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doc: Add CPP howto.
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@ -89,3 +89,10 @@ old code has been rewritten but the architecture is the same.
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* When using a `switch` over an `enum` type, put what would be the `default` case after/outside
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of the `switch` unless the situation specifically calls for one. We use -Wswitch so changes to
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the enum will provide a good warning to update any `switch`.
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* Prototypes should name their argument variables to make them easier to understand, except if
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such a name is redundant because the type carries enough information to make it obvious. In
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other words, if you have a prototype like `foo(const std::string &message)` you should name
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`message` because std::string is common and *what* the string is for is otherwise opaque.
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OTOH, if you have `foo(const options &, const std::string &message)` one should skip the name
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for `options &` as it just adds redundant text to the prototype.
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244
doc/CPP_HOWTO.md
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244
doc/CPP_HOWTO.md
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# How to CPP for Charybdis
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In the post-C++11 world it is time to leave C99 behind and seriously consider
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C++ as C proper. It has been a hard 30 year journey to finally earn that, but
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now it is time. This document is the effective style guide for how Charybdis
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will integrate -std=gnu++14 and how developers should approach it.
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### C++ With Respect For C People
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Remember your C heritage. There is nothing wrong with C, it is just incomplete.
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There is also no overhead with C++, that is a myth. If you write C code in C++
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it will be the same C code. Think about it like this: if C is like a bunch of
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macros on assembly, C++ is a bunch of macros on C. This guide will not address
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any more myths and for that we refer you [here](https://isocpp.org/blog/2014/12/myths-3).
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###### Repeat the following mantra:
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1. How would I do this in C?
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2. Why is that dangerous, hacky, or ugly?
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3. What feature does C++ offer to do it right?
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This can be applied to many real patterns seen in C software which really beg
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for something C++ did to make it legitimate and proper. Examples:
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* Leading several structures with the same member, then casting to that leading
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type to deal with the structure abstractly for container insertion. -> Think
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inheritance.
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* Creating a structure with a bunch of function pointers, then having a user
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of the structure fill in the pointers with their own functionality. -> Think
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virtual functions.
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======
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#### Encapsulation will be relaxed
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To summarize, most structures will default to being fully public unless there
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is a very pressing reason to create a private section. Such a reason is not
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"the user *could* break something by touching this," instead it is "the user
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*will only ever* break something by touching this."
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* Do not use the keyword `class` unless your sole intent is to have the members
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immediately following it be private.
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* Using `class` followed by a `public:` label is nubile.
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#### Direct initialization
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Use `=` only for assignment to an existing object. *Break your C habit right now.*
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Use bracket initialization `{}` of all variables and objects. Fall back to parens `()`
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if absolutely necessary to quash warnings about conversions.
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* Do not put uninitialized variables at the top of a function and assign them later.
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> Quick note to preempt a confusion for C people:
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> Initialization in C++ is like C but you don't have to use the `=`.
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>
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> ```C++
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> struct user { const char *nick; };
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> struct user you = {"you"};
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> user me {"me"};
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> ```
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>
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* Use allman style for complex/long initialization statements. It's like a function
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returning the value to your new object; it is easier to read then one giant line.
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> ```C++
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> const auto sum
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> {
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> 1 + (2 + (3 * 4) + 5) + 6
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> };
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> ```
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#### Use full const correctness
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`const` correctness should extend to all variables, pointers, arguments, and
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functions- not just "pointed-to" data. If it *can* be `const` then make it
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`const` and relax it later if necessary.
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#### Use auto
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Use `auto` whenever it is possible to use it; specify a type when you must.
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If the compiler can't figure out the auto, that's when you indicate the type.
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#### RAII will be in full force
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All variables, whether they're function-local, class-members, even globals,
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must always be under some protection at all times. There must be the
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expectation at *absolutely any point* including *between those points*
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everything will blow up randomly and the protection will be invoked to back-out
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the way you came. That is, essentially, **the juice of why we are here.**
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**This is really serious business.** You have to do one thing at a time. When you
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move on to the next thing the last thing has to have already fully succeeded
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or fully failed. Everything is a **transaction**. Nothing in the future exists.
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There is nothing you need from the future to give things a consistent state.
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* The program should be effectively reversible -- should be able to "go backwards"
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or "unwind" from any point. **Think in terms of stacks, not linear procedures.**
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This means when a variable, or member (a **resource**) first comes into scope,
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i.e. it is declared or accessible (**acquired**), it must be **initialized**
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to a completely consistent state at that point.
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#### Exceptions will be used
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Wait, you were trolling "respect for C people" right? **No.** If you viewed
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the above section merely through the prism avoiding classic memory leaks, and
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can foresee how to now write stackful, reversible, protected programs without
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even calling free() or delete: you not only have earned the right, but you
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**have** to use exceptions. This is no longer a matter of arguing for or
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against `if()` statement clutter and checking return types and passing errors
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down the stack.
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* Object construction (logic in the initialization list, constructor body, etc)
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is actual real program logic. Object construction is **not something to just
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prepare some memory, like initializing it to zero**, leaving an instance
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somewhere for further functions to conduct operations on. Your whole program
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could be running - the entire universe could be running - in some member
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initializer somewhere. The only way to error out of this is to throw, and it
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is perfectly legitimate to do so.
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* **Function bodies and return types should not be concerned with error
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handling and passing of such. They only cause and generate the errors.**
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* Try/catch style note: We specifically discourage naked try/catch blocks.
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In other words, **most try-catch blocks are of the
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[function-try-catch](http://en.cppreference.com/w/cpp/language/function-try-block)
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variety.** The style is simply to piggyback the try/catch where another block
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would have been.
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> ```C++
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> while(foo) try
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> {
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> ...
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> }
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> catch(exception)
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> {
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> }
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> ```
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* We extend this demotion style of keywords to `do` as well, which should
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avoid having its own line if possible.
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> ```C++
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> int x; do
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> {
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> ...
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> }
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> while((x = foo());
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> ```
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#### Pointers and References
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* Biblical maxim: Use references when you can, pointers when you must.
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* Pass arguments by const reference `const foo &bar` preferably, non-const
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reference `foo &bar` if you must.
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* Use const references even if you're not referring to anything created yet.
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const references can construct, contain, and refer to an instance of the type
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with all in one magic.
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* Passing by value indicates some kind of need for object construction in
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the argument, or that something may be std::move()'ed to and from it. Except
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for some common patterns, this is generally suspect.
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* Passing to a function with an rvalue reference argument `foo &&bar` indicates
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something will be std::move()'ed to it, and ownership is now acquired by that
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function.
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* In a function with a template `template<class foo>`, an rvalue reference in
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the prototype for something in the template `void func(foo &&bar)` is actually
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a [universal reference](https://isocpp.org/blog/2012/11/universal-references-in-c11-scott-meyers)
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which has some differences from a normal rvalue reference. To make this clear
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our style is to move the `&&` like so `void func(foo&& bar)`. This actually has
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a real use, because a variadic template foo
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`template<class... foo>` will require the prototype `void func(foo&&... bar)`.
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* Passing a pointer, or pointer arguments in general, indicates something may
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be null, or optional. Otherwise suspect.
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* Avoid using references as object members, you're most likely just limiting
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the ability to assign, move, and reuse the object because references cannot be
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reseated; then the "~~big three~~" "big five" custom constructors have to be
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created and maintained, and it becomes an unnecessary mess.
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#### Miscellaneous
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* new and delete should rarely if ever be seen. This is more true than ever with
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C++14 std::make_unique() and std::make_shared().
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* We allow some C-style arrays, especially on the stack, even C99 dynamic sized ones;
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there's no problem here, just be responsible.
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* std::array is preferred for object members; also just generally preferred.
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* C format strings are still acceptable. This is an IRC project, with heavy
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use of strings and complex formats and all the stringencies. We even have
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our own custom *protocol safe* format string library, and that should be used
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where possible.
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* streams and standard streams are generally avoided in this project. We could have
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have taken the direction to customize C++'s stream interface to make it
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performant, but otherwise the streams are generally slow and heavy. Instead we
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chose a more classical approach with format strings and buffers -- but without
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sacrificing type safety with our RTTI-based fmt library.
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* ~~varargs are still legitimate.~~ There are just many cases when template
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varargs, now being available, are a better choice; they can also be inlined.
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* I think a better case to use our template va_rtti is starting to emerge in
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most of our uses for varags.
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* When using a `switch` over an `enum` type, put what would be the `default` case after/outside
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of the `switch` unless the situation specifically calls for one. We use -Wswitch so changes to
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the enum will provide a good warning to update any `switch`.
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* Prototypes should name their argument variables to make them easier to understand, except if
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such a name is redundant because the type carries enough information to make it obvious. In
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other words, if you have a prototype like `foo(const std::string &message)` you should name
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`message` because std::string is common and *what* the string is for is otherwise opaque.
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OTOH, if you have `foo(const options &, const std::string &message)` one should skip the name
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for `options &` as it just adds redundant text to the prototype.
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