ES: Expressions and Statements
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
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 nonlocal 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.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 in code that may throw - 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 narrowing conversions
- ES.46: Avoid "magic constants"; use symbolic constants
- 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: Avoid
std::move()
in application code - 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
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 as
for
-statement - ES.75: Avoid
do
-statements - ES.76: Avoid
goto
- ES.77: ???
continue
- ES.78: Always end a non-empty
case
with abreak
- ES.79: ???
default
- ES.85: Make empty statements visible
- ES.86: Avoid modifying loop control variables inside the body of raw for-loops
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 zero
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 non-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 non-built-in types. Cyclomatic complexity?
ES.dcl: Declarations
A declaration is a statement. a declaration introduces a name into a scope and may 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 measure 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. 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 ...
}
}
Enforcement
- Flag loop variables declared before the loop and not used after the loop
- (hard) Flag loop variables declared before the loop and used after the loop for an unrelated purpose.
ES.7: Keep common and local names short, and keep uncommon and nonlocal 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 (int i = 0; i < v.end(); ++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 (int current_element_index = 0;
current_element_index < current_vector.end();
++current_element_index
)
target_stream << current_vector[i] << '\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.
Example
template <class InputIterator, class Predicate>
bool any_of(InputIterator first, InputIterator last, Predicate pred);
or better using concepts:
bool any_of(InputIterator first, InputIterator last, Predicate 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:
double scalbn(double base, int exponent); // better: base*pow(FLT_RADIX, exponent); FLT_RADIX is usually 2
Enforcement
Flag non-function arguments with multiple declarators involving declarator operators (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 template function declaration the return type can be a member type.
Example
Consider:
auto p = v.begin(); // vector<int>::iterator
auto s = v.size();
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 (after correction of the C++14 standard; initializer_list in C++11)
Note
When concepts become available, we can (and should) be more specific about the type we are deducing:
// ...
ForwardIterator p = algo(x, y, z);
Enforcement
Flag redundant repetition of type names in a declaration.
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) // bad: uninitialized variable
{
int i;
// ...
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 POD
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.
At the cost of repeating cond
we could write:
widget i = (cond) ? f1() : f3();
widget j = (cond) ? f2() : f4();
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 init = make_related_widgets(cond);
widget i = init.first;
widget j = init.second;
Obviously, what we really would like is a construct that initialized n variables from a tuple
. For example:
auto {i,j} = make_related_widgets(cond); // Not C++14
Today, we might approximate that using tie()
:
widget i; // bad: uninitialized variable
widget j;
tie(i,j) = make_related_widgets(cond);
This may be seen as an example of the immediately initialize from input exception below.
Creating optimal and equivalent code from all of these examples should be well within the capabilities of modern C++ compilers (but don't make performance claims without measuring; a compiler may very well not generate optimal code for every example and there may be language rules preventing some optimization that you would have liked in a particular case).
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.
Exception
It 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 may 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] = {0}; // better in some situations
f.read(buf, max);
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
// ...
cin >> i;
A good optimizer should know about input operations and eliminate the redundant operation.
Example
Using an uninitialized
or sentinel value 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 unint
widget and which are not?
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; // ugly 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
The rules for {}
initialization are simpler, more general, less ambiguous, and safer than for other forms of initialization.
Example
int x {f(99)};
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
Note
{}
-initializers do not allow narrowing conversions.
Example
int x {7.9}; // error: narrowing
int y = 7.9; // OK: y becomes 7. Hope for a compiler warning
Note
{}
initialization can be used for 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
// ...
};
Note
Initialization of a variable declared using auto
with a single value, e.g., {v}
, had surprising results until recently:
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}; // x2 is an initializer_list<int> with elements 7 and 8
Exception
Use ={...}
if you really want an initializer_list<T>
auto fib10 = {0, 1, 2, 3, 5, 8, 13, 25, 38, 63}; // fib10 is a list
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
Tricky.
- Don't flag uses of
=
for simple initializers. - Look for
=
afterauto
has been seen.
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 runtime cost.
Example
void use(bool leak)
{
auto p1 = make_unique<int>(7); // OK
int* p2 = new int{7}; // bad: might leak
// ...
if (leak) return;
// ...
}
If leak == true
the object pointed to by p2
is leaked and the object pointed to by p1
is not.
Enforcement
Look for raw pointers that are targets of new
, malloc()
, or functions that may return such pointers.
ES.25: Declare objects 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 may 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 may 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.
Example, bad
void use()
{
int i;
for (i = 0; i < 20; ++i) { /* ... */ }
for (i = 0; i < 200; ++i) { /* ... */ } // bad: i recycled
}
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 nonlocal yet nonreusable 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;
}();
Example
string var = [&]{
if (!in) return ""; // default
string s;
for (char c : in >> c)
s += toupper(c);
return s;
}(); // note ()
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.
Example
owner<istream&> in = [&]{
switch (source) {
case default: owned=false; return cin;
case command_line: owned=true; return *new istringstream{argv[2]};
case file: owned=true; return *new ifstream{argv[2]};
}();
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 see something different from what the compiler sees. Macros complicates 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.
Enforcement
Scream when you see a macro that isn't just use 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
??? <vararg>
Alternative: Overloading. Templates. Variadic templates.
Note
There are rare used of variadic functions in SFINAE code, but those don't actually run and don't need the <vararg>
implementation mess.
Enforcement
Flag definitions of C-style variadic functions.
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
is 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: // ...
case 7: // ...
}
}
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 (int 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 (int i = 1; i < v.size(); ++i) // touches two elements: can't be a range-for
cout << v[i] + v[i-1] << '\n';
for (int i = 0; i < v.size(); ++i) // possible side-effect: can't be a range-for
cout << f(v, &v[i]) << '\n';
for (int i = 0; i < v.size(); ++i) { // body messes with loop variable: can't be a range-for
if (i % 2)
++i; // skip even elements
else
cout << v[i] << '\n';
}
A human or a good static analyzer may 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 elements 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 (int 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
???
Example
???
Enforcement
???
ES.74: Prefer to declare a loop variable in the initializer part of as for
-statement
Reason
Limit the loop variable visibility to the scope of the loop. Avoid using the loop variable for other purposes after the loop.
Example
for (int i = 0; i < 100; ++i) { // GOOD: i var is visible only inside the loop
// ...
}
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.
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.
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;
x
} while (x < 0);
Enforcement
???
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.
Example
???
Example
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.
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: ??? continue
Reason
???
Example
???
Enforcement
???
ES.78: Always end a non-empty case
with a break
Reason
Accidentally leaving out a break
is a fairly common bug.
A deliberate fallthrough is a maintenance hazard.
Example
switch(eventType)
{
case Information:
update_status_bar();
break;
case Warning:
write_event_log();
case Error:
display_error_window(); // Bad
break;
}
It is easy to overlook the fallthrough. Be explicit:
switch(eventType)
{
case Information:
update_status_bar();
break;
case Warning:
write_event_log();
// fall through
case Error:
display_error_window(); // Bad
break;
}
There is a proposal for a [[fallthrough]]
annotation.
Note
Multiple case labels of a single statement is OK:
switch (x) {
case 'a':
case 'b':
case 'f':
do_something(x);
break;
}
Enforcement
Flag all fall throughs from non-empty case
s.
ES.79: ??? default
Reason
???
Example
???
Enforcement
???
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 variable 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.expr: Expressions
Expressions manipulate values.
ES.40: Avoid complicated expressions
Reason
Complicated expressions are error-prone.
Example
while ((c = getc()) != -1) // bad: assignment hidden in subexpression
while ((cin >> c1, cin >> c2), c1 == c2) // bad: two non-local variables assigned in a sub-expressions
for (char c1, c2; cin >> c1 >> c2 && c1 == c2;) // better, but possibly still too complicated
int x = ++i + ++j; // OK: iff i and j are not aliased
v[i] = v[j] + v[k]; // OK: iff i != j and i != k
x = a + (b = f()) + (c = g()) * 7; // bad: multiple assignments "hidden" in subexpressions
x = a & b + c * d && e ^ f == 7; // bad: relies on commonly misunderstood precedence rules
x = x++ + x++ + ++x; // bad: undefined behavior
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
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.
- Do all pointer arithmetic on a
span
(exception ++p in simple loop???) - Avoid pointers to pointers
- ???
Example
???
Enforcement
We need a heuristic limiting the complexity of pointer arithmetic statement.
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 may do something different on another compiler (e.g., the next release of your compiler) or with a different optimizer setting.
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.
Example
???
Note
What is safe?
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.
Example
int i = 0;
f(++i, ++i);
The call will most likely be f(0, 1)
or f(1, 0)
, but you don't know which. Technically, the behavior is undefined.
Example
??? overloaded operators can lead to order of evaluation problems (shouldn't :-()
f1()->m(f2()); // m(f1(), f2())
cout << f1() << f2(); // operator<<(operator<<(cout, f1()), f2())
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:
constexpr int month_count = 12; // months are numbered 1..12
for (int m = first_month; m <= month_count; ++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 guideline support library offers a narrow
operation for specifying that narrowing is acceptable and a narrow
("narrow if") that throws an exception if a narrowing would throw away information:
i = narrow_cast<int>(d); // OK (you asked for it): narrowing: i becomes 7
i = 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
u = narrow_cast<unsigned>(d); // OK (you asked for it): u becomes 0
u = narrow<unsigned>(d); // OK: throws narrowing_error
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 and double->int. Here be dragons! we need data)
- flag all long->char (I suspect int->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 may be helped by simple program transformation.
ES.48: Avoid casts
Reason
Casts are a well-known source of errors. Makes some optimizations unreliable.
Example
???
Note
Programmer who write casts typically assumes that they know what they are doing. 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).
Note
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.
Note
If you feel the need for a lot of casts, there may be a fundamental design problem.
Enforcement
- Force the elimination of C-style casts
- Warn against named casts
- Warn if there are many functional style casts (there is an obvious problem in quantifying 'many').
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(x)
is an rvalue reference tox
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
???
Note
When converting between types with no information loss (e.g. from float to double or int64 from int32), brace initialization may 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.)
Enforcement
Flag C-style and functional casts.
ES.50: Don't cast away const
Reason
It makes a lie out of const
.
Note
Usually the reason to "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
.
Example
???
Enforcement
Flag const_cast
s.
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;
sink(x); // error: cannot bind an lvalue to a rvalue reference
sink(std::move(x)); // OK: sink takes the contents of x, x must now be assumed to be empty
// ...
use(x); // probably a mistake
}
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
string s3 = move(s1); // bad, if you want to keep using s1's value
assert(s1=="supercalifragilisticexpialidocious"); // bad, assert will likely fail, s1 likely changed
}
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 (??)
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
s argument passed to a parameter, except when the parameter type is one of the following: anX&&
rvalue reference; aT&&
forwarding reference whereT
is a template parameter type; or by value and the type is move-only. - 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. (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 concrete 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
also known as "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 mistakes 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
- if the
new
and thedelete
is in the same scope, mistakes can be flagged. - if the
new
and thedelete
are in a constructor/destructor pair, mistakes can be flagged.
ES.62: Don't compare pointers into different arrays
Reason
The result of doing so is undefined.
Example, bad
void f(int n)
{
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 Shape part of Circle
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 operations 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.
Arithmetic
ES.100: Don't mix signed and unsigned arithmetic
Reason
Avoid wrong results.
Example
unsigned x = 100;
unsigned y = 102;
cout << abs(x-y) << '\n'; // wrong result
Note
Unfortunately, C++ uses signed integers for array subscripts and the standard library uses unsigned integers for container subscripts. This precludes consistency.
Enforcement
Compilers already know and sometimes warn.
ES.101: Use unsigned types for bit manipulation
Reason
Unsigned types support bit manipulation without surprises from sign bits.
Example
???
Exception: Use unsigned types if you really want modulo arithmetic - add comments as necessary noting the reliance on overflow behavior, as such code is going to be surprising for many programmers.
Enforcement
???
ES.102: Use signed types for arithmetic
Reason
Signed types support modulo arithmetic without surprises from lack of sign bits.
Example
???
Exception: Use unsigned types if you really want modulo arithmetic - add comments as necessary noting the reliance on overflow behavior, as such code is going to be surprising for many programmers.
Enforcement
???
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
int n = 0;
while (n++ < 10)
a[n - 1] = 9; // bad (twice)
Example, bad
int n = numeric_limits<int>::max();
int m = n + 1; // bad
Example, bad
int area(int h, int w) { return h * w; }
auto a = area(10'000'000, 100'000'000); // bad
Exception: Use unsigned types if you really want modulo 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 modulo arithmetic.
Enforcement
???
ES.105: Don't divide by zero
Reason
The result is undefined and probably a crash.
Note
This also applies to %
.
Example; bad
double divide(int a, int b) {
return a/b; // BAD, should be checked (e.g., in a precondition)
}
Example; good
double divide(int a, int b) {
Expects(b != 0); // good, address via precondition (and replace with contracts once C++ gets them)
return a/b;
}
double divide(int a, int b) {
return b ? a/b : quiet_NaN<double>(); // good, address via check
}
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