad, duplicated code.
{
if (flag) {
x();
y();
}
else {
x();
z();
}
}
void func(bool flag) // Better, no duplicated code.
{
x();
if (flag)
y();
else
z();
}
Enforcement¶
- Use a static analyzer. It will catch at least some redundant constructs.
- Code review
ES.dcl: Declarations¶
A declaration is a statement. A declaration introduces a name into a scope and might cause the construction of a named object.
ES.5: Keep scopes small¶
Reason¶
Readability. Minimize resource retention. Avoid accidental misuse of value.
Alternative formulation: Don't declare a name in an unnecessarily large scope.
Example¶
void use()
{
int i; // bad: i is needlessly accessible after loop
for (i = 0; i < 20; ++i) { /* ... */ }
// no intended use of i here
for (int i = 0; i < 20; ++i) { /* ... */ } // good: i is local to for-loop
if (auto pc = dynamic_cast<Circle*>(ps)) { // good: pc is local to if-statement
// ... deal with Circle ...
}
else {
// ... handle error ...
}
}
Example, bad¶
void use(const string& name)
{
string fn = name + ".txt";
ifstream is {fn};
Record r;
is >> r;
// ... 200 lines of code without intended use of fn or is ...
}
This function is by most measures too long anyway, but the point is that the resources used by fn
and the file handle held by is
are retained for much longer than needed and that unanticipated use of is
and fn
could happen later in the function.
In this case, it might be a good idea to factor out the read:
Record load_record(const string& name)
{
string fn = name + ".txt";
ifstream is {fn};
Record r;
is >> r;
return r;
}
void use(const string& name)
{
Record r = load_record(name);
// ... 200 lines of code ...
}
Enforcement¶
- Flag loop variable declared outside a loop and not used after the loop
- Flag when expensive resources, such as file handles and locks are not used for N-lines (for some suitable N)
ES.6: Declare names in for-statement initializers and conditions to limit scope¶
Reason¶
Readability. Limit the loop variable visibility to the scope of the loop. Avoid using the loop variable for other purposes after the loop. Minimize resource retention.
Example¶
void use()
{
for (string s; cin >> s;)
v.push_back(s);
for (int i = 0; i < 20; ++i) { // good: i is local to for-loop
// ...
}
if (auto pc = dynamic_cast<Circle*>(ps)) { // good: pc is local to if-statement
// ... deal with Circle ...
}
else {
// ... handle error ...
}
}
Example, don't¶
int j; // BAD: j is visible outside the loop
for (j = 0; j < 100; ++j) {
// ...
}
// j is still visible here and isn't needed
See also: Don't use a variable for two unrelated purposes
Enforcement¶
- Warn when a variable modified inside the
for
-statement is declared outside the loop and not being used outside the loop. - (hard) Flag loop variables declared before the loop and used after the loop for an unrelated purpose.
Discussion: Scoping the loop variable to the loop body also helps code optimizers greatly. Recognizing that the induction variable is only accessible in the loop body unblocks optimizations such as hoisting, strength reduction, loop-invariant code motion, etc.
C++17 and C++20 example¶
Note: C++17 and C++20 also add if
, switch
, and range-for
initializer statements. These require C++17 and C++20 support.
map<int, string> mymap;
if (auto result = mymap.insert(value); result.second) {
// insert succeeded, and result is valid for this block
use(result.first); // ok
// ...
} // result is destroyed here
C++17 and C++20 enforcement (if using a C++17 or C++20 compiler)¶
- Flag selection/loop variables declared before the body and not used after the body
- (hard) Flag selection/loop variables declared before the body and used after the body for an unrelated purpose.
ES.7: Keep common and local names short, and keep uncommon and non-local names longer¶
Reason¶
Readability. Lowering the chance of clashes between unrelated non-local names.
Example¶
Conventional short, local names increase readability:
template<typename T> // good
void print(ostream& os, const vector<T>& v)
{
for (gsl::index i = 0; i < v.size(); ++i)
os << v[i] << '\n';
}
An index is conventionally called i
and there is no hint about the meaning of the vector in this generic function, so v
is as good name as any. Compare
template<typename Element_type> // bad: verbose, hard to read
void print(ostream& target_stream, const vector<Element_type>& current_vector)
{
for (gsl::index current_element_index = 0;
current_element_index < current_vector.size();
++current_element_index
)
target_stream << current_vector[current_element_index] << '\n';
}
Yes, it is a caricature, but we have seen worse.
Example¶
Unconventional and short non-local names obscure code:
void use1(const string& s)
{
// ...
tt(s); // bad: what is tt()?
// ...
}
Better, give non-local entities readable names:
void use1(const string& s)
{
// ...
trim_tail(s); // better
// ...
}
Here, there is a chance that the reader knows what trim_tail
means and that the reader can remember it after looking it up.
Example, bad¶
Argument names of large functions are de facto non-local and should be meaningful:
void complicated_algorithm(vector<Record>& vr, const vector<int>& vi, map<string, int>& out)
// read from events in vr (marking used Records) for the indices in
// vi placing (name, index) pairs into out
{
// ... 500 lines of code using vr, vi, and out ...
}
We recommend keeping functions short, but that rule isn't universally adhered to and naming should reflect that.
Enforcement¶
Check length of local and non-local names. Also take function length into account.
ES.8: Avoid similar-looking names¶
Reason¶
Code clarity and readability. Too-similar names slow down comprehension and increase the likelihood of error.
Example, bad¶
if (readable(i1 + l1 + ol + o1 + o0 + ol + o1 + I0 + l0)) surprise();
Example, bad¶
Do not declare a non-type with the same name as a type in the same scope. This removes the need to disambiguate with a keyword such as struct
or enum
. It also removes a source of errors, as struct X
can implicitly declare X
if lookup fails.
struct foo { int n; };
struct foo foo(); // BAD, foo is a type already in scope
struct foo x = foo(); // requires disambiguation
Exception¶
Antique header files might declare non-types and types with the same name in the same scope.
Enforcement¶
- Check names against a list of known confusing letter and digit combinations.
- Flag a declaration of a variable, function, or enumerator that hides a class or enumeration declared in the same scope.
ES.9: Avoid ALL_CAPS
names¶
Reason¶
Such names are commonly used for macros. Thus, ALL_CAPS
name are vulnerable to unintended macro substitution.
Example¶
// somewhere in some header:
#define NE !=
// somewhere else in some other header:
enum Coord { N, NE, NW, S, SE, SW, E, W };
// somewhere third in some poor programmer's .cpp:
switch (direction) {
case N:
// ...
case NE:
// ...
// ...
}
Note¶
Do not use ALL_CAPS
for constants just because constants used to be macros.
Enforcement¶
Flag all uses of ALL CAPS. For older code, accept ALL CAPS for macro names and flag all non-ALL-CAPS macro names.
ES.10: Declare one name (only) per declaration¶
Reason¶
One declaration per line increases readability and avoids mistakes related to the C/C++ grammar. It also leaves room for a more descriptive end-of-line comment.
Example, bad¶
char *p, c, a[7], *pp[7], **aa[10]; // yuck!
Exception¶
A function declaration can contain several function argument declarations.
Exception¶
A structured binding (C++17) is specifically designed to introduce several variables:
auto [iter, inserted] = m.insert_or_assign(k, val);
if (inserted) { /* new entry was inserted */ }
Example¶
template<class InputIterator, class Predicate>
bool any_of(InputIterator first, InputIterator last, Predicate pred);
or better using concepts:
bool any_of(input_iterator auto first, input_iterator auto last, predicate auto pred);
Example¶
double scalbn(double x, int n); // OK: x * pow(FLT_RADIX, n); FLT_RADIX is usually 2
or:
double scalbn( // better: x * pow(FLT_RADIX, n); FLT_RADIX is usually 2
double x, // base value
int n // exponent
);
or:
// better: base * pow(FLT_RADIX, exponent); FLT_RADIX is usually 2
double scalbn(double base, int exponent);
Example¶
int a = 10, b = 11, c = 12, d, e = 14, f = 15;
In a long list of declarators it is easy to overlook an uninitialized variable.
Enforcement¶
Flag variable and constant declarations with multiple declarators (e.g., int* p, q;
)
ES.11: Use auto
to avoid redundant repetition of type names¶
Reason¶
- Simple repetition is tedious and error-prone.
- When you use
auto
, the name of the declared entity is in a fixed position in the declaration, increasing readability. - In a function template declaration the return type can be a member type.
Example¶
Consider:
auto p = v.begin(); // vector<DataRecord>::iterator
auto z1 = v[3]; // makes copy of DataRecord
auto& z2 = v[3]; // avoids copy
const auto& z3 = v[3]; // const and avoids copy
auto h = t.future();
auto q = make_unique<int[]>(s);
auto f = [](int x) { return x + 10; };
In each case, we save writing a longish, hard-to-remember type that the compiler already knows but a programmer could get wrong.
Example¶
template<class T>
auto Container<T>::first() -> Iterator; // Container<T>::Iterator
Exception¶
Avoid auto
for initializer lists and in cases where you know exactly which type you want and where an initializer might require conversion.
Example¶
auto lst = { 1, 2, 3 }; // lst is an initializer list
auto x{1}; // x is an int (in C++17; initializer_list in C++11)
Note¶
As of C++20, we can (and should) use concepts to be more specific about the type we are deducing:
// ...
forward_iterator auto p = algo(x, y, z);
Example (C++17)¶
std::set<int> values;
// ...
auto [ position, newly_inserted ] = values.insert(5); // break out the members of the std::pair
Enforcement¶
Flag redundant repetition of type names in a declaration.
ES.12: Do not reuse names in nested scopes¶
Reason¶
It is easy to get confused about which variable is used. Can cause maintenance problems.
Example, bad¶
int d = 0;
// ...
if (cond) {
// ...
d = 9;
// ...
}
else {
// ...
int d = 7;
// ...
d = value_to_be_returned;
// ...
}
return d;
If this is a large if
-statement, it is easy to overlook that a new d
has been introduced in the inner scope.
This is a known source of bugs.
Sometimes such reuse of a name in an inner scope is called "shadowing".
Note¶
Shadowing is primarily a problem when functions are too large and too complex.
Example¶
Shadowing of function arguments in the outermost block is disallowed by the language:
void f(int x)
{
int x = 4; // error: reuse of function argument name
if (x) {
int x = 7; // allowed, but bad
// ...
}
}
Example, bad¶
Reuse of a member name as a local variable can also be a problem:
struct S {
int m;
void f(int x);
};
void S::f(int x)
{
m = 7; // assign to member
if (x) {
int m = 9;
// ...
m = 99; // assign to local variable
// ...
}
}
Exception¶
We often reuse function names from a base class in a derived class:
struct B {
void f(int);
};
struct D : B {
void f(double);
using B::f;
};
This is error-prone.
For example, had we forgotten the using declaration, a call d.f(1)
would not have found the int
version of f
.
??? Do we need a specific rule about shadowing/hiding in class hierarchies?
Enforcement¶
- Flag reuse of a name in nested local scopes
- Flag reuse of a member name as a local variable in a member function
- Flag reuse of a global name as a local variable or a member name
- Flag reuse of a base class member name in a derived class (except for function names)
ES.20: Always initialize an object¶
Reason¶
Avoid used-before-set errors and their associated undefined behavior. Avoid problems with comprehension of complex initialization. Simplify refactoring.
Example¶
void use(int arg)
{
int i; // bad: uninitialized variable
// ...
i = 7; // initialize i
}
No, i = 7
does not initialize i
; it assigns to it. Also, i
can be read in the ...
part. Better:
void use(int arg) // OK
{
int i = 7; // OK: initialized
string s; // OK: default initialized
// ...
}
Note¶
The always initialize rule is deliberately stronger than the an object must be set before used language rule. The latter, more relaxed rule, catches the technical bugs, but:
- It leads to less readable code
- It encourages people to declare names in greater than necessary scopes
- It leads to harder to read code
- It leads to logic bugs by encouraging complex code
- It hampers refactoring
The always initialize rule is a style rule aimed to improve maintainability as well as a rule protecting against used-before-set errors.
Example¶
Here is an example that is often considered to demonstrate the need for a more relaxed rule for initialization
widget i; // "widget" a type that's expensive to initialize, possibly a large trivial type
widget j;
if (cond) { // bad: i and j are initialized "late"
i = f1();
j = f2();
}
else {
i = f3();
j = f4();
}
This cannot trivially be rewritten to initialize i
and j
with initializers.
Note that for types with a default constructor, attempting to postpone initialization simply leads to a default initialization followed by an assignment.
A popular reason for such examples is "efficiency", but a compiler that can detect whether we made a used-before-set error can also eliminate any redundant double initialization.
Assuming that there is a logical connection between i
and j
, that connection should probably be expressed in code:
pair<widget, widget> make_related_widgets(bool x)
{
return (x) ? {f1(), f2()} : {f3(), f4()};
}
auto [i, j] = make_related_widgets(cond); // C++17
If the make_related_widgets
function is otherwise redundant,
we can eliminate it by using a lambda ES.28:
auto [i, j] = [x] { return (x) ? pair{f1(), f2()} : pair{f3(), f4()} }(); // C++17
Using a value representing "uninitialized" is a symptom of a problem and not a solution:
widget i = uninit; // bad
widget j = uninit;
// ...
use(i); // possibly used before set
// ...
if (cond) { // bad: i and j are initialized "late"
i = f1();
j = f2();
}
else {
i = f3();
j = f4();
}
Now the compiler cannot even simply detect a used-before-set. Further, we've introduced complexity in the state space for widget: which operations are valid on an uninit
widget and which are not?
Note¶
Complex initialization has been popular with clever programmers for decades. It has also been a major source of errors and complexity. Many such errors are introduced during maintenance years after the initial implementation.
Example¶
This rule covers data members.
class X {
public:
X(int i, int ci) : m2{i}, cm2{ci} {}
// ...
private:
int m1 = 7;
int m2;
int m3;
const int cm1 = 7;
const int cm2;
const int cm3;
};
The compiler will flag the uninitialized cm3
because it is a const
, but it will not catch the lack of initialization of m3
.
Usually, a rare spurious member initialization is worth the absence of errors from lack of initialization and often an optimizer
can eliminate a redundant initialization (e.g., an initialization that occurs immediately before an assignment).
Exception¶
If you are declaring an object that is just about to be initialized from input, initializing it would cause a double initialization. However, beware that this might leave uninitialized data beyond the input -- and that has been a fertile source of errors and security breaches:
constexpr int max = 8 * 1024;
int buf[max]; // OK, but suspicious: uninitialized
f.read(buf, max);
The cost of initializing that array could be significant in some situations. However, such examples do tend to leave uninitialized variables accessible, so they should be treated with suspicion.
constexpr int max = 8 * 1024;
int buf[max] = {}; // zero all elements; better in some situations
f.read(buf, max);
Because of the restrictive initialization rules for arrays and std::array
, they offer the most compelling examples of the need for this exception.
When feasible use a library function that is known not to overflow. For example:
string s; // s is default initialized to ""
cin >> s; // s expands to hold the string
Don't consider simple variables that are targets for input operations exceptions to this rule:
int i; // bad
// ...
cin >> i;
In the not uncommon case where the input target and the input operation get separated (as they should not) the possibility of used-before-set opens up.
int i2 = 0; // better, assuming that zero is an acceptable value for i2
// ...
cin >> i2;
A good optimizer should know about input operations and eliminate the redundant operation.
Note¶
Sometimes, a lambda can be used as an initializer to avoid an uninitialized variable:
error_code ec;
Value v = [&] {
auto p = get_value(); // get_value() returns a pair<error_code, Value>
ec = p.first;
return p.second;
}();
or maybe:
Value v = [] {
auto p = get_value(); // get_value() returns a pair<error_code, Value>
if (p.first) throw Bad_value{p.first};
return p.second;
}();
See also: ES.28
Enforcement¶
- Flag every uninitialized variable. Don't flag variables of user-defined types with default constructors.
- Check that an uninitialized buffer is written into immediately after declaration.
Passing an uninitialized variable as a reference to non-
const
argument can be assumed to be a write into the variable.
ES.21: Don't introduce a variable (or constant) before you need to use it¶
Reason¶
Readability. To limit the scope in which the variable can be used.
Example¶
int x = 7;
// ... no use of x here ...
++x;
Enforcement¶
Flag declarations that are distant from their first use.
ES.22: Don't declare a variable until you have a value to initialize it with¶
Reason¶
Readability. Limit the scope in which a variable can be used. Don't risk used-before-set. Initialization is often more efficient than assignment.
Example, bad¶
string s;
// ... no use of s here ...
s = "what a waste";
Example, bad¶
SomeLargeType var; // Hard-to-read CaMeLcAsEvArIaBlE
if (cond) // some non-trivial condition
Set(&var);
else if (cond2 || !cond3) {
var = Set2(3.14);
}
else {
var = 0;
for (auto& e : something)
var += e;
}
// use var; that this isn't done too early can be enforced statically with only control flow
This would be fine if there was a default initialization for SomeLargeType
that wasn't too expensive.
Otherwise, a programmer might very well wonder if every possible path through the maze of conditions has been covered.
If not, we have a "use before set" bug. This is a maintenance trap.
For initializers of moderate complexity, including for const
variables, consider using a lambda to express the initializer; see ES.28.
Enforcement¶
- Flag declarations with default initialization that are assigned to before they are first read.
- Flag any complicated computation after an uninitialized variable and before its use.
ES.23: Prefer the {}
-initializer syntax¶
Reason¶
Prefer {}
. The rules for {}
initialization are simpler, more general, less ambiguous, and safer than for other forms of initialization.
Use =
only when you are sure that there can be no narrowing conversions. For built-in arithmetic types, use =
only with auto
.
Avoid ()
initialization, which allows parsing ambiguities.
Example¶
int x {f(99)};
int y = x;
vector<int> v = {1, 2, 3, 4, 5, 6};
Exception¶
For containers, there is a tradition for using {...}
for a list of elements and (...)
for sizes:
vector<int> v1(10); // vector of 10 elements with the default value 0
vector<int> v2{10}; // vector of 1 element with the value 10
vector<int> v3(1, 2); // vector of 1 element with the value 2
vector<int> v4{1, 2}; // vector of 2 elements with the values 1 and 2
Note¶
{}
-initializers do not allow narrowing conversions (and that is usually a good thing) and allow explicit constructors (which is fine, we're intentionally initializing a new variable).
Example¶
int x {7.9}; // error: narrowing
int y = 7.9; // OK: y becomes 7. Hope for a compiler warning
int z {gsl::narrow_cast<int>(7.9)}; // OK: you asked for it
auto zz = gsl::narrow_cast<int>(7.9); // OK: you asked for it
Note¶
{}
initialization can be used for nearly all initialization; other forms of initialization can't:
auto p = new vector<int> {1, 2, 3, 4, 5}; // initialized vector
D::D(int a, int b) :m{a, b} { // member initializer (e.g., m might be a pair)
// ...
};
X var {}; // initialize var to be empty
struct S {
int m {7}; // default initializer for a member
// ...
};
For that reason, {}
-initialization is often called "uniform initialization"
(though there unfortunately are a few irregularities left).
Note¶
Initialization of a variable declared using auto
with a single value, e.g., {v}
, had surprising results until C++17.
The C++17 rules are somewhat less surprising:
auto x1 {7}; // x1 is an int with the value 7
auto x2 = {7}; // x2 is an initializer_list<int> with an element 7
auto x11 {7, 8}; // error: two initializers
auto x22 = {7, 8}; // x22 is an initializer_list<int> with elements 7 and 8
Use ={...}
if you really want an initializer_list<T>
auto fib10 = {1, 1, 2, 3, 5, 8, 13, 21, 34, 55}; // fib10 is a list
Note¶
={}
gives copy initialization whereas {}
gives direct initialization.
Like the distinction between copy-initialization and direct-initialization itself, this can lead to surprises.
{}
accepts explicit
constructors; ={}
does not. For example:
struct Z { explicit Z() {} };
Z z1{}; // OK: direct initialization, so we use explicit constructor
Z z2 = {}; // error: copy initialization, so we cannot use the explicit constructor
Use plain {}
-initialization unless you specifically want to disable explicit constructors.
Example¶
template<typename T>
void f()
{
T x1(1); // T initialized with 1
T x0(); // bad: function declaration (often a mistake)
T y1 {1}; // T initialized with 1
T y0 {}; // default initialized T
// ...
}
See also: Discussion
Enforcement¶
- Flag uses of
=
to initialize arithmetic types where narrowing occurs. - Flag uses of
()
initialization syntax that are actually declarations. (Many compilers should warn on this already.)
ES.24: Use a unique_ptr<T>
to hold pointers¶
Reason¶
Using std::unique_ptr
is the simplest way to avoid leaks. It is reliable, it
makes the type system do much of the work to validate ownership safety, it
increases readability, and it has zero or near zero run-time cost.
Example¶
void use(bool leak)
{
auto p1 = make_unique<int>(7); // OK
int* p2 = new int{7}; // bad: might leak
// ... no assignment to p2 ...
if (leak) return;
// ... no assignment to p2 ...
vector<int> v(7);
v.at(7) = 0; // exception thrown
delete p2; // too late to prevent leaks
// ...
}
If leak == true
the object pointed to by p2
is leaked and the object pointed to by p1
is not.
The same is the case when at()
throws. In both cases, the delete p2
statement is not reached.
Enforcement¶
Look for raw pointers that are targets of new
, malloc()
, or functions that might return such pointers.
ES.25: Declare an object const
or constexpr
unless you want to modify its value later on¶
Reason¶
That way you can't change the value by mistake. That way might offer the compiler optimization opportunities.
Example¶
void f(int n)
{
const int bufmax = 2 * n + 2; // good: we can't change bufmax by accident
int xmax = n; // suspicious: is xmax intended to change?
// ...
}
Enforcement¶
Look to see if a variable is actually mutated, and flag it if
not. Unfortunately, it might be impossible to detect when a non-const
was not
intended to vary (vs when it merely did not vary).
ES.26: Don't use a variable for two unrelated purposes¶
Reason¶
Readability and safety.
Example, bad¶
void use()
{
int i;
for (i = 0; i < 20; ++i) { /* ... */ }
for (i = 0; i < 200; ++i) { /* ... */ } // bad: i recycled
}
Note¶
As an optimization, you might want to reuse a buffer as a scratch pad, but even then prefer to limit the variable's scope as much as possible and be careful not to cause bugs from data left in a recycled buffer as this is a common source of security bugs.
void write_to_file()
{
std::string buffer; // to avoid reallocations on every loop iteration
for (auto& o : objects) {
// First part of the work.
generate_first_string(buffer, o);
write_to_file(buffer);
// Second part of the work.
generate_second_string(buffer, o);
write_to_file(buffer);
// etc...
}
}
Enforcement¶
Flag recycled variables.
ES.27: Use std::array
or stack_array
for arrays on the stack¶
Reason¶
They are readable and don't implicitly convert to pointers. They are not confused with non-standard extensions of built-in arrays.
Example, bad¶
const int n = 7;
int m = 9;
void f()
{
int a1[n];
int a2[m]; // error: not ISO C++
// ...
}
Note¶
The definition of a1
is legal C++ and has always been.
There is a lot of such code.
It is error-prone, though, especially when the bound is non-local.
Also, it is a "popular" source of errors (buffer overflow, pointers from array decay, etc.).
The definition of a2
is C but not C++ and is considered a security risk
Example¶
const int n = 7;
int m = 9;
void f()
{
array<int, n> a1;
stack_array<int> a2(m);
// ...
}
Enforcement¶
- Flag arrays with non-constant bounds (C-style VLAs)
- Flag arrays with non-local constant bounds
ES.28: Use lambdas for complex initialization, especially of const
variables¶
Reason¶
It nicely encapsulates local initialization, including cleaning up scratch variables needed only for the initialization, without needing to create a needless non-local yet non-reusable function. It also works for variables that should be const
but only after some initialization work.
Example, bad¶
widget x; // should be const, but:
for (auto i = 2; i <= N; ++i) { // this could be some
x += some_obj.do_something_with(i); // arbitrarily long code
} // needed to initialize x
// from here, x should be const, but we can't say so in code in this style
Example, good¶
const widget x = [&] {
widget val; // assume that widget has a default constructor
for (auto i = 2; i <= N; ++i) { // this could be some
val += some_obj.do_something_with(i); // arbitrarily long code
} // needed to initialize x
return val;
}();
If at all possible, reduce the conditions to a simple set of alternatives (e.g., an enum
) and don't mix up selection and initialization.
Enforcement¶
Hard. At best a heuristic. Look for an uninitialized variable followed by a loop assigning to it.
ES.30: Don't use macros for program text manipulation¶
Reason¶
Macros are a major source of bugs. Macros don't obey the usual scope and type rules. Macros ensure that the human reader sees something different from what the compiler sees. Macros complicate tool building.
Example, bad¶
#define Case break; case /* BAD */
This innocuous-looking macro makes a single lower case c
instead of a C
into a bad flow-control bug.
Note¶
This rule does not ban the use of macros for "configuration control" use in #ifdef
s, etc.
In the future, modules are likely to eliminate the need for macros in configuration control.
Note¶
This rule is meant to also discourage use of #
for stringification and ##
for concatenation.
As usual for macros, there are uses that are "mostly harmless", but even these can create problems for tools,
such as auto completers, static analyzers, and debuggers.
Often the desire to use fancy macros is a sign of an overly complex design.
Also, #
and ##
encourages the definition and use of macros:
#define CAT(a, b) a ## b
#define STRINGIFY(a) #a
void f(int x, int y)
{
string CAT(x, y) = "asdf"; // BAD: hard for tools to handle (and ugly)
string sx2 = STRINGIFY(x);
// ...
}
There are workarounds for low-level string manipulation using macros. For example:
enum E { a, b };
template<int x>
constexpr const char* stringify()
{
switch (x) {
case a: return "a";
case b: return "b";
}
}
void f()
{
string s1 = stringify<a>();
string s2 = stringify<b>();
// ...
}
This is not as convenient as a macro to define, but as easy to use, has zero overhead, and is typed and scoped.
In the future, static reflection is likely to eliminate the last needs for the preprocessor for program text manipulation.
Enforcement¶
Scream when you see a macro that isn't just used for source control (e.g., #ifdef
)
ES.31: Don't use macros for constants or "functions"¶
Reason¶
Macros are a major source of bugs. Macros don't obey the usual scope and type rules. Macros don't obey the usual rules for argument passing. Macros ensure that the human reader sees something different from what the compiler sees. Macros complicate tool building.
Example, bad¶
#define PI 3.14
#define SQUARE(a, b) (a * b)
Even if we hadn't left a well-known bug in SQUARE
there are much better behaved alternatives; for example:
constexpr double pi = 3.14;
template<typename T> T square(T a, T b) { return a * b; }
Enforcement¶
Scream when you see a macro that isn't just used for source control (e.g., #ifdef
)
ES.32: Use ALL_CAPS
for all macro names¶
Reason¶
Convention. Readability. Distinguishing macros.
Example¶
#define forever for (;;) /* very BAD */
#define FOREVER for (;;) /* Still evil, but at least visible to humans */
Enforcement¶
Scream when you see a lower case macro.
ES.33: If you must use macros, give them unique names¶
Reason¶
Macros do not obey scope rules.
Example¶
#define MYCHAR /* BAD, will eventually clash with someone else's MYCHAR*/
#define ZCORP_CHAR /* Still evil, but less likely to clash */
Note¶
Avoid macros if you can: ES.30, ES.31, and ES.32. However, there are billions of lines of code littered with macros and a long tradition for using and overusing macros. If you are forced to use macros, use long names and supposedly unique prefixes (e.g., your organization's name) to lower the likelihood of a clash.
Enforcement¶
Warn against short macro names.
ES.34: Don't define a (C-style) variadic function¶
Reason¶
Not type safe. Requires messy cast-and-macro-laden code to get working right.
Example¶
#include <cstdarg>
// "severity" followed by a zero-terminated list of char*s; write the C-style strings to cerr
void error(int severity ...)
{
va_list ap; // a magic type for holding arguments
va_start(ap, severity); // arg startup: "severity" is the first argument of error()
for (;;) {
// treat the next var as a char*; no checking: a cast in disguise
char* p = va_arg(ap, char*);
if (!p) break;
cerr << p << ' ';
}
va_end(ap); // arg cleanup (don't forget this)
cerr << '\n';
if (severity) exit(severity);
}
void use()
{
error(7, "this", "is", "an", "error", nullptr);
error(7); // crash
error(7, "this", "is", "an", "error"); // crash
const char* is = "is";
string an = "an";
error(7, "this", is, an, "error"); // crash
}
Alternative: Overloading. Templates. Variadic templates.
#include <iostream>
void error(int severity)
{
std::cerr << '\n';
std::exit(severity);
}
template<typename T, typename... Ts>
constexpr void error(int severity, T head, Ts... tail)
{
std::cerr << head;
error(severity, tail...);
}
void use()
{
error(7); // No crash!
error(5, "this", "is", "not", "an", "error"); // No crash!
std::string an = "an";
error(7, "this", "is", "not", an, "error"); // No crash!
error(5, "oh", "no", nullptr); // Compile error! No need for nullptr.
}
Note¶
This is basically the way printf
is implemented.
Enforcement¶
- Flag definitions of C-style variadic functions.
- Flag
#include <cstdarg>
and#include <stdarg.h>
ES.expr: Expressions¶
Expressions manipulate values.
ES.40: Avoid complicated expressions¶
Reason¶
Complicated expressions are error-prone.
Example¶
// bad: assignment hidden in subexpression
while ((c = getc()) != -1)
// bad: two non-local variables assigned in sub-expressions
while ((cin >> c1, cin >> c2), c1 == c2)
// better, but possibly still too complicated
for (char c1, c2; cin >> c1 >> c2 && c1 == c2;)
// OK: if i and j are not aliased
int x = ++i + ++j;
// OK: if i != j and i != k
v[i] = v[j] + v[k];
// bad: multiple assignments "hidden" in subexpressions
x = a + (b = f()) + (c = g()) * 7;
// bad: relies on commonly misunderstood precedence rules
x = a & b + c * d && e ^ f == 7;
// bad: undefined behavior
x = x++ + x++ + ++x;
Some of these expressions are unconditionally bad (e.g., they rely on undefined behavior). Others are simply so complicated and/or unusual that even good programmers could misunderstand them or overlook a problem when in a hurry.
Note¶
C++17 tightens up the rules for the order of evaluation (left-to-right except right-to-left in assignments, and the order of evaluation of function arguments is unspecified; see ES.43), but that doesn't change the fact that complicated expressions are potentially confusing.
Note¶
A programmer should know and use the basic rules for expressions.
Example¶
x = k * y + z; // OK
auto t1 = k * y; // bad: unnecessarily verbose
x = t1 + z;
if (0 <= x && x < max) // OK
auto t1 = 0 <= x; // bad: unnecessarily verbose
auto t2 = x < max;
if (t1 && t2) // ...
Enforcement¶
Tricky. How complicated must an expression be to be considered complicated? Writing computations as statements with one operation each is also confusing. Things to consider:
- side effects: side effects on multiple non-local variables (for some definition of non-local) can be suspect, especially if the side effects are in separate subexpressions
- writes to aliased variables
- more than N operators (and what should N be?)
- reliance of subtle precedence rules
- uses undefined behavior (can we catch all undefined behavior?)
- implementation defined behavior?
- ???
ES.41: If in doubt about operator precedence, parenthesize¶
Reason¶
Avoid errors. Readability. Not everyone has the operator table memorized.
Example¶
const unsigned int flag = 2;
unsigned int a = flag;
if (a & flag != 0) // bad: means a&(flag != 0)
Note: We recommend that programmers know their precedence table for the arithmetic operations, the logical operations, but consider mixing bitwise logical operations with other operators in need of parentheses.
if ((a & flag) != 0) // OK: works as intended
Note¶
You should know enough not to need parentheses for:
if (a < 0 || a <= max) {
// ...
}
Enforcement¶
- Flag combinations of bitwise-logical operators and other operators.
- Flag assignment operators not as the leftmost operator.
- ???
ES.42: Keep use of pointers simple and straightforward¶
Reason¶
Complicated pointer manipulation is a major source of errors.
Note¶
Use gsl::span
instead.
Pointers should only refer to single objects.
Pointer arithmetic is fragile and easy to get wrong, the source of many, many bad bugs and security violations.
span
is a bounds-checked, safe type for accessing arrays of data.
Access into an array with known bounds using a constant as a subscript can be validated by the compiler.
Example, bad¶
void f(int* p, int count)
{
if (count < 2) return;
int* q = p + 1; // BAD
ptrdiff_t d;
int n;
d = (p - &n); // OK
d = (q - p); // OK
int n = *p++; // BAD
if (count < 6) return;
p[4] = 1; // BAD
p[count - 1] = 2; // BAD
use(&p[0], 3); // BAD
}
Example, good¶
void f(span<int> a) // BETTER: use span in the function declaration
{
if (a.size() < 2) return;
int n = a[0]; // OK
span<int> q = a.subspan(1); // OK
if (a.size() < 6) return;
a[4] = 1; // OK
a[a.size() - 1] = 2; // OK
use(a.data(), 3); // OK
}
Note¶
Subscripting with a variable is difficult for both tools and humans to validate as safe.
span
is a run-time bounds-checked, safe type for accessing arrays of data.
at()
is another alternative that ensures single accesses are bounds-checked.
If iterators are needed to access an array, use the iterators from a span
constructed over the array.
Example, bad¶
void f(array<int, 10> a, int pos)
{
a[pos / 2] = 1; // BAD
a[pos - 1] = 2; // BAD
a[-1] = 3; // BAD (but easily caught by tools) -- no replacement, just don't do this
a[10] = 4; // BAD (but easily caught by tools) -- no replacement, just don't do this
}
Example, good¶
Use a span
:
void f1(span<int, 10> a, int pos) // A1: Change parameter type to use span
{
a[pos / 2] = 1; // OK
a[pos - 1] = 2; // OK
}
void f2(array<int, 10> arr, int pos) // A2: Add local span and use that
{
span<int> a = {arr.data(), pos};
a[pos / 2] = 1; // OK
a[pos - 1] = 2; // OK
}
Use at()
:
void f3(array<int, 10> a, int pos) // ALTERNATIVE B: Use at() for access
{
at(a, pos / 2) = 1; // OK
at(a, pos - 1) = 2; // OK
}
Example, bad¶
void f()
{
int arr[COUNT];
for (int i = 0; i < COUNT; ++i)
arr[i] = i; // BAD, cannot use non-constant indexer
}
Example, good¶
Use a span
:
void f1()
{
int arr[COUNT];
span<int> av = arr;
for (int i = 0; i < COUNT; ++i)
av[i] = i;
}
Use a span
and range-for
:
void f1a()
{
int arr[COUNT];
span<int, COUNT> av = arr;
int i = 0;
for (auto& e : av)
e = i++;
}
Use at()
for access:
void f2()
{
int arr[COUNT];
for (int i = 0; i < COUNT; ++i)
at(arr, i) = i;
}
Use a range-for
:
void f3()
{
int arr[COUNT];
int i = 0;
for (auto& e : arr)
e = i++;
}
Note¶
Tooling can offer rewrites of array accesses that involve dynamic index expressions to use at()
instead:
static int a[10];
void f(int i, int j)
{
a[i + j] = 12; // BAD, could be rewritten as ...
at(a, i + j) = 12; // OK -- bounds-checked
}
Example¶
Turning an array into a pointer (as the language does essentially always) removes opportunities for checking, so avoid it
void g(int* p);
void f()
{
int a[5];
g(a); // BAD: are we trying to pass an array?
g(&a[0]); // OK: passing one object
}
If you want to pass an array, say so:
void g(int* p, size_t length); // old (dangerous) code
void g1(span<int> av); // BETTER: get g() changed.
void f2()
{
int a[5];
span<int> av = a;
g(av.data(), av.size()); // OK, if you have no choice
g1(a); // OK -- no decay here, instead use implicit span ctor
}
Enforcement¶
- Flag any arithmetic operation on an expression of pointer type that results in a value of pointer type.
- Flag any indexing expression on an expression or variable of array type (either static array or
std::array
) where the indexer is not a compile-time constant expression with a value between0
and the upper bound of the array. - Flag any expression that would rely on implicit conversion of an array type to a pointer type.
This rule is part of the bounds-safety profile.
ES.43: Avoid expressions with undefined order of evaluation¶
Reason¶
You have no idea what such code does. Portability. Even if it does something sensible for you, it might do something different on another compiler (e.g., the next release of your compiler) or with a different optimizer setting.
Note¶
C++17 tightens up the rules for the order of evaluation: left-to-right except right-to-left in assignments, and the order of evaluation of function arguments is unspecified.
However, remember that your code might be compiled with a pre-C++17 compiler (e.g., through cut-and-paste) so don't be too clever.
Example¶
v[i] = ++i; // the result is undefined
A good rule of thumb is that you should not read a value twice in an expression where you write to it.
Enforcement¶
Can be detected by a good analyzer.
ES.44: Don't depend on order of evaluation of function arguments¶
Reason¶
Because that order is unspecified.
Note¶
C++17 tightens up the rules for the order of evaluation, but the order of evaluation of function arguments is still unspecified.
Example¶
int i = 0;
f(++i, ++i);
Before C++17, the behavior is undefined, so the behavior could be anything (e.g., f(2, 2)
).
Since C++17, this code does not have undefined behavior, but it is still not specified which argument is evaluated first. The call will be f(1, 2)
or f(2, 1)
, but you don't know which.
Example¶
Overloaded operators can lead to order of evaluation problems:
f1()->m(f2()); // m(f1(), f2())
cout << f1() << f2(); // operator<<(operator<<(cout, f1()), f2())
In C++17, these examples work as expected (left to right) and assignments are evaluated right to left (just as ='s binding is right-to-left)
f1() = f2(); // undefined behavior in C++14; in C++17, f2() is evaluated before f1()
Enforcement¶
Can be detected by a good analyzer.
ES.45: Avoid "magic constants"; use symbolic constants¶
Reason¶
Unnamed constants embedded in expressions are easily overlooked and often hard to understand:
Example¶
for (int m = 1; m <= 12; ++m) // don't: magic constant 12
cout << month[m] << '\n';
No, we don't all know that there are 12 months, numbered 1..12, in a year. Better:
// months are indexed 1..12
constexpr int first_month = 1;
constexpr int last_month = 12;
for (int m = first_month; m <= last_month; ++m) // better
cout << month[m] << '\n';
Better still, don't expose constants:
for (auto m : month)
cout << m << '\n';
Enforcement¶
Flag literals in code. Give a pass to 0
, 1
, nullptr
, \n
, ""
, and others on a positive list.
ES.46: Avoid lossy (narrowing, truncating) arithmetic conversions¶
Reason¶
A narrowing conversion destroys information, often unexpectedly so.
Example, bad¶
A key example is basic narrowing:
double d = 7.9;
int i = d; // bad: narrowing: i becomes 7
i = (int) d; // bad: we're going to claim this is still not explicit enough
void f(int x, long y, double d)
{
char c1 = x; // bad: narrowing
char c2 = y; // bad: narrowing
char c3 = d; // bad: narrowing
}
Note¶
The guidelines support library offers a narrow_cast
operation for specifying that narrowing is acceptable and a narrow
("narrow if") that throws an exception if a narrowing would throw away legal values:
i = gsl::narrow_cast<int>(d); // OK (you asked for it): narrowing: i becomes 7
i = gsl::narrow<int>(d); // OK: throws narrowing_error
We also include lossy arithmetic casts, such as from a negative floating point type to an unsigned integral type:
double d = -7.9;
unsigned u = 0;
u = d; // bad: narrowing
u = gsl::narrow_cast<unsigned>(d); // OK (you asked for it): u becomes 4294967289
u = gsl::narrow<unsigned>(d); // OK: throws narrowing_error
Note¶
This rule does not apply to contextual conversions to bool:
if (ptr) do_something(*ptr); // OK: ptr is used as a condition
bool b = ptr; // bad: narrowing
Enforcement¶
A good analyzer can detect all narrowing conversions. However, flagging all narrowing conversions will lead to a lot of false positives. Suggestions:
- Flag all floating-point to integer conversions (maybe only
float
->char
anddouble
->int
. Here be dragons! we need data). - Flag all
long
->char
(I suspectint
->char
is very common. Here be dragons! we need data). - Consider narrowing conversions for function arguments especially suspect.
ES.47: Use nullptr
rather than 0
or NULL
¶
Reason¶
Readability. Minimize surprises: nullptr
cannot be confused with an
int
. nullptr
also has a well-specified (very restrictive) type, and thus
works in more scenarios where type deduction might do the wrong thing on NULL
or 0
.
Example¶
Consider:
void f(int);
void f(char*);
f(0); // call f(int)
f(nullptr); // call f(char*)
Enforcement¶
Flag uses of 0
and NULL
for pointers. The transformation might be helped by simple program transformation.
ES.48: Avoid casts¶
Reason¶
Casts are a well-known source of errors and make some optimizations unreliable.
Example, bad¶
double d = 2;
auto p = (long*)&d;
auto q = (long long*)&d;
cout << d << ' ' << *p << ' ' << *q << '\n';
What would you think this fragment prints? The result is at best implementation defined. I got
2 0 4611686018427387904
Adding
*q = 666;
cout << d << ' ' << *p << ' ' << *q << '\n';
I got
3.29048e-321 666 666
Surprised? I'm just glad I didn't crash the program.
Note¶
Programmers who write casts typically assume that they know what they are doing, or that writing a cast makes the program "easier to read". In fact, they often disable the general rules for using values. Overload resolution and template instantiation usually pick the right function if there is a right function to pick. If there is not, maybe there ought to be, rather than applying a local fix (cast).
Notes¶
Casts are necessary in a systems programming language. For example, how else would we get the address of a device register into a pointer? However, casts are seriously overused as well as a major source of errors.
If you feel the need for a lot of casts, there might be a fundamental design problem.
The type profile bans reinterpret_cast
and C-style casts.
Never cast to (void)
to ignore a [[nodiscard]]
return value.
If you deliberately want to discard such a result, first think hard about whether that is really a good idea (there is usually a good reason the author of the function or of the return type used [[nodiscard]]
in the first place).
If you still think it's appropriate and your code reviewer agrees, use std::ignore =
to turn off the warning which is simple, portable, and easy to grep.
Alternatives¶
Casts are widely (mis)used. Modern C++ has rules and constructs that eliminate the need for casts in many contexts, such as
- Use templates
- Use
std::variant
- Rely on the well-defined, safe, implicit conversions between pointer types
- Use
std::ignore =
to ignore[[nodiscard]]
values.
Enforcement¶
- Flag all C-style casts, including to
void
. - Flag functional style casts using
Type(value)
. UseType{value}
instead which is not narrowing. (See ES.64.) - Flag identity casts between pointer types, where the source and target types are the same (#Pro-type-identitycast).
- Flag an explicit pointer cast that could be implicit.
ES.49: If you must use a cast, use a named cast¶
Reason¶
Readability. Error avoidance. Named casts are more specific than a C-style or functional cast, allowing the compiler to catch some errors.
The named casts are:
static_cast
const_cast
reinterpret_cast
dynamic_cast
std::move
//move(x)
is an rvalue reference tox
std::forward
//forward<T>(x)
is an rvalue or an lvalue reference tox
depending onT
gsl::narrow_cast
//narrow_cast<T>(x)
isstatic_cast<T>(x)
gsl::narrow
//narrow<T>(x)
isstatic_cast<T>(x)
ifstatic_cast<T>(x) == x
or it throwsnarrowing_error
Example¶
class B { /* ... */ };
class D { /* ... */ };
template<typename D> D* upcast(B* pb)
{
D* pd0 = pb; // error: no implicit conversion from B* to D*
D* pd1 = (D*)pb; // legal, but what is done?
D* pd2 = static_cast<D*>(pb); // error: D is not derived from B
D* pd3 = reinterpret_cast<D*>(pb); // OK: on your head be it!
D* pd4 = dynamic_cast<D*>(pb); // OK: return nullptr
// ...
}
The example was synthesized from real-world bugs where D
used to be derived from B
, but someone refactored the hierarchy.
The C-style cast is dangerous because it can do any kind of conversion, depriving us of any protection from mistakes (now or in the future).
Note¶
When converting between types with no information loss (e.g. from float
to
double
or from int32
to int64
), brace initialization might be used instead.
double d {some_float};
int64_t i {some_int32};
This makes it clear that the type conversion was intended and also prevents
conversions between types that might result in loss of precision. (It is a
compilation error to try to initialize a float
from a double
in this fashion,
for example.)
Note¶
reinterpret_cast
can be essential, but the essential uses (e.g., turning a machine address into pointer) are not type safe:
auto p = reinterpret_cast<Device_register>(0x800); // inherently dangerous
Enforcement¶
- Flag all C-style casts, including to
void
. - Flag functional style casts using
Type(value)
. UseType{value}
instead which is not narrowing. (See ES.64.) - The type profile bans
reinterpret_cast
. - The type profile warns when using
static_cast
between arithmetic types.
ES.50: Don't cast away const
¶
Reason¶
It makes a lie out of const
.
If the variable is actually declared const
, modifying it results in undefined behavior.
Example, bad¶
void f(const int& x)
{
const_cast<int&>(x) = 42; // BAD
}
static int i = 0;
static const int j = 0;
f(i); // silent side effect
f(j); // undefined behavior
Example¶
Sometimes, you might be tempted to resort to const_cast
to avoid code duplication, such as when two accessor functions that differ only in const
-ness have similar implementations. For example:
class Bar;
class Foo {
public:
// BAD, duplicates logic
Bar& get_bar()
{
/* complex logic around getting a non-const reference to my_bar */
}
const Bar& get_bar() const
{
/* same complex logic around getting a const reference to my_bar */
}
private:
Bar my_bar;
};
Instead, prefer to share implementations. Normally, you can just have the non-const
function call the const
function. However, when there is complex logic this can lead to the following pattern that still resorts to a const_cast
:
class Foo {
public:
// not great, non-const calls const version but resorts to const_cast
Bar& get_bar()
{
return const_cast<Bar&>(static_cast<const Foo&>(*this).get_bar());
}
const Bar& get_bar() const
{
/* the complex logic around getting a const reference to my_bar */
}
private:
Bar my_bar;
};
Although this pattern is safe when applied correctly, because the caller must have had a non-const
object to begin with, it's not ideal because the safety is hard to enforce automatically as a checker rule.
Instead, prefer to put the common code in a common helper function -- and make it a template so that it deduces const
. This doesn't use any const_cast
at all:
class Foo {
public: // good
Bar& get_bar() { return get_bar_impl(*this); }
const Bar& get_bar() const { return get_bar_impl(*this); }
private:
Bar my_bar;
template<class T> // good, deduces whether T is const or non-const
static auto& get_bar_impl(T& t)
{ /* the complex logic around getting a possibly-const reference to my_bar */ }
};
Note: Don't do large non-dependent work inside a template, which leads to code bloat. For example, a further improvement would be if all or part of get_bar_impl
can be non-dependent and factored out into a common non-template function, for a potentially big reduction in code size.
Exception¶
You might need to cast away const
when calling const
-incorrect functions.
Prefer to wrap such functions in inline const
-correct wrappers to encapsulate the cast in one place.
Example¶
Sometimes, "cast away const
" is to allow the updating of some transient information of an otherwise immutable object.
Examples are caching, memoization, and precomputation.
Such examples are often handled as well or better using mutable
or an indirection than with a const_cast
.
Consider keeping previously computed results around for a costly operation:
int compute(int x); // compute a value for x; assume this to be costly
class Cache { // some type implementing a cache for an int->int operation
public:
pair<bool, int> find(int x) const; // is there a value for x?
void set(int x, int v); // make y the value for x
// ...
private:
// ...
};
class X {
public:
int get_val(int x)
{
auto p = cache.find(x);
if (p.first) return p.second;
int val = compute(x);
cache.set(x, val); // insert value for x
return val;
}
// ...
private:
Cache cache;
};
Here, get_val()
is logically constant, so we would like to make it a const
member.
To do this we still need to mutate cache
, so people sometimes resort to a const_cast
:
class X { // Suspicious solution based on casting
public:
int get_val(int x) const
{
auto p = cache.find(x);
if (p.first) return p.second;
int val = compute(x);
const_cast<Cache&>(cache).set(x, val); // ugly
return val;
}
// ...
private:
Cache cache;
};
Fortunately, there is a better solution:
State that cache
is mutable even for a const
object:
class X { // better solution
public:
int get_val(int x) const
{
auto p = cache.find(x);
if (p.first) return p.second;
int val = compute(x);
cache.set(x, val);
return val;
}
// ...
private:
mutable Cache cache;
};
An alternative solution would be to store a pointer to the cache
:
class X { // OK, but slightly messier solution
public:
int get_val(int x) const
{
auto p = cache->find(x);
if (p.first) return p.second;
int val = compute(x);
cache->set(x, val);
return val;
}
// ...
private:
unique_ptr<Cache> cache;
};
That solution is the most flexible, but requires explicit construction and destruction of *cache
(most likely in the constructor and destructor of X
).
In any variant, we must guard against data races on the cache
in multi-threaded code, possibly using a std::mutex
.
Enforcement¶
- Flag
const_cast
s. - This rule is part of the type-safety profile for the related Profile.
ES.55: Avoid the need for range checking¶
Reason¶
Constructs that cannot overflow do not overflow (and usually run faster):
Example¶
for (auto& x : v) // print all elements of v
cout << x << '\n';
auto p = find(v, x); // find x in v
Enforcement¶
Look for explicit range checks and heuristically suggest alternatives.
ES.56: Write std::move()
only when you need to explicitly move an object to another scope¶
Reason¶
We move, rather than copy, to avoid duplication and for improved performance.
A move typically leaves behind an empty object (C.64), which can be surprising or even dangerous, so we try to avoid moving from lvalues (they might be accessed later).
Notes¶
Moving is done implicitly when the source is an rvalue (e.g., value in a return
treatment or a function result), so don't pointlessly complicate code in those cases by writing move
explicitly. Instead, write short functions that return values, and both the function's return and the caller's accepting of the return will be optimized naturally.
In general, following the guidelines in this document (including not making variables' scopes needlessly large, writing short functions that return values, returning local variables) help eliminate most need for explicit std::move
.
Explicit move
is needed to explicitly move an object to another scope, notably to pass it to a "sink" function and in the implementations of the move operations themselves (move constructor, move assignment operator) and swap operations.
Example, bad¶
void sink(X&& x); // sink takes ownership of x
void user()
{
X x;
// error: cannot bind an lvalue to a rvalue reference
sink(x);
// OK: sink takes the contents of x, x must now be assumed to be empty
sink(std::move(x));
// ...
// probably a mistake
use(x);
}
Usually, a std::move()
is used as an argument to a &&
parameter.
And after you do that, assume the object has been moved from (see C.64) and don't read its state again until you first set it to a new value.
void f()
{
string s1 = "supercalifragilisticexpialidocious";
string s2 = s1; // ok, takes a copy
assert(s1 == "supercalifragilisticexpialidocious"); // ok
// bad, if you want to keep using s1's value
string s3 = move(s1);
// bad, assert will likely fail, s1 likely changed
assert(s1 == "supercalifragilisticexpialidocious");
}
Example¶
void sink(unique_ptr<widget> p); // pass ownership of p to sink()
void f()
{
auto w = make_unique<widget>();
// ...
sink(std::move(w)); // ok, give to sink()
// ...
sink(w); // Error: unique_ptr is carefully designed so that you cannot copy it
}
Notes¶
std::move()
is a cast to &&
in disguise; it doesn't itself move anything, but marks a named object as a candidate that can be moved from.
The language already knows the common cases where objects can be moved from, especially when returning values from functions, so don't complicate code with redundant std::move()
's.
Never write std::move()
just because you've heard "it's more efficient."
In general, don't believe claims of "efficiency" without data (???).
In general, don't complicate your code without reason (??).
Never write std::move()
on a const object, it is silently transformed into a copy (see Item 23 in Meyers15)
Example, bad¶
vector<int> make_vector()
{
vector<int> result;
// ... load result with data
return std::move(result); // bad; just write "return result;"
}
Never write return move(local_variable);
, because the language already knows the variable is a move candidate.
Writing move
in this code won't help, and can actually be detrimental because on some compilers it interferes with RVO (the return value optimization) by creating an additional reference alias to the local variable.
Example, bad¶
vector<int> v = std::move(make_vector()); // bad; the std::move is entirely redundant
Never write move
on a returned value such as x = move(f());
where f
returns by value.
The language already knows that a returned value is a temporary object that can be moved from.
Example¶
void mover(X&& x)
{
call_something(std::move(x)); // ok
call_something(std::forward<X>(x)); // bad, don't std::forward an rvalue reference
call_something(x); // suspicious, why not std::move?
}
template<class T>
void forwarder(T&& t)
{
call_something(std::move(t)); // bad, don't std::move a forwarding reference
call_something(std::forward<T>(t)); // ok
call_something(t); // suspicious, why not std::forward?
}
Enforcement¶
- Flag use of
std::move(x)
wherex
is an rvalue or the language will already treat it as an rvalue, includingreturn std::move(local_variable);
andstd::move(f())
on a function that returns by value. - Flag functions taking an
S&&
parameter if there is noconst S&
overload to take care of lvalues. - Flag a
std::move
d argument passed to a parameter, except when the parameter type is anX&&
rvalue reference or the type is move-only and the parameter is passed by value. - Flag when
std::move
is applied to a forwarding reference (T&&
whereT
is a template parameter type). Usestd::forward
instead. - Flag when
std::move
is applied to other than an rvalue reference to non-const. (More general case of the previous rule to cover the non-forwarding cases.) - Flag when
std::forward
is applied to an rvalue reference (X&&
whereX
is a non-template parameter type). Usestd::move
instead. - Flag when
std::forward
is applied to other than a forwarding reference. (More general case of the previous rule to cover the non-moving cases.) - Flag when an object is potentially moved from and the next operation is a
const
operation; there should first be an intervening non-const
operation, ideally assignment, to first reset the object's value.
ES.60: Avoid new
and delete
outside resource management functions¶
Reason¶
Direct resource management in application code is error-prone and tedious.
Note¶
This is also known as the rule of "No naked new
!"
Example, bad¶
void f(int n)
{
auto p = new X[n]; // n default constructed Xs
// ...
delete[] p;
}
There can be code in the ...
part that causes the delete
never to happen.
See also: R: Resource management
Enforcement¶
Flag naked new
s and naked delete
s.
ES.61: Delete arrays using delete[]
and non-arrays using delete
¶
Reason¶
That's what the language requires, and mismatches can lead to resource release errors and/or memory corruption.
Example, bad¶
void f(int n)
{
auto p = new X[n]; // n default constructed Xs
// ...
delete p; // error: just delete the object p, rather than delete the array p[]
}
Note¶
This example not only violates the no naked new
rule as in the previous example, it has many more problems.
Enforcement¶
- Flag mismatched
new
anddelete
if they are in the same scope. - Flag mismatched
new
anddelete
if they are in a constructor/destructor pair.
ES.62: Don't compare pointers into different arrays¶
Reason¶
The result of doing so is undefined.
Example, bad¶
void f()
{
int a1[7];
int a2[9];
if (&a1[5] < &a2[7]) {} // bad: undefined
if (0 < &a1[5] - &a2[7]) {} // bad: undefined
}
Note¶
This example has many more problems.
Enforcement¶
???
ES.63: Don't slice¶
Reason¶
Slicing -- that is, copying only part of an object using assignment or initialization -- most often leads to errors because the object was meant to be considered as a whole. In the rare cases where the slicing was deliberate the code can be surprising.
Example¶
class Shape { /* ... */ };
class Circle : public Shape { /* ... */ Point c; int r; };
Circle c { {0, 0}, 42 };
Shape s {c}; // copy construct only the Shape part of Circle
s = c; // or copy assign only the Shape part of Circle
void assign(const Shape& src, Shape& dest)
{
dest = src;
}
Circle c2 { {1, 1}, 43 };
assign(c, c2); // oops, not the whole state is transferred
assert(c == c2); // if we supply copying, we should also provide comparison,
// but this will likely return false
The result will be meaningless because the center and radius will not be copied from c
into s
.
The first defense against this is to define the base class Shape
not to allow this.
Alternative¶
If you mean to slice, define an explicit operation to do so. This saves readers from confusion. For example:
class Smiley : public Circle {
public:
Circle copy_circle();
// ...
};
Smiley sm { /* ... */ };
Circle c1 {sm}; // ideally prevented by the definition of Circle
Circle c2 {sm.copy_circle()};
Enforcement¶
Warn against slicing.
ES.64: Use the T{e}
notation for construction¶
Reason¶
The T{e}
construction syntax makes it explicit that construction is desired.
The T{e}
construction syntax doesn't allow narrowing.
T{e}
is the only safe and general expression for constructing a value of type T
from an expression e
.
The casts notations T(e)
and (T)e
are neither safe nor general.
Example¶
For built-in types, the construction notation protects against narrowing and reinterpretation
void use(char ch, int i, double d, char* p, long long lng)
{
int x1 = int{ch}; // OK, but redundant
int x2 = int{d}; // error: double->int narrowing; use a cast if you need to
int x3 = int{p}; // error: pointer to->int; use a reinterpret_cast if you really need to
int x4 = int{lng}; // error: long long->int narrowing; use a cast if you need to
int y1 = int(ch); // OK, but redundant
int y2 = int(d); // bad: double->int narrowing; use a cast if you need to
int y3 = int(p); // bad: pointer to->int; use a reinterpret_cast if you really need to
int y4 = int(lng); // bad: long long->int narrowing; use a cast if you need to
int z1 = (int)ch; // OK, but redundant
int z2 = (int)d; // bad: double->int narrowing; use a cast if you need to
int z3 = (int)p; // bad: pointer to->int; use a reinterpret_cast if you really need to
int z4 = (int)lng; // bad: long long->int narrowing; use a cast if you need to
}
The integer to/from pointer conversions are implementation defined when using the T(e)
or (T)e
notations, and non-portable
between platforms with different integer and pointer sizes.
Note¶
Avoid casts (explicit type conversion) and if you must prefer named casts.
Note¶
When unambiguous, the T
can be left out of T{e}
.
complex<double> f(complex<double>);
auto z = f({2*pi, 1});
Note¶
The construction notation is the most general initializer notation.
Exception¶
std::vector
and other containers were defined before we had {}
as a notation for construction.
Consider:
vector<string> vs {10}; // ten empty strings
vector<int> vi1 {1, 2, 3, 4, 5, 6, 7, 8, 9, 10}; // ten elements 1..10
vector<int> vi2 {10}; // one element with the value 10
How do we get a vector
of 10 default initialized int
s?
vector<int> v3(10); // ten elements with value 0
The use of ()
rather than {}
for number of elements is conventional (going back to the early 1980s), hard to change, but still
a design error: for a container where the element type can be confused with the number of elements, we have an ambiguity that
must be resolved.
The conventional resolution is to interpret {10}
as a list of one element and use (10)
to distinguish a size.
This mistake need not be repeated in new code. We can define a type to represent the number of elements:
struct Count { int n; };
template<typename T>
class Vector {
public:
Vector(Count n); // n default-initialized elements
Vector(initializer_list<T> init); // init.size() elements
// ...
};
Vector<int> v1{10};
Vector<int> v2{Count{10}};
Vector<Count> v3{Count{10}}; // yes, there is still a very minor problem
The main problem left is to find a suitable name for Count
.
Enforcement¶
Flag the C-style (T)e
and functional-style T(e)
casts.
ES.65: Don't dereference an invalid pointer¶
Reason¶
Dereferencing an invalid pointer, such as nullptr
, is undefined behavior, typically leading to immediate crashes,
wrong results, or memory corruption.
Note¶
By pointer here we mean any indirection to an object, including equivalently an iterator or view.
Note¶
This rule is an obvious and well-known language rule, but can be hard to follow. It takes good coding style, library support, and static analysis to eliminate violations without major overhead. This is a major part of the discussion of C++'s model for type- and resource-safety.
See also:
- Use RAII to avoid lifetime problems.
- Use unique_ptr to avoid lifetime problems.
- Use shared_ptr to avoid lifetime problems.
- Use references when
nullptr
isn't a possibility. - Use not_null to catch unexpected
nullptr
early. - Use the bounds profile to avoid range errors.
Example¶
void f()
{
int x = 0;
int* p = &x;
if (condition()) {
int y = 0;
p = &y;
} // invalidates p
*p = 42; // BAD, p might be invalid if the branch was taken
}
To resolve the problem, either extend the lifetime of the object the pointer is intended to refer to, or shorten the lifetime of the pointer (move the dereference to before the pointed-to object's lifetime ends).
void f1()
{
int x = 0;
int* p = &x;
int y = 0;
if (condition()) {
p = &y;
}
*p = 42; // OK, p points to x or y and both are still in scope
}
Unfortunately, most invalid pointer problems are harder to spot and harder to fix.
Example¶
void f(int* p)
{
int x = *p; // BAD: how do we know that p is valid?
}
There is a huge amount of such code.
Most works -- after lots of testing -- but in isolation it is impossible to tell whether p
could be the nullptr
.
Consequently, this is also a major source of errors.
There are many approaches to dealing with this potential problem:
void f1(int* p) // deal with nullptr
{
if (!p) {
// deal with nullptr (allocate, return, throw, make p point to something, whatever
}
int x = *p;
}
There are two potential problems with testing for nullptr
:
- it is not always obvious what to do if we find
nullptr
- the test can be redundant and/or relatively expensive
- it is not obvious if the test is to protect against a violation or part of the required logic.
void f2(int* p) // state that p is not supposed to be nullptr
{
assert(p);
int x = *p;
}
This would carry a cost only when the assertion checking was enabled and would give a compiler/analyzer useful information. This would work even better if/when C++ gets direct support for contracts:
void f3(int* p) // state that p is not supposed to be nullptr
[[expects: p]]
{
int x = *p;
}
Alternatively, we could use gsl::not_null
to ensure that p
is not the nullptr
.
void f(not_null<int*> p)
{
int x = *p;
}
These remedies take care of nullptr
only.
Remember that there are other ways of getting an invalid pointer.
Example¶
void f(int* p) // old code, doesn't use owner
{
delete p;
}
void g() // old code: uses naked new
{
auto q = new int{7};
f(q);
int x = *q; // BAD: dereferences invalid pointer
}
Example¶
void f()
{
vector<int> v(10);
int* p = &v[5];
v.push_back(99); // could reallocate v's elements
int x = *p; // BAD: dereferences potentially invalid pointer
}
Enforcement¶
This rule is part of the lifetime safety profile
- Flag a dereference of a pointer that points to an object that has gone out of scope
- Flag a dereference of a pointer that might have been invalidated by assigning a
nullptr
- Flag a dereference of a pointer that might have been invalidated by a
delete
- Flag a dereference to a pointer to a container element that might have been invalidated by dereference
ES.stmt: Statements¶
Statements control the flow of control (except for function calls and exception throws, which are expressions).
ES.70: Prefer a switch
-statement to an if
-statement when there is a choice¶
Reason¶
- Readability.
- Efficiency: A
switch
compares against constants and is usually better optimized than a series of tests in anif
-then
-else
chain. - A
switch
enables some heuristic consistency checking. For example, have all values of anenum
been covered? If not, is there adefault
?
Example¶
void use(int n)
{
switch (n) { // good
case 0:
// ...
break;
case 7:
// ...
break;
default:
// ...
break;
}
}
rather than:
void use2(int n)
{
if (n == 0) // bad: if-then-else chain comparing against a set of constants
// ...
else if (n == 7)
// ...
}
Enforcement¶
Flag if
-then
-else
chains that check against constants (only).
ES.71: Prefer a range-for
-statement to a for
-statement when there is a choice¶
Reason¶
Readability. Error prevention. Efficiency.
Example¶
for (gsl::index i = 0; i < v.size(); ++i) // bad
cout << v[i] << '\n';
for (auto p = v.begin(); p != v.end(); ++p) // bad
cout << *p << '\n';
for (auto& x : v) // OK
cout << x << '\n';
for (gsl::index i = 1; i < v.size(); ++i) // touches two elements: can't be a range-for
cout << v[i] + v[i - 1] << '\n';
for (gsl::index i = 0; i < v.size(); ++i) // possible side effect: can't be a range-for
cout << f(v, &v[i]) << '\n';
for (gsl::index i = 0; i < v.size(); ++i) { // body messes with loop variable: can't be a range-for
if (i % 2 != 0)
cout << v[i] << '\n'; // output odd elements
}
A human or a good static analyzer might determine that there really isn't a side effect on v
in f(v, &v[i])
so that the loop can be rewritten.
"Messing with the loop variable" in the body of a loop is typically best avoided.
Note¶
Don't use expensive copies of the loop variable of a range-for
loop:
for (string s : vs) // ...
This will copy each element of vs
into s
. Better:
for (string& s : vs) // ...
Better still, if the loop variable isn't modified or copied:
for (const string& s : vs) // ...
Enforcement¶
Look at loops, if a traditional loop just looks at each element of a sequence, and there are no side effects on what it does with the elements, rewrite the loop to a ranged-for
loop.
ES.72: Prefer a for
-statement to a while
-statement when there is an obvious loop variable¶
Reason¶
Readability: the complete logic of the loop is visible "up front". The scope of the loop variable can be limited.
Example¶
for (gsl::index i = 0; i < vec.size(); i++) {
// do work
}
Example, bad¶
int i = 0;
while (i < vec.size()) {
// do work
i++;
}
Enforcement¶
???
ES.73: Prefer a while
-statement to a for
-statement when there is no obvious loop variable¶
Reason¶
Readability.
Example¶
int events = 0;
for (; wait_for_event(); ++events) { // bad, confusing
// ...
}
The "event loop" is misleading because the events
counter has nothing to do with the loop condition (wait_for_event()
).
Better
int events = 0;
while (wait_for_event()) { // better
++events;
// ...
}
Enforcement¶
Flag actions in for
-initializers and for
-increments that do not relate to the for
-condition.
ES.74: Prefer to declare a loop variable in the initializer part of a for
-statement¶
See ES.6
ES.75: Avoid do
-statements¶
Reason¶
Readability, avoidance of errors. The termination condition is at the end (where it can be overlooked) and the condition is not checked the first time through.
Example¶
int x;
do {
cin >> x;
// ...
} while (x < 0);
Note¶
Yes, there are genuine examples where a do
-statement is a clear statement of a solution, but also many bugs.
Enforcement¶
Flag do
-statements.
ES.76: Avoid goto
¶
Reason¶
Readability, avoidance of errors. There are better control structures for humans; goto
is for machine generated code.
Exception¶
Breaking out of a nested loop. In that case, always jump forwards.
for (int i = 0; i < imax; ++i)
for (int j = 0; j < jmax; ++j) {
if (a[i][j] > elem_max) goto finished;
// ...
}
finished:
// ...
Example, bad¶
There is a fair amount of use of the C goto-exit idiom:
void f()
{
// ...
goto exit;
// ...
goto exit;
// ...
exit:
// ... common cleanup code ...
}
This is an ad-hoc simulation of destructors.
Declare your resources with handles with destructors that clean up.
If for some reason you cannot handle all cleanup with destructors for the variables used,
consider gsl::finally()
as a cleaner and more reliable alternative to goto exit
Enforcement¶
- Flag
goto
. Better still flag allgoto
s that do not jump from a nested loop to the statement immediately after a nest of loops.
ES.77: Minimize the use of break
and continue
in loops¶
Reason¶
In a non-trivial loop body, it is easy to overlook a break
or a continue
.
A break
in a loop has a dramatically different meaning than a break
in a switch
-statement
(and you can have switch
-statement in a loop and a loop in a switch
-case).
Example¶
switch(x) {
case 1 :
while (/* some condition */) {
// ...
break;
} // Oops! break switch or break while intended?
case 2 :
// ...
break;
}
Alternative¶
Often, a loop that requires a break
is a good candidate for a function (algorithm), in which case the break
becomes a return
.
//Original code: break inside loop
void use1()
{
std::vector<T> vec = {/* initialized with some values */};
T value;
for (const T item : vec) {
if (/* some condition*/) {
value = item;
break;
}
}
/* then do something with value */
}
//BETTER: create a function and return inside loop
T search(const std::vector<T> &vec)
{
for (const T &item : vec) {
if (/* some condition*/) return item;
}
return T(); //default value
}
void use2()
{
std::vector<T> vec = {/* initialized with some values */};
T value = search(vec);
/* then do something with value */
}
Often, a loop that uses continue
can equivalently and as clearly be expressed by an if
-statement.
for (int item : vec) { // BAD
if (item%2 == 0) continue;
if (item == 5) continue;
if (item > 10) continue;
/* do something with item */
}
for (int item : vec) { // GOOD
if (item%2 != 0 && item != 5 && item <= 10) {
/* do something with item */
}
}
Note¶
If you really need to break out a loop, a break
is typically better than alternatives such as modifying the loop variable or a goto
:
Enforcement¶
???
ES.78: Don't rely on implicit fallthrough in switch
statements¶
Reason¶
Always end a non-empty case
with a break
. Accidentally leaving out a break
is a fairly common bug.
A deliberate fallthrough can be a maintenance hazard and should be rare and explicit.
Example¶
switch (eventType) {
case Information:
update_status_bar();
break;
case Warning:
write_event_log();
// Bad - implicit fallthrough
case Error:
display_error_window();
break;
}
Multiple case labels of a single statement is OK:
switch (x) {
case 'a':
case 'b':
case 'f':
do_something(x);
break;
}
Return statements in a case label are also OK:
switch (x) {
case 'a':
return 1;
case 'b':
return 2;
case 'c':
return 3;
}
Exceptions¶
In rare cases if fallthrough is deemed appropriate, be explicit and use the [[fallthrough]]
annotation:
switch (eventType) {
case Information:
update_status_bar();
break;
case Warning:
write_event_log();
[[fallthrough]];
case Error:
display_error_window();
break;
}
Note¶
Enforcement¶
Flag all implicit fallthroughs from non-empty case
s.
ES.79: Use default
to handle common cases (only)¶
Reason¶
Code clarity. Improved opportunities for error detection.
Example¶
enum E { a, b, c, d };
void f1(E x)
{
switch (x) {
case a:
do_something();
break;
case b:
do_something_else();
break;
default:
take_the_default_action();
break;
}
}
Here it is clear that there is a default action and that cases a
and b
are special.
Example¶
But what if there is no default action and you mean to handle only specific cases? In that case, have an empty default or else it is impossible to know if you meant to handle all cases:
void f2(E x)
{
switch (x) {
case a:
do_something();
break;
case b:
do_something_else();
break;
default:
// do nothing for the rest of the cases
break;
}
}
If you leave out the default
, a maintainer and/or a compiler might reasonably assume that you intended to handle all cases:
void f2(E x)
{
switch (x) {
case a:
do_something();
break;
case b:
case c:
do_something_else();
break;
}
}
Did you forget case d
or deliberately leave it out?
Forgetting a case typically happens when a case is added to an enumeration and the person doing so fails to add it to every
switch over the enumerators.
Enforcement¶
Flag switch
-statements over an enumeration that don't handle all enumerators and do not have a default
.
This might yield too many false positives in some code bases; if so, flag only switch
es that handle most but not all cases
(that was the strategy of the very first C++ compiler).
ES.84: Don't try to declare a local variable with no name¶
Reason¶
There is no such thing. What looks to a human like a variable without a name is to the compiler a statement consisting of a temporary that immediately goes out of scope.
Example, bad¶
void f()
{
lock_guard<mutex>{mx}; // Bad
// ...
}
This declares an unnamed lock_guard
object that immediately goes out of scope at the point of the semicolon.
This is not an uncommon mistake.
In particular, this particular example can lead to hard-to find race conditions.
Note¶
Unnamed function arguments are fine.
Enforcement¶
Flag statements that are just a temporary.
ES.85: Make empty statements visible¶
Reason¶
Readability.
Example¶
for (i = 0; i < max; ++i); // BAD: the empty statement is easily overlooked
v[i] = f(v[i]);
for (auto x : v) { // better
// nothing
}
v[i] = f(v[i]);
Enforcement¶
Flag empty statements that are not blocks and don't contain comments.
ES.86: Avoid modifying loop control variables inside the body of raw for-loops¶
Reason¶
The loop control up front should enable correct reasoning about what is happening inside the loop. Modifying loop counters in both the iteration-expression and inside the body of the loop is a perennial source of surprises and bugs.
Example¶
for (int i = 0; i < 10; ++i) {
// no updates to i -- ok
}
for (int i = 0; i < 10; ++i) {
//
if (/* something */) ++i; // BAD
//
}
bool skip = false;
for (int i = 0; i < 10; ++i) {
if (skip) { skip = false; continue; }
//
if (/* something */) skip = true; // Better: using two variables for two concepts.
//
}
Enforcement¶
Flag variables that are potentially updated (have a non-const
use) in both the loop control iteration-expression and the loop body.
ES.87: Don't add redundant ==
or !=
to conditions¶
Reason¶
Doing so avoids verbosity and eliminates some opportunities for mistakes. Helps make style consistent and conventional.
Example¶
By definition, a condition in an if
-statement, while
-statement, or a for
-statement selects between true
and false
.
A numeric value is compared to 0
and a pointer value to nullptr
.
// These all mean "if p is not nullptr"
if (p) { ... } // good
if (p != 0) { ... } // redundant !=0, bad: don't use 0 for pointers
if (p != nullptr) { ... } // redundant !=nullptr, not recommended
Often, if (p)
is read as "if p
is valid" which is a direct expression of the programmers intent,
whereas if (p != nullptr)
would be a long-winded workaround.
Example¶
This rule is especially useful when a declaration is used as a condition
if (auto pc = dynamic_cast<Circle*>(ps)) { ... } // execute if ps points to a kind of Circle, good
if (auto pc = dynamic_cast<Circle*>(ps); pc != nullptr) { ... } // not recommended
Example¶
Note that implicit conversions to bool are applied in conditions. For example:
for (string s; cin >> s; ) v.push_back(s);
This invokes istream
's operator bool()
.
Note¶
Explicit comparison of an integer to 0
is in general not redundant.
The reason is that (as opposed to pointers and Booleans) an integer often has more than two reasonable values.
Furthermore 0
(zero) is often used to indicate success.
Consequently, it is best to be specific about the comparison.
void f(int i)
{
if (i) // suspect
// ...
if (i == success) // possibly better
// ...
}
Always remember that an integer can have more than two values.
Example, bad¶
It has been noted that
if(strcmp(p1, p2)) { ... } // are the two C-style strings equal? (mistake!)
is a common beginners error.
If you use C-style strings, you must know the <cstring>
functions well.
Being verbose and writing
if(strcmp(p1, p2) != 0) { ... } // are the two C-style strings equal? (mistake!)
would not in itself save you.
Note¶
The opposite condition is most easily expressed using a negation:
// These all mean "if p is nullptr"
if (!p) { ... } // good
if (p == 0) { ... } // redundant == 0, bad: don't use 0 for pointers
if (p == nullptr) { ... } // redundant == nullptr, not recommended
Enforcement¶
Easy, just check for redundant use of !=
and ==
in conditions.
Arithmetic¶
ES.100: Don't mix signed and unsigned arithmetic¶
Reason¶
Avoid wrong results.
Example¶
int x = -3;
unsigned int y = 7;
cout << x - y << '\n'; // unsigned result, possibly 4294967286
cout << x + y << '\n'; // unsigned result: 4
cout << x * y << '\n'; // unsigned result, possibly 4294967275
It is harder to spot the problem in more realistic examples.
Note¶
Unfortunately, C++ uses signed integers for array subscripts and the standard library uses unsigned integers for container subscripts.
This precludes consistency. Use gsl::index
for subscripts; see ES.107.
Enforcement¶
- Compilers already know and sometimes warn.
- (To avoid noise) Do not flag on a mixed signed/unsigned comparison where one of the arguments is
sizeof
or a call to container.size()
and the other isptrdiff_t
.
ES.101: Use unsigned types for bit manipulation¶
Reason¶
Unsigned types support bit manipulation without surprises from sign bits.
Example¶
unsigned char x = 0b1010'1010;
unsigned char y = ~x; // y == 0b0101'0101;
Note¶
Unsigned types can also be useful for modular arithmetic. However, if you want modular arithmetic add comments as necessary noting the reliance on wraparound behavior, as such code can be surprising for many programmers.
Enforcement¶
- Just about impossible in general because of the use of unsigned subscripts in the standard library
- ???
ES.102: Use signed types for arithmetic¶
Reason¶
Because most arithmetic is assumed to be signed;
x - y
yields a negative number when y > x
except in the rare cases where you really want modular arithmetic.
Example¶
Unsigned arithmetic can yield surprising results if you are not expecting it. This is even more true for mixed signed and unsigned arithmetic.
template<typename T, typename T2>
T subtract(T x, T2 y)
{
return x - y;
}
void test()
{
int s = 5;
unsigned int us = 5;
cout << subtract(s, 7) << '\n'; // -2
cout << subtract(us, 7u) << '\n'; // 4294967294
cout << subtract(s, 7u) << '\n'; // -2
cout << subtract(us, 7) << '\n'; // 4294967294
cout << subtract(s, us + 2) << '\n'; // -2
cout << subtract(us, s + 2) << '\n'; // 4294967294
}
Here we have been very explicit about what's happening,
but if you had seen us - (s + 2)
or s += 2; ...; us - s
, would you reliably have suspected that the result would print as 4294967294
?
Exception¶
Use unsigned types if you really want modular arithmetic - add comments as necessary noting the reliance on overflow behavior, as such code is going to be surprising for many programmers.
Example¶
The standard library uses unsigned types for subscripts. The built-in array uses signed types for subscripts. This makes surprises (and bugs) inevitable.
int a[10];
for (int i = 0; i < 10; ++i) a[i] = i;
vector<int> v(10);
// compares signed to unsigned; some compilers warn, but we should not
for (gsl::index i = 0; i < v.size(); ++i) v[i] = i;
int a2[-2]; // error: negative size
// OK, but the number of ints (4294967294) is so large that we should get an exception
vector<int> v2(-2);
Use gsl::index
for subscripts; see ES.107.
Enforcement¶
- Flag mixed signed and unsigned arithmetic
- Flag results of unsigned arithmetic assigned to or printed as signed.
- Flag negative literals (e.g.
-2
) used as container subscripts. - (To avoid noise) Do not flag on a mixed signed/unsigned comparison where one of the arguments is
sizeof
or a call to container.size()
and the other isptrdiff_t
.
ES.103: Don't overflow¶
Reason¶
Overflow usually makes your numeric algorithm meaningless. Incrementing a value beyond a maximum value can lead to memory corruption and undefined behavior.
Example, bad¶
int a[10];
a[10] = 7; // bad, array bounds overflow
for (int n = 0; n <= 10; ++n)
a[n] = 9; // bad, array bounds overflow
Example, bad¶
int n = numeric_limits<int>::max();
int m = n + 1; // bad, numeric overflow
Example, bad¶
int area(int h, int w) { return h * w; }
auto a = area(10'000'000, 100'000'000); // bad, numeric overflow
Exception¶
Use unsigned types if you really want modular arithmetic.
Alternative: For critical applications that can afford some overhead, use a range-checked integer and/or floating-point type.
Enforcement¶
???
ES.104: Don't underflow¶
Reason¶
Decrementing a value beyond a minimum value can lead to memory corruption and undefined behavior.
Example, bad¶
int a[10];
a[-2] = 7; // bad
int n = 101;
while (n--)
a[n - 1] = 9; // bad (twice)
Exception¶
Use unsigned types if you really want modular arithmetic.
Enforcement¶
???
ES.105: Don't divide by integer zero¶
Reason¶
The result is undefined and probably a crash.
Note¶
This also applies to %
.
Example, bad¶
int divide(int a, int b)
{
// BAD, should be checked (e.g., in a precondition)
return a / b;
}
Example, good¶
int divide(int a, int b)
{
// good, address via precondition (and replace with contracts once C++ gets them)
Expects(b != 0);
return a / b;
}
double divide(double a, double b)
{
// good, address via using double instead
return a / b;
}
Alternative: For critical applications that can afford some overhead, use a range-checked integer and/or floating-point type.
Enforcement¶
- Flag division by an integral value that could be zero
ES.106: Don't try to avoid negative values by using unsigned
¶
Reason¶
Choosing unsigned
implies many changes to the usual behavior of integers, including modular arithmetic,
can suppress warnings related to overflow,
and opens the door for errors related to signed/unsigned mixes.
Using unsigned
doesn't actually eliminate the possibility of negative values.
Example¶
unsigned int u1 = -2; // Valid: the value of u1 is 4294967294
int i1 = -2;
unsigned int u2 = i1; // Valid: the value of u2 is 4294967294
int i2 = u2; // Valid: the value of i2 is -2
These problems with such (perfectly legal) constructs are hard to spot in real code and are the source of many real-world errors. Consider:
unsigned area(unsigned height, unsigned width) { return height*width; } // [see also](#Ri-expects)
// ...
int height;
cin >> height;
auto a = area(height, 2); // if the input is -2 a becomes 4294967292
Remember that -1
when assigned to an unsigned int
becomes the largest unsigned int
.
Also, since unsigned arithmetic is modular arithmetic the multiplication didn't overflow, it wrapped around.
Example¶
unsigned max = 100000; // "accidental typo", I mean to say 10'000
unsigned short x = 100;
while (x < max) x += 100; // infinite loop
Had x
been a signed short
, we could have warned about the undefined behavior upon overflow.
Alternatives¶
- use signed integers and check for
x >= 0
- use a positive integer type
- use an integer subrange type
Assert(-1 < x)
For example
struct Positive {
int val;
Positive(int x) :val{x} { Assert(0 < x); }
operator int() { return val; }
};
int f(Positive arg) { return arg; }
int r1 = f(2);
int r2 = f(-2); // throws
Note¶
???
Enforcement¶
See ES.100 Enforcements.
ES.107: Don't use unsigned
for subscripts, prefer gsl::index
¶
Reason¶
To avoid signed/unsigned confusion.
To enable better optimization.
To enable better error detection.
To avoid the pitfalls with auto
and int
.
Example, bad¶
vector<int> vec = /*...*/;
for (int i = 0; i < vec.size(); i += 2) // might not be big enough
cout << vec[i] << '\n';
for (unsigned i = 0; i < vec.size(); i += 2) // risk wraparound
cout << vec[i] << '\n';
for (auto i = 0; i < vec.size(); i += 2) // might not be big enough
cout << vec[i] << '\n';
for (vector<int>::size_type i = 0; i < vec.size(); i += 2) // verbose
cout << vec[i] << '\n';
for (auto i = vec.size()-1; i >= 0; i -= 2) // bug
cout << vec[i] << '\n';
for (int i = vec.size()-1; i >= 0; i -= 2) // might not be big enough
cout << vec[i] << '\n';
Example, good¶
vector<int> vec = /*...*/;
for (gsl::index i = 0; i < vec.size(); i += 2) // ok
cout << vec[i] << '\n';
for (gsl::index i = vec.size()-1; i >= 0; i -= 2) // ok
cout << vec[i] << '\n';
Note¶
The built-in array allows signed subscripts.
The standard-library containers use unsigned subscripts.
Thus, no perfect and fully compatible solution is possible (unless and until the standard-library containers change to use signed subscripts someday in the future).
Given the known problems with unsigned and signed/unsigned mixtures, better stick to (signed) integers of a sufficient size, which is guaranteed by gsl::index
.
Example¶
template<typename T>
struct My_container {
public:
// ...
T& operator[](gsl::index i); // not unsigned
// ...
};
Example¶
??? demonstrate improved code generation and potential for error detection ???
Alternatives¶
Alternatives for users
- use algorithms
- use range-for
- use iterators/pointers
Enforcement¶
- Very tricky as long as the standard-library containers get it wrong.
- (To avoid noise) Do not flag on a mixed signed/unsigned comparison where one of the arguments is
sizeof
or a call to container.size()
and the other isptrdiff_t
.