Google C++ Style Guide

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Google C++ Style Guide
Table of Contents
Header
Files

Self-contained Headers The #define Guard
Forward Declarations Inline Functions
Function Parameter Ordering
Names and Order of Includes

Scoping

Namespaces Nested Classes
Nonmember, Static Member, and Global Functions
Local Variables Static and Global Variables

Classes

Doing Work in Constructors Initialization
Explicit Constructors Copyable and Movable Types
Delegating and Inheriting Constructors
Structs vs. Classes Inheritance
Multiple Inheritance Interfaces
Operator Overloading Access Control
Declaration Order Write Short Functions

GoogleSpecific
Magic

Ownership and Smart Pointers

Other C++
Features

Reference Arguments Rvalue References
Function Overloading Default Arguments
Variable-Length Arrays and alloca() Friends
Exceptions Run-Time Type Information (RTTI)
Casting Streams Preincrement and Predecrement
Use of const Use of constexpr Integer Types
64-bit Portability Preprocessor Macros
0 and nullptr/NULL sizeof auto
Braced Initializer List Lambda expressions
Template metaprogramming Boost C++11

Naming

General Naming Rules File Names Type Names
Variable Names Constant Names Function Names
Namespace Names Enumerator Names
Macro Names Exceptions to Naming Rules

Comments

Comment Style File Comments Class Comments
Function Comments Variable Comments
Implementation Comments
Punctuation, Spelling and Grammar TODO Comments
Deprecation Comments

Formatting

Line Length

cpplint

Non-ASCII Characters

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Spaces vs. Tabs Function Declarations and Definitions
Lambda Expressions Function Calls
Braced Initializer List Format Conditionals
Loops and Switch Statements
Pointer and Reference Expressions
Boolean Expressions Return Values
Variable and Array Initialization
Preprocessor Directives Class Format
Constructor Initializer Lists Namespace Formatting
Horizontal Whitespace Vertical Whitespace
Exceptions
to the
Rules

Existing Non-conformant Code

Windows Code

Background
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.
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.
Style, 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.
One way in which we keep the code base manageable is by enforcing consistency.
It is very important that any programmer be able to look at another's code and
quickly understand it. Maintaining a uniform style and following conventions means
that we can more easily use "pattern-matching" to infer what various symbols are
and what invariants are true about them. Creating common, required idioms and
patterns makes code much easier to understand. In some cases there might be
good arguments for changing certain style rules, but we nonetheless keep things as
they are in order to preserve consistency.
Another issue this guide addresses is that of C++ feature bloat. C++ is a huge
language with many advanced features. In some cases we constrain, or even ban,
use of certain features. We do this to keep code simple and to avoid the various
common errors and problems that these features can cause. This guide lists these
features and explains why their use is restricted.
Open-source projects developed by Google conform to the requirements in this
guide.
Note that this guide is not a C++ tutorial: we assume that the reader is familiar with
the language.

Header Files
In general, every .ccfile should have an associated .hfile. There are some
common exceptions, such as unittests and small .ccfiles containing just a main()
function.
Correct use of header files can make a huge difference to the readability, size and
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performance of your code.
The following rules will guide you through the various pitfalls of using header files.

Self-contained Headers
Header files should be self-contained and end in .h. Files that are meant for textual
inclusion, but are not headers, should end in .inc. Separate -inl.hheaders are
disallowed.
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 header guards, should include all other headers
it needs, and should not require any particular symbols to be defined.
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 .inc.
If a template or inline function is declared in a .hfile, define it in that same file. The
definitions of these constructs must be included into every .ccfile that uses them,
or the program may fail to link in some build configurations. Do not move these
definitions to separate -inl.hfiles.
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 .ccfile that instantiates the template.

The #define Guard
All header files should have #defineguards to prevent multiple inclusion. The
format of the symbol name should be ___H_.
To guarantee uniqueness, they should be based on the full path in a project's
source tree. For example, the file foo/src/bar/baz.hin project fooshould have
the following guard:
#ifndef FOO_BAR_BAZ_H_
#define FOO_BAR_BAZ_H_
...
#endif // FOO_BAR_BAZ_H_

Forward Declarations
You may forward declare ordinary classes in order to avoid unnecessary
#includes.
Definition:
A "forward declaration" is a declaration of a class, function, or template without an
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associated definition. #includelines can often be replaced with forward
declarations of whatever symbols are actually used by the client code.
Pros:
Unnecessary #includes force the compiler to open more files and process
more input.
They can also force your code to be recompiled more often, due to changes
in the header.
Cons:
It can be difficult to determine the correct form of a forward declaration in the
presence of features like templates, typedefs, default parameters, and using
declarations.
It can be difficult to determine whether a forward declaration or a full
#includeis needed for a given piece of code, particularly when implicit
conversion operations are involved. In extreme cases, replacing an
#includewith a forward declaration can silently change the meaning of
code.
Forward declaring multiple symbols from a header can be more verbose than
simply #includeing the header.
Forward declarations of functions and templates can prevent the header
owners from making otherwise-compatible changes to their APIs; for
example, widening a parameter type, or adding a template parameter with a
default value.
Forward declaring symbols from namespace std::usually yields undefined
behavior.
Structuring code to enable forward declarations (e.g. using pointer members
instead of object members) can make the code slower and more complex.
The practical efficiency benefits of forward declarations are unproven.
Decision:
When using a function declared in a header file, always #includethat
header.
When using a class template, prefer to #includeits header file.
When using an ordinary class, relying on a forward declaration is OK, but be
wary of situations where a forward declaration may be insufficient or
incorrect; when in doubt, just #includethe appropriate header.
Do not replace data members with pointers just to avoid an #include.
Please see Names and Order of Includes for rules about when to #include a
header.

Inline Functions
Define functions inline only when they are small, say, 10 lines or less.
Definition:
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.
Pros:
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.
Cons:
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
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function can dramatically increase code size. On modern processors smaller code
usually runs faster due to better use of the instruction cache.
Decision:
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!
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).
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.

Function Parameter Ordering
When defining a function, parameter order is: inputs, then outputs.
Parameters to C/C++ functions are either input to the function, output from the
function, or both. Input parameters are usually values or constreferences, while
output and input/output parameters will be non-constpointers. When ordering
function parameters, put all input-only parameters before any output parameters. In
particular, do not add new parameters to the end of the function just because they
are new; place new input-only parameters before the output parameters.
This is not a hard-and-fast rule. Parameters that are both input and output (often
classes/structs) muddy the waters, and, as always, consistency with related
functions may require you to bend the rule.

Names and Order of Includes
Use standard order for readability and to avoid hidden dependencies: Related
header, C library, C++ library, other libraries' .h, your project's .h.
All of a project's header files should be listed as descendants of the project's source
directory without use of UNIX directory shortcuts .(the current directory) or ..(the
parent directory). For example,
google-awesome-project/src/base/logging.hshould be included as:
#include "base/logging.h"
In dir/foo.ccor dir/foo_test.cc, whose main purpose is to implement or
test the stuff in dir2/foo2.h, order your includes as follows:
1.
2.
3.
4.
5.

dir2/foo2.h.
C system files.
C++ system files.
Other libraries' .hfiles.
Your project's .hfiles.

With the preferred ordering, if dir2/foo2.homits any necessary includes, the
build of dir/foo.ccor dir/foo_test.ccwill break. Thus, this rule ensures that
build breaks show up first for the people working on these files, not for innocent
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people in other packages.
dir/foo.ccand dir2/foo2.hare usually in the same directory (e.g.
base/basictypes_test.ccand base/basictypes.h), but may sometimes be
in different directories too.
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.
You should include all the headers that define the symbols you rely upon (except in
cases of forward declaration). If you rely on symbols from bar.h, don't count on the
fact that you included foo.hwhich (currently) includes bar.h: include bar.h
yourself, unless foo.hexplicitly demonstrates its intent to provide you the symbols
of bar.h. However, any includes present in the related header do not need to be
included again in the related cc(i.e., foo.cccan rely on foo.h's includes).
For example, the includes in
google-awesome-project/src/foo/internal/fooserver.ccmight look
like this:
#include "foo/server/fooserver.h"
#include 
#include 
#include 
#include 
#include "base/basictypes.h"
#include "base/commandlineflags.h"
#include "foo/server/bar.h"
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:
#include "foo/public/fooserver.h"
#include "base/port.h" // For LANG_CXX11.
#ifdef LANG_CXX11
#include 
#endif // LANG_CXX11

Scoping

Namespaces
Unnamed namespaces in .ccfiles are encouraged. With named namespaces,
choose the name based on the project, and possibly its path. Do not use a usingdirective. Do not use inline namespaces.
Definition:
Namespaces subdivide the global scope into distinct, named scopes, and so are
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useful for preventing name collisions in the global scope.
Pros:
Namespaces provide a (hierarchical) axis of naming, in addition to the (also
hierarchical) name axis provided by classes.
For example, if two different projects have a class Fooin the global scope, these
symbols may collide at compile time or at runtime. If each project places their code
in a namespace, project1::Fooand project2::Fooare now distinct symbols
that do not collide.
Inline namespaces automatically place their names in the enclosing scope.
Consider the following snippet, for example:
namespace X {
inline namespace Y {
void foo();
}
}
The expressions X::Y::foo()and X::foo()are interchangeable. Inline
namespaces are primarily intended for ABI compatibility across versions.
Cons:
Namespaces can be confusing, because they provide an additional (hierarchical)
axis of naming, in addition to the (also hierarchical) name axis provided by classes.
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.
Use of unnamed namespaces in header files can easily cause violations of the C++
One Definition Rule (ODR).
Decision:
Use namespaces according to the policy described below. Terminate namespaces
with comments as shown in the given examples.

Unnamed Namespaces

Unnamed namespaces are allowed and even encouraged in .ccfiles, to
avoid link time naming conflicts:
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
However, file-scope declarations that are associated with a particular class
may be declared in that class as types, static data members or static
member functions rather than as members of an unnamed namespace.
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Do not use unnamed namespaces in .hfiles.

Named Namespaces

Named namespaces should be used as follows:
Namespaces wrap the entire source file after includes, gflags
definitions/declarations, and forward declarations of classes from other
namespaces:
// 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
// In the .cc file
namespace mynamespace {
// Definition of functions is within scope of the namespace.
void MyClass::Foo() {
...
}
} // namespace mynamespace
The typical .ccfile might have more complex detail, including the need to
reference classes in other namespaces.
#include "a.h"
DEFINE_bool(someflag, false, "dummy flag");
class C; // Forward declaration of class C in the global namespace.
namespace a { class A; } // Forward declaration of a::A.
namespace b {
...code for b...

// Code goes against the left margin.

} // namespace b
Do not declare anything in namespace std, not even forward declarations of
standard library classes. Declaring entities in namespace stdis undefined
behavior, i.e., not portable. To declare entities from the standard library,
include the appropriate header file.
You may not use a using-directive to make all names from a namespace
available.
// Forbidden -- This pollutes the namespace.
using namespace foo;
You may use a using-declaration anywhere in a .ccfile, and in functions,
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methods or classes in .hfiles.
// OK in .cc files.
// Must be in a function, method or class in .h files.
using ::foo::bar;
Namespace aliases are allowed anywhere in a .ccfile, anywhere inside the
named namespace that wraps an entire .hfile, and in functions and
methods.
// Shorten access to some commonly used names in .cc files.
namespace fbz = ::foo::bar::baz;
// Shorten access to some commonly used names (in a .h file).
namespace librarian {
// The following alias is available to all files including
// this header (in namespace librarian):
// alias names should therefore be chosen consistently
// within a project.
namespace pd_s = ::pipeline_diagnostics::sidetable;
inline void my_inline_function() {
// namespace alias local to a function (or method).
namespace fbz = ::foo::bar::baz;
...
}
} // namespace librarian
Note that an alias in a .h file is visible to everyone #including that file, so
public headers (those available outside a project) and headers transitively
#included by them, should avoid defining aliases, as part of the general goal
of keeping public APIs as small as possible.
Do not use inline namespaces.

Nested Classes
Although you may use public nested classes when they are part of an interface,
consider a namespace to keep declarations out of the global scope.
Definition:
A class can define another class within it; this is also called a member class.
class Foo {
private:
// Bar is a member class, nested within Foo.
class Bar {
...
};
};
Pros:
This is useful when the nested (or member) class is only used by the enclosing
class; making it a member puts it in the enclosing class scope rather than polluting
the outer scope with the class name. Nested classes can be forward declared within
the enclosing class and then defined in the .ccfile to avoid including the nested
class definition in the enclosing class declaration, since the nested class definition is
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usually only relevant to the implementation.
Cons:
Nested classes can be forward-declared only within the definition of the enclosing
class. Thus, any header file manipulating a Foo::Bar*pointer will have to include
the full class declaration for Foo.
Decision:
Do not make nested classes public unless they are actually part of the interface,
e.g., a class that holds a set of options for some method.

Nonmember, Static Member, and Global Functions
Prefer nonmember functions within a namespace or static member functions to
global functions; use completely global functions rarely.
Pros:
Nonmember and static member functions can be useful in some situations. Putting
nonmember functions in a namespace avoids polluting the global namespace.
Cons:
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.
Decision:
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 namespaces instead.
Functions defined in the same compilation unit as production classes may introduce
unnecessary coupling and link-time dependencies when directly called from other
compilation units; static member functions are particularly susceptible to this.
Consider extracting a new class, or placing the functions in a namespace possibly
in a separate library.
If you must define a nonmember function and it is only needed in its .ccfile, use an
unnamed namespace or staticlinkage (eg static int Foo() {...}) to limit
its scope.

Local Variables
Place a function's variables in the narrowest scope possible, and initialize variables
in the declaration.
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.:
int i;
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i = f();

// Bad -- initialization separate from declaration.

int j = g(); // Good -- declaration has initialization.
vector v;
v.push_back(1); // Prefer initializing using brace initialization.
v.push_back(2);
vector v = {1, 2}; // Good -- v starts initialized.
Variables needed for if, whileand forstatements should normally be declared
within those statements, so that such variables are confined to those scopes. E.g.:
while (const char* p = strchr(str, '/')) str = p + 1;
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.
// Inefficient implementation:
for (int i = 0; i < 1000000; ++i) {
Foo f; // My ctor and dtor get called 1000000 times each.
f.DoSomething(i);
}
It may be more efficient to declare such a variable used in a loop outside that loop:
Foo f; // My ctor and dtor get called once each.
for (int i = 0; i < 1000000; ++i) {
f.DoSomething(i);
}

Static and Global Variables
Static or global variables of class type are forbidden: they cause hard-to-find bugs
due to indeterminate order of construction and destruction. However, such variables
are allowed if they are constexpr: they have no dynamic initialization or
destruction.
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.
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 static POD 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. (This prohibition does not apply to a static variable within
function scope, since its initialization order is well-defined and does not occur until
control passes through its declaration.)
Likewise, global and static variables are destroyed when the program terminates,
regardless of whether the termination is by returning from main()or by calling
exit(). 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
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thread — tries to access it and fails. Or the destructor for a static stringvariable
might be run prior to the destructor for another variable that contains a reference to
that string.
One way to alleviate the destructor problem is to terminate the program by calling
quick_exit()instead of exit(). The difference is that quick_exit()does not
invoke destructors and does not invoke any handlers that were registered by calling
atexit(). If you have a handler that needs to run when a program terminates via
quick_exit()(flushing logs, for example), you can register it using
at_quick_exit(). (If you have a handler that needs to run at both exit()and
quick_exit(), you need to register it in both places.)
As a result we only allow static variables to contain POD data. This rule completely
disallows vector(use C arrays instead), or string(use const char []).
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.

Classes
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.

Doing Work in Constructors
Avoid doing complex initialization in constructors (in particular, initialization that can
fail or that requires virtual method calls).
Definition:
It is possible to perform initialization in the body of the constructor.
Pros:
Convenience in typing. No need to worry about whether the class has been
initialized or not.
Cons:
The problems with doing work in constructors are:
There is no easy way for constructors to signal errors, short of using
exceptions (which are forbidden).
If the work fails, we now have an object whose initialization code failed, so it
may be an indeterminate state.
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.
If someone creates a global variable of this type (which is against the rules,
but still), the constructor code will be called before main(), possibly
breaking some implicit assumptions in the constructor code. For instance,
gflags will not yet have been initialized.
Decision:
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Constructors should never call virtual functions or attempt to raise non-fatal failures.
If your object requires non-trivial initialization, consider using a factory function or
Init()method.

Initialization
If your class defines member variables, you must provide an in-class initializer for
every member variable or write a constructor (which can be a default constructor). If
you do not declare any constructors yourself then the compiler will generate a
default constructor for you, which may leave some fields uninitialized or initialized to
inappropriate values.
Definition:
The default constructor is called when we newa class object with no arguments. It
is always called when calling new[](for arrays). In-class member initialization
means declaring a member variable using a construction like int count_ = 17;
or string name_{"abc"};, as opposed to just int count_;or
string name_;.
Pros:
A user-defined default constructor is used to initialize an object if no initializer is
provided. It can ensure that an object is always in a valid and usable state as soon
as it's constructed; it can also ensure that an object is initially created in an
obviously "impossible" state, to aid debugging.
In-class member initialization ensures that a member variable will be initialized
appropriately without having to duplicate the initialization code in multiple
constructors. This can reduce bugs where you add a new member variable, initialize
it in one constructor, and forget to put that initialization code in another constructor.
Cons:
Explicitly defining a default constructor is extra work for you, the code writer.
In-class member initialization is potentially confusing if a member variable is
initialized as part of its declaration and also initialized in a constructor, since the
value in the constructor will override the value in the declaration.
Decision:
Use in-class member initialization for simple initializations, especially when a
member variable must be initialized the same way in more than one constructor.
If your class defines member variables that aren't initialized in-class, and if it has no
other constructors, you must define a default constructor (one that takes no
arguments). It should preferably initialize the object in such a way that its internal
state is consistent and valid.
The reason for this is that if you have no other constructors and do not define a
default constructor, the compiler will generate one for you. This compiler generated
constructor may not initialize your object sensibly.
If your class inherits from an existing class but you add no new member variables,
you are not required to have a default constructor.

Explicit Constructors

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Use the C++ keyword explicitfor constructors callable with one argument.
Definition:
Normally, if a constructor can be called with one argument, it can be used as a
conversion. For instance, if you define Foo::Foo(string name)and then pass a
string to a function that expects a Foo, the constructor will be called to convert the
string into a Fooand will pass the Footo your function for you. This can be
convenient but is also a source of trouble when things get converted and new
objects created without you meaning them to. Declaring a constructor explicit
prevents it from being invoked implicitly as a conversion.
In addition to single-parameter constructors, this also applies to constructors where
every parameter after the first has a default value, e.g.,
Foo::Foo(string name, int id = 42).
Pros:
Avoids undesirable conversions.
Cons:
None.
Decision:
We require all constructors that are callable with a single argument to be explicit.
Always put explicitin front of such constructors in the class definition:
explicit Foo(string name);
Copy and move constructors are exceptions: they should not be explicit.
Classes that are intended to be transparent wrappers around other classes are also
exceptions. Such exceptions should be clearly marked with comments.
Finally, constructors that take only a std::initializer_listmay be nonexplicit. This permits construction of your type from a braced initializer list, as in an
assignment-style initialization, function argument, or return statement. For example:
MyType m = {1, 2};
MyType MakeMyType() { return {1, 2}; }
TakeMyType({1, 2});

Copyable and Movable Types
Support copying and/or moving if it makes sense for your type. Otherwise, disable
the implicitly generated special functions that perform copies and moves.
Definition:
A copyable type allows its objects to be initialized or assigned from any other object
of the same type, without changing the value of the source. For user-defined types,
the copy behavior is defined by the copy constructor and the copy-assignment
operator. stringis an example of a copyable type.
A movable type is one that can be initialized and assigned from temporaries (all
copyable types are therefore movable). std::unique_ptris an example of
a movable but not copyable type. For user-defined types, the move behavior is
defined by the move constructor and the move-assignment operator.
The copy/move constructors can be implicitly invoked by the compiler in some
situations, e.g. when passing objects by value.
Pros:
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Objects of copyable and movable types can be passed and returned by value,
which makes APIs simpler, safer, and more general. Unlike when passing pointers
or references, there's no risk of confusion over ownership, lifetime, mutability, and
similar issues, and no need to specify them in the contract. It also prevents nonlocal interactions between the client and the implementation, which makes them
easier to understand and maintain. Such objects can be used with generic APIs that
require pass-by-value, such as most containers.
Copy/move constructors and assignment operators are usually easier to define
correctly than alternatives like Clone(), CopyFrom()or Swap(), because they
can be generated by the compiler, either implicitly or with = default. They are
concise, and ensure that all data members are copied. Copy and move constructors
are also generally more efficient, because they don't require heap allocation or
separate initialization and assignment steps, and they're eligible for optimizations
such as copy elision.
Move operations allow the implicit and efficient transfer of resources out of rvalue
objects. This allows a plainer coding style in some cases.
Cons:
Many types do not need to be copyable, and providing copy operations for them can
be confusing, nonsensical, or outright incorrect. Copy/assigment operations for
base class types are hazardous, because use of them can lead to object slicing.
Defaulted or carelessly-implemented copy operations can be incorrect, and the
resulting bugs can be confusing and difficult to diagnose.
Copy constructors are invoked implicitly, which makes the invocation easy to miss.
This may cause confusion, particularly for programmers used to languages where
pass-by-reference is conventional or mandatory. It may also encourage excessive
copying, which can cause performance problems.
Decision:
Make your type copyable/movable if it will be useful, and if it makes sense in the
context of the rest of the API. As a rule of thumb, if the behavior (including
computational complexity) of a copy isn't immediately obvious to users of your type,
your type shouldn't be copyable. If you choose to make it copyable, define both
copy operations (constructor and assignment). If your type is copyable and a move
operation is more efficient than a copy, define both move operations (constructor
and assignment). If your type is not copyable, but the correctness of a move is
obvious to users of the type and its fields support it, you may make the type moveonly by defining both of the move operations.
Prefer to define copy and move operations with = default. Defining non-default
move operations currently requires a style exception. Remember to review the
correctness of any defaulted operations as you would any other code.
Due to the risk of slicing, avoid providing an assignment operator or public
copy/move constructor for a class that's intended to be derived from (and avoid
deriving from a class with such members). If your base class needs to be copyable,
provide a public virtual Clone()method, and a protected copy constructor that
derived classes can use to implement it.
If you do not want to support copy/move operations on your type, explicitly disable
them using = deleteor whatever other mechanism your project uses.

Delegating and Inheriting Constructors
Use delegating and inheriting constructors when they reduce code duplication.
Definition:
Delegating and inheriting constructors are two different features, both introduced in
C++11, for reducing code duplication in constructors. Delegating constructors allow
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one of a class's constructors to forward work to one of the class's other
constructors, using a special variant of the initialization list syntax. For example:
X::X(const string& name) : name_(name) {
...
}
X::X() : X("") { }
Inheriting constructors allow a derived class to have its base class's constructors
available directly, just as with any of the base class's other member functions,
instead of having to redeclare them. This is especially useful if the base has multiple
constructors. For example:
class Base {
public:
Base();
Base(int n);
Base(const string& s);
...
};
class Derived : public Base {
public:
using Base::Base; // Base's constructors are redeclared here.
};
This is especially useful when Derived's constructors don't have to do anything
more than calling Base's constructors.
Pros:
Delegating and inheriting constructors reduce verbosity and boilerplate, which can
improve readability.
Delegating constructors are familiar to Java programmers.
Cons:
It's possible to approximate the behavior of delegating constructors by using a
helper function.
Inheriting constructors may be confusing if a derived class introduces new member
variables, since the base class constructor doesn't know about them.
Decision:
Use delegating and inheriting constructors when they reduce boilerplate and
improve readability. Be cautious about inheriting constructors when your derived
class has new member variables. Inheriting constructors may still be appropriate in
that case if you can use in-class member initialization for the derived class's
member variables.

Structs vs. Classes
Use a structonly for passive objects that carry data; everything else is a class.
The structand classkeywords behave almost identically in C++. We add our
own semantic meanings to each keyword, so you should use the appropriate
keyword for the data-type you're defining.
structsshould be used for passive objects that carry data, and may have
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associated constants, but lack any functionality other than access/setting the data
members. The accessing/setting of fields is done by directly accessing the fields
rather than through method invocations. Methods should not provide behavior but
should only be used to set up the data members, e.g., constructor, destructor,
Initialize(), Reset(), Validate().
If more functionality is required, a classis more appropriate. If in doubt, make it a
class.
For consistency with STL, you can use structinstead of classfor functors and
traits.
Note that member variables in structs and classes have different naming rules.

Inheritance
Composition is often more appropriate than inheritance. When using inheritance,
make it public.
Definition:
When a sub-class inherits from a base class, it includes the definitions of all the
data and operations that the parent base class defines. In practice, inheritance is
used in two major ways in C++: implementation inheritance, in which actual code is
inherited by the child, and interface inheritance, in which only method names are
inherited.
Pros:
Implementation inheritance reduces code size by re-using the base class code as it
specializes an existing type. Because inheritance is a compile-time declaration, you
and the compiler can understand the operation and detect errors. Interface
inheritance can be used to programmatically enforce that a class expose a
particular API. Again, the compiler can detect errors, in this case, when a class
does not define a necessary method of the API.
Cons:
For implementation inheritance, because the code implementing a sub-class is
spread between the base and the sub-class, it can be more difficult to understand
an implementation. The sub-class cannot override functions that are not virtual, so
the sub-class cannot change implementation. The base class may also define some
data members, so that specifies physical layout of the base class.
Decision:
All inheritance should be public. If you want to do private inheritance, you should
be including an instance of the base class as a member instead.
Do not overuse implementation inheritance. Composition is often more appropriate.
Try to restrict use of inheritance to the "is-a" case: Barsubclasses Fooif it can
reasonably be said that Bar"is a kind of" Foo.
Make your destructor virtualif necessary. If your class has virtual methods, its
destructor should be virtual.
Limit the use of protectedto those member functions that might need to be
accessed from subclasses. Note that data members should be private.
Explicitly annotate overrides of virtual functions or virtual destructors with an
overrideor (less frequently) finalspecifier. Older (pre-C++11) code will use the
virtualkeyword as an inferior alternative annotation. For clarity, use exactly one
of override, final, or virtualwhen declaring an override. Rationale: A
function or destructor marked overrideor finalthat is not an override of a base
class virtual function will not compile, and this helps catch common errors. The
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specifiers serve as documentation; if no specifier is present, the reader has to check
all ancestors of the class in question to determine if the function or destructor is
virtual or not.

Multiple Inheritance
Only very rarely is multiple implementation inheritance actually useful. We allow
multiple inheritance only when at most one of the base classes has an
implementation; all other base classes must be pure interface classes tagged with
the Interfacesuffix.
Definition:
Multiple inheritance allows a sub-class to have more than one base class. We
distinguish between base classes that are pure interfaces and those that have an
implementation.
Pros:
Multiple implementation inheritance may let you re-use even more code than single
inheritance (see Inheritance).
Cons:
Only very rarely is multiple implementation inheritance actually useful. When
multiple implementation inheritance seems like the solution, you can usually find a
different, more explicit, and cleaner solution.
Decision:
Multiple inheritance is allowed only when all superclasses, with the possible
exception of the first one, are pure interfaces. In order to ensure that they remain
pure interfaces, they must end with the Interfacesuffix.
Note:
There is an exception to this rule on Windows.

Interfaces
Classes that satisfy certain conditions are allowed, but not required, to end with an
Interfacesuffix.
Definition:
A class is a pure interface if it meets the following requirements:
It has only public pure virtual ("= 0") methods and static methods (but see
below for destructor).
It may not have non-static data members.
It need not have any constructors defined. If a constructor is provided, it must
take no arguments and it must be protected.
If it is a subclass, it may only be derived from classes that satisfy these
conditions and are tagged with the Interfacesuffix.
An interface class can never be directly instantiated because of the pure virtual
method(s) it declares. To make sure all implementations of the interface can be
destroyed correctly, the interface must also declare a virtual destructor (in an
exception to the first rule, this should not be pure). See Stroustrup, The C++
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Programming Language, 3rd edition, section 12.4 for details.
Pros:
Tagging a class with the Interfacesuffix lets others know that they must not add
implemented methods or non static data members. This is particularly important in
the case of multiple inheritance. Additionally, the interface concept is already wellunderstood by Java programmers.
Cons:
The Interfacesuffix lengthens the class name, which can make it harder to read
and understand. Also, the interface property may be considered an implementation
detail that shouldn't be exposed to clients.
Decision:
A class may end with Interfaceonly if it meets the above requirements. We do
not require the converse, however: classes that meet the above requirements are
not required to end with Interface.

Operator Overloading
Do not overload operators except in rare, special circumstances. Do not create
user-defined literals.
Definition:
A class can define that operators such as +and /operate on the class as if it were
a built-in type. An overload of operator""allows the built-in literal syntax to be
used to create objects of class types.
Pros:
Operator overloading can make code appear more intuitive because a class will
behave in the same way as built-in types (such as int). Overloaded operators are
more playful names for functions that are less-colorfully named, such as Equals()
or Add().
For some template functions to work correctly, you may need to define operators.
User-defined literals are a very concise notation for creating objects of user-defined
types.
Cons:
While operator overloading can make code more intuitive, it has several drawbacks:
It can fool our intuition into thinking that expensive operations are cheap,
built-in operations.
It is much harder to find the call sites for overloaded operators. Searching for
Equals()is much easier than searching for relevant invocations of ==.
Some operators work on pointers too, making it easy to introduce bugs.
Foo + 4may do one thing, while &Foo + 4does something totally
different. The compiler does not complain for either of these, making this very
hard to debug.
User-defined literals allow creating new syntactic forms that are unfamiliar
even to experienced C++ programmers.
Overloading also has surprising ramifications. For instance, if a class overloads
unary operator&, it cannot safely be forward-declared.
Decision:
In general, do not overload operators. You can define ordinary functions like
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Equals()if you need them. Likewise, avoid the dangerous unary operator&at
all costs, if there's any possibility the class might be forward-declared.
Do not overload operator"", i.e. do not introduce user-defined literals.
However, there may be rare cases where you need to overload an operator to
interoperate with templates or "standard" C++ classes (such as
operator<<(ostream&, const T&)for logging). These are acceptable if fully
justified, but you should try to avoid these whenever possible. In particular, do not
overload operator==or operator
operators. Some smart pointer types can be used to automate ownership
bookkeeping, to ensure these responsibilities are met. std::unique_ptris a
smart pointer type introduced in C++11, which expresses exclusive ownership of a
dynamically allocated object; the object is deleted when the std::unique_ptr
goes out of scope. It cannot be copied, but can be moved to represent ownership
transfer. std::shared_ptris a smart pointer type that expresses shared
ownership of a dynamically allocated object. std::shared_ptrs can be copied;
ownership of the object is shared among all copies, and the object is deleted when
the last std::shared_ptris destroyed.
Pros:
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It's virtually impossible to manage dynamically allocated memory without
some sort of ownership logic.
Transferring ownership of an object can be cheaper than copying it (if
copying it is even possible).
Transferring ownership can be simpler than 'borrowing' a pointer or
reference, because it reduces the need to coordinate the lifetime of the
object between the two users.
Smart pointers can improve readability by making ownership logic explicit,
self-documenting, and unambiguous.
Smart pointers can eliminate manual ownership bookkeeping, simplifying the
code and ruling out large classes of errors.
For const objects, shared ownership can be a simple and efficient alternative
to deep copying.
Cons:
Ownership must be represented and transferred via pointers (whether smart
or plain). Pointer semantics are more complicated than value semantics,
especially in APIs: you have to worry not just about ownership, but also
aliasing, lifetime, and mutability, among other issues.
The performance costs of value semantics are often overestimated, so the
performance benefits of ownership transfer might not justify the readability
and complexity costs.
APIs that transfer ownership force their clients into a single memory
management model.
Code using smart pointers is less explicit about where the resource releases
take place.
std::unique_ptrexpresses ownership transfer using C++11's move
semantics, which are relatively new and may confuse some programmers.
Shared ownership can be a tempting alternative to careful ownership design,
obfuscating the design of a system.
Shared ownership requires explicit bookkeeping at run-time, which can be
costly.
In some cases (e.g. cyclic references), objects with shared ownership may
never be deleted.
Smart pointers are not perfect substitutes for plain pointers.
Decision:
If dynamic allocation is necessary, prefer to keep ownership with the code that
allocated it. If other code needs access to the object, consider passing it a copy, or
passing a pointer or reference without transferring ownership. Prefer to use
std::unique_ptrto make ownership transfer explicit. For example:
std::unique_ptr FooFactory();
void FooConsumer(std::unique_ptr ptr);
Do not design your code to use shared ownership without a very good reason. One
such reason is to avoid expensive copy operations, but you should only do this if the
performance benefits are significant, and the underlying object is immutable (i.e.
std::shared_ptr). If you do use shared ownership, prefer to use
std::shared_ptr.
Do not use scoped_ptrin new code unless you need to be compatible with older
versions of C++. Never use std::auto_ptr. Instead, use std::unique_ptr.

cpplint
Use cpplint.pyto detect style errors.
cpplint.pyis a tool that reads a source file and identifies many style errors. It is
not perfect, and has both false positives and false negatives, but it is still a valuable
tool. False positives can be ignored by putting // NOLINTat the end of the line or
// NOLINTNEXTLINEin the previous line.
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Some projects have instructions on how to run cpplint.pyfrom their project
tools. If the project you are contributing to does not, you can download
cpplint.pyseparately.

Other C++ Features

Reference Arguments
All parameters passed by reference must be labeled const.
Definition:
In C, if a function needs to modify a variable, the parameter must use a pointer, eg
int foo(int *pval). In C++, the function can alternatively declare a reference
parameter: int foo(int &val).
Pros:
Defining a parameter as reference avoids ugly code like (*pval)++. Necessary for
some applications like copy constructors. Makes it clear, unlike with pointers, that a
null pointer is not a possible value.
Cons:
References can be confusing, as they have value syntax but pointer semantics.
Decision:
Within function parameter lists all references must be const:
void Foo(const string &in, string *out);
In fact it is a very strong convention in Google code that input arguments are values
or constreferences while output arguments are pointers. Input parameters may be
constpointers, but we never allow non-constreference parameters except when
required by convention, e.g., swap().
However, there are some instances where using const T*is preferable to
const T&for input parameters. For example:
You want to pass in a null pointer.
The function saves a pointer or reference to the input.
Remember that most of the time input parameters are going to be specified as
const T&. Using const T*instead communicates to the reader that the input is
somehow treated differently. So if you choose const T*rather than const T&, do
so for a concrete reason; otherwise it will likely confuse readers by making them
look for an explanation that doesn't exist.

Rvalue References
Use rvalue references only to define move constructors and move assignment
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operators. Do not use std::forward.
Definition:
Rvalue references are a type of reference that can only bind to temporary objects.
The syntax is similar to traditional reference syntax. For example,
void f(string&& s);declares a function whose argument is an rvalue
reference to a string.
Pros:
Defining a move constructor (a constructor taking an rvalue reference to the
class type) makes it possible to move a value instead of copying it. If v1is a
vector, for example, then auto v2(std::move(v1))will
probably just result in some simple pointer manipulation instead of copying a
large amount of data. In some cases this can result in a major performance
improvement.
Rvalue references make it possible to write a generic function wrapper that
forwards its arguments to another function, and works whether or not its
arguments are temporary objects.
Rvalue references make it possible to implement types that are movable but
not copyable, which can be useful for types that have no sensible definition
of copying but where you might still want to pass them as function
arguments, put them in containers, etc.
std::moveis necessary to make effective use of some standard-library
types, such as std::unique_ptr.
Cons:
Rvalue references are a relatively new feature (introduced as part of C++11),
and not yet widely understood. Rules like reference collapsing, and
automatic synthesis of move constructors, are complicated.
Decision:
Use rvalue references only to define move constructors and move assignment
operators, as described in Copyable and Movable Types. Do not use
std::forwardutility function. You may use std::moveto express moving a
value from one object to another rather than copying it.

Function Overloading
Use overloaded functions (including constructors) only if a reader looking at a call
site can get a good idea of what is happening without having to first figure out
exactly which overload is being called.
Definition:
You may write a function that takes a const string&and overload it with another
that takes const char*.
class MyClass {
public:
void Analyze(const string &text);
void Analyze(const char *text, size_t textlen);
};
Pros:
Overloading can make code more intuitive by allowing an identically-named function
to take different arguments. It may be necessary for templatized code, and it can be
convenient for Visitors.
Cons:
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If a function is overloaded by the argument types alone, a reader may have to
understand C++'s complex matching rules in order to tell what's going on. Also
many people are confused by the semantics of inheritance if a derived class
overrides only some of the variants of a function.
Decision:
If you want to overload a function, consider qualifying the name with some
information about the arguments, e.g., AppendString(), AppendInt()rather
than just Append().

Default Arguments
We do not allow default function parameters, except in limited situations as
explained below. Simulate them with function overloading instead, if appropriate.
Pros:
Often you have a function that uses default values, but occasionally you want to
override the defaults. Default parameters allow an easy way to do this without
having to define many functions for the rare exceptions. Compared to overloading
the function, default arguments have a cleaner syntax, with less boilerplate and a
clearer distinction between 'required' and 'optional' arguments.
Cons:
Function pointers are confusing in the presence of default arguments, since the
function signature often doesn't match the call signature. Adding a default argument
to an existing function changes its type, which can cause problems with code taking
its address. Adding function overloads avoids these problems. In addition, default
parameters may result in bulkier code since they are replicated at every call-site -as opposed to overloaded functions, where "the default" appears only in the
function definition.
Decision:
While the cons above are not that onerous, they still outweigh the (small) benefits of
default arguments over function overloading. So except as described below, we
require all arguments to be explicitly specified.
One specific exception is when the function is a static function (or in an unnamed
namespace) in a .cc file. In this case, the cons don't apply since the function's use is
so localized.
In addition, default function parameters are allowed in constructors. Most of the
cons listed above don't apply to constructors because it's impossible to take their
address.
Another specific exception is when default arguments are used to simulate variablelength argument lists.
// Support up to 4 params by using a default empty AlphaNum.
string StrCat(const AlphaNum &a,
const AlphaNum &b = gEmptyAlphaNum,
const AlphaNum &c = gEmptyAlphaNum,
const AlphaNum &d = gEmptyAlphaNum);

Variable-Length Arrays and alloca()
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We do not allow variable-length arrays or alloca().
Pros:
Variable-length arrays have natural-looking syntax. Both variable-length arrays and
alloca()are very efficient.
Cons:
Variable-length arrays and alloca are not part of Standard C++. More importantly,
they allocate a data-dependent amount of stack space that can trigger difficult-tofind memory overwriting bugs: "It ran fine on my machine, but dies mysteriously in
production".
Decision:
Use a safe allocator instead, such as std::vectoror std::unique_ptr.

Friends
We allow use of friendclasses and functions, within reason.
Friends should usually be defined in the same file so that the reader does not have
to look in another file to find uses of the private members of a class. A common use
of friendis to have a FooBuilderclass be a friend of Fooso that it can
construct the inner state of Foocorrectly, without exposing this state to the world. In
some cases it may be useful to make a unittest class a friend of the class it tests.
Friends extend, but do not break, the encapsulation boundary of a class. In some
cases this is better than making a member public when you want to give only one
other class access to it. However, most classes should interact with other classes
solely through their public members.

Exceptions
We do not use C++ exceptions.
Pros:
Exceptions allow higher levels of an application to decide how to handle
"can't happen" failures in deeply nested functions, without the obscuring and
error-prone bookkeeping of error codes.
Exceptions are used by most other modern languages. Using them in C++
would make it more consistent with Python, Java, and the C++ that others
are familiar with.
Some third-party C++ libraries use exceptions, and turning them off internally
makes it harder to integrate with those libraries.
Exceptions are the only way for a constructor to fail. We can simulate this
with a factory function or an Init()method, but these require heap
allocation or a new "invalid" state, respectively.
Exceptions are really handy in testing frameworks.
Cons:
When you add a throwstatement to an existing function, you must examine
all of its transitive callers. Either they must make at least the basic exception
safety guarantee, or they must never catch the exception and be happy with
the program terminating as a result. For instance, if f()calls g()calls h(),
and hthrows an exception that fcatches, ghas to be careful or it may not
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clean up properly.
More generally, exceptions make the control flow of programs difficult to
evaluate by looking at code: functions may return in places you don't expect.
This causes maintainability and debugging difficulties. You can minimize this
cost via some rules on how and where exceptions can be used, but at the
cost of more that a developer needs to know and understand.
Exception safety requires both RAII and different coding practices. Lots of
supporting machinery is needed to make writing correct exception-safe code
easy. Further, to avoid requiring readers to understand the entire call graph,
exception-safe code must isolate logic that writes to persistent state into a
"commit" phase. This will have both benefits and costs (perhaps where
you're forced to obfuscate code to isolate the commit). Allowing exceptions
would force us to always pay those costs even when they're not worth it.
Turning on exceptions adds data to each binary produced, increasing
compile time (probably slightly) and possibly increasing address space
pressure.
The availability of exceptions may encourage developers to throw them when
they are not appropriate or recover from them when it's not safe to do so. For
example, invalid user input should not cause exceptions to be thrown. We
would need to make the style guide even longer to document these
restrictions!
Decision:
On their face, the benefits of using exceptions outweigh the costs, especially in new
projects. However, for existing code, the introduction of exceptions has implications
on all dependent code. If exceptions can be propagated beyond a new project, it
also becomes problematic to integrate the new project into existing exception-free
code. Because most existing C++ code at Google is not prepared to deal with
exceptions, it is comparatively difficult to adopt new code that generates exceptions.
Given that Google's existing code is not exception-tolerant, the costs of using
exceptions are somewhat greater than the costs in a new project. The conversion
process would be slow and error-prone. We don't believe that the available
alternatives to exceptions, such as error codes and assertions, introduce a
significant burden.
Our advice against using exceptions is not predicated on philosophical or moral
grounds, but practical ones. Because we'd like to use our open-source projects at
Google and it's difficult to do so if those projects use exceptions, we need to advise
against exceptions in Google open-source projects as well. Things would probably
be different if we had to do it all over again from scratch.
This prohibition also applies to the exception-related features added in C++11, such
as noexcept, std::exception_ptr, and std::nested_exception.
There is an exception to this rule (no pun intended) for Windows code.

Run-Time Type Information (RTTI)
Avoid using Run Time Type Information (RTTI).
Definition:
RTTI allows a programmer to query the C++ class of an object at run time. This is
done by use of typeidor dynamic_cast.
Cons:
Querying the type of an object at run-time frequently means a design problem.
Needing to know the type of an object at runtime is often an indication that the
design of your class hierarchy is flawed.
Undisciplined use of RTTI makes code hard to maintain. It can lead to type-based
decision trees or switch statements scattered throughout the code, all of which must
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be examined when making further changes.
Pros:
The standard alternatives to RTTI (described below) require modification or
redesign of the class hierarchy in question. Sometimes such modifications are
infeasible or undesirable, particularly in widely-used or mature code.
RTTI can be useful in some unit tests. For example, it is useful in tests of factory
classes where the test has to verify that a newly created object has the expected
dynamic type. It is also useful in managing the relationship between objects and
their mocks.
RTTI is useful when considering multiple abstract objects. Consider
bool Base::Equal(Base* other) = 0;
bool Derived::Equal(Base* other) {
Derived* that = dynamic_cast(other);
if (that == NULL)
return false;
...
}
Decision:
RTTI has legitimate uses but is prone to abuse, so you must be careful when using
it. You may use it freely in unittests, but avoid it when possible in other code. In
particular, think twice before using RTTI in new code. If you find yourself needing to
write code that behaves differently based on the class of an object, consider one of
the following alternatives to querying the type:
Virtual methods are the preferred way of executing different code paths
depending on a specific subclass type. This puts the work within the object
itself.
If the work belongs outside the object and instead in some processing code,
consider a double-dispatch solution, such as the Visitor design pattern. This
allows a facility outside the object itself to determine the type of class using
the built-in type system.
When the logic of a program guarantees that a given instance of a base class is in
fact an instance of a particular derived class, then a dynamic_castmay be used
freely on the object. Usually one can use a static_castas an alternative in such
situations.
Decision trees based on type are a strong indication that your code is on the wrong
track.
if (typeid(*data) == typeid(D1)) {
...
} else if (typeid(*data) == typeid(D2)) {
...
} else if (typeid(*data) == typeid(D3)) {
...
Code such as this usually breaks when additional subclasses are added to the class
hierarchy. Moreover, when properties of a subclass change, it is difficult to find and
modify all the affected code segments.
Do not hand-implement an RTTI-like workaround. The arguments against RTTI
apply just as much to workarounds like class hierarchies with type tags. Moreover,
workarounds disguise your true intent.

Casting
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Use C++ casts like static_cast<>(). Do not use other cast formats like
int y = (int)x;or int y = int(x);.
Definition:
C++ introduced a different cast system from C that distinguishes the types of cast
operations.
Pros:
The problem with C casts is the ambiguity of the operation; sometimes you are
doing a conversion (e.g., (int)3.5) and sometimes you are doing a cast (e.g.,
(int)"hello"); C++ casts avoid this. Additionally C++ casts are more visible
when searching for them.
Cons:
The syntax is nasty.
Decision:
Do not use C-style casts. Instead, use these C++-style casts.
Use static_castas the equivalent of a C-style cast that does value
conversion, or when you need to explicitly up-cast a pointer from a class to
its superclass.
Use const_castto remove the constqualifier (see const).
Use reinterpret_castto do unsafe conversions of pointer types to and
from integer and other pointer types. Use this only if you know what you are
doing and you understand the aliasing issues.
See the RTTI section for guidance on the use of dynamic_cast.

Streams
Use streams only for logging.
Definition:
Streams are a replacement for printf()and scanf().
Pros:
With streams, you do not need to know the type of the object you are printing. You
do not have problems with format strings not matching the argument list. (Though
with gcc, you do not have that problem with printfeither.) Streams have
automatic constructors and destructors that open and close the relevant files.
Cons:
Streams make it difficult to do functionality like pread(). Some formatting
(particularly the common format string idiom %.*s) is difficult if not impossible to do
efficiently using streams without using printf-like hacks. Streams do not support
operator reordering (the %1$sdirective), which is helpful for internationalization.
Decision:
Do not use streams, except where required by a logging interface. Use printf-like
routines instead.
There are various pros and cons to using streams, but in this case, as in many other
cases, consistency trumps the debate. Do not use streams in your code.

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Extended Discussion
There has been debate on this issue, so this explains the reasoning in greater
depth. Recall the Only One Way guiding principle: we want to make sure that
whenever we do a certain type of I/O, the code looks the same in all those places.
Because of this, we do not want to allow users to decide between using streams or
using printfplus Read/Write/etc. Instead, we should settle on one or the other.
We made an exception for logging because it is a pretty specialized application, and
for historical reasons.
Proponents of streams have argued that streams are the obvious choice of the two,
but the issue is not actually so clear. For every advantage of streams they point out,
there is an equivalent disadvantage. The biggest advantage is that you do not need
to know the type of the object to be printing. This is a fair point. But, there is a
downside: you can easily use the wrong type, and the compiler will not warn you. It
is easy to make this kind of mistake without knowing when using streams.
cout << this; // Prints the address
cout << *this; // Prints the contents
The compiler does not generate an error because <bar()->hostname.first
<< ":" << foo->bar()->hostname.second << ": " << strerror(errno);
fprintf(stderr, "Error connecting to '%s:%u: %s",
foo->bar()->hostname.first, foo->bar()->hostname.second,
strerror(errno));
And so on and so forth for any issue you might bring up. (You could argue, "Things
would be better with the right wrappers," but if it is true for one scheme, is it not also
true for the other? Also, remember the goal is to make the language smaller, not
add yet more machinery that someone has to learn.)
Either path would yield different advantages and disadvantages, and there is not a
clearly superior solution. The simplicity doctrine mandates we settle on one of them
though, and the majority decision was on printf+ read/write.

Preincrement and Predecrement
Use prefix form (++i) of the increment and decrement operators with iterators and
other template objects.
Definition:
When a variable is incremented (++ior i++) or decremented (--ior i--) and the
value of the expression is not used, one must decide whether to preincrement
(decrement) or postincrement (decrement).
Pros:
When the return value is ignored, the "pre" form (++i) is never less efficient than
the "post" form (i++), and is often more efficient. This is because post-increment (or
decrement) requires a copy of ito be made, which is the value of the expression. If
iis an iterator or other non-scalar type, copying icould be expensive. Since the
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two types of increment behave the same when the value is ignored, why not just
always pre-increment?
Cons:
The tradition developed, in C, of using post-increment when the expression value is
not used, especially in forloops. Some find post-increment easier to read, since
the "subject" (i) precedes the "verb" (++), just like in English.
Decision:
For simple scalar (non-object) values there is no reason to prefer one form and we
allow either. For iterators and other template types, use pre-increment.

Use of const
Use constwhenever it makes sense. With C++11, constexpris a better choice
for some uses of const.
Definition:
Declared variables and parameters can be preceded by the keyword constto
indicate the variables are not changed (e.g., const int foo). Class functions can
have the constqualifier to indicate the function does not change the state of the
class member variables (e.g., class Foo { int Bar(char c) const; };).
Pros:
Easier for people to understand how variables are being used. Allows the compiler
to do better type checking, and, conceivably, generate better code. Helps people
convince themselves of program correctness because they know the functions they
call are limited in how they can modify your variables. Helps people know what
functions are safe to use without locks in multi-threaded programs.
Cons:
constis viral: if you pass a constvariable to a function, that function must have
constin its prototype (or the variable will need a const_cast). This can be a
particular problem when calling library functions.
Decision:
constvariables, data members, methods and arguments add a level of compiletime type checking; it is better to detect errors as soon as possible. Therefore we
strongly recommend that you use constwhenever it makes sense to do so:
If a function does not modify an argument passed by reference or by pointer,
that argument should be const.
Declare methods to be constwhenever possible. Accessors should almost
always be const. Other methods should be const if they do not modify any
data members, do not call any non-constmethods, and do not return a
non-constpointer or non-constreference to a data member.
Consider making data members constwhenever they do not need to be
modified after construction.
The mutablekeyword is allowed but is unsafe when used with threads, so thread
safety should be carefully considered first.

Where to put the const

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Some people favor the form int const *footo const int* foo. They argue
that this is more readable because it's more consistent: it keeps the rule that const
always follows the object it's describing. However, this consistency argument
doesn't apply in codebases with few deeply-nested pointer expressions since most
constexpressions have only one const, and it applies to the underlying value. In
such cases, there's no consistency to maintain. Putting the constfirst is arguably
more readable, since it follows English in putting the "adjective" (const) before the
"noun" (int).
That said, while we encourage putting constfirst, we do not require it. But be
consistent with the code around you!

Use of constexpr
In C++11, use constexprto define true constants or to ensure constant
initialization.
Definition:
Some variables can be declared constexprto indicate the variables are true
constants, i.e. fixed at compilation/link time. Some functions and constructors can
be declared constexprwhich enables them to be used in defining a constexpr
variable.
Pros:
Use of constexprenables definition of constants with floating-point expressions
rather than just literals; definition of constants of user-defined types; and definition
of constants with function calls.
Cons:
Prematurely marking something as constexpr may cause migration problems if later
on it has to be downgraded. Current restrictions on what is allowed in constexpr
functions and constructors may invite obscure workarounds in these definitions.
Decision:
constexprdefinitions enable a more robust specification of the constant parts of
an interface. Use constexprto specify true constants and the functions that
support their definitions. Avoid complexifying function definitions to enable their use
with constexpr. Do not use constexprto force inlining.

Integer Types
Of the built-in C++ integer types, the only one used is int. If a program needs a
variable of a different size, use a precise-width integer type from ,
such as int16_t. If your variable represents a value that could ever be greater
than or equal to 2^31 (2GiB), use a 64-bit type such as int64_t. Keep in mind that
even if your value won't ever be too large for an int, it may be used in intermediate
calculations which may require a larger type. When in doubt, choose a larger type.
Definition:
C++ does not specify the sizes of its integer types. Typically people assume that
shortis 16 bits, intis 32 bits, longis 32 bits and long longis 64 bits.
Pros:
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Uniformity of declaration.
Cons:
The sizes of integral types in C++ can vary based on compiler and architecture.
Decision:
defines types like int16_t, uint32_t, int64_t, etc. You should
always use those in preference to short, unsigned long longand the like,
when you need a guarantee on the size of an integer. Of the C integer types, only
intshould be used. When appropriate, you are welcome to use standard types like
size_tand ptrdiff_t.
We use intvery often, for integers we know are not going to be too big, e.g., loop
counters. Use plain old intfor such things. You should assume that an intis at
least 32 bits, but don't assume that it has more than 32 bits. If you need a 64-bit
integer type, use int64_tor uint64_t.
For integers we know can be "big", use int64_t.
You should not use the unsigned integer types such as uint32_t, unless there is a
valid reason such as representing a bit pattern rather than a number, or you need
defined overflow modulo 2^N. In particular, do not use unsigned types to say a
number will never be negative. Instead, use assertions for this.
If your code is a container that returns a size, be sure to use a type that will
accommodate any possible usage of your container. When in doubt, use a larger
type rather than a smaller type.
Use care when converting integer types. Integer conversions and promotions can
cause non-intuitive behavior.

On Unsigned Integers
Some people, including some textbook authors, recommend using unsigned types
to represent numbers that are never negative. This is intended as a form of selfdocumentation. However, in C, the advantages of such documentation are
outweighed by the real bugs it can introduce. Consider:
for (unsigned int i = foo.Length()-1; i >= 0; --i) ...
This code will never terminate! Sometimes gcc will notice this bug and warn you,
but often it will not. Equally bad bugs can occur when comparing signed and
unsigned variables. Basically, C's type-promotion scheme causes unsigned types to
behave differently than one might expect.
So, document that a variable is non-negative using assertions. Don't use an
unsigned type.

64-bit Portability
Code should be 64-bit and 32-bit friendly. Bear in mind problems of printing,
comparisons, and structure alignment.
printf()specifiers for some types are not cleanly portable between 32-bit
and 64-bit systems. C99 defines some portable format specifiers.
Unfortunately, MSVC 7.1 does not understand some of these specifiers and
the standard is missing a few, so we have to define our own ugly versions in
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some cases (in the style of the standard include file inttypes.h):
// printf macros for size_t, in the style of inttypes.h
#ifdef _LP64
#define __PRIS_PREFIX "z"
#else
#define __PRIS_PREFIX
#endif
// Use these macros after a % in a printf format string
// to get correct 32/64 bit behavior, like this:
// size_t size = records.size();
// printf("%"PRIuS"\n", size);
#define PRIdS __PRIS_PREFIX "d"
#define PRIxS __PRIS_PREFIX "x"
#define PRIuS __PRIS_PREFIX "u"
#define PRIXS __PRIS_PREFIX "X"
#define PRIoS __PRIS_PREFIX "o"

Type

DO NOT
use

DO use

void *(or any
pointer)
int64_t

%lx

%p

%qd, %lld
%qu, %llu,
%llx

%"PRId64"
%"PRIu64",
%"PRIx64"

size_t

%u

%"PRIuS",
%"PRIxS"

ptrdiff_t

%d

%"PRIdS"

uint64_t

Notes

C99
specifies
%zu
C99
specifies
%td

Note that the PRI*macros expand to independent strings which are
concatenated by the compiler. Hence if you are using a non-constant format
string, you need to insert the value of the macro into the format, rather than
the name. It is still possible, as usual, to include length specifiers, etc., after
the %when using the PRI*macros. So, e.g.
printf("x = %30"PRIuS"\n", x)would expand on 32-bit Linux to
printf("x = %30" "u" "\n", x), which the compiler will treat as
printf("x = %30u\n", x).
Remember that sizeof(void *)!= sizeof(int). Use intptr_tif you
want a pointer-sized integer.
You may need to be careful with structure alignments, particularly for
structures being stored on disk. Any class/structure with a
int64_t/uint64_tmember will by default end up being 8-byte aligned on
a 64-bit system. If you have such structures being shared on disk between
32-bit and 64-bit code, you will need to ensure that they are packed the same
on both architectures. Most compilers offer a way to alter structure alignment.
For gcc, you can use __attribute__((packed)). MSVC offers
#pragma pack()and __declspec(align()).
Use the LLor ULLsuffixes as needed to create 64-bit constants. For
example:
int64_t my_value = 0x123456789LL;
uint64_t my_mask = 3ULL << 48;
If you really need different code on 32-bit and 64-bit systems, use
#ifdef _LP64to choose between the code variants. (But please avoid this
if possible, and keep any such changes localized.)
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Preprocessor Macros
Be very cautious with macros. Prefer inline functions, enums, and constvariables
to macros.
Macros mean that the code you see is not the same as the code the compiler sees.
This can introduce unexpected behavior, especially since macros have global
scope.
Luckily, macros are not nearly as necessary in C++ as they are in C. Instead of
using a macro to inline performance-critical code, use an inline function. Instead of
using a macro to store a constant, use a constvariable. Instead of using a macro
to "abbreviate" a long variable name, use a reference. Instead of using a macro to
conditionally compile code ... well, don't do that at all (except, of course, for the
#defineguards to prevent double inclusion of header files). It makes testing much
more difficult.
Macros can do things these other techniques cannot, and you do see them in the
codebase, especially in the lower-level libraries. And some of their special features
(like stringifying, concatenation, and so forth) are not available through the language
proper. But before using a macro, consider carefully whether there's a non-macro
way to achieve the same result.
The following usage pattern will avoid many problems with macros; if you use
macros, follow it whenever possible:
Don't define macros in a .hfile.
#definemacros right before you use them, and #undefthem right after.
Do not just #undefan existing macro before replacing it with your own;
instead, pick a name that's likely to be unique.
Try not to use macros that expand to unbalanced C++ constructs, or at least
document that behavior well.
Prefer not using ##to generate function/class/variable names.

0 and nullptr/NULL
Use 0for integers, 0.0for reals, nullptr(or NULL) for pointers, and '\0'for
chars.
Use 0for integers and 0.0for reals. This is not controversial.
For pointers (address values), there is a choice between 0, NULL, and nullptr.
For projects that allow C++11 features, use nullptr. For C++03 projects, we
prefer NULLbecause it looks like a pointer. In fact, some C++ compilers provide
special definitions of NULLwhich enable them to give useful warnings, particularly in
situations where sizeof(NULL)is not equal to sizeof(0).
Use '\0'for chars. This is the correct type and also makes code more readable.

sizeof
Prefer sizeof(varname)to sizeof(type).
Use sizeof(varname)when you take the size of a particular variable.
sizeof(varname)will update appropriately if someone changes the variable type
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either now or later. You may use sizeof(type)for code unrelated to any
particular variable, such as code that manages an external or internal data format
where a variable of an appropriate C++ type is not convenient.
Struct data;
memset(&data, 0, sizeof(data));
memset(&data, 0, sizeof(Struct));
if (raw_size < sizeof(int)) {
LOG(ERROR) << "compressed record not big enough for count: " << raw_size;
return false;
}

auto
Use autoto avoid type names that are just clutter. Continue to use manifest type
declarations when it helps readability, and never use autofor anything but local
variables.
Definition:
In C++11, a variable whose type is given as autowill be given a type that matches
that of the expression used to initialize it. You can use autoeither to initialize a
variable by copying, or to bind a reference.
vector v;
...
auto s1 = v[0]; // Makes a copy of v[0].
const auto& s2 = v[0]; // s2 is a reference to v[0].
Pros:
C++ type names can sometimes be long and cumbersome, especially when they
involve templates or namespaces. In a statement like:
sparse_hash_map::iterator iter = m.find(val);
the return type is hard to read, and obscures the primary purpose of the statement.
Changing it to:
auto iter = m.find(val);
makes it more readable.
Without autowe are sometimes forced to write a type name twice in the same
expression, adding no value for the reader, as in:
diagnostics::ErrorStatus* status = new diagnostics::ErrorStatus("xyz");
Using automakes it easier to use intermediate variables when appropriate, by
reducing the burden of writing their types explicitly.
Cons:
Sometimes code is clearer when types are manifest, especially when a variable's
initialization depends on things that were declared far away. In an expression like:
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auto i = x.Lookup(key);
it may not be obvious what i's type is, if xwas declared hundreds of lines earlier.
Programmers have to understand the difference between autoand const auto&
or they'll get copies when they didn't mean to.
The interaction between autoand C++11 brace-initialization can be confusing. The
declarations:
auto x(3); // Note: parentheses.
auto y{3}; // Note: curly braces.
mean different things — xis an int, while yis a
std::initializer_list. The same applies to other normally-invisible
proxy types.
If an autovariable is used as part of an interface, e.g. as a constant in a header,
then a programmer might change its type while only intending to change its value,
leading to a more radical API change than intended.
Decision:
autois permitted, for local variables only. Do not use autofor file-scope or
namespace-scope variables, or for class members. Never initialize an auto-typed
variable with a braced initializer list.
The autokeyword is also used in an unrelated C++11 feature: it's part of the
syntax for a new kind of function declaration with a trailing return type. Trailing
return types are permitted only in lambda expressions.

Braced Initializer List
You may use braced initializer lists.
In C++03, aggregate types (arrays and structs with no constructor) could be
initialized with braced initializer lists.
struct Point { int x; int y; };
Point p = {1, 2};
In C++11, this syntax was generalized, and any object type can now be created with
a braced initializer list, known as a braced-init-list in the C++ grammar. Here are a
few examples of its use.
// Vector takes a braced-init-list of elements.
vector v{"foo", "bar"};
// Basically the same, ignoring some small technicalities.
// You may choose to use either form.
vector v = {"foo", "bar"};
// Usable with 'new' expressions.
auto p = new vector{"foo", "bar"};
// A map can take a list of pairs. Nested braced-init-lists work.
map m = {{1, "one"}, {2, "2"}};
// A braced-init-list can be implicitly converted to a return type.
vector test_function() { return {1, 2, 3}; }
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// Iterate over a braced-init-list.
for (int i : {-1, -2, -3}) {}
// Call a function using a braced-init-list.
void TestFunction2(vector v) {}
TestFunction2({1, 2, 3});
A user-defined type can also define a constructor and/or assignment operator that
take std::initializer_list, which is automatically created from bracedinit-list:
class MyType {
public:
// std::initializer_list references the underlying init list.
// It should be passed by value.
MyType(std::initializer_list init_list) {
for (int i : init_list) append(i);
}
MyType& operator=(std::initializer_list init_list) {
clear();
for (int i : init_list) append(i);
}
};
MyType m{2, 3, 5, 7};
Finally, brace initialization can also call ordinary constructors of data types, even if
they do not have std::initializer_listconstructors.
double d{1.23};
// Calls ordinary constructor as long as MyOtherType has no
// std::initializer_list constructor.
class MyOtherType {
public:
explicit MyOtherType(string);
MyOtherType(int, string);
};
MyOtherType m = {1, "b"};
// If the constructor is explicit, you can't use the "= {}" form.
MyOtherType m{"b"};
Never assign a braced-init-list to an auto local variable. In the single element case,
what this means can be confusing.
auto d = {1.23};

// d is a std::initializer_list

auto d = double{1.23}; // Good -- d is a double, not a std::initializer_list.
See Braced_Initializer_List_Format for formatting.

Lambda expressions
Use lambda expressions where appropriate. Do not use default lambda captures;
write all captures explicitly.
Definition:
Lambda expressions are a concise way of creating anonymous function objects.
They're often useful when passing functions as arguments. For example:

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std::sort(v.begin(), v.end(), [](int x, int y) {
return Weight(x) < Weight(y);
});
Lambdas were introduced in C++11 along with a set of utilities for working with
function objects, such as the polymorphic wrapper std::function.
Pros:
Lambdas are much more concise than other ways of defining function
objects to be passed to STL algorithms, which can be a readability
improvement.
Lambdas, std::function, and std::bindcan be used in combination as
a general purpose callback mechanism; they make it easy to write functions
that take bound functions as arguments.
Cons:
Variable capture in lambdas can be tricky, and might be a new source of
dangling-pointer bugs.
It's possible for use of lambdas to get out of hand; very long nested
anonymous functions can make code harder to understand.
Decision:
Use lambda expressions where appropriate, with formatting as described
below.
Do not use default captures; write all lambda captures explicitly. For
example, instead of [=](int x) { return x + n; }you should write
[n](int x) { return x + n; }so that readers can see immediately
that nis being captured (by value).
Keep unnamed lambdas short. If a lambda body is more than maybe five
lines long, prefer to give the lambda a name, or to use a named function
instead of a lambda.
Specify the return type of the lambda explicitly if that will make it more
obvious to readers, as with auto.

Template metaprogramming
Avoid complicated template programming.
Definition:
Template metaprogramming refers to a family of techniques that exploit the fact that
the C++ template instantiation mechanism is Turing complete and can be used to
perform arbitrary compile-time computation in the type domain.
Pros:
Template metaprogramming allows extremely flexible interfaces that are type safe
and high performance. Facilities like Google Test, std::tuple, std::function,
and Boost.Spirit would be impossible without it.
Cons:
The techniques used in template metaprogramming are often obscure to anyone
but language experts. Code that uses templates in complicated ways is often
unreadable, and is hard to debug or maintain.
Template metaprogramming often leads to extremely poor compiler time error
messages: even if an interface is simple, the complicated implementation details
become visible when the user does something wrong.
Template metaprogramming interferes with large scale refactoring by making the
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job of refactoring tools harder. First, the template code is expanded in multiple
contexts, and it's hard to verify that the transformation makes sense in all of them.
Second, some refactoring tools work with an AST that only represents the structure
of the code after template expansion. It can be difficult to automatically work back to
the original source construct that needs to be rewritten.
Decision:
Template metaprogramming sometimes allows cleaner and easier-to-use interfaces
than would be possible without it, but it's also often a temptation to be overly clever.
It's best used in a small number of low level components where the extra
maintenance burden is spread out over a large number of uses.
Think twice before using template metaprogramming or other complicated template
techniques; think about whether the average member of your team will be able to
understand your code well enough to maintain it after you switch to another project,
or whether a non-C++ programmer or someone casually browsing the code base
will be able to understand the error messages or trace the flow of a function they
want to call. If you're using recursive template instantiations or type lists or
metafunctions or expression templates, or relying on SFINAE or on the sizeof
trick for detecting function overload resolution, then there's a good chance you've
gone too far.
If you use template metaprogramming, you should expect to put considerable effort
into minimizing and isolating the complexity. You should hide metaprogramming as
an implementation detail whenever possible, so that user-facing headers are
readable, and you should make sure that tricky code is especially well commented.
You should carefully document how the code is used, and you should say
something about what the "generated" code looks like. Pay extra attention to the
error messages that the compiler emits when users make mistakes. The error
messages are part of your user interface, and your code should be tweaked as
necessary so that the error messages are understandable and actionable from a
user point of view.

Boost
Use only approved libraries from the Boost library collection.
Definition:
The Boost library collection is a popular collection of peer-reviewed, free, opensource C++ libraries.
Pros:
Boost code is generally very high-quality, is widely portable, and fills many
important gaps in the C++ standard library, such as type traits and better binders.
Cons:
Some Boost libraries encourage coding practices which can hamper readability,
such as metaprogramming and other advanced template techniques, and an
excessively "functional" style of programming.
Decision:
In order to maintain a high level of readability for all contributors who might read and
maintain code, we only allow an approved subset of Boost features. Currently, the
following libraries are permitted:
Call Traits from boost/call_traits.hpp
Compressed Pair from boost/compressed_pair.hpp
The Boost Graph Library (BGL) from boost/graph, except serialization
(adj_list_serialize.hpp) and parallel/distributed algorithms and data
structures (boost/graph/parallel/*and
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boost/graph/distributed/*).
Property Map from boost/property_map, except parallel/distributed
property maps (boost/property_map/parallel/*).
The part of Iterator that deals with defining iterators:
boost/iterator/iterator_adaptor.hpp,
boost/iterator/iterator_facade.hpp, and
boost/function_output_iterator.hpp
The part of Polygon that deals with Voronoi diagram construction and doesn't
depend on the rest of Polygon: boost/polygon/voronoi_builder.hpp,
boost/polygon/voronoi_diagram.hpp, and
boost/polygon/voronoi_geometry_type.hpp
Bimap from boost/bimap
Statistical Distributions and Functions from boost/math/distributions
Multi-index from boost/multi_index
Heap from boost/heap
The flat containers from Container: boost/container/flat_map, and
boost/container/flat_set
We are actively considering adding other Boost features to the list, so this list may
be expanded in the future.
The following libraries are permitted, but their use is discouraged because they've
been superseded by standard libraries in C++11:
Array from boost/array.hpp: use std::arrayinstead.
Pointer Container from boost/ptr_container: use containers of
std::unique_ptrinstead.

C++11
Use libraries and language extensions from C++11 (formerly known as C++0x)
when appropriate. Consider portability to other environments before using C++11
features in your project.
Definition:
C++11 contains significant changes both to the language and libraries.
Pros:
C++11 was the official standard until august 2014, and is supported by most C++
compilers. It standardizes some common C++ extensions that we use already,
allows shorthands for some operations, and has some performance and safety
improvements.
Cons:
The C++11 standard is substantially more complex than its predecessor (1,300
pages versus 800 pages), and is unfamiliar to many developers. The long-term
effects of some features on code readability and maintenance are unknown. We
cannot predict when its various features will be implemented uniformly by tools that
may be of interest, particularly in the case of projects that are forced to use older
versions of tools.
As with Boost, some C++11 extensions encourage coding practices that hamper
readability—for example by removing checked redundancy (such as type names)
that may be helpful to readers, or by encouraging template metaprogramming.
Other extensions duplicate functionality available through existing mechanisms,
which may lead to confusion and conversion costs.
Decision:
C++11 features may be used unless specified otherwise. In addition to what's
described in the rest of the style guide, the following C++11 features may not be
used:
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Functions (other than lambda functions) with trailing return types, e.g. writing
auto foo() -> int;instead of int foo();, because of a desire to
preserve stylistic consistency with the many existing function declarations.
Compile-time rational numbers (), because of concerns that it's tied
to a more template-heavy interface style.
The and headers, because many compilers do not
support those features reliably.
Default lambda captures.

Naming
The most important consistency rules are those that govern naming. The style of a
name immediately informs us what sort of thing the named entity is: a type, a
variable, a function, a constant, a macro, etc., without requiring us to search for the
declaration of that entity. The pattern-matching engine in our brains relies a great
deal on these naming rules.
Naming rules are pretty arbitrary, but we feel that consistency is more important
than individual preferences in this area, so regardless of whether you find them
sensible or not, the rules are the rules.

General Naming Rules
Function names, variable names, and filenames should be descriptive; eschew
abbreviation.
Give as descriptive a name as possible, within reason. Do not worry about saving
horizontal space as it is far more important to make your code immediately
understandable by a new reader. Do not use abbreviations that are ambiguous or
unfamiliar to readers outside your project, and do not abbreviate by deleting letters
within a word.
int price_count_reader;
int num_errors;
int num_dns_connections;

// No abbreviation.
// "num" is a widespread convention.
// Most people know what "DNS" stands for.

int n;
int nerr;
int n_comp_conns;
int wgc_connections;
int pc_reader;
int cstmr_id;

// Meaningless.
// Ambiguous abbreviation.
// Ambiguous abbreviation.
// Only your group knows what this stands for.
// Lots of things can be abbreviated "pc".
// Deletes internal letters.

File Names
Filenames should be all lowercase and can include underscores (_) or dashes (-).
Follow the convention that your project uses. If there is no consistent local pattern to
follow, prefer "_".
Examples of acceptable file names:
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my_useful_class.cc
my-useful-class.cc
myusefulclass.cc
myusefulclass_test.cc // _unittest and _regtest are deprecated.
C++ files should end in .ccand header files should end in .h. Files that rely on
being textually included at specific points should end in .inc(see also the section
on self-contained headers).
Do not use filenames that already exist in /usr/include, such as db.h.
In general, make your filenames very specific. For example, use
http_server_logs.hrather than logs.h. A very common case is to have a pair
of files called, e.g., foo_bar.hand foo_bar.cc, defining a class called FooBar.
Inline functions must be in a .hfile. If your inline functions are very short, they
should go directly into your .hfile.

Type Names
Type names start with a capital letter and have a capital letter for each new word,
with no underscores: MyExcitingClass, MyExcitingEnum.
The names of all types — classes, structs, typedefs, and enums — have the same
naming convention. Type names should start with a capital letter and have a capital
letter for each new word. No underscores. For example:
// classes and structs
class UrlTable { ...
class UrlTableTester { ...
struct UrlTableProperties { ...
// typedefs
typedef hash_map PropertiesMap;
// enums
enum UrlTableErrors { ...

Variable Names
The names of variables and data members are all lowercase, with underscores
between words. Data members of classes (but not structs) additionally have trailing
underscores. For instance: a_local_variable, a_struct_data_member,
a_class_data_member_.

Common Variable names

For example:
string table_name; // OK - uses underscore.
string tablename; // OK - all lowercase.

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string tableName;

// Bad - mixed case.

Class Data Members

Data members of classes, both static and non-static, are named like ordinary
nonmember variables, but with a trailing underscore.
class TableInfo {
...
private:
string table_name_; // OK - underscore at end.
string tablename_; // OK.
static Pool* pool_; // OK.
};

Struct Data Members

Data members of structs, both static and non-static, are named like ordinary
nonmember variables. They do not have the trailing underscores that data members
in classes have.
struct UrlTableProperties {
string name;
int num_entries;
static Pool* pool;
};
See Structs vs. Classes for a discussion of when to use a struct versus a class.

Global Variables

There are no special requirements for global variables, which should be rare in any
case, but if you use one, consider prefixing it with g_or some other marker to easily
distinguish it from local variables.

Constant Names
Use a kfollowed by mixed case, e.g., kDaysInAWeek, for constants defined
globally or within a class.
As a convenience to the reader, compile-time constants of global or class scope
follow a different naming convention from other variables. Use a kfollowed by
words with uppercase first letters:
const int kDaysInAWeek = 7;
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This convention may optionally be used for compile-time constants of local scope;
otherwise the usual variable naming rules apply.

Function Names
Regular functions have mixed case; accessors and mutators match the name of the
variable: MyExcitingFunction(), MyExcitingMethod(),
my_exciting_member_variable(),
set_my_exciting_member_variable().

Regular Functions

Functions should start with a capital letter and have a capital letter for each new
word. No underscores.
If your function crashes upon an error, you should append OrDie to the function
name. This only applies to functions which could be used by production code and to
errors that are reasonably likely to occur during normal operation.
AddTableEntry()
DeleteUrl()
OpenFileOrDie()

Accessors and Mutators

Accessors and mutators (get and set functions) should match the name of the
variable they are getting and setting. This shows an excerpt of a class whose
instance variable is num_entries_.
class MyClass {
public:
...
int num_entries() const { return num_entries_; }
void set_num_entries(int num_entries) { num_entries_ = num_entries; }
private:
int num_entries_;
};
You may also use lowercase letters for other very short inlined functions. For
example if a function were so cheap you would not cache the value if you were
calling it in a loop, then lowercase naming would be acceptable.

Namespace Names
Namespace names are all lower-case, and based on project names and possibly
their directory structure: google_awesome_project.
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See Namespaces for a discussion of namespaces and how to name them.

Enumerator Names
Enumerators should be named either like constants or like macros: either
kEnumNameor ENUM_NAME.
Preferably, the individual enumerators should be named like constants. However, it
is also acceptable to name them like macros. The enumeration name,
UrlTableErrors(and AlternateUrlTableErrors), is a type, and therefore
mixed case.
enum UrlTableErrors {
kOK = 0,
kErrorOutOfMemory,
kErrorMalformedInput,
};
enum AlternateUrlTableErrors {
OK = 0,
OUT_OF_MEMORY = 1,
MALFORMED_INPUT = 2,
};
Until January 2009, the style was to name enum values like macros. This caused
problems with name collisions between enum values and macros. Hence, the
change to prefer constant-style naming was put in place. New code should prefer
constant-style naming if possible. However, there is no reason to change old code
to use constant-style names, unless the old names are actually causing a compiletime problem.

Macro Names
You're not really going to define a macro, are you? If you do, they're like this:
MY_MACRO_THAT_SCARES_SMALL_CHILDREN.
Please see the description of macros; in general macros should not be used.
However, if they are absolutely needed, then they should be named with all capitals
and underscores.
#define ROUND(x) ...
#define PI_ROUNDED 3.0

Exceptions to Naming Rules
If you are naming something that is analogous to an existing C or C++ entity then
you can follow the existing naming convention scheme.
bigopen()
function name, follows form of open()
uint
typedef
bigpos
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structor class, follows form of pos
sparse_hash_map
STL-like entity; follows STL naming conventions
LONGLONG_MAX
a constant, as in INT_MAX

Comments
Though a pain to write, comments are absolutely vital to keeping our code readable.
The following rules describe what you should comment and where. But remember:
while comments are very important, the best code is self-documenting. Giving
sensible names to types and variables is much better than using obscure names
that you must then explain through comments.
When writing your comments, write for your audience: the next contributor who will
need to understand your code. Be generous — the next one may be you!

Comment Style
Use either the //or /* */syntax, as long as you are consistent.
You can use either the //or the /* */syntax; however, //is much more
common. Be consistent with how you comment and what style you use where.

File Comments
Start each file with license boilerplate, followed by a description of its contents.

Legal Notice and Author Line

Every file should contain license boilerplate. Choose the appropriate boilerplate for
the license used by the project (for example, Apache 2.0, BSD, LGPL, GPL).
If you make significant changes to a file with an author line, consider deleting the
author line.

File Contents

Every file should have a comment at the top describing its contents.
Generally a .hfile will describe the classes that are declared in the file with an
overview of what they are for and how they are used. A .ccfile should contain
more information about implementation details or discussions of tricky algorithms. If
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you feel the implementation details or a discussion of the algorithms would be
useful for someone reading the .h, feel free to put it there instead, but mention in
the .ccthat the documentation is in the .hfile.
Do not duplicate comments in both the .hand the .cc. Duplicated comments
diverge.

Class Comments
Every class definition should have an accompanying comment that describes what
it is for and how it should be used.
// Iterates over the contents of a GargantuanTable. Sample usage:
//
GargantuanTableIterator* iter = table->NewIterator();
//
for (iter->Seek("foo"); !iter->done(); iter->Next()) {
//
process(iter->key(), iter->value());
//
}
//
delete iter;
class GargantuanTableIterator {
...
};
If you have already described a class in detail in the comments at the top of your file
feel free to simply state "See comment at top of file for a complete description", but
be sure to have some sort of comment.
Document the synchronization assumptions the class makes, if any. If an instance
of the class can be accessed by multiple threads, take extra care to document the
rules and invariants surrounding multithreaded use.

Function Comments
Declaration comments describe use of the function; comments at the definition of a
function describe operation.

Function Declarations

Every function declaration should have comments immediately preceding it that
describe what the function does and how to use it. These comments should be
descriptive ("Opens the file") rather than imperative ("Open the file"); the comment
describes the function, it does not tell the function what to do. In general, these
comments do not describe how the function performs its task. Instead, that should
be left to comments in the function definition.
Types of things to mention in comments at the function declaration:
What the inputs and outputs are.
For class member functions: whether the object remembers reference
arguments beyond the duration of the method call, and whether it will free
them or not.
If the function allocates memory that the caller must free.
Whether any of the arguments can be a null pointer.
If there are any performance implications of how a function is used.
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If the function is re-entrant. What are its synchronization assumptions?
Here is an example:
// Returns an iterator for this table. It is the client's
// responsibility to delete the iterator when it is done with it,
// and it must not use the iterator once the GargantuanTable object
// on which the iterator was created has been deleted.
//
// The iterator is initially positioned at the beginning of the table.
//
// This method is equivalent to:
//
Iterator* iter = table->NewIterator();
//
iter->Seek("");
//
return iter;
// If you are going to immediately seek to another place in the
// returned iterator, it will be faster to use NewIterator()
// and avoid the extra seek.
Iterator* GetIterator() const;
However, do not be unnecessarily verbose or state the completely obvious. Notice
below that it is not necessary to say "returns false otherwise" because this is
implied.
// Returns true if the table cannot hold any more entries.
bool IsTableFull();
When commenting constructors and destructors, remember that the person reading
your code knows what constructors and destructors are for, so comments that just
say something like "destroys this object" are not useful. Document what
constructors do with their arguments (for example, if they take ownership of
pointers), and what cleanup the destructor does. If this is trivial, just skip the
comment. It is quite common for destructors not to have a header comment.

Function Definitions

If there is anything tricky about how a function does its job, the function definition
should have an explanatory comment. For example, in the definition comment you
might describe any coding tricks you use, give an overview of the steps you go
through, or explain why you chose to implement the function in the way you did
rather than using a viable alternative. For instance, you might mention why it must
acquire a lock for the first half of the function but why it is not needed for the second
half.
Note you should not just repeat the comments given with the function declaration, in
the .hfile or wherever. It's okay to recapitulate briefly what the function does, but
the focus of the comments should be on how it does it.

Variable Comments
In general the actual name of the variable should be descriptive enough to give a
good idea of what the variable is used for. In certain cases, more comments are
required.

Class Data Members
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Each class data member (also called an instance variable or member variable)
should have a comment describing what it is used for. If the variable can take
sentinel values with special meanings, such as a null pointer or -1, document this.
For example:
private:
// Keeps track of the total number of entries in the table.
// Used to ensure we do not go over the limit. -1 means
// that we don't yet know how many entries the table has.
int num_total_entries_;

Global Variables

As with data members, all global variables should have a comment describing what
they are and what they are used for. For example:

// The total number of tests cases that we run through in this regression test
const int kNumTestCases = 6;

Implementation Comments
In your implementation you should have comments in tricky, non-obvious,
interesting, or important parts of your code.

Explanatory Comments

Tricky or complicated code blocks should have comments before them. Example:
// Divide result by two, taking into account that x
// contains the carry from the add.
for (int i = 0; i < result->size(); i++) {
x = (x << 8) + (*result)[i];
(*result)[i] = x >> 1;
x &= 1;
}

Line Comments

Also, lines that are non-obvious should get a comment at the end of the line. These
end-of-line comments should be separated from the code by 2 spaces. Example:
// If we have enough memory, mmap the data portion too.
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mmap_budget = max(0, mmap_budget - index_->length());
if (mmap_budget >= data_size_ && !MmapData(mmap_chunk_bytes, mlock))
return; // Error already logged.
Note that there are both comments that describe what the code is doing, and
comments that mention that an error has already been logged when the function
returns.
If you have several comments on subsequent lines, it can often be more readable to
line them up:

DoSomething();
// Comment here so the comments line up.
DoSomethingElseThatIsLonger(); // Two spaces between the code and the comment
{ // One space before comment when opening a new scope is allowed,
// thus the comment lines up with the following comments and code.
DoSomethingElse(); // Two spaces before line comments normally.
}
vector list{// Comments in braced lists describe the next element ..
"First item",
// .. and should be aligned appropriately.
"Second item"};
DoSomething(); /* For trailing block comments, one space is fine. */

nullptr/NULL, true/false, 1, 2, 3...

When you pass in a null pointer, boolean, or literal integer values to functions, you
should consider adding a comment about what they are, or make your code selfdocumenting by using constants. For example, compare:
bool success = CalculateSomething(interesting_value,
10,
false,
NULL); // What are these arguments??
versus:

bool success = CalculateSomething(interesting_value,
10,
// Default base value.
false, // Not the first time we're calling
NULL); // No callback.
Or alternatively, constants or self-describing variables:
const int kDefaultBaseValue = 10;
const bool kFirstTimeCalling = false;
Callback *null_callback = NULL;
bool success = CalculateSomething(interesting_value,
kDefaultBaseValue,
kFirstTimeCalling,
null_callback);

Don'ts

Note that you should never describe the code itself. Assume that the person reading
the code knows C++ better than you do, even though he or she does not know what
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you are trying to do:
// Now go through the b array and make sure that if i occurs,
// the next element is i+1.
...
// Geez. What a useless comment.

Punctuation, Spelling and Grammar
Pay attention to punctuation, spelling, and grammar; it is easier to read well-written
comments than badly written ones.
Comments should be as readable as narrative text, with proper capitalization and
punctuation. In many cases, complete sentences are more readable than sentence
fragments. Shorter comments, such as comments at the end of a line of code, can
sometimes be less formal, but you should be consistent with your style.
Although it can be frustrating to have a code reviewer point out that you are using a
comma when you should be using a semicolon, it is very important that source code
maintain a high level of clarity and readability. Proper punctuation, spelling, and
grammar help with that goal.

TODO Comments
Use TODOcomments for code that is temporary, a short-term solution, or goodenough but not perfect.
TODOs should include the string TODOin all caps, followed by the name, e-mail
address, or other identifier of the person with the best context about the problem
referenced by the TODO. The main purpose is to have a consistent TODOthat can be
searched to find out how to get more details upon request. A TODOis not a
commitment that the person referenced will fix the problem. Thus when you create a
TODO, it is almost always your name that is given.
// TODO(kl@gmail.com): Use a "*" here for concatenation operator.
// TODO(Zeke) change this to use relations.
If your TODOis of the form "At a future date do something" make sure that you either
include a very specific date ("Fix by November 2005") or a very specific event
("Remove this code when all clients can handle XML responses.").

Deprecation Comments
Mark deprecated interface points with DEPRECATEDcomments.
You can mark an interface as deprecated by writing a comment containing the word
DEPRECATEDin all caps. The comment goes either before the declaration of the
interface or on the same line as the declaration.
After the word DEPRECATED, write your name, e-mail address, or other identifier in
parentheses.
A deprecation comment must include simple, clear directions for people to fix their
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callsites. In C++, you can implement a deprecated function as an inline function that
calls the new interface point.
Marking an interface point DEPRECATEDwill not magically cause any callsites to
change. If you want people to actually stop using the deprecated facility, you will
have to fix the callsites yourself or recruit a crew to help you.
New code should not contain calls to deprecated interface points. Use the new
interface point instead. If you cannot understand the directions, find the person who
created the deprecation and ask them for help using the new interface point.

Formatting
Coding style and formatting are pretty arbitrary, but a project is much easier to
follow if everyone uses the same style. Individuals may not agree with every aspect
of the formatting rules, and some of the rules may take some getting used to, but it
is important that all project contributors follow the style rules so that they can all
read and understand everyone's code easily.
To help you format code correctly, we've created a settings file for emacs.

Line Length
Each line of text in your code should be at most 80 characters long.
We recognize that this rule is controversial, but so much existing code already
adheres to it, and we feel that consistency is important.
Pros:
Those who favor this rule argue that it is rude to force them to resize their windows
and there is no need for anything longer. Some folks are used to having several
code windows side-by-side, and thus don't have room to widen their windows in any
case. People set up their work environment assuming a particular maximum window
width, and 80 columns has been the traditional standard. Why change it?
Cons:
Proponents of change argue that a wider line can make code more readable. The
80-column limit is an hidebound throwback to 1960s mainframes; modern
equipment has wide screens that can easily show longer lines.
Decision:
80 characters is the maximum.
Exception:
If a comment line contains an example command or a literal URL longer than 80
characters, that line may be longer than 80 characters for ease of cut and paste.
Exception:
A raw-string literal may have content that exceeds 80 characters. Except for test
code, such literals should appear near top of a file.
Exception:
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An #includestatement with a long path may exceed 80 columns.
Exception:
You needn't be concerned about header guards that exceed the maximum length.

Non-ASCII Characters
Non-ASCII characters should be rare, and must use UTF-8 formatting.
You shouldn't hard-code user-facing text in source, even English, so use of nonASCII characters should be rare. However, in certain cases it is appropriate to
include such words in your code. For example, if your code parses data files from
foreign sources, it may be appropriate to hard-code the non-ASCII string(s) used in
those data files as delimiters. More commonly, unittest code (which does not need
to be localized) might contain non-ASCII strings. In such cases, you should use
UTF-8, since that is an encoding understood by most tools able to handle more than
just ASCII.
Hex encoding is also OK, and encouraged where it enhances readability — for
example, "\xEF\xBB\xBF", or, even more simply, u8"\uFEFF", is the Unicode
zero-width no-break space character, which would be invisible if included in the
source as straight UTF-8.
Use the u8prefix to guarantee that a string literal containing \uXXXXescape
sequences is encoded as UTF-8. Do not use it for strings containing non-ASCII
characters encoded as UTF-8, because that will produce incorrect output if the
compiler does not interpret the source file as UTF-8.
You shouldn't use the C++11 char16_tand char32_tcharacter types, since
they're for non-UTF-8 text. For similar reasons you also shouldn't use wchar_t
(unless you're writing code that interacts with the Windows API, which uses
wchar_textensively).

Spaces vs. Tabs
Use only spaces, and indent 2 spaces at a time.
We use spaces for indentation. Do not use tabs in your code. You should set your
editor to emit spaces when you hit the tab key.

Function Declarations and Definitions
Return type on the same line as function name, parameters on the same line if they
fit. Wrap parameter lists which do not fit on a single line as you would wrap
arguments in a function call.
Functions look like this:
ReturnType ClassName::FunctionName(Type par_name1, Type par_name2) {
DoSomething();
...
}
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If you have too much text to fit on one line:
ReturnType ClassName::ReallyLongFunctionName(Type par_name1, Type par_name2,
Type par_name3) {
DoSomething();
...
}
or if you cannot fit even the first parameter:
ReturnType LongClassName::ReallyReallyReallyLongFunctionName(
Type par_name1, // 4 space indent
Type par_name2,
Type par_name3) {
DoSomething(); // 2 space indent
...
}
Some points to note:
If you cannot fit the return type and the function name on a single line, break
between them.
If you break after the return type of a function declaration or definition, do not
indent.
The open parenthesis is always on the same line as the function name.
There is never a space between the function name and the open
parenthesis.
There is never a space between the parentheses and the parameters.
The open curly brace is always at the end of the same line as the last
parameter.
The close curly brace is either on the last line by itself or (if other style rules
permit) on the same line as the open curly brace.
There should be a space between the close parenthesis and the open curly
brace.
All parameters should be named, with identical names in the declaration and
implementation.
All parameters should be aligned if possible.
Default indentation is 2 spaces.
Wrapped parameters have a 4 space indent.
If some parameters are unused, comment out the variable name in the function
definition:
// Always have named parameters in interfaces.
class Shape {
public:
virtual void Rotate(double radians) = 0;
};
// Always have named parameters in the declaration.
class Circle : public Shape {
public:
virtual void Rotate(double radians);
};
// Comment out unused named parameters in definitions.
void Circle::Rotate(double /*radians*/) {}
// Bad - if someone wants to implement later, it's not clear what the
// variable means.
void Circle::Rotate(double) {}

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Lambda Expressions
Format parameters and bodies as for any other function, and capture lists like other
comma-separated lists.
For by-reference captures, do not leave a space between the ampersand (&) and
the variable name.
int x = 0;
auto add_to_x = [&x](int n) { x += n; };
Short lambdas may be written inline as function arguments.

std::set blacklist = {7, 8, 9};
std::vector digits = {3, 9, 1, 8, 4, 7, 1};
digits.erase(std::remove_if(digits.begin(), digits.end(), [&blacklist](int i)
return blacklist.find(i) != blacklist.end();
}),
digits.end());

Function Calls
Either write the call all on a single line, wrap the arguments at the parenthesis, or
start the arguments on a new line indented by four spaces and continue at that 4
space indent. In the absence of other considerations, use the minimum number of
lines, including placing multiple arguments on each line where appropriate.
Function calls have the following format:
bool retval = DoSomething(argument1, argument2, argument3);
If the arguments do not all fit on one line, they should be broken up onto multiple
lines, with each subsequent line aligned with the first argument. Do not add spaces
after the open paren or before the close paren:
bool retval = DoSomething(averyveryveryverylongargument1,
argument2, argument3);
Arguments may optionally all be placed on subsequent lines with a four space
indent:
if (...) {
...
...
if (...) {
DoSomething(
argument1, argument2, // 4 space indent
argument3, argument4);
}
Put multiple arguments on a single line to reduce the number of lines necessary for
calling a function unless there is a specific readability problem. Some find that
formatting with strictly one argument on each line is more readable and simplifies
editing of the arguments. However, we prioritize for the reader over the ease of
editing arguments, and most readability problems are better addressed with the
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following techniques.
If having multiple arguments in a single line decreases readability due to the
complexity or confusing nature of the expressions that make up some arguments,
try creating variables that capture those arguments in a descriptive name:
int my_heuristic = scores[x] * y + bases[x];
bool retval = DoSomething(my_heuristic, x, y, z);
Or put the confusing argument on its own line with an explanatory comment:
bool retval = DoSomething(scores[x] * y + bases[x], // Score heuristic.
x, y, z);
If there is still a case where one argument is significantly more readable on its own
line, then put it on its own line. The decision should be specific to the argument
which is made more readable rather than a general policy.
Sometimes arguments form a structure that is important for readability. In those
cases, feel free to format the arguments according to that structure:
// Transform the widget by a 3x3 matrix.
my_widget.Transform(x1, x2, x3,
y1, y2, y3,
z1, z2, z3);

Braced Initializer List Format
Format a braced initializer list exactly like you would format a function call in its
place.
If the braced list follows a name (e.g. a type or variable name), format as if the {}
were the parentheses of a function call with that name. If there is no name, assume
a zero-length name.
// Examples of braced init list on a single line.
return {foo, bar};
functioncall({foo, bar});
pair p{foo, bar};
// When you have to wrap.
SomeFunction(
{"assume a zero-length name before {"},
some_other_function_parameter);
SomeType variable{
some, other, values,
{"assume a zero-length name before {"},
SomeOtherType{
"Very long string requiring the surrounding breaks.",
some, other values},
SomeOtherType{"Slightly shorter string",
some, other, values}};
SomeType variable{
"This is too long to fit all in one line"};
MyType m = { // Here, you could also break before {.
superlongvariablename1,
superlongvariablename2,
{short, interior, list},
{interiorwrappinglist,
interiorwrappinglist2}};
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Conditionals
Prefer no spaces inside parentheses. The ifand elsekeywords belong on
separate lines.
There are two acceptable formats for a basic conditional statement. One includes
spaces between the parentheses and the condition, and one does not.
The most common form is without spaces. Either is fine, but be consistent. If you
are modifying a file, use the format that is already present. If you are writing new
code, use the format that the other files in that directory or project use. If in doubt
and you have no personal preference, do not add the spaces.
if (condition) { // no spaces inside parentheses
... // 2 space indent.
} else if (...) { // The else goes on the same line as the closing brace.
...
} else {
...
}
If you prefer you may add spaces inside the parentheses:
if ( condition ) { // spaces inside parentheses - rare
... // 2 space indent.
} else { // The else goes on the same line as the closing brace.
...
}
Note that in all cases you must have a space between the ifand the open
parenthesis. You must also have a space between the close parenthesis and the
curly brace, if you're using one.
if(condition) {
if (condition){
if(condition){

// Bad - space missing after IF.
// Bad - space missing before {.
// Doubly bad.

if (condition) { // Good - proper space after IF and before {.
Short conditional statements may be written on one line if this enhances readability.
You may use this only when the line is brief and the statement does not use the
elseclause.
if (x == kFoo) return new Foo();
if (x == kBar) return new Bar();
This is not allowed when the if statement has an else:
// Not allowed - IF statement on one line when there is an ELSE clause
if (x) DoThis();
else DoThat();
In general, curly braces are not required for single-line statements, but they are
allowed if you like them; conditional or loop statements with complex conditions or
statements may be more readable with curly braces. Some projects require that an
ifmust always always have an accompanying brace.
if (condition)
DoSomething(); // 2 space indent.
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if (condition) {
DoSomething(); // 2 space indent.
}
However, if one part of an if-elsestatement uses curly braces, the other part
must too:
// Not allowed - curly on IF but not ELSE
if (condition) {
foo;
} else
bar;
// Not allowed - curly on ELSE but not IF
if (condition)
foo;
else {
bar;
}
// Curly braces around both IF and ELSE required because
// one of the clauses used braces.
if (condition) {
foo;
} else {
bar;
}

Loops and Switch Statements
Switch statements may use braces for blocks. Annotate non-trivial fall-through
between cases. Braces are optional for single-statement loops. Empty loop bodies
should use {}or continue.
caseblocks in switchstatements can have curly braces or not, depending on
your preference. If you do include curly braces they should be placed as shown
below.
If not conditional on an enumerated value, switch statements should always have a
defaultcase (in the case of an enumerated value, the compiler will warn you if
any values are not handled). If the default case should never execute, simply
assert:
switch (var) {
case 0: { // 2 space indent
...
// 4 space indent
break;
}
case 1: {
...
break;
}
default: {
assert(false);
}
}
Braces are optional for single-statement loops.

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for (int i = 0; i < kSomeNumber; ++i)
printf("I love you\n");
for (int i = 0; i < kSomeNumber; ++i) {
printf("I take it back\n");
}
Empty loop bodies should use {}or continue, but not a single semicolon.
while (condition) {
// Repeat test until it returns false.
}
for (int i = 0; i < kSomeNumber; ++i) {} // Good - empty body.
while (condition) continue; // Good - continue indicates no logic.
while (condition); // Bad - looks like part of do/while loop.

Pointer and Reference Expressions
No spaces around period or arrow. Pointer operators do not have trailing spaces.
The following are examples of correctly-formatted pointer and reference
expressions:
x = *p;
p = &x;
x = r.y;
x = r->y;
Note that:
There are no spaces around the period or arrow when accessing a member.
Pointer operators have no space after the *or &.
When declaring a pointer variable or argument, you may place the asterisk adjacent
to either the type or to the variable name:
// These are fine, space preceding.
char *c;
const string &str;
// These are fine, space following.
char* c;
// but remember to do "char* c, *d, *e, ...;"!
const string& str;
char * c; // Bad - spaces on both sides of *
const string & str; // Bad - spaces on both sides of &
You should do this consistently within a single file, so, when modifying an existing
file, use the style in that file.

Boolean Expressions

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When you have a boolean expression that is longer than the standard line length,
be consistent in how you break up the lines.
In this example, the logical AND operator is always at the end of the lines:
if (this_one_thing > this_other_thing &&
a_third_thing == a_fourth_thing &&
yet_another && last_one) {
...
}
Note that when the code wraps in this example, both of the &&logical AND
operators are at the end of the line. This is more common in Google code, though
wrapping all operators at the beginning of the line is also allowed. Feel free to insert
extra parentheses judiciously because they can be very helpful in increasing
readability when used appropriately. Also note that you should always use the
punctuation operators, such as &&and ~, rather than the word operators, such as
andand compl.

Return Values
Do not needlessly surround the returnexpression with parentheses.
Use parentheses in return expr;only where you would use them in
x = expr;.
return result;
// No parentheses in the simple case.
// Parentheses OK to make a complex expression more readable.
return (some_long_condition &&
another_condition);
return (value);
return(result);

// You wouldn't write var = (value);
// return is not a function!

Variable and Array Initialization
Your choice of =, (), or {}.
You may choose between =, (), and {}; the following are all correct:
int x = 3;
int x(3);
int x{3};
string name = "Some Name";
string name("Some Name");
string name{"Some Name"};
Be careful when using a braced initialization list {...}on a type with an
std::initializer_listconstructor. A nonempty braced-init-list prefers the
std::initializer_listconstructor whenever possible. Note that empty
braces {}are special, and will call a default constructor if available. To force the
non-std::initializer_listconstructor, use parentheses instead of braces.
vector v(100, 1); // A vector of 100 1s.
vector v{100, 1}; // A vector of 100, 1.
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Also, the brace form prevents narrowing of integral types. This can prevent some
types of programming errors.
int pi(3.14); // OK -- pi == 3.
int pi{3.14}; // Compile error: narrowing conversion.

Preprocessor Directives
The hash mark that starts a preprocessor directive should always be at the
beginning of the line.
Even when preprocessor directives are within the body of indented code, the
directives should start at the beginning of the line.
// Good - directives at beginning of line
if (lopsided_score) {
#if DISASTER_PENDING
// Correct -- Starts at beginning of line
DropEverything();
# if NOTIFY
// OK but not required -- Spaces after #
NotifyClient();
# endif
#endif
BackToNormal();
}

// Bad - indented directives
if (lopsided_score) {
#if DISASTER_PENDING // Wrong! The "#if" should be at beginning of line
DropEverything();
#endif
// Wrong! Do not indent "#endif"
BackToNormal();
}

Class Format
Sections in public, protectedand privateorder, each indented one space.
The basic format for a class declaration (lacking the comments, see Class
Comments for a discussion of what comments are needed) is:
class MyClass : public OtherClass {
public:
// Note the 1 space indent!
MyClass(); // Regular 2 space indent.
explicit MyClass(int var);
~MyClass() {}
void SomeFunction();
void SomeFunctionThatDoesNothing() {
}
void set_some_var(int var) { some_var_ = var; }
int some_var() const { return some_var_; }
private:
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bool SomeInternalFunction();
int some_var_;
int some_other_var_;
};
Things to note:
Any base class name should be on the same line as the subclass name,
subject to the 80-column limit.
The public:, protected:, and private:keywords should be indented
one space.
Except for the first instance, these keywords should be preceded by a blank
line. This rule is optional in small classes.
Do not leave a blank line after these keywords.
The publicsection should be first, followed by the protectedand finally
the privatesection.
See Declaration Order for rules on ordering declarations within each of these
sections.

Constructor Initializer Lists
Constructor initializer lists can be all on one line or with subsequent lines indented
four spaces.
There are two acceptable formats for initializer lists:
// When it all fits on one line:
MyClass::MyClass(int var) : some_var_(var), some_other_var_(var + 1) {}
or
// When it requires multiple lines, indent 4 spaces, putting the colon on
// the first initializer line:
MyClass::MyClass(int var)
: some_var_(var),
// 4 space indent
some_other_var_(var + 1) { // lined up
...
DoSomething();
...
}

Namespace Formatting
The contents of namespaces are not indented.
Namespaces do not add an extra level of indentation. For example, use:
namespace {
void foo() { // Correct. No extra indentation within namespace.
...
}
} // namespace
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Do not indent within a namespace:
namespace {
// Wrong. Indented when it should not be.
void foo() {
...
}
} // namespace
When declaring nested namespaces, put each namespace on its own line.
namespace foo {
namespace bar {

Horizontal Whitespace
Use of horizontal whitespace depends on location. Never put trailing whitespace at
the end of a line.

General

void f(bool b) { // Open braces should always have a space before them.
...
int i = 0; // Semicolons usually have no space before them.
// Spaces inside braces for braced-init-list are optional. If you use them,
// put them on both sides!
int x[] = { 0 };
int x[] = {0};

// Spaces around the colon in inheritance and initializer lists.
class Foo : public Bar {
public:
// For inline function implementations, put spaces between the braces
// and the implementation itself.
Foo(int b) : Bar(), baz_(b) {} // No spaces inside empty braces.
void Reset() { baz_ = 0; } // Spaces separating braces from implementation.
...
Adding trailing whitespace can cause extra work for others editing the same file,
when they merge, as can removing existing trailing whitespace. So: Don't introduce
trailing whitespace. Remove it if you're already changing that line, or do it in a
separate clean-up operation (preferably when no-one else is working on the file).

Loops and Conditionals

if (b) {
} else {
}
while (test) {}

// Space after the keyword in conditions and loops.
// Spaces around else.
// There is usually no space inside parentheses.

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switch (i) {
for (int i = 0; i < 5; ++i) {
// Loops and conditions may have spaces inside parentheses, but this
// is rare. Be consistent.
switch ( i ) {
if ( test ) {
for ( int i = 0; i < 5; ++i ) {
// For loops always have a space after the semicolon. They may have a space
// before the semicolon, but this is rare.
for ( ; i < 5 ; ++i) {
...
// Range-based for loops always have a space before and after the colon.
for (auto x : counts) {
...
}
switch (i) {
case 1:
// No space before colon in a switch case.
...
case 2: break; // Use a space after a colon if there's code after it.

Operators

// Assignment operators always have spaces around them.
x = 0;
// Other binary operators usually have spaces around them, but it's
// OK to remove spaces around factors. Parentheses should have no
// internal padding.
v = w * x + y / z;
v = w*x + y/z;
v = w * (x + z);
// No spaces separating unary operators and their arguments.
x = -5;
++x;
if (x && !y)
...

Templates and Casts

// No spaces inside the angle brackets (< and >), before
// <, or between >( in a cast
vector x;
y = static_cast(x);
// Spaces between type and pointer are OK, but be consistent.
vector x;
set> x;
// Permitted in C++11 code.
set > x;
// C++03 required a space in > >.
// You may optionally use symmetric spacing in < <.
set< list > x;

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Vertical Whitespace
Minimize use of vertical whitespace.
This is more a principle than a rule: don't use blank lines when you don't have to. In
particular, don't put more than one or two blank lines between functions, resist
starting functions with a blank line, don't end functions with a blank line, and be
discriminating with your use of blank lines inside functions.
The basic principle is: The more code that fits on one screen, the easier it is to
follow and understand the control flow of the program. Of course, readability can
suffer from code being too dense as well as too spread out, so use your judgement.
But in general, minimize use of vertical whitespace.
Some rules of thumb to help when blank lines may be useful:
Blank lines at the beginning or end of a function very rarely help readability.
Blank lines inside a chain of if-else blocks may well help readability.

Exceptions to the Rules
The coding conventions described above are mandatory. However, like all good
rules, these sometimes have exceptions, which we discuss here.

Existing Non-conformant Code
You may diverge from the rules when dealing with code that does not conform to
this style guide.
If you find yourself modifying code that was written to specifications other than
those presented by this guide, you may have to diverge from these rules in order to
stay consistent with the local conventions in that code. If you are in doubt about how
to do this, ask the original author or the person currently responsible for the code.
Remember that consistency includes local consistency, too.

Windows Code
Windows programmers have developed their own set of coding conventions, mainly
derived from the conventions in Windows headers and other Microsoft code. We
want to make it easy for anyone to understand your code, so we have a single set
of guidelines for everyone writing C++ on any platform.
It is worth reiterating a few of the guidelines that you might forget if you are used to
the prevalent Windows style:
Do not use Hungarian notation (for example, naming an integer iNum). Use
the Google naming conventions, including the .ccextension for source files.
Windows defines many of its own synonyms for primitive types, such as
DWORD, HANDLE, etc. It is perfectly acceptable, and encouraged, that you use
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these types when calling Windows API functions. Even so, keep as close as
you can to the underlying C++ types. For example, use const TCHAR *
instead of LPCTSTR.
When compiling with Microsoft Visual C++, set the compiler to warning level
3 or higher, and treat all warnings as errors.
Do not use #pragma once; instead use the standard Google include
guards. The path in the include guards should be relative to the top of your
project tree.
In fact, do not use any nonstandard extensions, like #pragmaand
__declspec, unless you absolutely must. Using
__declspec(dllimport)and __declspec(dllexport)is allowed;
however, you must use them through macros such as DLLIMPORTand
DLLEXPORT, so that someone can easily disable the extensions if they share
the code.
However, there are just a few rules that we occasionally need to break on Windows:
Normally we forbid the use of multiple implementation inheritance; however,
it is required when using COM and some ATL/WTL classes. You may use
multiple implementation inheritance to implement COM or ATL/WTL classes
and interfaces.
Although you should not use exceptions in your own code, they are used
extensively in the ATL and some STLs, including the one that comes with
Visual C++. When using the ATL, you should define _ATL_NO_EXCEPTIONS
to disable exceptions. You should investigate whether you can also disable
exceptions in your STL, but if not, it is OK to turn on exceptions in the
compiler. (Note that this is only to get the STL to compile. You should still not
write exception handling code yourself.)
The usual way of working with precompiled headers is to include a header
file at the top of each source file, typically with a name like StdAfx.hor
precompile.h. To make your code easier to share with other projects,
avoid including this file explicitly (except in precompile.cc), and use the
/FIcompiler option to include the file automatically.
Resource headers, which are usually named resource.hand contain only
macros, do not need to conform to these style guidelines.

Parting Words
Use common sense and BE CONSISTENT.
If you are editing code, take a few minutes to look at the code around you and
determine its style. If they use spaces around their ifclauses, you should, too. If
their comments have little boxes of stars around them, make your comments have
little boxes of stars around them too.
The point of having style guidelines is to have a common vocabulary of coding so
people can concentrate on what you are saying, rather than on how you are saying
it. We present global style rules here so people know the vocabulary. But local style
is also important. If code you add to a file looks drastically different from the existing
code around it, the discontinuity throws readers out of their rhythm when they go to
read it. Try to avoid this.
OK, enough writing about writing code; the code itself is much more interesting.
Have fun!

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Source Exif Data:
File Type                       : PDF
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MIME Type                       : application/pdf
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Page Count                      : 67
EXIF Metadata provided by EXIF.tools

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