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			ReStructuredText
		
	
	
	
	
	
| .. _coding_standards:
 | |
| 
 | |
| =====================
 | |
| LLVM Coding Standards
 | |
| =====================
 | |
| 
 | |
| .. contents::
 | |
|    :local:
 | |
| 
 | |
| Introduction
 | |
| ============
 | |
| 
 | |
| This document attempts to describe a few coding standards that are being used in
 | |
| the LLVM source tree.  Although no coding standards should be regarded as
 | |
| absolute requirements to be followed in all instances, coding standards are
 | |
| particularly important for large-scale code bases that follow a library-based
 | |
| design (like LLVM).
 | |
| 
 | |
| This document intentionally does not prescribe fixed standards for religious
 | |
| issues such as brace placement and space usage.  For issues like this, follow
 | |
| the golden rule:
 | |
| 
 | |
| .. _Golden Rule:
 | |
| 
 | |
|     **If you are extending, enhancing, or bug fixing already implemented code,
 | |
|     use the style that is already being used so that the source is uniform and
 | |
|     easy to follow.**
 | |
| 
 | |
| Note that some code bases (e.g. ``libc++``) have really good reasons to deviate
 | |
| from the coding standards.  In the case of ``libc++``, this is because the
 | |
| naming and other conventions are dictated by the C++ standard.  If you think
 | |
| there is a specific good reason to deviate from the standards here, please bring
 | |
| it up on the LLVMdev mailing list.
 | |
| 
 | |
| There are some conventions that are not uniformly followed in the code base
 | |
| (e.g. the naming convention).  This is because they are relatively new, and a
 | |
| lot of code was written before they were put in place.  Our long term goal is
 | |
| for the entire codebase to follow the convention, but we explicitly *do not*
 | |
| want patches that do large-scale reformating of existing code.  On the other
 | |
| hand, it is reasonable to rename the methods of a class if you're about to
 | |
| change it in some other way.  Just do the reformating as a separate commit from
 | |
| the functionality change.
 | |
|   
 | |
| The ultimate goal of these guidelines is the increase readability and
 | |
| maintainability of our common source base. If you have suggestions for topics to
 | |
| be included, please mail them to `Chris <mailto:sabre@nondot.org>`_.
 | |
| 
 | |
| Mechanical Source Issues
 | |
| ========================
 | |
| 
 | |
| Source Code Formatting
 | |
| ----------------------
 | |
| 
 | |
| Commenting
 | |
| ^^^^^^^^^^
 | |
| 
 | |
| Comments are one critical part of readability and maintainability.  Everyone
 | |
| knows they should comment their code, and so should you.  When writing comments,
 | |
| write them as English prose, which means they should use proper capitalization,
 | |
| punctuation, etc.  Aim to describe what the code is trying to do and why, not
 | |
| *how* it does it at a micro level. Here are a few critical things to document:
 | |
| 
 | |
| .. _header file comment:
 | |
| 
 | |
| File Headers
 | |
| """"""""""""
 | |
| 
 | |
| Every source file should have a header on it that describes the basic purpose of
 | |
| the file.  If a file does not have a header, it should not be checked into the
 | |
| tree.  The standard header looks like this:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   //===-- llvm/Instruction.h - Instruction class definition -------*- C++ -*-===//
 | |
|   //
 | |
|   //                     The LLVM Compiler Infrastructure
 | |
|   //
 | |
|   // This file is distributed under the University of Illinois Open Source
 | |
|   // License. See LICENSE.TXT for details.
 | |
|   //
 | |
|   //===----------------------------------------------------------------------===//
 | |
|   //
 | |
|   // This file contains the declaration of the Instruction class, which is the
 | |
|   // base class for all of the VM instructions.
 | |
|   //
 | |
|   //===----------------------------------------------------------------------===//
 | |
| 
 | |
| A few things to note about this particular format: The "``-*- C++ -*-``" string
 | |
| on the first line is there to tell Emacs that the source file is a C++ file, not
 | |
| a C file (Emacs assumes ``.h`` files are C files by default).
 | |
| 
 | |
| .. note::
 | |
| 
 | |
|     This tag is not necessary in ``.cpp`` files.  The name of the file is also
 | |
|     on the first line, along with a very short description of the purpose of the
 | |
|     file.  This is important when printing out code and flipping though lots of
 | |
|     pages.
 | |
| 
 | |
| The next section in the file is a concise note that defines the license that the
 | |
| file is released under.  This makes it perfectly clear what terms the source
 | |
| code can be distributed under and should not be modified in any way.
 | |
| 
 | |
| The main body of the description does not have to be very long in most cases.
 | |
| Here it's only two lines.  If an algorithm is being implemented or something
 | |
| tricky is going on, a reference to the paper where it is published should be
 | |
| included, as well as any notes or *gotchas* in the code to watch out for.
 | |
| 
 | |
| Class overviews
 | |
| """""""""""""""
 | |
| 
 | |
| Classes are one fundamental part of a good object oriented design.  As such, a
 | |
| class definition should have a comment block that explains what the class is
 | |
| used for and how it works.  Every non-trivial class is expected to have a
 | |
| ``doxygen`` comment block.
 | |
| 
 | |
| Method information
 | |
| """"""""""""""""""
 | |
| 
 | |
| Methods defined in a class (as well as any global functions) should also be
 | |
| documented properly.  A quick note about what it does and a description of the
 | |
| borderline behaviour is all that is necessary here (unless something
 | |
| particularly tricky or insidious is going on).  The hope is that people can
 | |
| figure out how to use your interfaces without reading the code itself.
 | |
| 
 | |
| Good things to talk about here are what happens when something unexpected
 | |
| happens: does the method return null?  Abort?  Format your hard disk?
 | |
| 
 | |
| Comment Formatting
 | |
| ^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| In general, prefer C++ style (``//``) comments.  They take less space, require
 | |
| less typing, don't have nesting problems, etc.  There are a few cases when it is
 | |
| useful to use C style (``/* */``) comments however:
 | |
| 
 | |
| #. When writing C code: Obviously if you are writing C code, use C style
 | |
|    comments.
 | |
| 
 | |
| #. When writing a header file that may be ``#include``\d by a C source file.
 | |
| 
 | |
| #. When writing a source file that is used by a tool that only accepts C style
 | |
|    comments.
 | |
| 
 | |
| To comment out a large block of code, use ``#if 0`` and ``#endif``. These nest
 | |
| properly and are better behaved in general than C style comments.
 | |
| 
 | |
| ``#include`` Style
 | |
| ^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| Immediately after the `header file comment`_ (and include guards if working on a
 | |
| header file), the `minimal list of #includes`_ required by the file should be
 | |
| listed.  We prefer these ``#include``\s to be listed in this order:
 | |
| 
 | |
| .. _Main Module Header:
 | |
| .. _Local/Private Headers:
 | |
| 
 | |
| #. Main Module Header
 | |
| #. Local/Private Headers
 | |
| #. ``llvm/*``
 | |
| #. ``llvm/Analysis/*``
 | |
| #. ``llvm/Assembly/*``
 | |
| #. ``llvm/Bitcode/*``
 | |
| #. ``llvm/CodeGen/*``
 | |
| #. ...
 | |
| #. ``llvm/Support/*``
 | |
| #. ``llvm/Config/*``
 | |
| #. System ``#include``\s
 | |
| 
 | |
| and each category should be sorted by name.
 | |
| 
 | |
| The `Main Module Header`_ file applies to ``.cpp`` files which implement an
 | |
| interface defined by a ``.h`` file.  This ``#include`` should always be included
 | |
| **first** regardless of where it lives on the file system.  By including a
 | |
| header file first in the ``.cpp`` files that implement the interfaces, we ensure
 | |
| that the header does not have any hidden dependencies which are not explicitly
 | |
| ``#include``\d in the header, but should be. It is also a form of documentation
 | |
| in the ``.cpp`` file to indicate where the interfaces it implements are defined.
 | |
| 
 | |
| .. _fit into 80 columns:
 | |
| 
 | |
| Source Code Width
 | |
| ^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| Write your code to fit within 80 columns of text.  This helps those of us who
 | |
| like to print out code and look at your code in an ``xterm`` without resizing
 | |
| it.
 | |
| 
 | |
| The longer answer is that there must be some limit to the width of the code in
 | |
| order to reasonably allow developers to have multiple files side-by-side in
 | |
| windows on a modest display.  If you are going to pick a width limit, it is
 | |
| somewhat arbitrary but you might as well pick something standard.  Going with 90
 | |
| columns (for example) instead of 80 columns wouldn't add any significant value
 | |
| and would be detrimental to printing out code.  Also many other projects have
 | |
| standardized on 80 columns, so some people have already configured their editors
 | |
| for it (vs something else, like 90 columns).
 | |
| 
 | |
| This is one of many contentious issues in coding standards, but it is not up for
 | |
| debate.
 | |
| 
 | |
| Use Spaces Instead of Tabs
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| In all cases, prefer spaces to tabs in source files.  People have different
 | |
| preferred indentation levels, and different styles of indentation that they
 | |
| like; this is fine.  What isn't fine is that different editors/viewers expand
 | |
| tabs out to different tab stops.  This can cause your code to look completely
 | |
| unreadable, and it is not worth dealing with.
 | |
| 
 | |
| As always, follow the `Golden Rule`_ above: follow the style of
 | |
| existing code if you are modifying and extending it.  If you like four spaces of
 | |
| indentation, **DO NOT** do that in the middle of a chunk of code with two spaces
 | |
| of indentation.  Also, do not reindent a whole source file: it makes for
 | |
| incredible diffs that are absolutely worthless.
 | |
| 
 | |
| Indent Code Consistently
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| Okay, in your first year of programming you were told that indentation is
 | |
| important.  If you didn't believe and internalize this then, now is the time.
 | |
| Just do it.
 | |
| 
 | |
| Compiler Issues
 | |
| ---------------
 | |
| 
 | |
| Treat Compiler Warnings Like Errors
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| If your code has compiler warnings in it, something is wrong --- you aren't
 | |
| casting values correctly, you have "questionable" constructs in your code, or
 | |
| you are doing something legitimately wrong.  Compiler warnings can cover up
 | |
| legitimate errors in output and make dealing with a translation unit difficult.
 | |
| 
 | |
| It is not possible to prevent all warnings from all compilers, nor is it
 | |
| desirable.  Instead, pick a standard compiler (like ``gcc``) that provides a
 | |
| good thorough set of warnings, and stick to it.  At least in the case of
 | |
| ``gcc``, it is possible to work around any spurious errors by changing the
 | |
| syntax of the code slightly.  For example, a warning that annoys me occurs when
 | |
| I write code like this:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   if (V = getValue()) {
 | |
|     ...
 | |
|   }
 | |
| 
 | |
| ``gcc`` will warn me that I probably want to use the ``==`` operator, and that I
 | |
| probably mistyped it.  In most cases, I haven't, and I really don't want the
 | |
| spurious errors.  To fix this particular problem, I rewrite the code like
 | |
| this:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   if ((V = getValue())) {
 | |
|     ...
 | |
|   }
 | |
| 
 | |
| which shuts ``gcc`` up.  Any ``gcc`` warning that annoys you can be fixed by
 | |
| massaging the code appropriately.
 | |
| 
 | |
| Write Portable Code
 | |
| ^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| In almost all cases, it is possible and within reason to write completely
 | |
| portable code.  If there are cases where it isn't possible to write portable
 | |
| code, isolate it behind a well defined (and well documented) interface.
 | |
| 
 | |
| In practice, this means that you shouldn't assume much about the host compiler
 | |
| (and Visual Studio tends to be the lowest common denominator).  If advanced
 | |
| features are used, they should only be an implementation detail of a library
 | |
| which has a simple exposed API, and preferably be buried in ``libSystem``.
 | |
| 
 | |
| Do not use RTTI or Exceptions
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| In an effort to reduce code and executable size, LLVM does not use RTTI
 | |
| (e.g. ``dynamic_cast<>;``) or exceptions.  These two language features violate
 | |
| the general C++ principle of *"you only pay for what you use"*, causing
 | |
| executable bloat even if exceptions are never used in the code base, or if RTTI
 | |
| is never used for a class.  Because of this, we turn them off globally in the
 | |
| code.
 | |
| 
 | |
| That said, LLVM does make extensive use of a hand-rolled form of RTTI that use
 | |
| templates like `isa<>, cast<>, and dyn_cast<> <ProgrammersManual.html#isa>`_.
 | |
| This form of RTTI is opt-in and can be added to any class.  It is also
 | |
| substantially more efficient than ``dynamic_cast<>``.
 | |
| 
 | |
| .. _static constructor:
 | |
| 
 | |
| Do not use Static Constructors
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| Static constructors and destructors (e.g. global variables whose types have a
 | |
| constructor or destructor) should not be added to the code base, and should be
 | |
| removed wherever possible.  Besides `well known problems
 | |
| <http://yosefk.com/c++fqa/ctors.html#fqa-10.12>`_ where the order of
 | |
| initialization is undefined between globals in different source files, the
 | |
| entire concept of static constructors is at odds with the common use case of
 | |
| LLVM as a library linked into a larger application.
 | |
|   
 | |
| Consider the use of LLVM as a JIT linked into another application (perhaps for
 | |
| `OpenGL, custom languages <http://llvm.org/Users.html>`_, `shaders in movies
 | |
| <http://llvm.org/devmtg/2010-11/Gritz-OpenShadingLang.pdf>`_, etc). Due to the
 | |
| design of static constructors, they must be executed at startup time of the
 | |
| entire application, regardless of whether or how LLVM is used in that larger
 | |
| application.  There are two problems with this:
 | |
| 
 | |
| * The time to run the static constructors impacts startup time of applications
 | |
|   --- a critical time for GUI apps, among others.
 | |
|   
 | |
| * The static constructors cause the app to pull many extra pages of memory off
 | |
|   the disk: both the code for the constructor in each ``.o`` file and the small
 | |
|   amount of data that gets touched. In addition, touched/dirty pages put more
 | |
|   pressure on the VM system on low-memory machines.
 | |
| 
 | |
| We would really like for there to be zero cost for linking in an additional LLVM
 | |
| target or other library into an application, but static constructors violate
 | |
| this goal.
 | |
|   
 | |
| That said, LLVM unfortunately does contain static constructors.  It would be a
 | |
| `great project <http://llvm.org/PR11944>`_ for someone to purge all static
 | |
| constructors from LLVM, and then enable the ``-Wglobal-constructors`` warning
 | |
| flag (when building with Clang) to ensure we do not regress in the future.
 | |
| 
 | |
| Use of ``class`` and ``struct`` Keywords
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| In C++, the ``class`` and ``struct`` keywords can be used almost
 | |
| interchangeably. The only difference is when they are used to declare a class:
 | |
| ``class`` makes all members private by default while ``struct`` makes all
 | |
| members public by default.
 | |
| 
 | |
| Unfortunately, not all compilers follow the rules and some will generate
 | |
| different symbols based on whether ``class`` or ``struct`` was used to declare
 | |
| the symbol.  This can lead to problems at link time.
 | |
| 
 | |
| So, the rule for LLVM is to always use the ``class`` keyword, unless **all**
 | |
| members are public and the type is a C++ `POD
 | |
| <http://en.wikipedia.org/wiki/Plain_old_data_structure>`_ type, in which case
 | |
| ``struct`` is allowed.
 | |
| 
 | |
| Style Issues
 | |
| ============
 | |
| 
 | |
| The High-Level Issues
 | |
| ---------------------
 | |
| 
 | |
| A Public Header File **is** a Module
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| C++ doesn't do too well in the modularity department.  There is no real
 | |
| encapsulation or data hiding (unless you use expensive protocol classes), but it
 | |
| is what we have to work with.  When you write a public header file (in the LLVM
 | |
| source tree, they live in the top level "``include``" directory), you are
 | |
| defining a module of functionality.
 | |
| 
 | |
| Ideally, modules should be completely independent of each other, and their
 | |
| header files should only ``#include`` the absolute minimum number of headers
 | |
| possible. A module is not just a class, a function, or a namespace: it's a
 | |
| collection of these that defines an interface.  This interface may be several
 | |
| functions, classes, or data structures, but the important issue is how they work
 | |
| together.
 | |
| 
 | |
| In general, a module should be implemented by one or more ``.cpp`` files.  Each
 | |
| of these ``.cpp`` files should include the header that defines their interface
 | |
| first.  This ensures that all of the dependences of the module header have been
 | |
| properly added to the module header itself, and are not implicit.  System
 | |
| headers should be included after user headers for a translation unit.
 | |
| 
 | |
| .. _minimal list of #includes:
 | |
| 
 | |
| ``#include`` as Little as Possible
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| ``#include`` hurts compile time performance.  Don't do it unless you have to,
 | |
| especially in header files.
 | |
| 
 | |
| But wait! Sometimes you need to have the definition of a class to use it, or to
 | |
| inherit from it.  In these cases go ahead and ``#include`` that header file.  Be
 | |
| aware however that there are many cases where you don't need to have the full
 | |
| definition of a class.  If you are using a pointer or reference to a class, you
 | |
| don't need the header file.  If you are simply returning a class instance from a
 | |
| prototyped function or method, you don't need it.  In fact, for most cases, you
 | |
| simply don't need the definition of a class. And not ``#include``\ing speeds up
 | |
| compilation.
 | |
| 
 | |
| It is easy to try to go too overboard on this recommendation, however.  You
 | |
| **must** include all of the header files that you are using --- you can include
 | |
| them either directly or indirectly through another header file.  To make sure
 | |
| that you don't accidentally forget to include a header file in your module
 | |
| header, make sure to include your module header **first** in the implementation
 | |
| file (as mentioned above).  This way there won't be any hidden dependencies that
 | |
| you'll find out about later.
 | |
| 
 | |
| Keep "Internal" Headers Private
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| Many modules have a complex implementation that causes them to use more than one
 | |
| implementation (``.cpp``) file.  It is often tempting to put the internal
 | |
| communication interface (helper classes, extra functions, etc) in the public
 | |
| module header file.  Don't do this!
 | |
| 
 | |
| If you really need to do something like this, put a private header file in the
 | |
| same directory as the source files, and include it locally.  This ensures that
 | |
| your private interface remains private and undisturbed by outsiders.
 | |
| 
 | |
| .. note::
 | |
| 
 | |
|     It's okay to put extra implementation methods in a public class itself. Just
 | |
|     make them private (or protected) and all is well.
 | |
| 
 | |
| .. _early exits:
 | |
| 
 | |
| Use Early Exits and ``continue`` to Simplify Code
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| When reading code, keep in mind how much state and how many previous decisions
 | |
| have to be remembered by the reader to understand a block of code.  Aim to
 | |
| reduce indentation where possible when it doesn't make it more difficult to
 | |
| understand the code.  One great way to do this is by making use of early exits
 | |
| and the ``continue`` keyword in long loops.  As an example of using an early
 | |
| exit from a function, consider this "bad" code:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   Value *DoSomething(Instruction *I) {
 | |
|     if (!isa<TerminatorInst>(I) &&
 | |
|         I->hasOneUse() && SomeOtherThing(I)) {
 | |
|       ... some long code ....
 | |
|     }
 | |
| 
 | |
|     return 0;
 | |
|   }
 | |
| 
 | |
| This code has several problems if the body of the ``'if'`` is large.  When
 | |
| you're looking at the top of the function, it isn't immediately clear that this
 | |
| *only* does interesting things with non-terminator instructions, and only
 | |
| applies to things with the other predicates.  Second, it is relatively difficult
 | |
| to describe (in comments) why these predicates are important because the ``if``
 | |
| statement makes it difficult to lay out the comments.  Third, when you're deep
 | |
| within the body of the code, it is indented an extra level.  Finally, when
 | |
| reading the top of the function, it isn't clear what the result is if the
 | |
| predicate isn't true; you have to read to the end of the function to know that
 | |
| it returns null.
 | |
| 
 | |
| It is much preferred to format the code like this:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   Value *DoSomething(Instruction *I) {
 | |
|     // Terminators never need 'something' done to them because ... 
 | |
|     if (isa<TerminatorInst>(I))
 | |
|       return 0;
 | |
| 
 | |
|     // We conservatively avoid transforming instructions with multiple uses
 | |
|     // because goats like cheese.
 | |
|     if (!I->hasOneUse())
 | |
|       return 0;
 | |
| 
 | |
|     // This is really just here for example.
 | |
|     if (!SomeOtherThing(I))
 | |
|       return 0;
 | |
|     
 | |
|     ... some long code ....
 | |
|   }
 | |
| 
 | |
| This fixes these problems.  A similar problem frequently happens in ``for``
 | |
| loops.  A silly example is something like this:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   for (BasicBlock::iterator II = BB->begin(), E = BB->end(); II != E; ++II) {
 | |
|     if (BinaryOperator *BO = dyn_cast<BinaryOperator>(II)) {
 | |
|       Value *LHS = BO->getOperand(0);
 | |
|       Value *RHS = BO->getOperand(1);
 | |
|       if (LHS != RHS) {
 | |
|         ...
 | |
|       }
 | |
|     }
 | |
|   }
 | |
| 
 | |
| When you have very, very small loops, this sort of structure is fine. But if it
 | |
| exceeds more than 10-15 lines, it becomes difficult for people to read and
 | |
| understand at a glance. The problem with this sort of code is that it gets very
 | |
| nested very quickly. Meaning that the reader of the code has to keep a lot of
 | |
| context in their brain to remember what is going immediately on in the loop,
 | |
| because they don't know if/when the ``if`` conditions will have ``else``\s etc.
 | |
| It is strongly preferred to structure the loop like this:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   for (BasicBlock::iterator II = BB->begin(), E = BB->end(); II != E; ++II) {
 | |
|     BinaryOperator *BO = dyn_cast<BinaryOperator>(II);
 | |
|     if (!BO) continue;
 | |
| 
 | |
|     Value *LHS = BO->getOperand(0);
 | |
|     Value *RHS = BO->getOperand(1);
 | |
|     if (LHS == RHS) continue;
 | |
| 
 | |
|     ...
 | |
|   }
 | |
| 
 | |
| This has all the benefits of using early exits for functions: it reduces nesting
 | |
| of the loop, it makes it easier to describe why the conditions are true, and it
 | |
| makes it obvious to the reader that there is no ``else`` coming up that they
 | |
| have to push context into their brain for.  If a loop is large, this can be a
 | |
| big understandability win.
 | |
| 
 | |
| Don't use ``else`` after a ``return``
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| For similar reasons above (reduction of indentation and easier reading), please
 | |
| do not use ``'else'`` or ``'else if'`` after something that interrupts control
 | |
| flow --- like ``return``, ``break``, ``continue``, ``goto``, etc. For
 | |
| example, this is *bad*:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   case 'J': {
 | |
|     if (Signed) {
 | |
|       Type = Context.getsigjmp_bufType();
 | |
|       if (Type.isNull()) {
 | |
|         Error = ASTContext::GE_Missing_sigjmp_buf;
 | |
|         return QualType();
 | |
|       } else {
 | |
|         break;
 | |
|       }
 | |
|     } else {
 | |
|       Type = Context.getjmp_bufType();
 | |
|       if (Type.isNull()) {
 | |
|         Error = ASTContext::GE_Missing_jmp_buf;
 | |
|         return QualType();
 | |
|       } else {
 | |
|         break;
 | |
|       }
 | |
|     }
 | |
|   }
 | |
| 
 | |
| It is better to write it like this:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   case 'J':
 | |
|     if (Signed) {
 | |
|       Type = Context.getsigjmp_bufType();
 | |
|       if (Type.isNull()) {
 | |
|         Error = ASTContext::GE_Missing_sigjmp_buf;
 | |
|         return QualType();
 | |
|       }
 | |
|     } else {
 | |
|       Type = Context.getjmp_bufType();
 | |
|       if (Type.isNull()) {
 | |
|         Error = ASTContext::GE_Missing_jmp_buf;
 | |
|         return QualType();
 | |
|       }
 | |
|     }
 | |
|     break;
 | |
| 
 | |
| Or better yet (in this case) as:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   case 'J':
 | |
|     if (Signed)
 | |
|       Type = Context.getsigjmp_bufType();
 | |
|     else
 | |
|       Type = Context.getjmp_bufType();
 | |
|     
 | |
|     if (Type.isNull()) {
 | |
|       Error = Signed ? ASTContext::GE_Missing_sigjmp_buf :
 | |
|                        ASTContext::GE_Missing_jmp_buf;
 | |
|       return QualType();
 | |
|     }
 | |
|     break;
 | |
| 
 | |
| The idea is to reduce indentation and the amount of code you have to keep track
 | |
| of when reading the code.
 | |
|               
 | |
| Turn Predicate Loops into Predicate Functions
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| It is very common to write small loops that just compute a boolean value.  There
 | |
| are a number of ways that people commonly write these, but an example of this
 | |
| sort of thing is:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   bool FoundFoo = false;
 | |
|   for (unsigned i = 0, e = BarList.size(); i != e; ++i)
 | |
|     if (BarList[i]->isFoo()) {
 | |
|       FoundFoo = true;
 | |
|       break;
 | |
|     }
 | |
| 
 | |
|   if (FoundFoo) {
 | |
|     ...
 | |
|   }
 | |
| 
 | |
| This sort of code is awkward to write, and is almost always a bad sign.  Instead
 | |
| of this sort of loop, we strongly prefer to use a predicate function (which may
 | |
| be `static`_) that uses `early exits`_ to compute the predicate.  We prefer the
 | |
| code to be structured like this:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   /// ListContainsFoo - Return true if the specified list has an element that is
 | |
|   /// a foo.
 | |
|   static bool ListContainsFoo(const std::vector<Bar*> &List) {
 | |
|     for (unsigned i = 0, e = List.size(); i != e; ++i)
 | |
|       if (List[i]->isFoo())
 | |
|         return true;
 | |
|     return false;
 | |
|   }
 | |
|   ...
 | |
| 
 | |
|   if (ListContainsFoo(BarList)) {
 | |
|     ...
 | |
|   }
 | |
| 
 | |
| There are many reasons for doing this: it reduces indentation and factors out
 | |
| code which can often be shared by other code that checks for the same predicate.
 | |
| More importantly, it *forces you to pick a name* for the function, and forces
 | |
| you to write a comment for it.  In this silly example, this doesn't add much
 | |
| value.  However, if the condition is complex, this can make it a lot easier for
 | |
| the reader to understand the code that queries for this predicate.  Instead of
 | |
| being faced with the in-line details of how we check to see if the BarList
 | |
| contains a foo, we can trust the function name and continue reading with better
 | |
| locality.
 | |
| 
 | |
| The Low-Level Issues
 | |
| --------------------
 | |
| 
 | |
| Name Types, Functions, Variables, and Enumerators Properly
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| Poorly-chosen names can mislead the reader and cause bugs. We cannot stress
 | |
| enough how important it is to use *descriptive* names.  Pick names that match
 | |
| the semantics and role of the underlying entities, within reason.  Avoid
 | |
| abbreviations unless they are well known.  After picking a good name, make sure
 | |
| to use consistent capitalization for the name, as inconsistency requires clients
 | |
| to either memorize the APIs or to look it up to find the exact spelling.
 | |
| 
 | |
| In general, names should be in camel case (e.g. ``TextFileReader`` and
 | |
| ``isLValue()``).  Different kinds of declarations have different rules:
 | |
| 
 | |
| * **Type names** (including classes, structs, enums, typedefs, etc) should be
 | |
|   nouns and start with an upper-case letter (e.g. ``TextFileReader``).
 | |
| 
 | |
| * **Variable names** should be nouns (as they represent state).  The name should
 | |
|   be camel case, and start with an upper case letter (e.g. ``Leader`` or
 | |
|   ``Boats``).
 | |
|   
 | |
| * **Function names** should be verb phrases (as they represent actions), and
 | |
|   command-like function should be imperative.  The name should be camel case,
 | |
|   and start with a lower case letter (e.g. ``openFile()`` or ``isFoo()``).
 | |
| 
 | |
| * **Enum declarations** (e.g. ``enum Foo {...}``) are types, so they should
 | |
|   follow the naming conventions for types.  A common use for enums is as a
 | |
|   discriminator for a union, or an indicator of a subclass.  When an enum is
 | |
|   used for something like this, it should have a ``Kind`` suffix
 | |
|   (e.g. ``ValueKind``).
 | |
|   
 | |
| * **Enumerators** (e.g. ``enum { Foo, Bar }``) and **public member variables**
 | |
|   should start with an upper-case letter, just like types.  Unless the
 | |
|   enumerators are defined in their own small namespace or inside a class,
 | |
|   enumerators should have a prefix corresponding to the enum declaration name.
 | |
|   For example, ``enum ValueKind { ... };`` may contain enumerators like
 | |
|   ``VK_Argument``, ``VK_BasicBlock``, etc.  Enumerators that are just
 | |
|   convenience constants are exempt from the requirement for a prefix.  For
 | |
|   instance:
 | |
| 
 | |
|   .. code-block:: c++
 | |
| 
 | |
|       enum {
 | |
|         MaxSize = 42,
 | |
|         Density = 12
 | |
|       };
 | |
|   
 | |
| As an exception, classes that mimic STL classes can have member names in STL's
 | |
| style of lower-case words separated by underscores (e.g. ``begin()``,
 | |
| ``push_back()``, and ``empty()``).
 | |
| 
 | |
| Here are some examples of good and bad names:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   class VehicleMaker {
 | |
|     ...
 | |
|     Factory<Tire> F;            // Bad -- abbreviation and non-descriptive.
 | |
|     Factory<Tire> Factory;      // Better.
 | |
|     Factory<Tire> TireFactory;  // Even better -- if VehicleMaker has more than one
 | |
|                                 // kind of factories.
 | |
|   };
 | |
| 
 | |
|   Vehicle MakeVehicle(VehicleType Type) {
 | |
|     VehicleMaker M;                         // Might be OK if having a short life-span.
 | |
|     Tire tmp1 = M.makeTire();               // Bad -- 'tmp1' provides no information.
 | |
|     Light headlight = M.makeLight("head");  // Good -- descriptive.
 | |
|     ...
 | |
|   }
 | |
| 
 | |
| Assert Liberally
 | |
| ^^^^^^^^^^^^^^^^
 | |
| 
 | |
| Use the "``assert``" macro to its fullest.  Check all of your preconditions and
 | |
| assumptions, you never know when a bug (not necessarily even yours) might be
 | |
| caught early by an assertion, which reduces debugging time dramatically.  The
 | |
| "``<cassert>``" header file is probably already included by the header files you
 | |
| are using, so it doesn't cost anything to use it.
 | |
| 
 | |
| To further assist with debugging, make sure to put some kind of error message in
 | |
| the assertion statement, which is printed if the assertion is tripped. This
 | |
| helps the poor debugger make sense of why an assertion is being made and
 | |
| enforced, and hopefully what to do about it.  Here is one complete example:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   inline Value *getOperand(unsigned i) { 
 | |
|     assert(i < Operands.size() && "getOperand() out of range!");
 | |
|     return Operands[i]; 
 | |
|   }
 | |
| 
 | |
| Here are more examples:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   assert(Ty->isPointerType() && "Can't allocate a non pointer type!");
 | |
| 
 | |
|   assert((Opcode == Shl || Opcode == Shr) && "ShiftInst Opcode invalid!");
 | |
| 
 | |
|   assert(idx < getNumSuccessors() && "Successor # out of range!");
 | |
| 
 | |
|   assert(V1.getType() == V2.getType() && "Constant types must be identical!");
 | |
| 
 | |
|   assert(isa<PHINode>(Succ->front()) && "Only works on PHId BBs!");
 | |
| 
 | |
| You get the idea.
 | |
| 
 | |
| Please be aware that, when adding assert statements, not all compilers are aware
 | |
| of the semantics of the assert.  In some places, asserts are used to indicate a
 | |
| piece of code that should not be reached.  These are typically of the form:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   assert(0 && "Some helpful error message");
 | |
| 
 | |
| When used in a function that returns a value, they should be followed with a
 | |
| return statement and a comment indicating that this line is never reached.  This
 | |
| will prevent a compiler which is unable to deduce that the assert statement
 | |
| never returns from generating a warning.
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   assert(0 && "Some helpful error message");
 | |
|   return 0;
 | |
| 
 | |
| Another issue is that values used only by assertions will produce an "unused
 | |
| value" warning when assertions are disabled.  For example, this code will warn:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   unsigned Size = V.size();
 | |
|   assert(Size > 42 && "Vector smaller than it should be");
 | |
| 
 | |
|   bool NewToSet = Myset.insert(Value);
 | |
|   assert(NewToSet && "The value shouldn't be in the set yet");
 | |
| 
 | |
| These are two interesting different cases. In the first case, the call to
 | |
| ``V.size()`` is only useful for the assert, and we don't want it executed when
 | |
| assertions are disabled.  Code like this should move the call into the assert
 | |
| itself.  In the second case, the side effects of the call must happen whether
 | |
| the assert is enabled or not.  In this case, the value should be cast to void to
 | |
| disable the warning.  To be specific, it is preferred to write the code like
 | |
| this:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   assert(V.size() > 42 && "Vector smaller than it should be");
 | |
| 
 | |
|   bool NewToSet = Myset.insert(Value); (void)NewToSet;
 | |
|   assert(NewToSet && "The value shouldn't be in the set yet");
 | |
| 
 | |
| Do Not Use ``using namespace std``
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| In LLVM, we prefer to explicitly prefix all identifiers from the standard
 | |
| namespace with an "``std::``" prefix, rather than rely on "``using namespace
 | |
| std;``".
 | |
| 
 | |
| In header files, adding a ``'using namespace XXX'`` directive pollutes the
 | |
| namespace of any source file that ``#include``\s the header.  This is clearly a
 | |
| bad thing.
 | |
| 
 | |
| In implementation files (e.g. ``.cpp`` files), the rule is more of a stylistic
 | |
| rule, but is still important.  Basically, using explicit namespace prefixes
 | |
| makes the code **clearer**, because it is immediately obvious what facilities
 | |
| are being used and where they are coming from. And **more portable**, because
 | |
| namespace clashes cannot occur between LLVM code and other namespaces.  The
 | |
| portability rule is important because different standard library implementations
 | |
| expose different symbols (potentially ones they shouldn't), and future revisions
 | |
| to the C++ standard will add more symbols to the ``std`` namespace.  As such, we
 | |
| never use ``'using namespace std;'`` in LLVM.
 | |
| 
 | |
| The exception to the general rule (i.e. it's not an exception for the ``std``
 | |
| namespace) is for implementation files.  For example, all of the code in the
 | |
| LLVM project implements code that lives in the 'llvm' namespace.  As such, it is
 | |
| ok, and actually clearer, for the ``.cpp`` files to have a ``'using namespace
 | |
| llvm;'`` directive at the top, after the ``#include``\s.  This reduces
 | |
| indentation in the body of the file for source editors that indent based on
 | |
| braces, and keeps the conceptual context cleaner.  The general form of this rule
 | |
| is that any ``.cpp`` file that implements code in any namespace may use that
 | |
| namespace (and its parents'), but should not use any others.
 | |
| 
 | |
| Provide a Virtual Method Anchor for Classes in Headers
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| If a class is defined in a header file and has a vtable (either it has virtual
 | |
| methods or it derives from classes with virtual methods), it must always have at
 | |
| least one out-of-line virtual method in the class.  Without this, the compiler
 | |
| will copy the vtable and RTTI into every ``.o`` file that ``#include``\s the
 | |
| header, bloating ``.o`` file sizes and increasing link times.
 | |
| 
 | |
| Don't evaluate ``end()`` every time through a loop
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| Because C++ doesn't have a standard "``foreach``" loop (though it can be
 | |
| emulated with macros and may be coming in C++'0x) we end up writing a lot of
 | |
| loops that manually iterate from begin to end on a variety of containers or
 | |
| through other data structures.  One common mistake is to write a loop in this
 | |
| style:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   BasicBlock *BB = ...
 | |
|   for (BasicBlock::iterator I = BB->begin(); I != BB->end(); ++I)
 | |
|     ... use I ...
 | |
| 
 | |
| The problem with this construct is that it evaluates "``BB->end()``" every time
 | |
| through the loop.  Instead of writing the loop like this, we strongly prefer
 | |
| loops to be written so that they evaluate it once before the loop starts.  A
 | |
| convenient way to do this is like so:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   BasicBlock *BB = ...
 | |
|   for (BasicBlock::iterator I = BB->begin(), E = BB->end(); I != E; ++I)
 | |
|     ... use I ...
 | |
| 
 | |
| The observant may quickly point out that these two loops may have different
 | |
| semantics: if the container (a basic block in this case) is being mutated, then
 | |
| "``BB->end()``" may change its value every time through the loop and the second
 | |
| loop may not in fact be correct.  If you actually do depend on this behavior,
 | |
| please write the loop in the first form and add a comment indicating that you
 | |
| did it intentionally.
 | |
| 
 | |
| Why do we prefer the second form (when correct)?  Writing the loop in the first
 | |
| form has two problems. First it may be less efficient than evaluating it at the
 | |
| start of the loop.  In this case, the cost is probably minor --- a few extra
 | |
| loads every time through the loop.  However, if the base expression is more
 | |
| complex, then the cost can rise quickly.  I've seen loops where the end
 | |
| expression was actually something like: "``SomeMap[x]->end()``" and map lookups
 | |
| really aren't cheap.  By writing it in the second form consistently, you
 | |
| eliminate the issue entirely and don't even have to think about it.
 | |
| 
 | |
| The second (even bigger) issue is that writing the loop in the first form hints
 | |
| to the reader that the loop is mutating the container (a fact that a comment
 | |
| would handily confirm!).  If you write the loop in the second form, it is
 | |
| immediately obvious without even looking at the body of the loop that the
 | |
| container isn't being modified, which makes it easier to read the code and
 | |
| understand what it does.
 | |
| 
 | |
| While the second form of the loop is a few extra keystrokes, we do strongly
 | |
| prefer it.
 | |
| 
 | |
| ``#include <iostream>`` is Forbidden
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| The use of ``#include <iostream>`` in library files is hereby **forbidden**,
 | |
| because many common implementations transparently inject a `static constructor`_
 | |
| into every translation unit that includes it.
 | |
|   
 | |
| Note that using the other stream headers (``<sstream>`` for example) is not
 | |
| problematic in this regard --- just ``<iostream>``. However, ``raw_ostream``
 | |
| provides various APIs that are better performing for almost every use than
 | |
| ``std::ostream`` style APIs.
 | |
| 
 | |
| .. note::
 | |
| 
 | |
|   New code should always use `raw_ostream`_ for writing, or the
 | |
|   ``llvm::MemoryBuffer`` API for reading files.
 | |
| 
 | |
| .. _raw_ostream:
 | |
| 
 | |
| Use ``raw_ostream``
 | |
| ^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| LLVM includes a lightweight, simple, and efficient stream implementation in
 | |
| ``llvm/Support/raw_ostream.h``, which provides all of the common features of
 | |
| ``std::ostream``.  All new code should use ``raw_ostream`` instead of
 | |
| ``ostream``.
 | |
| 
 | |
| Unlike ``std::ostream``, ``raw_ostream`` is not a template and can be forward
 | |
| declared as ``class raw_ostream``.  Public headers should generally not include
 | |
| the ``raw_ostream`` header, but use forward declarations and constant references
 | |
| to ``raw_ostream`` instances.
 | |
| 
 | |
| Avoid ``std::endl``
 | |
| ^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| The ``std::endl`` modifier, when used with ``iostreams`` outputs a newline to
 | |
| the output stream specified.  In addition to doing this, however, it also
 | |
| flushes the output stream.  In other words, these are equivalent:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   std::cout << std::endl;
 | |
|   std::cout << '\n' << std::flush;
 | |
| 
 | |
| Most of the time, you probably have no reason to flush the output stream, so
 | |
| it's better to use a literal ``'\n'``.
 | |
| 
 | |
| Microscopic Details
 | |
| -------------------
 | |
| 
 | |
| This section describes preferred low-level formatting guidelines along with
 | |
| reasoning on why we prefer them.
 | |
| 
 | |
| Spaces Before Parentheses
 | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| We prefer to put a space before an open parenthesis only in control flow
 | |
| statements, but not in normal function call expressions and function-like
 | |
| macros.  For example, this is good:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   if (x) ...
 | |
|   for (i = 0; i != 100; ++i) ...
 | |
|   while (llvm_rocks) ...
 | |
| 
 | |
|   somefunc(42);
 | |
|   assert(3 != 4 && "laws of math are failing me");
 | |
|   
 | |
|   a = foo(42, 92) + bar(x);
 | |
| 
 | |
| and this is bad:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   if(x) ...
 | |
|   for(i = 0; i != 100; ++i) ...
 | |
|   while(llvm_rocks) ...
 | |
| 
 | |
|   somefunc (42);
 | |
|   assert (3 != 4 && "laws of math are failing me");
 | |
|   
 | |
|   a = foo (42, 92) + bar (x);
 | |
| 
 | |
| The reason for doing this is not completely arbitrary.  This style makes control
 | |
| flow operators stand out more, and makes expressions flow better. The function
 | |
| call operator binds very tightly as a postfix operator.  Putting a space after a
 | |
| function name (as in the last example) makes it appear that the code might bind
 | |
| the arguments of the left-hand-side of a binary operator with the argument list
 | |
| of a function and the name of the right side.  More specifically, it is easy to
 | |
| misread the "``a``" example as:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   a = foo ((42, 92) + bar) (x);
 | |
| 
 | |
| when skimming through the code.  By avoiding a space in a function, we avoid
 | |
| this misinterpretation.
 | |
| 
 | |
| Prefer Preincrement
 | |
| ^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| Hard fast rule: Preincrement (``++X``) may be no slower than postincrement
 | |
| (``X++``) and could very well be a lot faster than it.  Use preincrementation
 | |
| whenever possible.
 | |
| 
 | |
| The semantics of postincrement include making a copy of the value being
 | |
| incremented, returning it, and then preincrementing the "work value".  For
 | |
| primitive types, this isn't a big deal. But for iterators, it can be a huge
 | |
| issue (for example, some iterators contains stack and set objects in them...
 | |
| copying an iterator could invoke the copy ctor's of these as well).  In general,
 | |
| get in the habit of always using preincrement, and you won't have a problem.
 | |
| 
 | |
| 
 | |
| Namespace Indentation
 | |
| ^^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| In general, we strive to reduce indentation wherever possible.  This is useful
 | |
| because we want code to `fit into 80 columns`_ without wrapping horribly, but
 | |
| also because it makes it easier to understand the code.  Namespaces are a funny
 | |
| thing: they are often large, and we often desire to put lots of stuff into them
 | |
| (so they can be large).  Other times they are tiny, because they just hold an
 | |
| enum or something similar.  In order to balance this, we use different
 | |
| approaches for small versus large namespaces.
 | |
| 
 | |
| If a namespace definition is small and *easily* fits on a screen (say, less than
 | |
| 35 lines of code), then you should indent its body.  Here's an example:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   namespace llvm {
 | |
|     namespace X86 {
 | |
|       /// RelocationType - An enum for the x86 relocation codes. Note that
 | |
|       /// the terminology here doesn't follow x86 convention - word means
 | |
|       /// 32-bit and dword means 64-bit.
 | |
|       enum RelocationType {
 | |
|         /// reloc_pcrel_word - PC relative relocation, add the relocated value to
 | |
|         /// the value already in memory, after we adjust it for where the PC is.
 | |
|         reloc_pcrel_word = 0,
 | |
| 
 | |
|         /// reloc_picrel_word - PIC base relative relocation, add the relocated
 | |
|         /// value to the value already in memory, after we adjust it for where the
 | |
|         /// PIC base is.
 | |
|         reloc_picrel_word = 1,
 | |
| 
 | |
|         /// reloc_absolute_word, reloc_absolute_dword - Absolute relocation, just
 | |
|         /// add the relocated value to the value already in memory.
 | |
|         reloc_absolute_word = 2,
 | |
|         reloc_absolute_dword = 3
 | |
|       };
 | |
|     }
 | |
|   }
 | |
| 
 | |
| Since the body is small, indenting adds value because it makes it very clear
 | |
| where the namespace starts and ends, and it is easy to take the whole thing in
 | |
| in one "gulp" when reading the code.  If the blob of code in the namespace is
 | |
| larger (as it typically is in a header in the ``llvm`` or ``clang`` namespaces),
 | |
| do not indent the code, and add a comment indicating what namespace is being
 | |
| closed.  For example:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   namespace llvm {
 | |
|   namespace knowledge {
 | |
| 
 | |
|   /// Grokable - This class represents things that Smith can have an intimate
 | |
|   /// understanding of and contains the data associated with it.
 | |
|   class Grokable {
 | |
|   ...
 | |
|   public:
 | |
|     explicit Grokable() { ... }
 | |
|     virtual ~Grokable() = 0;
 | |
|   
 | |
|     ...
 | |
| 
 | |
|   };
 | |
| 
 | |
|   } // end namespace knowledge
 | |
|   } // end namespace llvm
 | |
| 
 | |
| Because the class is large, we don't expect that the reader can easily
 | |
| understand the entire concept in a glance, and the end of the file (where the
 | |
| namespaces end) may be a long ways away from the place they open.  As such,
 | |
| indenting the contents of the namespace doesn't add any value, and detracts from
 | |
| the readability of the class.  In these cases it is best to *not* indent the
 | |
| contents of the namespace.
 | |
| 
 | |
| .. _static:
 | |
| 
 | |
| Anonymous Namespaces
 | |
| ^^^^^^^^^^^^^^^^^^^^
 | |
| 
 | |
| After talking about namespaces in general, you may be wondering about anonymous
 | |
| namespaces in particular.  Anonymous namespaces are a great language feature
 | |
| that tells the C++ compiler that the contents of the namespace are only visible
 | |
| within the current translation unit, allowing more aggressive optimization and
 | |
| eliminating the possibility of symbol name collisions.  Anonymous namespaces are
 | |
| to C++ as "static" is to C functions and global variables.  While "``static``"
 | |
| is available in C++, anonymous namespaces are more general: they can make entire
 | |
| classes private to a file.
 | |
| 
 | |
| The problem with anonymous namespaces is that they naturally want to encourage
 | |
| indentation of their body, and they reduce locality of reference: if you see a
 | |
| random function definition in a C++ file, it is easy to see if it is marked
 | |
| static, but seeing if it is in an anonymous namespace requires scanning a big
 | |
| chunk of the file.
 | |
| 
 | |
| Because of this, we have a simple guideline: make anonymous namespaces as small
 | |
| as possible, and only use them for class declarations.  For example, this is
 | |
| good:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   namespace {
 | |
|     class StringSort {
 | |
|     ...
 | |
|     public:
 | |
|       StringSort(...)
 | |
|       bool operator<(const char *RHS) const;
 | |
|     };
 | |
|   } // end anonymous namespace
 | |
| 
 | |
|   static void Helper() { 
 | |
|     ... 
 | |
|   }
 | |
| 
 | |
|   bool StringSort::operator<(const char *RHS) const {
 | |
|     ...
 | |
|   }
 | |
| 
 | |
| This is bad:
 | |
| 
 | |
| .. code-block:: c++
 | |
| 
 | |
|   namespace {
 | |
|   class StringSort {
 | |
|   ...
 | |
|   public:
 | |
|     StringSort(...)
 | |
|     bool operator<(const char *RHS) const;
 | |
|   };
 | |
| 
 | |
|   void Helper() { 
 | |
|     ... 
 | |
|   }
 | |
| 
 | |
|   bool StringSort::operator<(const char *RHS) const {
 | |
|     ...
 | |
|   }
 | |
| 
 | |
|   } // end anonymous namespace
 | |
| 
 | |
| This is bad specifically because if you're looking at "``Helper``" in the middle
 | |
| of a large C++ file, that you have no immediate way to tell if it is local to
 | |
| the file.  When it is marked static explicitly, this is immediately obvious.
 | |
| Also, there is no reason to enclose the definition of "``operator<``" in the
 | |
| namespace just because it was declared there.
 | |
| 
 | |
| See Also
 | |
| ========
 | |
| 
 | |
| A lot of these comments and recommendations have been culled for other sources.
 | |
| Two particularly important books for our work are:
 | |
| 
 | |
| #. `Effective C++
 | |
|    <http://www.amazon.com/Effective-Specific-Addison-Wesley-Professional-Computing/dp/0321334876>`_
 | |
|    by Scott Meyers.  Also interesting and useful are "More Effective C++" and
 | |
|    "Effective STL" by the same author.
 | |
| 
 | |
| #. `Large-Scale C++ Software Design
 | |
|    <http://www.amazon.com/Large-Scale-Software-Design-John-Lakos/dp/0201633620/ref=sr_1_1>`_
 | |
|    by John Lakos
 | |
| 
 | |
| If you get some free time, and you haven't read them: do so, you might learn
 | |
| something.
 |