- •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
Chapter 15
Use Smart Pointers
Smart pointers allow you to write code that automatically prevents memory leaks with exception handling. As you read in Chapter 13, smart pointer objects are allocated on the stack, so whenever the smart pointer object is destroyed, it calls delete on the underlying dumb pointer. Here is an example of funcTwo() using the auto_ptr smart pointer template class in the Standard Library:
#include <memory>
using namespace std;
void funcOne() throw(exception)
{
string str1;
auto_ptr<string> str2(new string(“hello”)); funcTwo();
}
With smart pointers, you never have to remember to delete the underlying dumb pointer: the smart pointer destructor does it for you, whether you leave the function via an exception or leave the function normally.
Common Error-Handling Issues
Whether or not you use exceptions in your programs is up to you and your colleagues. However, we strongly encourage you to formalize an error-handling plan for your programs, regardless of your use of exceptions. If you use exceptions, it is generally easier to come up with a unified error-handling scheme, but it is not impossible without exceptions. The most important aspect of a good plan is uniformity of error handling throughout all the modules of the program. Make sure that every programmer on the project understands and follows the error-handling rules.
This section discusses the most common error-handling issues in the context of exceptions, but the issues are also relevant to programs that do not use exceptions.
Memory Allocation Errors
Despite the fact that all of our examples so far in this book have ignored the possibility, memory allocation can, and will, fail. However, production code must account for memory allocation failures. C++ provides several different ways to handle memory errors.
The default behaviors of new and new[] are to throw an exception of type bad_alloc, defined in the <new> header file, if they cannot allocate memory. Your code should catch these exceptions and handle them appropriately. The definition of “appropriate” depends on your particular application. In some cases, the memory might be crucial for your program to run correctly, in which case printing an error message and exiting is the best course of action. Other times, the memory might be necessary only for a particular operation or task, in which case you can print an error message and fail the particular operation, but keep the program running.
Thus, all your new statements should look something like this:
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Handling Errors
try {
ptr = new int[numInts]; } catch (bad_alloc& e) {
cerr << “Unable to allocate memory!\n”;
// Handle memory allocation failure. return;
}
// Proceed with function that assumes memory has been allocated.
You could, of course, bulk handle many possible new failures with a single try/catch block at a higher point on the program, if it will work for your program.
Another consideration is that logging an error might try to allocate memory. If new fails, there might not be enough memory left even to log the error message.
Nothrow new
As mentioned in Chapter 13, if you don’t like exceptions, you can revert to the old C model in which memory allocation routines return the NULL pointer if they cannot allocate memory. C++ provides nothrow versions of new and new[], which return NULL instead of throwing an exception if they fail to allocate memory.
ptr = new(nothrow) int[numInts];
if (ptr == NULL) {
cerr << “Unable to allocate memory!\n”; // Handle memory allocation failure. return;
}
// Proceed with function that assumes memory has been allocated.
The syntax is a little strange: you really do write “nothrow” as if it’s an argument to new (which it is).
Customizing Memory Allocation Failure Behavior
C++ allows you to specify a new handler callback function. By default, there is no new handler, so new and new[] just throw bad_alloc exceptions. However, if there is a new handler, the memory allocation routine calls the new handler upon memory allocation failure instead of throwing an exception. If the new handler returns, the memory allocation routines attempt to allocate memory again, calling the new handler again if they fail. This cycle could become an infinite loop unless your new handler changes the situation with one of four alternatives. Practically speaking, some of the four options are better than others. Here is the list with commentary:
Make more memory available. One trick to expose space is to allocate a large chunk of memory at program start-up, and then to free it with delete in the new handler. If the current request for memory is for a size smaller than the one you free in the new handler, the memory allocation routine will now be able to allocate it. However, this technique doesn’t buy you much. If you hadn’t preallocated that chunk of memory, the request for memory would have succeeded in the first place and wouldn’t have needed to call the new handler. One of the only benefits is that you can log a warning message about low memory in the new handler.
Throw an exception. new and new[] have throw lists that say they will throw exceptions only of type bad_alloc. So, unless you want to create a call to unexpected(), if you throw an exception from the new handler, throw bad_alloc or a subclass. However, you don’t need a new handler to throw an exception: the default behavior does so for you. Thus, if that’s all your new handler does, there’s no reason to write a new handler in the first place.
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Chapter 15
Set a different new handler. Theoretically, you could have a series of new handlers, each of which tries to create memory and sets a different new handler if it fails. However, such a scenario is usually more complicated than useful.
Terminate the program. This option is the most practical and useful of the four. Your new handler can simply log an error message and terminate the program. The advantage of using a new handler over catching the bad_alloc exception and terminating in the exception handler is that you centralize the failure handling to one function, and you don’t need to litter your code with try/catch blocks. If there are some memory allocations that can fail but still allow your program to succeed, you can simply set the new handler back to its default of NULL temporarily before calling new in those cases.
If you don’t do one of these four things in your new handler, any memory allocation failure will cause an infinite loop.
You set the new handler with a call to set_new_handler(), declared in the <new> header file. set_new_handler() completes the trio of C++ functions to set callback functions. The other two are setterminate() and set_unexpected(), which are discussed earlier in the chapter. Here is an example of a new handler that logs an error message and aborts the program:
void myNewHandler()
{
cerr << “Unable to allocate memory. Terminating program!\n”; abort();
}
The new handler must take no arguments and return no value. This new handler calls the abort() function declared in <cstdlib> to terminate the program.
You can set the new handler like this:
#include <new> #include <cstdlib> #include <iostream>
using namespace std;
int main(int argc, char** argv)
{
//Code omitted
//Set the new new_handler and save the old.
new_handler oldHandler = set_new_handler(myNewHandler);
//Code that calls new
//Reset the old new_handler. set_new_handler(oldHandler);
//Code omitted
return (0);
}
Note that new_handler is a typedef for the type of function pointer that set_new_handler() takes.
426
Handling Errors
Errors in Constructors
Before C++ programmers discover exceptions, they are often stymied by error handling and constructors. What if a constructor fails to construct the object properly? Constructors don’t have a return value, so the standard preexception error-handling mechanism doesn’t work. Without exceptions, the best you can do is to set a flag in the object specifying that it is not constructed properly. You can provide a method, with a name like checkConstructionStatus(), which returns the value of that flag, and hope that clients remember to call the function on the object after constructing it.
Exceptions provide a much better solution. You can throw an exception from a constructor, even though you can’t return a value. With exceptions you can easily tell clients whether or not construction of the object succeeded. However, there is one major problem: if an exception leaves a constructor, the destructor for that object will never be called. Thus, you must be careful to clean up any resources and free any allocated memory in constructors before allowing exceptions to leave the constructor. This problem is the same as in any other function, but it is subtler in constructors because you’re accustomed to letting the destructors take care of the memory deallocation and resource freeing.
Here is an example of the constructor from the GameBoard class from Chapter 11 retrofitted with exception handling:
GameBoard::GameBoard(int inWidth, int inHeight) throw(bad_alloc) :
mWidth(inWidth), mHeight(inHeight)
{
int i, j;
mCells = new GamePiece* [mWidth];
try {
for (i = 0; i < mWidth; i++) { mCells[i] = new GamePiece[mHeight];
}
} catch (...) {
//
//Clean up any memory we already allocated, because the destructor
//will never be called. The upper bound of the for loop is the index
//of the last element in the mCells array that we tried to allocate
//(the one that failed). All indices before that one store pointers to
//allocated memory that must be freed.
//
for (j = 0; j < i; j++) { delete [] mCells[j];
}
delete [] mCells;
// Translate any exception to bad_alloc. throw bad_alloc();
}
}
It doesn’t matter if the first new throws an exception because the constructor hasn’t allocated anything else yet that needs freeing. If any of the subsequent new calls throw exceptions, though, the constructor must clean up all of the memory already allocated. It catches any exception via ... because it doesn’t know what exceptions the GamePiece constructors themselves might throw.
427