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<!DOCTYPE html>
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<title>Google C++ Style Guide</title>
<link rel="stylesheet" type="text/css" href="include/styleguide.css">
<script language="javascript" src="include/styleguide.js"></script>
</head>
<body onload="initStyleGuide();">
<div id="content">
<h1>Google C++ Style Guide</h1>
<div class="horizontal_toc" id="tocDiv"></div>
<div class="main_body">
<h2 class="ignoreLink" id="Background">Background</h2>
<p>C++ is the main development language used by
many of Google's open-source projects. As every C++
programmer knows, the language has many powerful features, but
this power brings with it complexity, which in turn can make
code more bug-prone and harder to read and maintain.</p>
<p>The goal of this guide is to manage this complexity by
describing in detail the dos and don'ts of writing C++ code.
These rules exist to
keep the code base manageable while still allowing
coders to use C++ language features productively.</p>
<p><em>Style</em>, also known as readability, is what we call
the conventions that govern our C++ code. The term Style is a
bit of a misnomer, since these conventions cover far more than
just source file formatting.</p>
<p>
Most open-source projects developed by
Google conform to the requirements in this guide.
</p>
<p>Note that this guide is not a C++ tutorial: we assume that
the reader is familiar with the language. </p>
<h3 id="Goals">Goals of the Style Guide</h3>
<div class="stylebody">
<p>Why do we have this document?</p>
<p>There are a few core goals that we believe this guide should
serve. These are the fundamental <b>why</b>s that
underlie all of the individual rules. By bringing these ideas to
the fore, we hope to ground discussions and make it clearer to our
broader community why the rules are in place and why particular
decisions have been made. If you understand what goals each rule is
serving, it should be clearer to everyone when a rule may be waived
(some can be), and what sort of argument or alternative would be
necessary to change a rule in the guide.</p>
<p>The goals of the style guide as we currently see them are as follows:</p>
<dl>
<dt>Style rules should pull their weight</dt>
<dd>The benefit of a style rule
must be large enough to justify asking all of our engineers to
remember it. The benefit is measured relative to the codebase we would
get without the rule, so a rule against a very harmful practice may
still have a small benefit if people are unlikely to do it
anyway. This principle mostly explains the rules we don’t have, rather
than the rules we do: for example, <code>goto</code> contravenes many
of the following principles, but is already vanishingly rare, so the Style
Guide doesn’t discuss it.</dd>
<dt>Optimize for the reader, not the writer</dt>
<dd>Our codebase (and most individual components submitted to it) is
expected to continue for quite some time. As a result, more time will
be spent reading most of our code than writing it. We explicitly
choose to optimize for the experience of our average software engineer
reading, maintaining, and debugging code in our codebase rather than
ease when writing said code. "Leave a trace for the reader" is a
particularly common sub-point of this principle: When something
surprising or unusual is happening in a snippet of code (for example,
transfer of pointer ownership), leaving textual hints for the reader
at the point of use is valuable (<code>std::unique_ptr</code>
demonstrates the ownership transfer unambiguously at the call
site). </dd>
<dt>Be consistent with existing code</dt>
<dd>Using one style consistently through our codebase lets us focus on
other (more important) issues. Consistency also allows for
automation: tools that format your code or adjust
your <code>#include</code>s only work properly when your code is
consistent with the expectations of the tooling. In many cases, rules
that are attributed to "Be Consistent" boil down to "Just pick one and
stop worrying about it"; the potential value of allowing flexibility
on these points is outweighed by the cost of having people argue over
them. </dd>
<dt>Be consistent with the broader C++ community when appropriate</dt>
<dd>Consistency with the way other organizations use C++ has value for
the same reasons as consistency within our code base. If a feature in
the C++ standard solves a problem, or if some idiom is widely known
and accepted, that's an argument for using it. However, sometimes
standard features and idioms are flawed, or were just designed without
our codebase's needs in mind. In those cases (as described below) it's
appropriate to constrain or ban standard features. In some cases we
prefer a homegrown or third-party library over a library defined in
the C++ Standard, either out of perceived superiority or insufficient
value to transition the codebase to the standard interface.</dd>
<dt>Avoid surprising or dangerous constructs</dt>
<dd>C++ has features that are more surprising or dangerous than one
might think at a glance. Some style guide restrictions are in place to
prevent falling into these pitfalls. There is a high bar for style
guide waivers on such restrictions, because waiving such rules often
directly risks compromising program correctness.
</dd>
<dt>Avoid constructs that our average C++ programmer would find tricky
or hard to maintain</dt>
<dd>C++ has features that may not be generally appropriate because of
the complexity they introduce to the code. In widely used
code, it may be more acceptable to use
trickier language constructs, because any benefits of more complex
implementation are multiplied widely by usage, and the cost in understanding
the complexity does not need to be paid again when working with new
portions of the codebase. When in doubt, waivers to rules of this type
can be sought by asking
your project leads. This is specifically
important for our codebase because code ownership and team membership
changes over time: even if everyone that works with some piece of code
currently understands it, such understanding is not guaranteed to hold a
few years from now.</dd>
<dt>Be mindful of our scale</dt>
<dd>With a codebase of 100+ million lines and thousands of engineers,
some mistakes and simplifications for one engineer can become costly
for many. For instance it's particularly important to
avoid polluting the global namespace: name collisions across a
codebase of hundreds of millions of lines are difficult to work with
and hard to avoid if everyone puts things into the global
namespace.</dd>
<dt>Concede to optimization when necessary</dt>
<dd>Performance optimizations can sometimes be necessary and
appropriate, even when they conflict with the other principles of this
document.</dd>
</dl>
<p>The intent of this document is to provide maximal guidance with
reasonable restriction. As always, common sense and good taste should
prevail. By this we specifically refer to the established conventions
of the entire Google C++ community, not just your personal preferences
or those of your team. Be skeptical about and reluctant to use
clever or unusual constructs: the absence of a prohibition is not the
same as a license to proceed. Use your judgment, and if you are
unsure, please don't hesitate to ask your project leads to get additional
input.</p>
</div>
<h2 id="Header_Files">Header Files</h2>
<p>In general, every <code>.cc</code> file should have an
associated <code>.h</code> file. There are some common
exceptions, such as unittests and
small <code>.cc</code> files containing just a
<code>main()</code> function.</p>
<p>Correct use of header files can make a huge difference to
the readability, size and performance of your code.</p>
<p>The following rules will guide you through the various
pitfalls of using header files.</p>
<a id="The_-inl.h_Files"></a>
<h3 id="Self_contained_Headers">Self-contained Headers</h3>
<div class="summary">
<p>Header files should be self-contained and end in <code>.h</code>. Files that
are meant for textual inclusion, but are not headers, should end in
<code>.inc</code>. Separate <code>-inl.h</code> headers are disallowed.</p>
</div>
<div class="stylebody">
<p>All header files should be self-contained. In other
words, users and refactoring tools should not have to adhere to special
conditions in order to include the header. Specifically, a
header should have <a href="#The__define_Guard">header guards</a>,
should include all other headers it needs, and should not require any
particular symbols to be defined.</p>
<p>There are rare cases where a file is not meant to be self-contained, but
instead is meant to be textually included at a specific point in the code.
Examples are files that need to be included multiple times or
platform-specific extensions that essentially are part of other headers. Such
files should use the file extension <code>.inc</code>.</p>
<p>If a template or inline function is declared in a <code>.h</code> file,
define it in that same file. The definitions of these constructs must
be included into every <code>.cc</code> file that uses them, or the
program may fail to link in some build configurations. Do not move these
definitions to separate <code>-inl.h</code> files.</p>
<p>As an exception, a function template that is explicitly
instantiated for all relevant sets of template arguments, or
that is a private member of a class, may
be defined in the only <code>.cc</code> file that
instantiates the template.</p>
</div>
<h3 id="The__define_Guard">The #define Guard</h3>
<div class="summary">
<p>All header files should have <code>#define</code> guards to
prevent multiple inclusion. The format of the symbol name
should be
<code><i><PROJECT></i>_<i><PATH></i>_<i><FILE></i>_H_</code>.</p>
</div>
<div class="stylebody">
<p>To guarantee uniqueness, they should
be based on the full path in a project's source tree. For
example, the file <code>foo/src/bar/baz.h</code> in
project <code>foo</code> should have the following
guard:</p>
<pre>#ifndef FOO_BAR_BAZ_H_
#define FOO_BAR_BAZ_H_
...
#endif // FOO_BAR_BAZ_H_
</pre>
</div>
<h3 id="Forward_Declarations">Forward Declarations</h3>
<div class="summary">
<p>Avoid using forward declarations where possible.
Just <code>#include</code> the headers you need.</p>
</div>
<div class="stylebody">
<div class="definition">
<p>A "forward declaration" is a declaration of a class,
function, or template without an associated definition.</p>
</div>
<div class="pros">
<ul>
<li>Forward declarations can save compile time, as
<code>#include</code>s force the compiler to open
more files and process more input.</li>
<li>Forward declarations can save on unnecessary
recompilation. <code>#include</code>s can force
your code to be recompiled more often, due to unrelated
changes in the header.</li>
</ul>
</div>
<div class="cons">
<ul>
<li>Forward declarations can hide a dependency, allowing
user code to skip necessary recompilation when headers
change.</li>
<li>A forward declaration may be broken by subsequent
changes to the library. Forward declarations of functions
and templates can prevent the header owners from making
otherwise-compatible changes to their APIs, such as
widening a parameter type, adding a template parameter
with a default value, or migrating to a new namespace.</li>
<li>Forward declaring symbols from namespace
<code>std::</code> yields undefined behavior.</li>
<li>It can be difficult to determine whether a forward
declaration or a full <code>#include</code> is needed.
Replacing an <code>#include</code> with a forward
declaration can silently change the meaning of
code:
<pre> // b.h:
struct B {};
struct D : B {};
// good_user.cc:
#include "b.h"
void f(B*);
void f(void*);
void test(D* x) { f(x); } // calls f(B*)
</pre>
If the <code>#include</code> was replaced with forward
decls for <code>B</code> and <code>D</code>,
<code>test()</code> would call <code>f(void*)</code>.
</li>
<li>Forward declaring multiple symbols from a header
can be more verbose than simply
<code>#include</code>ing the header.</li>
<li>Structuring code to enable forward declarations
(e.g. using pointer members instead of object members)
can make the code slower and more complex.</li>
</ul>
</div>
<div class="decision">
<ul>
<li>Try to avoid forward declarations of entities
defined in another project.</li>
<li>When using a function declared in a header file,
always <code>#include</code> that header.</li>
<li>When using a class template, prefer to
<code>#include</code> its header file.</li>
</ul>
<p>Please see <a href="#Names_and_Order_of_Includes">Names and Order
of Includes</a> for rules about when to #include a header.</p>
</div>
</div>
<h3 id="Inline_Functions">Inline Functions</h3>
<div class="summary">
<p>Define functions inline only when they are small, say, 10
lines or fewer.</p>
</div>
<div class="stylebody">
<div class="definition">
<p>You can declare functions in a way that allows the compiler to expand
them inline rather than calling them through the usual
function call mechanism.</p>
</div>
<div class="pros">
<p>Inlining a function can generate more efficient object
code, as long as the inlined function is small. Feel free
to inline accessors and mutators, and other short,
performance-critical functions.</p>
</div>
<div class="cons">
<p>Overuse of inlining can actually make programs slower.
Depending on a function's size, inlining it can cause the
code size to increase or decrease. Inlining a very small
accessor function will usually decrease code size while
inlining a very large function can dramatically increase
code size. On modern processors smaller code usually runs
faster due to better use of the instruction cache.</p>
</div>
<div class="decision">
<p>A decent rule of thumb is to not inline a function if
it is more than 10 lines long. Beware of destructors,
which are often longer than they appear because of
implicit member- and base-destructor calls!</p>
<p>Another useful rule of thumb: it's typically not cost
effective to inline functions with loops or switch
statements (unless, in the common case, the loop or
switch statement is never executed).</p>
<p>It is important to know that functions are not always
inlined even if they are declared as such; for example,
virtual and recursive functions are not normally inlined.
Usually recursive functions should not be inline. The
main reason for making a virtual function inline is to
place its definition in the class, either for convenience
or to document its behavior, e.g., for accessors and
mutators.</p>
</div>
</div>
<h3 id="Names_and_Order_of_Includes">Names and Order of Includes</h3>
<div class="summary">
<p>Use standard order for readability and to avoid hidden
dependencies: Related header, C library, C++ library, other libraries'
<code>.h</code>, your project's <code>.h</code>.</p>
</div>
<div class="stylebody">
<p>
All of a project's header files should be
listed as descendants of the project's source
directory without use of UNIX directory shortcuts
<code>.</code> (the current directory) or <code>..</code>
(the parent directory). For example,
<code>google-awesome-project/src/base/logging.h</code>
should be included as:</p>
<pre>#include "base/logging.h"
</pre>
<p>In <code><var>dir/foo</var>.cc</code> or
<code><var>dir/foo_test</var>.cc</code>, whose main
purpose is to implement or test the stuff in
<code><var>dir2/foo2</var>.h</code>, order your includes
as follows:</p>
<ol>
<li><code><var>dir2/foo2</var>.h</code>.</li>
<li>C system files.</li>
<li>C++ system files.</li>
<li>Other libraries' <code>.h</code>
files.</li>
<li>
Your project's <code>.h</code>
files.</li>
</ol>
<p>With the preferred ordering, if
<code><var>dir2/foo2</var>.h</code> omits any necessary
includes, the build of <code><var>dir/foo</var>.cc</code>
or <code><var>dir/foo</var>_test.cc</code> will break.
Thus, this rule ensures that build breaks show up first
for the people working on these files, not for innocent
people in other packages.</p>
<p><code><var>dir/foo</var>.cc</code> and
<code><var>dir2/foo2</var>.h</code> are usually in the same
directory (e.g. <code>base/basictypes_test.cc</code> and
<code>base/basictypes.h</code>), but may sometimes be in different
directories too.</p>
<p>Within each section the includes should be ordered
alphabetically. Note that older code might not conform to
this rule and should be fixed when convenient.</p>
<p>You should include all the headers that define the symbols you rely
upon, except in the unusual case of <a href="#Forward_Declarations">forward
declaration</a>. If you rely on symbols from <code>bar.h</code>,
don't count on the fact that you included <code>foo.h</code> which
(currently) includes <code>bar.h</code>: include <code>bar.h</code>
yourself, unless <code>foo.h</code> explicitly demonstrates its intent
to provide you the symbols of <code>bar.h</code>. However, any
includes present in the related header do not need to be included
again in the related <code>cc</code> (i.e., <code>foo.cc</code> can
rely on <code>foo.h</code>'s includes).</p>
<p>For example, the includes in
<code>google-awesome-project/src/foo/internal/fooserver.cc</code>
might look like this:</p>
<pre>#include "foo/server/fooserver.h"
#include <sys/types.h>
#include <unistd.h>
#include <hash_map>
#include <vector>
#include "base/basictypes.h"
#include "base/commandlineflags.h"
#include "foo/server/bar.h"
</pre>
<p class="exception">Sometimes, system-specific code needs
conditional includes. Such code can put conditional
includes after other includes. Of course, keep your
system-specific code small and localized. Example:</p>
<pre>#include "foo/public/fooserver.h"
#include "base/port.h" // For LANG_CXX11.
#ifdef LANG_CXX11
#include <initializer_list>
#endif // LANG_CXX11
</pre>
</div>
<h2 id="Scoping">Scoping</h2>
<h3 id="Namespaces">Namespaces</h3>
<div class="summary">
<p>With few exceptions, place code in a namespace. Namespaces
should have unique names based on the project name, and possibly
its path. Unnamed namespaces in <code>.cc</code> files are
encouraged. Do not use <i>using-directives</i>. Do not use
inline namespaces.</p>
</div>
<div class="stylebody">
<div class="definition">
<p>Namespaces subdivide the global scope
into distinct, named scopes, and so are useful for preventing
name collisions in the global scope.</p>
</div>
<div class="pros">
<p>Namespaces provide a method for preventing name conflicts
in large programs while allowing most code to use reasonably
short names.</p>
<p>For example, if two different projects have a class
<code>Foo</code> in the global scope, these symbols may
collide at compile time or at runtime. If each project
places their code in a namespace, <code>project1::Foo</code>
and <code>project2::Foo</code> are now distinct symbols that
do not collide, and code within each project's namespace
can continue to refer to <code>Foo</code> without the prefix.</p>
<p>Inline namespaces automatically place their names in
the enclosing scope. Consider the following snippet, for
example:</p>
<pre>namespace X {
inline namespace Y {
void foo();
}
}
</pre>
<p>The expressions <code>X::Y::foo()</code> and
<code>X::foo()</code> are interchangeable. Inline
namespaces are primarily intended for ABI compatibility
across versions.</p>
</div>
<div class="cons">
<p>Namespaces can be confusing, because they complicate
the mechanics of figuring out what definition a name refers
to.</p>
<p>Inline namespaces, in particular, can be confusing
because names aren't actually restricted to the namespace
where they are declared. They are only useful as part of
some larger versioning policy.</p>
<p>Use of unnamed namespaces in header files can easily
cause violations of the C++ One Definition Rule
(ODR).</p>
<p>In some contexts, it's necessary to repeatedly refer to
symbols by their fully-qualified names. For deeply-nested
namespaces, this can add a lot of clutter.</p>
</div>
<div class="decision">
<p>Use namespaces according to the policy described
below. Terminate namespaces with comments as shown in the
given examples. See also the rules on
<a href="#Namespace_Names">Namespace Names</a>.</p>
</div>
</div>
<h4 class="stylepoint_subsection">Unnamed Namespaces</h4>
<ul>
<li>
<p>Unnamed namespaces are allowed and even encouraged
in <code>.cc</code> files, to avoid link time naming
conflicts:</p>
<pre>namespace { // This is in a .cc file.
// The content of a namespace is not indented.
//
// This function is guaranteed not to generate a colliding symbol
// with other symbols at link time, and is only visible to
// callers in this .cc file.
bool UpdateInternals(Frobber* f, int newval) {
...
}
} // namespace
</pre>
</li>
<li>Do not use unnamed namespaces in <code>.h</code>
files.</li>
</ul>
<h4 class="stylepoint_subsection">Named Namespaces</h4>
<p>Named namespaces should be used as follows:</p>
<ul>
<li>
<p>Namespaces wrap the entire source file after
includes,
<a href="https://gflags.github.io/gflags/">
gflags</a> definitions/declarations
and forward declarations of classes from other namespaces.</p>
<pre>// In the .h file
namespace mynamespace {
// All declarations are within the namespace scope.
// Notice the lack of indentation.
class MyClass {
public:
...
void Foo();
};
} // namespace mynamespace
</pre>
<pre>// In the .cc file
namespace mynamespace {
// Definition of functions is within scope of the namespace.
void MyClass::Foo() {
...
}
} // namespace mynamespace
</pre>
<p>More complex <code>.cc</code> files might have additional details,
like flags or using-declarations.</p>
<pre>#include "a.h"
DEFINE_bool(someflag, false, "dummy flag");
using ::foo::bar;
namespace a {
...code for a... // Code goes against the left margin.
} // namespace a
</pre>
</li>
<li>Do not declare anything in namespace
<code>std</code>, including forward declarations of
standard library classes. Declaring entities in
namespace <code>std</code> is undefined behavior, i.e.,
not portable. To declare entities from the standard
library, include the appropriate header file.</li>
<li><p>You may not use a <i>using-directive</i>
to make all names from a namespace available.</p>
<pre class="badcode">// Forbidden -- This pollutes the namespace.
using namespace foo;
</pre>
</li>
<li><p>Do not use <i>Namespace aliases</i> at namespace scope
in header files except in explicitly marked
internal-only namespaces, because anything imported into a namespace
in a header file becomes part of the public
API exported by that file.</p>
<pre>// Shorten access to some commonly used names in .cc files.
namespace baz = ::foo::bar::baz;
</pre>
<pre>// Shorten access to some commonly used names (in a .h file).
namespace librarian {
namespace impl { // Internal, not part of the API.
namespace sidetable = ::pipeline_diagnostics::sidetable;
} // namespace impl
inline void my_inline_function() {
// namespace alias local to a function (or method).
namespace baz = ::foo::bar::baz;
...
}
} // namespace librarian
</pre>
</li><li>Do not use inline namespaces.</li>
</ul>
<h3 id="Nonmember,_Static_Member,_and_Global_Functions">Nonmember, Static Member, and Global Functions</h3>
<div class="summary">
<p>Prefer placing nonmember functions in a namespace; use completely global
functions rarely. Prefer grouping functions with a namespace instead of
using a class as if it were a namespace. Static methods of a class should
generally be closely related to instances of the class or the class's static
data.</p>
</div>
<div class="stylebody">
<div class="pros">
<p>Nonmember and static member functions can be useful in
some situations. Putting nonmember functions in a
namespace avoids polluting the global namespace.</p>
</div>
<div class="cons">
<p>Nonmember and static member functions may make more sense
as members of a new class, especially if they access
external resources or have significant dependencies.</p>
</div>
<div class="decision">
<p>Sometimes it is useful, or even necessary, to define a
function not bound to a class instance. Such a function
can be either a static member or a nonmember function.
Nonmember functions should not depend on external
variables, and should nearly always exist in a namespace.
Rather than creating classes only to group static member
functions which do not share static data, use
<a href="#Namespaces">namespaces</a> instead. For a header
<code>myproject/foo_bar.h</code>, for example, write</p>
<pre>namespace myproject {
namespace foo_bar {
void Function1();
void Function2();
}
}
</pre>
<p>instead of</p>
<pre class="badcode">namespace myproject {
class FooBar {
public:
static void Function1();
static void Function2();
};
}
</pre>
<p>If you must define a nonmember function and it is only
needed in its <code>.cc</code> file, use an unnamed
<a href="#Namespaces">namespace</a> or
<code>static</code> linkage (eg <code>static int Foo()
{...}</code>) to limit its scope.</p>
</div>
</div>
<h3 id="Local_Variables">Local Variables</h3>
<div class="summary">
<p>Place a function's variables in the narrowest scope
possible, and initialize variables in the declaration.</p>
</div>
<div class="stylebody">
<p>C++ allows you to declare variables anywhere in a
function. We encourage you to declare them in as local a
scope as possible, and as close to the first use as
possible. This makes it easier for the reader to find the
declaration and see what type the variable is and what it
was initialized to. In particular, initialization should
be used instead of declaration and assignment, e.g.:</p>
<pre class="badcode">int i;
i = f(); // Bad -- initialization separate from declaration.
</pre>
<pre>int j = g(); // Good -- declaration has initialization.
</pre>
<pre class="badcode">vector<int> v;
v.push_back(1); // Prefer initializing using brace initialization.
v.push_back(2);
</pre>
<pre>vector<int> v = {1, 2}; // Good -- v starts initialized.
</pre>
<p>Variables needed for <code>if</code>, <code>while</code>
and <code>for</code> statements should normally be declared
within those statements, so that such variables are confined
to those scopes. E.g.:</p>
<pre>while (const char* p = strchr(str, '/')) str = p + 1;
</pre>
<p>There is one caveat: if the variable is an object, its
constructor is invoked every time it enters scope and is
created, and its destructor is invoked every time it goes
out of scope.</p>
<pre class="badcode">// Inefficient implementation:
for (int i = 0; i < 1000000; ++i) {
Foo f; // My ctor and dtor get called 1000000 times each.
f.DoSomething(i);
}
</pre>
<p>It may be more efficient to declare such a variable
used in a loop outside that loop:</p>
<pre>Foo f; // My ctor and dtor get called once each.
for (int i = 0; i < 1000000; ++i) {
f.DoSomething(i);
}
</pre>
</div>
<h3 id="Static_and_Global_Variables">Static and Global Variables</h3>
<div class="summary">
<p>Variables of class type with <a href="http://en.cppreference.com/w/cpp/language/storage_duration#Storage_duration">
static storage duration</a> are forbidden: they cause hard-to-find bugs due
to indeterminate order of construction and destruction. However, such
variables are allowed if they are <code>constexpr</code>: they have no
dynamic initialization or destruction.</p>
</div>
<div class="stylebody">
<p>Objects with static storage duration, including global
variables, static variables, static class member
variables, and function static variables, must be Plain
Old Data (POD): only ints, chars, floats, or pointers, or
arrays/structs of POD.</p>
<p>The order in which class constructors and initializers
for static variables are called is only partially
specified in C++ and can even change from build to build,
which can cause bugs that are difficult to find.
Therefore in addition to banning globals of class type,
we do not allow namespace-scope static variables to be initialized
with the result of a function, unless that function (such
as getenv(), or getpid()) does not itself depend on any
other globals. However, a static POD variable within
function scope may be initialized with the result of a
function, since its initialization order is well-defined
and does not occur until control passes through its
declaration.</p>
<p>Likewise, global and static variables are destroyed
when the program terminates, regardless of whether the
termination is by returning from <code>main()</code> or
by calling <code>exit()</code>. The order in which
destructors are called is defined to be the reverse of
the order in which the constructors were called. Since
constructor order is indeterminate, so is destructor
order. For example, at program-end time a static variable
might have been destroyed, but code still running
— perhaps in another thread
— tries to access it and fails. Or the
destructor for a static <code>string</code> variable
might be run prior to the destructor for another variable
that contains a reference to that string.</p>
<p>One way to alleviate the destructor problem is to
terminate the program by calling
<code>quick_exit()</code> instead of <code>exit()</code>.
The difference is that <code>quick_exit()</code> does not
invoke destructors and does not invoke any handlers that
were registered by calling <code>atexit()</code>. If you
have a handler that needs to run when a program
terminates via <code>quick_exit()</code> (flushing logs,
for example), you can register it using
<code>at_quick_exit()</code>. (If you have a handler that
needs to run at both <code>exit()</code> and
<code>quick_exit()</code>, you need to register it in
both places.)</p>
<p>As a result we only allow static variables to contain
POD data. This rule completely disallows
<code>vector</code> (use C arrays instead), or
<code>string</code> (use <code>const char []</code>).</p>
<p>If you need a static or global
variable of a class type, consider initializing a pointer
(which will never be freed), from either your main()
function or from pthread_once(). Note that this must be a
raw pointer, not a "smart" pointer, since the smart
pointer's destructor will have the order-of-destructor
issue that we are trying to avoid.</p>
</div>
<h2 id="Classes">Classes</h2>
<p>Classes are the fundamental unit of code in C++. Naturally,
we use them extensively. This section lists the main dos and
don'ts you should follow when writing a class.</p>
<h3 id="Doing_Work_in_Constructors">Doing Work in Constructors</h3>
<div class="summary">
<p>Avoid virtual method calls in constructors, and avoid
initialization that can fail if you can't signal an error.</p>
</div>
<div class="stylebody">
<div class="definition">
<p>It is possible to perform arbitrary initialization in the body
of the constructor.</p>
</div>
<div class="pros">
<ul>
<li>No need to worry about whether the class has been initialized or
not.</li>
<li>Objects that are fully initialized by constructor call can
be <code>const</code> and may also be easier to use with standard containers
or algorithms.</li>
</ul>
</div>
<div class="cons">
<p>The problems with doing work in constructors are:</p>
<ul>
<li>If the work calls virtual functions, these calls
will not get dispatched to the subclass
implementations. Future modification to your class can
quietly introduce this problem even if your class is
not currently subclassed, causing much confusion.</li>
<li>There is no easy way for constructors to signal errors, short of
crashing the program (not always appropriate) or using exceptions
(which are <a href="#Exceptions">forbidden</a>).</li>
<li>If the work fails, we now have an object whose initialization
code failed, so it may be an unusual state requiring a <code>bool
IsValid()</code> state checking mechanism (or similar) which is easy
to forget to call.</li>
<li>You cannot take the address of a constructor, so whatever work
is done in the constructor cannot easily be handed off to, for
example, another thread.</li>
</ul>
</div>
<div class="decision">
<p>Constructors should never call virtual functions. If appropriate
for your code
,
terminating the program may be an appropriate error handling
response. Otherwise, consider a factory function
or <code>Init()</code> method. Avoid <code>Init()</code> methods on objects with
no other states that affect which public methods may be called
(semi-constructed objects of this form are particularly hard to work
with correctly).</p>
</div>
</div>
<a id="Explicit_Constructors"></a>
<h3 id="Implicit_Conversions">Implicit Conversions</h3>
<div class="summary">
<p>Do not define implicit conversions. Use the <code>explicit</code>
keyword for conversion operators and single-argument
constructors.</p>
</div>
<div class="stylebody">
<div class="definition">
<p>Implicit conversions allow an
object of one type (called the <dfn>source type</dfn>) to