- •Contents
- •Introduction
- •Who This Book Is For
- •What This Book Covers
- •How This Book Is Structured
- •What You Need to Use This Book
- •Conventions
- •Source Code
- •Errata
- •p2p.wrox.com
- •The Basics of C++
- •The Obligatory Hello, World
- •Namespaces
- •Variables
- •Operators
- •Types
- •Conditionals
- •Loops
- •Arrays
- •Functions
- •Those Are the Basics
- •Diving Deeper into C++
- •Pointers and Dynamic Memory
- •Strings in C++
- •References
- •Exceptions
- •The Many Uses of const
- •C++ as an Object-Oriented Language
- •Declaring a Class
- •Your First Useful C++ Program
- •An Employee Records System
- •The Employee Class
- •The Database Class
- •The User Interface
- •Evaluating the Program
- •What Is Programming Design?
- •The Importance of Programming Design
- •Two Rules for C++ Design
- •Abstraction
- •Reuse
- •Designing a Chess Program
- •Requirements
- •Design Steps
- •An Object-Oriented View of the World
- •Am I Thinking Procedurally?
- •The Object-Oriented Philosophy
- •Living in a World of Objects
- •Object Relationships
- •Abstraction
- •Reusing Code
- •A Note on Terminology
- •Deciding Whether or Not to Reuse Code
- •Strategies for Reusing Code
- •Bundling Third-Party Applications
- •Open-Source Libraries
- •The C++ Standard Library
- •Designing with Patterns and Techniques
- •Design Techniques
- •Design Patterns
- •The Reuse Philosophy
- •How to Design Reusable Code
- •Use Abstraction
- •Structure Your Code for Optimal Reuse
- •Design Usable Interfaces
- •Reconciling Generality and Ease of Use
- •The Need for Process
- •Software Life-Cycle Models
- •The Stagewise and Waterfall Models
- •The Spiral Method
- •The Rational Unified Process
- •Software-Engineering Methodologies
- •Extreme Programming (XP)
- •Software Triage
- •Be Open to New Ideas
- •Bring New Ideas to the Table
- •Thinking Ahead
- •Keeping It Clear
- •Elements of Good Style
- •Documenting Your Code
- •Reasons to Write Comments
- •Commenting Styles
- •Comments in This Book
- •Decomposition
- •Decomposition through Refactoring
- •Decomposition by Design
- •Decomposition in This Book
- •Naming
- •Choosing a Good Name
- •Naming Conventions
- •Using Language Features with Style
- •Use Constants
- •Take Advantage of const Variables
- •Use References Instead of Pointers
- •Use Custom Exceptions
- •Formatting
- •The Curly Brace Alignment Debate
- •Coming to Blows over Spaces and Parentheses
- •Spaces and Tabs
- •Stylistic Challenges
- •Introducing the Spreadsheet Example
- •Writing Classes
- •Class Definitions
- •Defining Methods
- •Using Objects
- •Object Life Cycles
- •Object Creation
- •Object Destruction
- •Assigning to Objects
- •Distinguishing Copying from Assignment
- •The Spreadsheet Class
- •Freeing Memory with Destructors
- •Handling Copying and Assignment
- •Different Kinds of Data Members
- •Static Data Members
- •Const Data Members
- •Reference Data Members
- •Const Reference Data Members
- •More about Methods
- •Static Methods
- •Const Methods
- •Method Overloading
- •Default Parameters
- •Inline Methods
- •Nested Classes
- •Friends
- •Operator Overloading
- •Implementing Addition
- •Overloading Arithmetic Operators
- •Overloading Comparison Operators
- •Building Types with Operator Overloading
- •Pointers to Methods and Members
- •Building Abstract Classes
- •Using Interface and Implementation Classes
- •Building Classes with Inheritance
- •Extending Classes
- •Overriding Methods
- •Inheritance for Reuse
- •The WeatherPrediction Class
- •Adding Functionality in a Subclass
- •Replacing Functionality in a Subclass
- •Respect Your Parents
- •Parent Constructors
- •Parent Destructors
- •Referring to Parent Data
- •Casting Up and Down
- •Inheritance for Polymorphism
- •Return of the Spreadsheet
- •Designing the Polymorphic Spreadsheet Cell
- •The Spreadsheet Cell Base Class
- •The Individual Subclasses
- •Leveraging Polymorphism
- •Future Considerations
- •Multiple Inheritance
- •Inheriting from Multiple Classes
- •Naming Collisions and Ambiguous Base Classes
- •Interesting and Obscure Inheritance Issues
- •Special Cases in Overriding Methods
- •Copy Constructors and the Equals Operator
- •The Truth about Virtual
- •Runtime Type Facilities
- •Non-Public Inheritance
- •Virtual Base Classes
- •Class Templates
- •Writing a Class Template
- •How the Compiler Processes Templates
- •Distributing Template Code between Files
- •Template Parameters
- •Method Templates
- •Template Class Specialization
- •Subclassing Template Classes
- •Inheritance versus Specialization
- •Function Templates
- •Function Template Specialization
- •Function Template Overloading
- •Friend Function Templates of Class Templates
- •Advanced Templates
- •More about Template Parameters
- •Template Class Partial Specialization
- •Emulating Function Partial Specialization with Overloading
- •Template Recursion
- •References
- •Reference Variables
- •Reference Data Members
- •Reference Parameters
- •Reference Return Values
- •Deciding between References and Pointers
- •Keyword Confusion
- •The const Keyword
- •The static Keyword
- •Order of Initialization of Nonlocal Variables
- •Types and Casts
- •typedefs
- •Casts
- •Scope Resolution
- •Header Files
- •C Utilities
- •Variable-Length Argument Lists
- •Preprocessor Macros
- •How to Picture Memory
- •Allocation and Deallocation
- •Arrays
- •Working with Pointers
- •Array-Pointer Duality
- •Arrays Are Pointers!
- •Not All Pointers Are Arrays!
- •Dynamic Strings
- •C-Style Strings
- •String Literals
- •The C++ string Class
- •Pointer Arithmetic
- •Custom Memory Management
- •Garbage Collection
- •Object Pools
- •Function Pointers
- •Underallocating Strings
- •Memory Leaks
- •Double-Deleting and Invalid Pointers
- •Accessing Out-of-Bounds Memory
- •Using Streams
- •What Is a Stream, Anyway?
- •Stream Sources and Destinations
- •Output with Streams
- •Input with Streams
- •Input and Output with Objects
- •String Streams
- •File Streams
- •Jumping around with seek() and tell()
- •Linking Streams Together
- •Bidirectional I/O
- •Internationalization
- •Wide Characters
- •Non-Western Character Sets
- •Locales and Facets
- •Errors and Exceptions
- •What Are Exceptions, Anyway?
- •Why Exceptions in C++ Are a Good Thing
- •Why Exceptions in C++ Are a Bad Thing
- •Our Recommendation
- •Exception Mechanics
- •Throwing and Catching Exceptions
- •Exception Types
- •Throwing and Catching Multiple Exceptions
- •Uncaught Exceptions
- •Throw Lists
- •Exceptions and Polymorphism
- •The Standard Exception Hierarchy
- •Catching Exceptions in a Class Hierarchy
- •Writing Your Own Exception Classes
- •Stack Unwinding and Cleanup
- •Catch, Cleanup, and Rethrow
- •Use Smart Pointers
- •Common Error-Handling Issues
- •Memory Allocation Errors
- •Errors in Constructors
- •Errors in Destructors
- •Putting It All Together
- •Why Overload Operators?
- •Limitations to Operator Overloading
- •Choices in Operator Overloading
- •Summary of Overloadable Operators
- •Overloading the Arithmetic Operators
- •Overloading Unary Minus and Unary Plus
- •Overloading Increment and Decrement
- •Overloading the Subscripting Operator
- •Providing Read-Only Access with operator[]
- •Non-Integral Array Indices
- •Overloading the Function Call Operator
- •Overloading the Dereferencing Operators
- •Implementing operator*
- •Implementing operator->
- •What in the World Is operator->* ?
- •Writing Conversion Operators
- •Ambiguity Problems with Conversion Operators
- •Conversions for Boolean Expressions
- •How new and delete Really Work
- •Overloading operator new and operator delete
- •Overloading operator new and operator delete with Extra Parameters
- •Two Approaches to Efficiency
- •Two Kinds of Programs
- •Is C++ an Inefficient Language?
- •Language-Level Efficiency
- •Handle Objects Efficiently
- •Use Inline Methods and Functions
- •Design-Level Efficiency
- •Cache as Much as Possible
- •Use Object Pools
- •Use Thread Pools
- •Profiling
- •Profiling Example with gprof
- •Cross-Platform Development
- •Architecture Issues
- •Implementation Issues
- •Platform-Specific Features
- •Cross-Language Development
- •Mixing C and C++
- •Shifting Paradigms
- •Linking with C Code
- •Mixing Java and C++ with JNI
- •Mixing C++ with Perl and Shell Scripts
- •Mixing C++ with Assembly Code
- •Quality Control
- •Whose Responsibility Is Testing?
- •The Life Cycle of a Bug
- •Bug-Tracking Tools
- •Unit Testing
- •Approaches to Unit Testing
- •The Unit Testing Process
- •Unit Testing in Action
- •Higher-Level Testing
- •Integration Tests
- •System Tests
- •Regression Tests
- •Tips for Successful Testing
- •The Fundamental Law of Debugging
- •Bug Taxonomies
- •Avoiding Bugs
- •Planning for Bugs
- •Error Logging
- •Debug Traces
- •Asserts
- •Debugging Techniques
- •Reproducing Bugs
- •Debugging Reproducible Bugs
- •Debugging Nonreproducible Bugs
- •Debugging Memory Problems
- •Debugging Multithreaded Programs
- •Debugging Example: Article Citations
- •Lessons from the ArticleCitations Example
- •Requirements on Elements
- •Exceptions and Error Checking
- •Iterators
- •Sequential Containers
- •Vector
- •The vector<bool> Specialization
- •deque
- •list
- •Container Adapters
- •queue
- •priority_queue
- •stack
- •Associative Containers
- •The pair Utility Class
- •multimap
- •multiset
- •Other Containers
- •Arrays as STL Containers
- •Strings as STL Containers
- •Streams as STL Containers
- •bitset
- •The find() and find_if() Algorithms
- •The accumulate() Algorithms
- •Function Objects
- •Arithmetic Function Objects
- •Comparison Function Objects
- •Logical Function Objects
- •Function Object Adapters
- •Writing Your Own Function Objects
- •Algorithm Details
- •Utility Algorithms
- •Nonmodifying Algorithms
- •Modifying Algorithms
- •Sorting Algorithms
- •Set Algorithms
- •The Voter Registration Audit Problem Statement
- •The auditVoterRolls() Function
- •The getDuplicates() Function
- •The RemoveNames Functor
- •The NameInList Functor
- •Testing the auditVoterRolls() Function
- •Allocators
- •Iterator Adapters
- •Reverse Iterators
- •Stream Iterators
- •Insert Iterators
- •Extending the STL
- •Why Extend the STL?
- •Writing an STL Algorithm
- •Writing an STL Container
- •The Appeal of Distributed Computing
- •Distribution for Scalability
- •Distribution for Reliability
- •Distribution for Centrality
- •Distributed Content
- •Distributed versus Networked
- •Distributed Objects
- •Serialization and Marshalling
- •Remote Procedure Calls
- •CORBA
- •Interface Definition Language
- •Implementing the Class
- •Using the Objects
- •A Crash Course in XML
- •XML as a Distributed Object Technology
- •Generating and Parsing XML in C++
- •XML Validation
- •Building a Distributed Object with XML
- •SOAP (Simple Object Access Protocol)
- •. . . Write a Class
- •. . . Subclass an Existing Class
- •. . . Throw and Catch Exceptions
- •. . . Read from a File
- •. . . Write to a File
- •. . . Write a Template Class
- •There Must Be a Better Way
- •Smart Pointers with Reference Counting
- •Double Dispatch
- •Mix-In Classes
- •Object-Oriented Frameworks
- •Working with Frameworks
- •The Model-View-Controller Paradigm
- •The Singleton Pattern
- •Example: A Logging Mechanism
- •Implementation of a Singleton
- •Using a Singleton
- •Example: A Car Factory Simulation
- •Implementation of a Factory
- •Using a Factory
- •Other Uses of Factories
- •The Proxy Pattern
- •Example: Hiding Network Connectivity Issues
- •Implementation of a Proxy
- •Using a Proxy
- •The Adapter Pattern
- •Example: Adapting an XML Library
- •Implementation of an Adapter
- •Using an Adapter
- •The Decorator Pattern
- •Example: Defining Styles in Web Pages
- •Implementation of a Decorator
- •Using a Decorator
- •The Chain of Responsibility Pattern
- •Example: Event Handling
- •Implementation of a Chain of Responsibility
- •Using a Chain of Responsibility
- •Example: Event Handling
- •Implementation of an Observer
- •Using an Observer
- •Chapter 1: A Crash Course in C++
- •Chapter 3: Designing with Objects
- •Chapter 4: Designing with Libraries and Patterns
- •Chapter 5: Designing for Reuse
- •Chapter 7: Coding with Style
- •Chapters 8 and 9: Classes and Objects
- •Chapter 11: Writing Generic Code with Templates
- •Chapter 14: Demystifying C++ I/O
- •Chapter 15: Handling Errors
- •Chapter 16: Overloading C++ Operators
- •Chapter 17: Writing Efficient C++
- •Chapter 19: Becoming Adept at Testing
- •Chapter 20: Conquering Debugging
- •Chapter 24: Exploring Distributed Objects
- •Chapter 26: Applying Design Patterns
- •Beginning C++
- •General C++
- •I/O Streams
- •The C++ Standard Library
- •C++ Templates
- •Integrating C++ and Other Languages
- •Algorithms and Data Structures
- •Open-Source Software
- •Software-Engineering Methodology
- •Programming Style
- •Computer Architecture
- •Efficiency
- •Testing
- •Debugging
- •Distributed Objects
- •CORBA
- •XML and SOAP
- •Design Patterns
- •Index
Understanding C++ Quirks and Oddities
C Utilities
Recall that C++ is a superset of C, and thus contains all of its functionality. There are a few obscure C features that have no replacement in C++, and which can occasionally be useful. This section examines two of these features: variable-length argument lists and preprocessor macros.
Variable-Length Argument Lists
Consider the C function printf() from <cstdio>. You can call it with any number of arguments:
#include <cstdio>
int main(int argc, char** argv)
{
printf(“int %d\n”, 5);
printf(“String %s and int %d\n”, “hello”, 5); printf(“Many ints: %d, %d, %d, %d, %d\n”, 1, 2, 3, 4, 5);
}
C++ provides the syntax and some utility macros for writing your own functions with a variable number of arguments. These functions usually look a lot like printf(). Although you shouldn’t need this feature very often, occasionally you run into situations in which it’s quite useful. For example, suppose you want to write a quick-and-dirty debug function that prints strings to stderr if a debug flag is set, but does nothing if the debug flag is not set. This function should be able to print strings with arbitrary numbers and types of arguments. A simple implementation looks like this:
#include <cstdio> #include <cstdarg>
bool debug = false;
void debugOut(char* str, ...)
{
va_list ap; if (debug) {
va_start(ap, str); vfprintf(stderr, str, ap); va_end(ap);
}
}
First, note that the prototype for debugOut() contains one typed and named parameter str, followed by ... (ellipses). They stand for any number and types of arguments. In order to access these arguments, you must use macros defined in <cstdarg>. You declare a variable of type va_list, and initialize it with a call to va_start. The second parameter to va_start() must be the rightmost named variable in the parameter list. All functions require at least one named parameter. The debugOut() function simply passes this list to vfprintf() (a standard function in <cstdio>). After this function completes, it calls va_end() to terminate the access of the variable argument list. You must always call va_end() after calling va_start() to ensure that the function ends with the stack in a consistent state.
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You can use the function in the following way:
int main(int argc, char** argv)
{
debug = true; debugOut(“int %d\n”, 5);
debugOut(“String %s and int %d\n”, “hello”, 5); debugOut(“Many ints: %d, %d, %d, %d, %d\n”, 1, 2, 3, 4, 5);
return (0);
}
Accessing the Arguments
If you want to access the actual arguments yourself, you can use va_arg() to do so. For example, here’s a function that takes any number of ints and prints them out:
#include <iostream> using namespace std;
void printInts(int num, ...)
{
int temp; va_list ap;
va_start(ap, num);
for (int i = 0; i < num; i++) { temp = va_arg(ap, int); cout << temp << “ “;
}
va_end(ap); cout << endl;
}
You can call printInts() like this:
printInts(5, 5, 4, 3, 2, 1);
Why You Shouldn’t Use Variable-Length Argument Lists
Accessing variable-length argument lists is not very safe. As you can see from the printInts() function, there are several risks:
You don’t know the number of parameters. In the case of printInts(), you must trust the caller to pass the right number of arguments in the first argument. In the case of debugOut(), you must trust the caller to pass the same number of arguments after the character array as there are formatting codes in the character array.
You don’t know the types of the arguments. va_arg() takes a type, which it uses to interpret the value it its current spot. However, you can tell va_arg() to interpret the value as any type. There is no way for it to verify the correct type.
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Understanding C++ Quirks and Oddities
Avoid using variable-length argument lists. It is preferable to pass in an array or vector of variables.
Preprocessor Macros
You can use the C++ preprocessor to write macros, which are like little functions. Here is an example:
#define SQUARE(x) ((x) * (x)) // No semicolon after the macro definition!
int main(int argc, char** argv)
{
cout << SQUARE(4) << endl;
return (0);
}
Macros are a remnant from C that are quite similar to inline functions, except that they are not type checked, and the preprocessor dumbly replaces any calls to them with their expansions. The preprocessor does not apply true function-call semantics. This behavior can cause unexpected results. For example, consider what would happen if you called the SQUARE macro with 2 + 2 instead of 4, like this:
cout << SQUARE(2 + 2) << endl;
You expect SQUARE to calculate 16, which it does. However, what if you left off some parentheses on the macro definition, so that it looks like this?
#define SQUARE(x) (x * x)
Now, the call to SQUARE(2 + 2) generates 8, not 16! Remember that the macro is dumbly expanded without regard to function-call semantics. This means that any x in the macro body is replaced by
2 + 2, leading to this expansion:
cout << 2 + 2 * 2 + 2 << endl;
Following proper order of operations, this line performs the multiplication first, followed by the additions, generating 8 instead of 16!
Macros also cause problems for debugging because the code you write is not the code that the compiler sees, or that shows up in your debugger (because of the search and replace behavior of the preprocessor). For these reasons, you should avoid macros entirely in favor of inline functions. We show the details here only because quite a bit of C++ code out there employs macros. You need to understand them in order to read and maintain that code.
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Summar y
This chapter explained some of the aspects of C++ that generate the most confusion. By reading this chapter, you learned a plethora of syntax details about C++. Some of the information, such as the details of references, const, scope resolution, the specifics of the C++-style casts, and the techniques for header files, you should use often in your programs. Other information, such as the uses of static and extern, how to write variable-length argument lists, and how to write preprocessor macros, is important to understand, but not information that you should put into use in your programs on a day-to-day basis. In any case, now that you understand these details, you are poised to tackle the advanced C++ in the rest of the book.
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Effective Memor y
Management
In many ways, programming in C++ is like driving without a road. Sure, you can go anywhere you want, but there are no lines or traffic lights to keep you from injuring yourself. C++, like the C language, has a hands-off approach towards its programmers. The language assumes that you know what you’re doing. It allows you to do things that are likely to cause problems because C++ is incredibly flexible and sacrifices safety in favor of performance.
Memory allocation and management is a particularly error-prone area of C++ programming. To write high-quality C++ programs, professional C++ programmers need to understand how memory works behind the scenes. This chapter explores the ins and outs of memory management. You will learn about the pitfalls of dynamic memory and some techniques for avoiding and eliminating them.
The chapter begins with an overview on the different ways to use and manage memory. Next, you will read about the often perplexing relationship between arrays and pointers. You will then learn about the creation and management of C-style strings. A low-level look at working with memory comes next. Finally, the last section of this chapter covers some specific problems that you may encounter with memory management and proposes a number of solutions.
Working with Dynamic Memor y
When learning to program, dynamic memory is often the first major stumbling block that novice programmers face. Memory is a low-level component of the computer that unfortunately rears its head even in a high-level programming language like C++. Many programmers only understand enough about dynamic memory to get by. They shy away from data structures that use dynamic memory, or get their programs to work by trial and error.