CS 5006/5007 Style Guide
This is the official C style guide for CS 5006/5007, Northeastern-Seattle. It is based on Google's Official C++ Style Guide.
This document is a condensed version of that doc, focusing on the items that are primarily relevant for coding in C, and particularly for this class.
Summary:
- Headers
- Name and order of includes
- Local Variables
- Static and Global variables
- Functions
- Output Parameters
- Short functions
- Reference Arguments
- Using const
- Integer types
- sizeof
- typedef/aliases
- Naming
- General naming
- Filenames
- Type names
- Variable names
- Class (struct) data members
- Constant names
- Function names
- Enumerator Names
- Macro names
- Comments
- Comment style
- File comments
- Legal notice, Author line
- File Contents
- Class/Struct Comments
- Function comments
- Function declaration commemnts
- Function definitions
- Variable comments
- Struct member comments
- Implementation/inline comments
- Function Argument Comments
- Don'ts
- Punctuation, spelling, grammar
- TODO
- Formatting
- Line length
- ASCII Characters
- Spaces, Tabs
- Function Declarations and Definitions
- Calling functions
- Conditionals
- Loops and Switches
- Pointer and Ref expressions
- Booleans
- Return expressions
- Variable and array initialization
- Horizontal White
-
Exceptions
- Existing Non-conformant Code
If you are editing code, take a few minutes to look at the code around you and determine its style. If they use spaces around their if clauses, you should, too. If their comments have little boxes of stars around them, make your comments have little boxes of stars around them too.
The point of having style guidelines is to have a common vocabulary of coding so people can concentrate on what you are saying, rather than on how you are saying it. We present global style rules here so people know the vocabulary. But local style is also important. If code you add to a file looks drastically different from the existing code around it, the discontinuity throws readers out of their rhythm when they go to read it. Try to avoid this.
OK, enough writing about writing code; the code itself is much more interesting. Have fun!
Background
C++ is one of the main development languages used by many of Google's open-source projects. As every C++ programmer knows, the language has many powerful features, but this power brings with it complexity, which in turn can make code more bug-prone and harder to read and maintain.
The goal of this guide is to manage this complexity by describing in detail the dos and don'ts of writing C++ code. These rules exist to keep the code base manageable while still allowing coders to use C++ language features productively.
Style, also known as readability, is what we call the conventions that govern our C++ code. The term Style is a bit of a misnomer, since these conventions cover far more than just source file formatting.
Most open-source projects developed by Google conform to the requirements in this guide.
Header Files
In general, every .c file should have an
associated .h file. There are some common
exceptions, such as unittests and
small .cc files containing just a
main() function.
Correct use of header files can make a huge difference to the readability, size and performance of your code.
The following rules will guide you through the various pitfalls of using header files.
Self-contained Headers
Header files should be self-contained (compile on their own) and
end in .h. Non-header files that are meant for inclusion
should end in .inc and be used sparingly.
All header files should be self-contained. Users and refactoring tools should not have to adhere to special conditions to include the header. Specifically, a header should have header guards and include all other headers it needs.
Prefer placing the definitions for template and inline functions in
the same file as their declarations. The definitions of these
constructs must be included into every .cc file that uses
them, or the program may fail to link in some build configurations. If
declarations and definitions are in different files, including the
former should transitively include the latter. Do not move these
definitions to separately included header files (-inl.h);
this practice was common in the past, but is no longer allowed.
As an exception, a template that is explicitly instantiated for
all relevant sets of template arguments, or that is a private
implementation detail of a class, is allowed to be defined in the one
and only .cc file that instantiates the template.
There are rare cases where a file designed to be included is not
self-contained. These are typically intended to be included at unusual
locations, such as the middle of another file. They might not
use header guards, and might not include
their prerequisites. Name such files with the .inc
extension. Use sparingly, and prefer self-contained headers when
possible.
The #define Guard
All header files should have #define guards to
prevent multiple inclusion. The format of the symbol name
should be
<PROJECT>_<PATH>_<FILE>_H_.
To guarantee uniqueness, they should
be based on the full path in a project's source tree. For
example, the file foo/src/bar/baz.h in
project foo should have the following
guard:
#ifndef FOO_BAR_BAZ_H_ #define FOO_BAR_BAZ_H_ ... #endif // FOO_BAR_BAZ_H_
Names and Order of Includes
Use standard order for readability and to avoid hidden
dependencies: Related header, C library, C++ library, other libraries'
.h, your project's .h.
All of a project's header files should be
listed as descendants of the project's source
directory without use of UNIX directory shortcuts
. (the current directory) or ..
(the parent directory). For example,
google-awesome-project/src/base/logging.h
should be included as:
#include "base/logging.h"
In dir/foo.cc or
dir/foo_test.cc, whose main
purpose is to implement or test the stuff in
dir2/foo2.h, order your includes
as follows:
dir2/foo2.h.- A blank line
- C system files.
- C++ system files.
- A blank line
- Other libraries'
.hfiles. -
Your project's
.hfiles.
Note that any adjacent blank lines should be collapsed.
With the preferred ordering, if
dir2/foo2.h omits any necessary
includes, the build of dir/foo.cc
or dir/foo_test.cc will break.
Thus, this rule ensures that build breaks show up first
for the people working on these files, not for innocent
people in other packages.
dir/foo.cc and
dir2/foo2.h are usually in the same
directory (e.g. base/basictypes_test.cc and
base/basictypes.h), but may sometimes be in different
directories too.
Note that the C compatibility headers such as stddef.h
are essentially interchangeable with their C++ counterparts
(cstddef)
Either style is acceptable, but prefer consistency with existing code.
Within each section the includes should be ordered alphabetically. Note that older code might not conform to this rule and should be fixed when convenient.
You should include all the headers that define the symbols you rely
upon, except in the unusual case of forward
declaration. If you rely on symbols from bar.h,
don't count on the fact that you included foo.h which
(currently) includes bar.h: include bar.h
yourself, unless foo.h explicitly demonstrates its intent
to provide you the symbols of bar.h. However, any
includes present in the related header do not need to be included
again in the related cc (i.e., foo.cc can
rely on foo.h's includes).
For example, the includes in
google-awesome-project/src/foo/internal/fooserver.cc
might look like this:
#include "foo/server/fooserver.h" #include <sys/types.h> #include <unistd.h> #include <vector> #include "base/basictypes.h" #include "base/commandlineflags.h" #include "foo/server/bar.h"
Sometimes, system-specific code needs conditional includes. Such code can put conditional includes after other includes. Of course, keep your system-specific code small and localized. Example:
#include "foo/public/fooserver.h" #include "base/port.h" // For LANG_CXX11. #ifdef LANG_CXX11 #include <initializer_list> #endif // LANG_CXX11
Scoping
Local Variables
Place a function's variables in the narrowest scope possible, and initialize variables in the declaration.
C++ allows you to declare variables anywhere in a function. We encourage you to declare them in as local a scope as possible, and as close to the first use as possible. This makes it easier for the reader to find the declaration and see what type the variable is and what it was initialized to. In particular, initialization should be used instead of declaration and assignment, e.g.:
int i; i = f(); // Bad -- initialization separate from declaration.
int j = g(); // Good -- declaration has initialization.
std::vector<int> v; v.push_back(1); // Prefer initializing using brace initialization. v.push_back(2);
std::vector<int> v = {1, 2}; // Good -- v starts initialized.
Variables needed for if, while
and for statements should normally be declared
within those statements, so that such variables are confined
to those scopes. E.g.:
while (const char* p = strchr(str, '/')) str = p + 1;
There is one caveat: if the variable is an object, its constructor is invoked every time it enters scope and is created, and its destructor is invoked every time it goes out of scope.
// Inefficient implementation:
for (int i = 0; i < 1000000; ++i) {
Foo f; // My ctor and dtor get called 1000000 times each.
f.DoSomething(i);
}
It may be more efficient to declare such a variable used in a loop outside that loop:
Foo f; // My ctor and dtor get called once each.
for (int i = 0; i < 1000000; ++i) {
f.DoSomething(i);
}
Static and Global Variables
Objects with static storage duration are forbidden unless they are trivially destructible. Informally this means that the destructor does not do anything, even taking member and base destructors into account. More formally it means that the type has no user-defined or virtual destructor and that all bases and non-static members are trivially destructible. Static function-local variables may use dynamic initialization. Use of dynamic initialization for static class member variables or variables at namespace scope is discouraged, but allowed in limited circumstances; see below for details.
As a rule of thumb: a global variable satisfies these requirements if its
declaration, considered in isolation, could be constexpr.
Every object has a storage duration, which correlates with its
lifetime. Objects with static storage duration live from the point of their
initialization until the end of the program. Such objects appear as variables at
namespace scope ("global variables"), as static data members of classes, or as
function-local variables that are declared with the static
specifier. Function-local static variables are initialized when control first
passes through their declaration; all other objects with static storage duration
are initialized as part of program start-up. All objects with static storage
duration are destroyed at program exit (which happens before unjoined threads
are terminated).
Initialization may be dynamic, which means that something non-trivial happens during initialization. (For example, consider a constructor that allocates memory, or a variable that is initialized with the current process ID.) The other kind of initialization is static initialization. The two aren't quite opposites, though: static initialization always happens to objects with static storage duration (initializing the object either to a given constant or to a representation consisting of all bytes set to zero), whereas dynamic initialization happens after that, if required.
Global and static variables are very useful for a large number of applications: named constants, auxiliary data structures internal to some translation unit, command-line flags, logging, registration mechanisms, background infrastructure, etc.
Global and static variables that use dynamic initialization or have non-trivial destructors create complexity that can easily lead to hard-to-find bugs. Dynamic initialization is not ordered across translation units, and neither is destruction (except that destruction happens in reverse order of initialization). When one initialization refers to another variable with static storage duration, it is possible that this causes an object to be accessed before its lifetime has begun (or after its lifetime has ended). Moreover, when a program starts threads that are not joined at exit, those threads may attempt to access objects after their lifetime has ended if their destructor has already run.
Decision on destruction
When destructors are trivial, their execution is not subject to ordering at
all (they are effectively not "run"); otherwise we are exposed to the risk of
accessing objects after the end of their lifetime. Therefore, we only allow
objects with static storage duration if they are trivially destructible.
Fundamental types (like pointers and int) are trivially
destructible, as are arrays of trivially destructible types. Note that
variables marked with constexpr are trivially destructible.
const int kNum = 10; // allowed
struct X { int n; };
const X kX[] = {{1}, {2}, {3}}; // allowed
void foo() {
static const char* const kMessages[] = {"hello", "world"}; // allowed
}
// allowed: constexpr guarantees trivial destructor
constexpr std::array<int, 3> kArray = {{1, 2, 3}};
// bad: non-trivial destructor
const string kFoo = "foo";
// bad for the same reason, even though kBar is a reference (the
// rule also applies to lifetime-extended temporary objects)
const string& kBar = StrCat("a", "b", "c");
void bar() {
// bad: non-trivial destructor
static std::map<int, int> kData = {{1, 0}, {2, 0}, {3, 0}};
}
Note that references are not objects, and thus they are not subject to the
constraints on destructibility. The constraint on dynamic initialization still
applies, though. In particular, a function-local static reference of the form
static T& t = *new T; is allowed.
Decision on initialization
Initialization is a more complex topic. This is because we must not only consider whether class constructors execute, but we must also consider the evaluation of the initializer:
int n = 5; // fine int m = f(); // ? (depends on f) Foo x; // ? (depends on Foo::Foo) Bar y = g(); // ? (depends on g and on Bar::Bar)
All but the first statement expose us to indeterminate initialization ordering.
The concept we are looking for is called constant initialization in
the formal language of the C++ standard. It means that the initializing
expression is a constant expression, and if the object is initialized by a
constructor call, then the constructor must be specified as
constexpr, too:
struct Foo { constexpr Foo(int) {} };
int n = 5; // fine, 5 is a constant expression
Foo x(2); // fine, 2 is a constant expression and the chosen constructor is constexpr
Foo a[] = { Foo(1), Foo(2), Foo(3) }; // fine
Constant initialization is always allowed. Constant initialization of
static storage duration variables should be marked with constexpr
or where possible the
ABSL_CONST_INIT
attribute. Any non-local static storage
duration variable that is not so marked should be presumed to have
dynamic initialization, and reviewed very carefully.
By contrast, the following initializations are problematic:
// Some declarations used below.
time_t time(time_t*); // not constexpr!
int f(); // not constexpr!
struct Bar { Bar() {} };
// Problematic initializations.
time_t m = time(nullptr); // initializing expression not a constant expression
Foo y(f()); // ditto
Bar b; // chosen constructor Bar::Bar() not constexpr
Dynamic initialization of nonlocal variables is discouraged, and in general it is forbidden. However, we do permit it if no aspect of the program depends on the sequencing of this initialization with respect to all other initializations. Under those restrictions, the ordering of the initialization does not make an observable difference. For example:
int p = getpid(); // allowed, as long as no other static variable
// uses p in its own initialization
Dynamic initialization of static local variables is allowed (and common).
Common patterns
- Global strings: if you require a global or static string constant, consider using a simple character array, or a char pointer to the first element of a string literal. String literals have static storage duration already and are usually sufficient.
- Maps, sets, and other dynamic containers: if you require a static, fixed
collection, such as a set to search against or a lookup table, you cannot
use the dynamic containers from the standard library as a static variable,
since they have non-trivial destructors. Instead, consider a simple array of
trivial types, e.g. an array of arrays of ints (for a "map from int to
int"), or an array of pairs (e.g. pairs of
intandconst char*). For small collections, linear search is entirely sufficient (and efficient, due to memory locality). If necessary, keep the collection in sorted order and use a binary search algorithm. If you do really prefer a dynamic container from the standard library, consider using a function-local static pointer, as described below. - Smart pointers (
unique_ptr,shared_ptr): smart pointers execute cleanup during destruction and are therefore forbidden. Consider whether your use case fits into one of the other patterns described in this section. One simple solution is to use a plain pointer to a dynamically allocated object and never delete it (see last item). - Static variables of custom types: if you require static, constant data of
a type that you need to define yourself, give the type a trivial destructor
and a
constexprconstructor. - If all else fails, you can create an object dynamically and never delete
it by binding the pointer to a function-local static pointer variable:
static const auto* const impl = new T(args...);(If the initialization is more complex, it can be moved into a function or lambda expression.)
Functions
Output Parameters
Prefer using return values rather than output parameters. If output-only parameters are used they should appear after input parameters.
The output of a C++ function is naturally provided via a return value and sometimes via output parameters.
Prefer using return values instead of output parameters since they improve readability and oftentimes provide the same or better performance.
Parameters are either input to the function, output from the
function, or both. Input parameters are usually values or
const references, while output and input/output
parameters will be pointers to non-const.
When ordering function parameters, put all input-only parameters before any output parameters. In particular, do not add new parameters to the end of the function just because they are new; place new input-only parameters before the output parameters.
This is not a hard-and-fast rule. Parameters that are both input and output (often classes/structs) muddy the waters, and, as always, consistency with related functions may require you to bend the rule.
Write Short Functions
Prefer small and focused functions.
We recognize that long functions are sometimes appropriate, so no hard limit is placed on functions length. If a function exceeds about 40 lines, think about whether it can be broken up without harming the structure of the program.
Even if your long function works perfectly now, someone modifying it in a few months may add new behavior. This could result in bugs that are hard to find. Keeping your functions short and simple makes it easier for other people to read and modify your code.
You could find long and complicated functions when working with some code. Do not be intimidated by modifying existing code: if working with such a function proves to be difficult, you find that errors are hard to debug, or you want to use a piece of it in several different contexts, consider breaking up the function into smaller and more manageable pieces.
Reference Arguments
All parameters passed by lvalue reference must be labeled
const.
In C, if a
function needs to modify a variable, the parameter must
use a pointer, eg int foo(int *pval). In
C++, the function can alternatively declare a reference
parameter: int foo(int &val).
Defining a parameter as reference avoids ugly code like
(*pval)++. Necessary for some applications
like copy constructors. Makes it clear, unlike with
pointers, that a null pointer is not a possible
value.
References can be confusing, as they have value syntax but pointer semantics.
Within function parameter lists all references must be
const:
void Foo(const string &in, string *out);
In fact it is a very strong convention in Google code
that input arguments are values or const
references while output arguments are pointers. Input
parameters may be const pointers, but we
never allow non-const reference parameters
except when required by convention, e.g.,
swap().
However, there are some instances where using
const T* is preferable to const
T& for input parameters. For example:
- You want to pass in a null pointer.
- The function saves a pointer or reference to the input.
Remember that most of the time input
parameters are going to be specified as const
T&. Using const T* instead
communicates to the reader that the input is somehow
treated differently. So if you choose const
T* rather than const T&, do so
for a concrete reason; otherwise it will likely confuse
readers by making them look for an explanation that
doesn't exist.
Function Overloading
Use overloaded functions (including constructors) only if a reader looking at a call site can get a good idea of what is happening without having to first figure out exactly which overload is being called.
You may write a function that takes a const
string& and overload it with another that
takes const char*. However, in this case consider
std::string_view
instead.
class MyClass {
public:
void Analyze(const string &text);
void Analyze(const char *text, size_t textlen);
};
Overloading can make code more intuitive by allowing an identically-named function to take different arguments. It may be necessary for templatized code, and it can be convenient for Visitors.
Overloading based on const or ref qualification may make utility code more usable, more efficient, or both. (See TotW 148 for more.)
If a function is overloaded by the argument types alone, a reader may have to understand C++'s complex matching rules in order to tell what's going on. Also many people are confused by the semantics of inheritance if a derived class overrides only some of the variants of a function.
You may overload a function when there are no semantic differences between variants. These overloads may vary in types, qualifiers, or argument count. However, a reader of such a call must not need to know which member of the overload set is chosen, only that something from the set is being called. If you can document all entries in the overload set with a single comment in the header, that is a good sign that it is a well-designed overload set.
Default Arguments
Default arguments are allowed on non-virtual functions when the default is guaranteed to always have the same value. Follow the same restrictions as for function overloading, and prefer overloaded functions if the readability gained with default arguments doesn't outweigh the downsides below.
Often you have a function that uses default values, but occasionally you want to override the defaults. Default parameters allow an easy way to do this without having to define many functions for the rare exceptions. Compared to overloading the function, default arguments have a cleaner syntax, with less boilerplate and a clearer distinction between 'required' and 'optional' arguments.
Defaulted arguments are another way to achieve the semantics of overloaded functions, so all the reasons not to overload functions apply.
The defaults for arguments in a virtual function call are determined by the static type of the target object, and there's no guarantee that all overrides of a given function declare the same defaults.
Default parameters are re-evaluated at each call site, which can bloat the generated code. Readers may also expect the default's value to be fixed at the declaration instead of varying at each call.
Function pointers are confusing in the presence of default arguments, since the function signature often doesn't match the call signature. Adding function overloads avoids these problems.
Default arguments are banned on virtual functions, where
they don't work properly, and in cases where the specified
default might not evaluate to the same value depending on
when it was evaluated. (For example, don't write void
f(int n = counter++);.)
In some other cases, default arguments can improve the readability of their function declarations enough to overcome the downsides above, so they are allowed. When in doubt, use overloads.
Trailing Return Type Syntax
Use trailing return types only where using the ordinary syntax (leading return types) is impractical or much less readable.
C++ allows two different forms of function declarations. In the older form, the return type appears before the function name. For example:
int foo(int x);
The new form, introduced in C++11, uses the auto
keyword before the function name and a trailing return type after
the argument list. For example, the declaration above could
equivalently be written:
auto foo(int x) -> int;
The trailing return type is in the function's scope. This doesn't
make a difference for a simple case like int but it matters
for more complicated cases, like types declared in class scope or
types written in terms of the function parameters.
Trailing return types are the only way to explicitly specify the return type of a lambda expression. In some cases the compiler is able to deduce a lambda's return type, but not in all cases. Even when the compiler can deduce it automatically, sometimes specifying it explicitly would be clearer for readers.
Sometimes it's easier and more readable to specify a return type after the function's parameter list has already appeared. This is particularly true when the return type depends on template parameters. For example:
template <typename T, typename U>
auto add(T t, U u) -> decltype(t + u);
versus
template <typename T, typename U>
decltype(declval<T&>() + declval<U&>()) add(T t, U u);
Trailing return type syntax is relatively new and it has no analogue in C++-like languages such as C and Java, so some readers may find it unfamiliar.
Existing code bases have an enormous number of function declarations that aren't going to get changed to use the new syntax, so the realistic choices are using the old syntax only or using a mixture of the two. Using a single version is better for uniformity of style.
In most cases, continue to use the older style of function declaration where the return type goes before the function name. Use the new trailing-return-type form only in cases where it's required (such as lambdas) or where, by putting the type after the function's parameter list, it allows you to write the type in a much more readable way. The latter case should be rare; it's mostly an issue in fairly complicated template code, which is discouraged in most cases.
Use of const
Use const whenever it makes sense. With C++11,
constexpr is a better choice for some uses of
const.
Declared variables and parameters can be preceded
by the keyword const to indicate the variables
are not changed (e.g., const int foo). Class
functions can have the const qualifier to
indicate the function does not change the state of the
class member variables (e.g., class Foo { int
Bar(char c) const; };).
Easier for people to understand how variables are being used. Allows the compiler to do better type checking, and, conceivably, generate better code. Helps people convince themselves of program correctness because they know the functions they call are limited in how they can modify your variables. Helps people know what functions are safe to use without locks in multi-threaded programs.
const is viral: if you pass a
const variable to a function, that function
must have const in its prototype (or the
variable will need a const_cast). This can
be a particular problem when calling library
functions.
const variables, data members, methods
and arguments add a level of compile-time type checking;
it is better to detect errors as soon as possible.
Therefore we strongly recommend that you use
const whenever it makes sense to do so:
- If a function guarantees that it will not modify an argument
passed by reference or by pointer, the corresponding function parameter
should be a reference-to-const (
const T&) or pointer-to-const (const T*), respectively. - Declare methods to be
constwhenever possible. Accessors should almost always beconst. Other methods should be const if they do not modify any data members, do not call any non-constmethods, and do not return a non-constpointer or non-constreference to a data member. - Consider making data members
constwhenever they do not need to be modified after construction.
The mutable keyword is allowed but is
unsafe when used with threads, so thread safety should be
carefully considered first.
Where to put the const
Some people favor the form int const *foo
to const int* foo. They argue that this is
more readable because it's more consistent: it keeps the
rule that const always follows the object
it's describing. However, this consistency argument
doesn't apply in codebases with few deeply-nested pointer
expressions since most const expressions
have only one const, and it applies to the
underlying value. In such cases, there's no consistency
to maintain. Putting the const first is
arguably more readable, since it follows English in
putting the "adjective" (const) before the
"noun" (int).
That said, while we encourage putting
const first, we do not require it. But be
consistent with the code around you!
Integer Types
Of the built-in C++ integer types, the only one used
is
int. If a program needs a variable of a
different size, use
a precise-width integer type from
<stdint.h>, such as
int16_t. If your variable represents a
value that could ever be greater than or equal to 2^31
(2GiB), use a 64-bit type such as
int64_t.
Keep in mind that even if your value won't ever be too large
for an int, it may be used in intermediate
calculations which may require a larger type. When in doubt,
choose a larger type.
C++ does not specify the sizes of integer types
like int. Typically people assume
that short is 16 bits,
int is 32 bits, long is 32 bits
and long long is 64 bits.
Uniformity of declaration.
The sizes of integral types in C++ can vary based on compiler and architecture.
<stdint.h> defines types
like int16_t, uint32_t,
int64_t, etc. You should always use
those in preference to short, unsigned
long long and the like, when you need a guarantee
on the size of an integer. Of the C integer types, only
int should be used. When appropriate, you
are welcome to use standard types like
size_t and ptrdiff_t.
We use int very often, for integers we
know are not going to be too big, e.g., loop counters.
Use plain old int for such things. You
should assume that an int is
at least 32 bits, but don't
assume that it has more than 32 bits. If you need a 64-bit
integer type, use
int64_t
or
uint64_t.
For integers we know can be "big",
use
int64_t.
You should not use the unsigned integer types such as
uint32_t, unless there is a valid
reason such as representing a bit pattern rather than a
number, or you need defined overflow modulo 2^N. In
particular, do not use unsigned types to say a number
will never be negative. Instead, use
assertions for this.
If your code is a container that returns a size, be sure to use a type that will accommodate any possible usage of your container. When in doubt, use a larger type rather than a smaller type.
Use care when converting integer types. Integer conversions and promotions can cause undefined behavior, leading to security bugs and other problems.
On Unsigned Integers
Unsigned integers are good for representing bitfields and modular arithmetic. Because of historical accident, the C++ standard also uses unsigned integers to represent the size of containers - many members of the standards body believe this to be a mistake, but it is effectively impossible to fix at this point. The fact that unsigned arithmetic doesn't model the behavior of a simple integer, but is instead defined by the standard to model modular arithmetic (wrapping around on overflow/underflow), means that a significant class of bugs cannot be diagnosed by the compiler. In other cases, the defined behavior impedes optimization.
That said, mixing signedness of integer types is responsible for an equally large class of problems. The best advice we can provide: try to use iterators and containers rather than pointers and sizes, try not to mix signedness, and try to avoid unsigned types (except for representing bitfields or modular arithmetic). Do not use an unsigned type merely to assert that a variable is non-negative.
0 and nullptr/NULL
Use 0 for integers, 0.0 for reals,
nullptr for pointers, and '\0' for chars.
Use 0 for integers and 0.0 for reals.
For pointers (address values), use nullptr, as this
provides type-safety.
For C++03 projects, prefer NULL to 0. While the
values are equivalent, NULL looks more like a pointer to the
reader, and some C++ compilers provide special definitions of NULL
which enable them to give useful warnings.
Use '\0' for the null character. Using the correct type makes
the code more readable.
sizeof
Prefer sizeof(varname) to
sizeof(type).
Use sizeof(varname) when you
take the size of a particular variable.
sizeof(varname) will update
appropriately if someone changes the variable type either
now or later. You may use
sizeof(type) for code unrelated
to any particular variable, such as code that manages an
external or internal data format where a variable of an
appropriate C++ type is not convenient.
Struct data; memset(&data, 0, sizeof(data));
memset(&data, 0, sizeof(Struct));
if (raw_size < sizeof(int)) {
LOG(ERROR) << "compressed record not big enough for count: " << raw_size;
return false;
}
Aliases
Public aliases are for the benefit of an API's user, and should be clearly documented.
There are several ways to create names that are aliases of other entities:
typedef Foo Bar; using Bar = Foo; using other_namespace::Foo;
In new code, using is preferable to typedef,
because it provides a more consistent syntax with the rest of C++ and works
with templates.
Like other declarations, aliases declared in a header file are part of that header's public API unless they're in a function definition, in the private portion of a class, or in an explicitly-marked internal namespace. Aliases in such areas or in .cc files are implementation details (because client code can't refer to them), and are not restricted by this rule.
- Aliases can improve readability by simplifying a long or complicated name.
- Aliases can reduce duplication by naming in one place a type used repeatedly in an API, which might make it easier to change the type later.
- When placed in a header where client code can refer to them, aliases increase the number of entities in that header's API, increasing its complexity.
- Clients can easily rely on unintended details of public aliases, making changes difficult.
- It can be tempting to create a public alias that is only intended for use in the implementation, without considering its impact on the API, or on maintainability.
- Aliases can create risk of name collisions
- Aliases can reduce readability by giving a familiar construct an unfamiliar name
- Type aliases can create an unclear API contract: it is unclear whether the alias is guaranteed to be identical to the type it aliases, to have the same API, or only to be usable in specified narrow ways
Don't put an alias in your public API just to save typing in the implementation; do so only if you intend it to be used by your clients.
When defining a public alias, document the intent of the new name, including whether it is guaranteed to always be the same as the type it's currently aliased to, or whether a more limited compatibility is intended. This lets the user know whether they can treat the types as substitutable or whether more specific rules must be followed, and can help the implementation retain some degree of freedom to change the alias.
Don't put namespace aliases in your public API. (See also Namespaces).
For example, these aliases document how they are intended to be used in client code:
namespace mynamespace {
// Used to store field measurements. DataPoint may change from Bar* to some internal type.
// Client code should treat it as an opaque pointer.
using DataPoint = foo::Bar*;
// A set of measurements. Just an alias for user convenience.
using TimeSeries = std::unordered_set<DataPoint, std::hash<DataPoint>, DataPointComparator>;
} // namespace mynamespace
These aliases don't document intended use, and half of them aren't meant for client use:
namespace mynamespace {
// Bad: none of these say how they should be used.
using DataPoint = foo::Bar*;
using std::unordered_set; // Bad: just for local convenience
using std::hash; // Bad: just for local convenience
typedef unordered_set<DataPoint, hash<DataPoint>, DataPointComparator> TimeSeries;
} // namespace mynamespace
However, local convenience aliases are fine in function definitions, private sections of classes, explicitly marked internal namespaces, and in .cc files:
// In a .cc file using foo::Bar;
Naming
The most important consistency rules are those that govern naming. The style of a name immediately informs us what sort of thing the named entity is: a type, a variable, a function, a constant, a macro, etc., without requiring us to search for the declaration of that entity. The pattern-matching engine in our brains relies a great deal on these naming rules.
Naming rules are pretty arbitrary, but we feel that consistency is more important than individual preferences in this area, so regardless of whether you find them sensible or not, the rules are the rules.
General Naming Rules
Names should be descriptive; avoid abbreviation.
Give as descriptive a name as possible, within reason. Do not worry about saving horizontal space as it is far more important to make your code immediately understandable by a new reader. Do not use abbreviations that are ambiguous or unfamiliar to readers outside your project, and do not abbreviate by deleting letters within a word. Abbreviations that would be familiar to someone outside your project with relevant domain knowledge are OK. As a rule of thumb, an abbreviation is probably OK if it's listed in Wikipedia.
int price_count_reader; // No abbreviation. int num_errors; // "num" is a widespread convention. int num_dns_connections; // Most people know what "DNS" stands for. int lstm_size; // "LSTM" is a common machine learning abbreviation.
int n; // Meaningless. int nerr; // Ambiguous abbreviation. int n_comp_conns; // Ambiguous abbreviation. int wgc_connections; // Only your group knows what this stands for. int pc_reader; // Lots of things can be abbreviated "pc". int cstmr_id; // Deletes internal letters. FooBarRequestInfo fbri; // Not even a word.
Note that certain universally-known abbreviations are OK, such as
i for an iteration variable and T for a
template parameter.
For some symbols, this style guide recommends names to start with a capital
letter and to have a capital letter for each new word (a.k.a.
"Camel Case"
or "Pascal case"). When abbreviations or acronyms appear in such
names, prefer to capitalize the abbreviations or acronyms as single words (i.e
StartRpc(), not StartRPC()).
Template parameters should follow the naming style for their category: type template parameters should follow the rules for type names, and non-type template parameters should follow the rules for variable names.
File Names
Filenames should be all lowercase and can include
underscores (_) or dashes (-).
Follow the convention that your
project uses. If there is no consistent
local pattern to follow, prefer "_".
Examples of acceptable file names:
my_useful_class.ccmy-useful-class.ccmyusefulclass.ccmyusefulclass_test.cc // _unittest and _regtest are deprecated.
C++ files should end in .cc and header files should end in
.h. Files that rely on being textually included at specific points
should end in .inc (see also the section on
self-contained headers).
Do not use filenames that already exist in
/usr/include, such as db.h.
In general, make your filenames very specific. For
example, use http_server_logs.h rather than
logs.h. A very common case is to have a pair
of files called, e.g., foo_bar.h and
foo_bar.cc, defining a class called
FooBar.
Type Names
Type names start with a capital letter and have a capital
letter for each new word, with no underscores:
MyExcitingClass, MyExcitingEnum.
The names of all types — classes, structs, type aliases, enums, and type template parameters — have the same naming convention. Type names should start with a capital letter and have a capital letter for each new word. No underscores. For example:
// classes and structs
class UrlTable { ...
class UrlTableTester { ...
struct UrlTableProperties { ...
// typedefs
typedef hash_map<UrlTableProperties *, string> PropertiesMap;
// using aliases
using PropertiesMap = hash_map<UrlTableProperties *, string>;
// enums
enum UrlTableErrors { ...
Variable Names
The names of variables (including function parameters) and data members are
all lowercase, with underscores between words. Data members of classes (but not
structs) additionally have trailing underscores. For instance:
a_local_variable, a_struct_data_member,
a_class_data_member_.
Common Variable names
For example:
string table_name; // OK - uses underscore. string tablename; // OK - all lowercase.
string tableName; // Bad - mixed case.
Struct Data Members
Data members of structs, both static and non-static, are named like ordinary nonmember variables. They do not have the trailing underscores that data members in classes have.
struct UrlTableProperties {
string name;
int num_entries;
static Pool<UrlTableProperties>* pool;
};
See Structs vs. Classes for a discussion of when to use a struct versus a class.
Constant Names
Variables declared constexpr or const, and whose value is fixed for the duration of the program, are named with a leading "k" followed by mixed case. Underscores can be used as separators in the rare cases where capitalization cannot be used for separation. For example:
const int kDaysInAWeek = 7; const int kAndroid8_0_0 = 24; // Android 8.0.0
All such variables with static storage duration (i.e. statics and globals, see Storage Duration for details) should be named this way. This convention is optional for variables of other storage classes, e.g. automatic variables, otherwise the usual variable naming rules apply.
Function Names
Regular functions have mixed case; accessors and mutators may be named like variables.
Ordinarily, functions should start with a capital letter and have a capital letter for each new word.
AddTableEntry() DeleteUrl() OpenFileOrDie()
(The same naming rule applies to class- and namespace-scope constants that are exposed as part of an API and that are intended to look like functions, because the fact that they're objects rather than functions is an unimportant implementation detail.)
Accessors and mutators (get and set functions) may be named like
variables. These often correspond to actual member variables, but this is
not required. For example, int count() and void
set_count(int count).
Namespace Names
The name of a top-level namespace should usually be the name of the project or team whose code is contained in that namespace. The code in that namespace should usually be in a directory whose basename matches the namespace name (or in subdirectories thereof).
Keep in mind that the rule against abbreviated names applies to namespaces just as much as variable names. Code inside the namespace seldom needs to mention the namespace name, so there's usually no particular need for abbreviation anyway.
Avoid nested namespaces that match well-known top-level
namespaces. Collisions between namespace names can lead to surprising
build breaks because of name lookup rules. In particular, do not
create any nested std namespaces. Prefer unique project
identifiers
(websearch::index, websearch::index_util)
over collision-prone names like websearch::util.
For internal namespaces, be wary of other code being
added to the same internal namespace causing a collision
(internal helpers within a team tend to be related and may lead to
collisions). In such a situation, using the filename to make a unique
internal name is helpful
(websearch::index::frobber_internal for use
in frobber.h)
Enumerator Names
Enumerators (for both scoped and unscoped enums) should be named either like
constants or like
macros: either kEnumName or
ENUM_NAME.
Preferably, the individual enumerators should be named
like constants. However, it
is also acceptable to name them like
macros. The enumeration name,
UrlTableErrors (and
AlternateUrlTableErrors), is a type, and
therefore mixed case.
enum UrlTableErrors {
kOK = 0,
kErrorOutOfMemory,
kErrorMalformedInput,
};
enum AlternateUrlTableErrors {
OK = 0,
OUT_OF_MEMORY = 1,
MALFORMED_INPUT = 2,
};
Until January 2009, the style was to name enum values like macros. This caused problems with name collisions between enum values and macros. Hence, the change to prefer constant-style naming was put in place. New code should prefer constant-style naming if possible. However, there is no reason to change old code to use constant-style names, unless the old names are actually causing a compile-time problem.
Macro Names
You're not really going to
define a macro, are you? If you do, they're like this:
MY_MACRO_THAT_SCARES_SMALL_CHILDREN_AND_ADULTS_ALIKE.
Please see the description of macros; in general macros should not be used. However, if they are absolutely needed, then they should be named with all capitals and underscores.
#define ROUND(x) ... #define PI_ROUNDED 3.0
Exceptions to Naming Rules
If you are naming something that is analogous to an existing C or C++ entity then you can follow the existing naming convention scheme.
bigopen()- function name, follows form of
open() uinttypedefbigposstructorclass, follows form ofpossparse_hash_map- STL-like entity; follows STL naming conventions
LONGLONG_MAX- a constant, as in
INT_MAX
Comments
Though a pain to write, comments are absolutely vital to keeping our code readable. The following rules describe what you should comment and where. But remember: while comments are very important, the best code is self-documenting. Giving sensible names to types and variables is much better than using obscure names that you must then explain through comments.
When writing your comments, write for your audience: the next contributor who will need to understand your code. Be generous — the next one may be you!
Comment Style
Use either the // or /* */
syntax, as long as you are consistent.
You can use either the // or the /*
*/ syntax; however, // is
much more common. Be consistent with how you
comment and what style you use where.
File Comments
Start each file with license boilerplate.
File comments describe the contents of a file. If a file declares, implements, or tests exactly one abstraction that is documented by a comment at the point of declaration, file comments are not required. All other files must have file comments.
Legal Notice and Author Line
Every file should contain license boilerplate. Choose the appropriate boilerplate for the license used by the project (for example, Apache 2.0, BSD, LGPL, GPL).
If you make significant changes to a file with an author line, consider deleting the author line. New files should usually not contain copyright notice or author line.
File Contents
If a .h declares multiple abstractions, the file-level comment
should broadly describe the contents of the file, and how the abstractions are
related. A 1 or 2 sentence file-level comment may be sufficient. The detailed
documentation about individual abstractions belongs with those abstractions,
not at the file level.
Do not duplicate comments in both the .h and the
.cc. Duplicated comments diverge.
Class Comments
Every non-obvious class declaration should have an accompanying comment that describes what it is for and how it should be used.
// Iterates over the contents of a GargantuanTable.
// Example:
// GargantuanTableIterator* iter = table->NewIterator();
// for (iter->Seek("foo"); !iter->done(); iter->Next()) {
// process(iter->key(), iter->value());
// }
// delete iter;
class GargantuanTableIterator {
...
};
The class comment should provide the reader with enough information to know how and when to use the class, as well as any additional considerations necessary to correctly use the class. Document the synchronization assumptions the class makes, if any. If an instance of the class can be accessed by multiple threads, take extra care to document the rules and invariants surrounding multithreaded use.
The class comment is often a good place for a small example code snippet demonstrating a simple and focused usage of the class.
When sufficiently separated (e.g. .h and .cc
files), comments describing the use of the class should go together with its
interface definition; comments about the class operation and implementation
should accompany the implementation of the class's methods.
Function Comments
Declaration comments describe use of the function (when it is non-obvious); comments at the definition of a function describe operation.
Function Declarations
Almost every function declaration should have comments immediately preceding it that describe what the function does and how to use it. These comments may be omitted only if the function is simple and obvious (e.g. simple accessors for obvious properties of the class). These comments should be descriptive ("Opens the file") rather than imperative ("Open the file"); the comment describes the function, it does not tell the function what to do. In general, these comments do not describe how the function performs its task. Instead, that should be left to comments in the function definition.
Types of things to mention in comments at the function declaration:
- What the inputs and outputs are.
- For class member functions: whether the object remembers reference arguments beyond the duration of the method call, and whether it will free them or not.
- If the function allocates memory that the caller must free.
- Whether any of the arguments can be a null pointer.
- If there are any performance implications of how a function is used.
- If the function is re-entrant. What are its synchronization assumptions?
Here is an example:
// Returns an iterator for this table. It is the client's
// responsibility to delete the iterator when it is done with it,
// and it must not use the iterator once the GargantuanTable object
// on which the iterator was created has been deleted.
//
// The iterator is initially positioned at the beginning of the table.
//
// This method is equivalent to:
// Iterator* iter = table->NewIterator();
// iter->Seek("");
// return iter;
// If you are going to immediately seek to another place in the
// returned iterator, it will be faster to use NewIterator()
// and avoid the extra seek.
Iterator* GetIterator() const;
However, do not be unnecessarily verbose or state the completely obvious.
When documenting function overrides, focus on the specifics of the override itself, rather than repeating the comment from the overridden function. In many of these cases, the override needs no additional documentation and thus no comment is required.
When commenting constructors and destructors, remember that the person reading your code knows what constructors and destructors are for, so comments that just say something like "destroys this object" are not useful. Document what constructors do with their arguments (for example, if they take ownership of pointers), and what cleanup the destructor does. If this is trivial, just skip the comment. It is quite common for destructors not to have a header comment.
Function Definitions
If there is anything tricky about how a function does its job, the function definition should have an explanatory comment. For example, in the definition comment you might describe any coding tricks you use, give an overview of the steps you go through, or explain why you chose to implement the function in the way you did rather than using a viable alternative. For instance, you might mention why it must acquire a lock for the first half of the function but why it is not needed for the second half.
Note you should not just repeat the comments
given with the function declaration, in the
.h file or wherever. It's okay to
recapitulate briefly what the function does, but the
focus of the comments should be on how it does it.
Variable Comments
In general the actual name of the variable should be descriptive enough to give a good idea of what the variable is used for. In certain cases, more comments are required.
Class Data Members
The purpose of each class data member (also called an instance
variable or member variable) must be clear. If there are any
invariants (special values, relationships between members, lifetime
requirements) not clearly expressed by the type and name, they must be
commented. However, if the type and name suffice (int
num_events_;), no comment is needed.
In particular, add comments to describe the existence and meaning of sentinel values, such as nullptr or -1, when they are not obvious. For example:
private: // Used to bounds-check table accesses. -1 means // that we don't yet know how many entries the table has. int num_total_entries_;
Global Variables
All global variables should have a comment describing what they are, what they are used for, and (if unclear) why it needs to be global. For example:
// The total number of tests cases that we run through in this regression test. const int kNumTestCases = 6;
Implementation Comments
In your implementation you should have comments in tricky, non-obvious, interesting, or important parts of your code.
Explanatory Comments
Tricky or complicated code blocks should have comments before them. Example:
// Divides result by two, taking into account that x
// contains the carry from the add.
for (int i = 0; i < result->size(); i++) {
x = (x << 8) + (*result)[i];
(*result)[i] = x >> 1;
x &= 1;
}
Line Comments
Also, lines that are non-obvious should get a comment at the end of the line. These end-of-line comments should be separated from the code by 2 spaces. Example:
// If we have enough memory, mmap the data portion too. mmap_budget = max<int64>(0, mmap_budget - index_->length()); if (mmap_budget >= data_size_ && !MmapData(mmap_chunk_bytes, mlock)) return; // Error already logged.
Note that there are both comments that describe what the code is doing, and comments that mention that an error has already been logged when the function returns.
If you have several comments on subsequent lines, it can often be more readable to line them up:
DoSomething(); // Comment here so the comments line up.
DoSomethingElseThatIsLonger(); // Two spaces between the code and the comment.
{ // One space before comment when opening a new scope is allowed,
// thus the comment lines up with the following comments and code.
DoSomethingElse(); // Two spaces before line comments normally.
}
std::vector<string> list{
// Comments in braced lists describe the next element...
"First item",
// .. and should be aligned appropriately.
"Second item"};
DoSomething(); /* For trailing block comments, one space is fine. */
Function Argument Comments
When the meaning of a function argument is nonobvious, consider one of the following remedies:
- If the argument is a literal constant, and the same constant is used in multiple function calls in a way that tacitly assumes they're the same, you should use a named constant to make that constraint explicit, and to guarantee that it holds.
- Consider changing the function signature to replace a
boolargument with anenumargument. This will make the argument values self-describing. - For functions that have several configuration options, consider defining a single class or struct to hold all the options , and pass an instance of that. This approach has several advantages. Options are referenced by name at the call site, which clarifies their meaning. It also reduces function argument count, which makes function calls easier to read and write. As an added benefit, you don't have to change call sites when you add another option.
- Replace large or complex nested expressions with named variables.
- As a last resort, use comments to clarify argument meanings at the call site.
// What are these arguments? const DecimalNumber product = CalculateProduct(values, 7, false, nullptr);
versus:
ProductOptions options;
options.set_precision_decimals(7);
options.set_use_cache(ProductOptions::kDontUseCache);
const DecimalNumber product =
CalculateProduct(values, options, /*completion_callback=*/nullptr);
Don'ts
Do not state the obvious. In particular, don't literally describe what code does, unless the behavior is nonobvious to a reader who understands C++ well. Instead, provide higher level comments that describe why the code does what it does, or make the code self describing.
Compare this:// Find the element in the vector. <-- Bad: obvious!
auto iter = std::find(v.begin(), v.end(), element);
if (iter != v.end()) {
Process(element);
}
To this:
// Process "element" unless it was already processed.
auto iter = std::find(v.begin(), v.end(), element);
if (iter != v.end()) {
Process(element);
}
Self-describing code doesn't need a comment. The comment from
the example above would be obvious:
if (!IsAlreadyProcessed(element)) {
Process(element);
}
Punctuation, Spelling and Grammar
Pay attention to punctuation, spelling, and grammar; it is easier to read well-written comments than badly written ones.
Comments should be as readable as narrative text, with proper capitalization and punctuation. In many cases, complete sentences are more readable than sentence fragments. Shorter comments, such as comments at the end of a line of code, can sometimes be less formal, but you should be consistent with your style.
Although it can be frustrating to have a code reviewer point out that you are using a comma when you should be using a semicolon, it is very important that source code maintain a high level of clarity and readability. Proper punctuation, spelling, and grammar help with that goal.
TODO Comments
Use TODO comments for code that is temporary,
a short-term solution, or good-enough but not perfect.
TODOs should include the string
TODO in all caps, followed by the
name, e-mail address, bug ID, or other
identifier
of the person or issue with the best context
about the problem referenced by the TODO. The
main purpose is to have a consistent TODO that
can be searched to find out how to get more details upon
request. A TODO is not a commitment that the
person referenced will fix the problem. Thus when you create
a TODO with a name, it is almost always your
name that is given.
// TODO(kl@gmail.com): Use a "*" here for concatenation operator. // TODO(Zeke) change this to use relations. // TODO(bug 12345): remove the "Last visitors" feature
If your TODO is of the form "At a future
date do something" make sure that you either include a
very specific date ("Fix by November 2005") or a very
specific event ("Remove this code when all clients can
handle XML responses.").
Deprecation Comments
Mark deprecated interface points with DEPRECATED
comments.
You can mark an interface as deprecated by writing a
comment containing the word DEPRECATED in
all caps. The comment goes either before the declaration
of the interface or on the same line as the
declaration.
After the word
DEPRECATED, write your name, e-mail address,
or other identifier in parentheses.
A deprecation comment must include simple, clear directions for people to fix their callsites. In C++, you can implement a deprecated function as an inline function that calls the new interface point.
Marking an interface point DEPRECATED
will not magically cause any callsites to change. If you
want people to actually stop using the deprecated
facility, you will have to fix the callsites yourself or
recruit a crew to help you.
New code should not contain calls to deprecated interface points. Use the new interface point instead. If you cannot understand the directions, find the person who created the deprecation and ask them for help using the new interface point.
Formatting
Coding style and formatting are pretty arbitrary, but a project is much easier to follow if everyone uses the same style. Individuals may not agree with every aspect of the formatting rules, and some of the rules may take some getting used to, but it is important that all project contributors follow the style rules so that they can all read and understand everyone's code easily.
To help you format code correctly, we've created a settings file for emacs.
Line Length
Each line of text in your code should be at most 80 characters long.
We recognize that this rule is controversial, but so much existing code already adheres to it, and we feel that consistency is important.
Those who favor this rule argue that it is rude to force them to resize their windows and there is no need for anything longer. Some folks are used to having several code windows side-by-side, and thus don't have room to widen their windows in any case. People set up their work environment assuming a particular maximum window width, and 80 columns has been the traditional standard. Why change it?
Proponents of change argue that a wider line can make code more readable. The 80-column limit is an hidebound throwback to 1960s mainframes; modern equipment has wide screens that can easily show longer lines.
80 characters is the maximum.
A line may exceed 80 characters if it is
- a comment line which is not feasible to split without harming readability, ease of cut and paste or auto-linking -- e.g. if a line contains an example command or a literal URL longer than 80 characters.
- a raw-string literal with content that exceeds 80 characters. Except for test code, such literals should appear near the top of a file.
- an include statement.
- a header guard
- a using-declaration
Non-ASCII Characters
Non-ASCII characters should be rare, and must use UTF-8 formatting.
You shouldn't hard-code user-facing text in source, even English, so use of non-ASCII characters should be rare. However, in certain cases it is appropriate to include such words in your code. For example, if your code parses data files from foreign sources, it may be appropriate to hard-code the non-ASCII string(s) used in those data files as delimiters. More commonly, unittest code (which does not need to be localized) might contain non-ASCII strings. In such cases, you should use UTF-8, since that is an encoding understood by most tools able to handle more than just ASCII.
Hex encoding is also OK, and encouraged where it
enhances readability — for example,
"\xEF\xBB\xBF", or, even more simply,
u8"\uFEFF", is the Unicode zero-width
no-break space character, which would be invisible if
included in the source as straight UTF-8.
Use the u8 prefix
to guarantee that a string literal containing
\uXXXX escape sequences is encoded as UTF-8.
Do not use it for strings containing non-ASCII characters
encoded as UTF-8, because that will produce incorrect
output if the compiler does not interpret the source file
as UTF-8.
You shouldn't use the C++11 char16_t and
char32_t character types, since they're for
non-UTF-8 text. For similar reasons you also shouldn't
use wchar_t (unless you're writing code that
interacts with the Windows API, which uses
wchar_t extensively).
Spaces vs. Tabs
Use only spaces, and indent 2 spaces at a time.
We use spaces for indentation. Do not use tabs in your code. You should set your editor to emit spaces when you hit the tab key.
Function Declarations and Definitions
Return type on the same line as function name, parameters on the same line if they fit. Wrap parameter lists which do not fit on a single line as you would wrap arguments in a function call.
Functions look like this:
ReturnType ClassName::FunctionName(Type par_name1, Type par_name2) {
DoSomething();
...
}
If you have too much text to fit on one line:
ReturnType ClassName::ReallyLongFunctionName(Type par_name1, Type par_name2,
Type par_name3) {
DoSomething();
...
}
or if you cannot fit even the first parameter:
ReturnType LongClassName::ReallyReallyReallyLongFunctionName(
Type par_name1, // 4 space indent
Type par_name2,
Type par_name3) {
DoSomething(); // 2 space indent
...
}
Some points to note:
- Choose good parameter names.
- A parameter name may be omitted only if the parameter is not used in the function's definition.
- If you cannot fit the return type and the function name on a single line, break between them.
- If you break after the return type of a function declaration or definition, do not indent.
- The open parenthesis is always on the same line as the function name.
- There is never a space between the function name and the open parenthesis.
- There is never a space between the parentheses and the parameters.
- The open curly brace is always on the end of the last line of the function declaration, not the start of the next line.
- The close curly brace is either on the last line by itself or on the same line as the open curly brace.
- There should be a space between the close parenthesis and the open curly brace.
- All parameters should be aligned if possible.
- Default indentation is 2 spaces.
- Wrapped parameters have a 4 space indent.
Unused parameters that are obvious from context may be omitted:
class Foo {
public:
Foo(Foo&&);
Foo(const Foo&);
Foo& operator=(Foo&&);
Foo& operator=(const Foo&);
};
Unused parameters that might not be obvious should comment out the variable name in the function definition:
class Shape {
public:
virtual void Rotate(double radians) = 0;
};
class Circle : public Shape {
public:
void Rotate(double radians) override;
};
void Circle::Rotate(double /*radians*/) {}
// Bad - if someone wants to implement later, it's not clear what the
// variable means.
void Circle::Rotate(double) {}
Attributes, and macros that expand to attributes, appear at the very beginning of the function declaration or definition, before the return type:
MUST_USE_RESULT bool IsOK();
Function Calls
Either write the call all on a single line, wrap the arguments at the parenthesis, or start the arguments on a new line indented by four spaces and continue at that 4 space indent. In the absence of other considerations, use the minimum number of lines, including placing multiple arguments on each line where appropriate.
Function calls have the following format:
bool result = DoSomething(argument1, argument2, argument3);
If the arguments do not all fit on one line, they should be broken up onto multiple lines, with each subsequent line aligned with the first argument. Do not add spaces after the open paren or before the close paren:
bool result = DoSomething(averyveryveryverylongargument1,
argument2, argument3);
Arguments may optionally all be placed on subsequent lines with a four space indent:
if (...) {
...
...
if (...) {
bool result = DoSomething(
argument1, argument2, // 4 space indent
argument3, argument4);
...
}
Put multiple arguments on a single line to reduce the number of lines necessary for calling a function unless there is a specific readability problem. Some find that formatting with strictly one argument on each line is more readable and simplifies editing of the arguments. However, we prioritize for the reader over the ease of editing arguments, and most readability problems are better addressed with the following techniques.
If having multiple arguments in a single line decreases readability due to the complexity or confusing nature of the expressions that make up some arguments, try creating variables that capture those arguments in a descriptive name:
int my_heuristic = scores[x] * y + bases[x]; bool result = DoSomething(my_heuristic, x, y, z);
Or put the confusing argument on its own line with an explanatory comment:
bool result = DoSomething(scores[x] * y + bases[x], // Score heuristic.
x, y, z);
If there is still a case where one argument is significantly more readable on its own line, then put it on its own line. The decision should be specific to the argument which is made more readable rather than a general policy.
Sometimes arguments form a structure that is important for readability. In those cases, feel free to format the arguments according to that structure:
// Transform the widget by a 3x3 matrix.
my_widget.Transform(x1, x2, x3,
y1, y2, y3,
z1, z2, z3);
Braced Initializer List Format
Format a braced initializer list exactly like you would format a function call in its place.
If the braced list follows a name (e.g. a type or
variable name), format as if the {} were the
parentheses of a function call with that name. If there
is no name, assume a zero-length name.
// Examples of braced init list on a single line.
return {foo, bar};
functioncall({foo, bar});
std::pair<int, int> p{foo, bar};
// When you have to wrap.
SomeFunction(
{"assume a zero-length name before {"},
some_other_function_parameter);
SomeType variable{
some, other, values,
{"assume a zero-length name before {"},
SomeOtherType{
"Very long string requiring the surrounding breaks.",
some, other values},
SomeOtherType{"Slightly shorter string",
some, other, values}};
SomeType variable{
"This is too long to fit all in one line"};
MyType m = { // Here, you could also break before {.
superlongvariablename1,
superlongvariablename2,
{short, interior, list},
{interiorwrappinglist,
interiorwrappinglist2}};
Conditionals
Prefer no spaces inside parentheses. The if
and else keywords belong on separate lines.
There are two acceptable formats for a basic conditional statement. One includes spaces between the parentheses and the condition, and one does not.
The most common form is without spaces. Either is fine, but be consistent. If you are modifying a file, use the format that is already present. If you are writing new code, use the format that the other files in that directory or project use. If in doubt and you have no personal preference, do not add the spaces.
if (condition) { // no spaces inside parentheses
... // 2 space indent.
} else if (...) { // The else goes on the same line as the closing brace.
...
} else {
...
}
If you prefer you may add spaces inside the parentheses:
if ( condition ) { // spaces inside parentheses - rare
... // 2 space indent.
} else { // The else goes on the same line as the closing brace.
...
}
Note that in all cases you must have a space between
the if and the open parenthesis. You must
also have a space between the close parenthesis and the
curly brace, if you're using one.
if(condition) { // Bad - space missing after IF.
if (condition){ // Bad - space missing before {.
if(condition){ // Doubly bad.
if (condition) { // Good - proper space after IF and before {.
Short conditional statements may be written on one
line if this enhances readability. You may use this only
when the line is brief and the statement does not use the
else clause.
if (x == kFoo) return new Foo(); if (x == kBar) return new Bar();
This is not allowed when the if statement has an
else:
// Not allowed - IF statement on one line when there is an ELSE clause if (x) DoThis(); else DoThat();
In general, curly braces are not required for
single-line statements, but they are allowed if you like
them; conditional or loop statements with complex
conditions or statements may be more readable with curly
braces. Some
projects require that an
if must always have an accompanying
brace.
if (condition)
DoSomething(); // 2 space indent.
if (condition) {
DoSomething(); // 2 space indent.
}
However, if one part of an
if-else statement uses curly
braces, the other part must too:
// Not allowed - curly on IF but not ELSE
if (condition) {
foo;
} else
bar;
// Not allowed - curly on ELSE but not IF
if (condition)
foo;
else {
bar;
}
// Curly braces around both IF and ELSE required because
// one of the clauses used braces.
if (condition) {
foo;
} else {
bar;
}
Loops and Switch Statements
Switch statements may use braces for blocks. Annotate
non-trivial fall-through between cases.
Braces are optional for single-statement loops.
Empty loop bodies should use either empty braces or continue.
case blocks in switch
statements can have curly braces or not, depending on
your preference. If you do include curly braces they
should be placed as shown below.
If not conditional on an enumerated value, switch
statements should always have a default case
(in the case of an enumerated value, the compiler will
warn you if any values are not handled). If the default
case should never execute, treat this as an error. For example:
switch (var) {
case 0: { // 2 space indent
... // 4 space indent
break;
}
case 1: {
...
break;
}
default: {
assert(false);
}
}
Fall-through from one case label to
another must be annotated using the
ABSL_FALLTHROUGH_INTENDED; macro (defined in
absl/base/macros.h).
ABSL_FALLTHROUGH_INTENDED; should be placed at a
point of execution where a fall-through to the next case
label occurs. A common exception is consecutive case
labels without intervening code, in which case no
annotation is needed.
switch (x) {
case 41: // No annotation needed here.
case 43:
if (dont_be_picky) {
// Use this instead of or along with annotations in comments.
ABSL_FALLTHROUGH_INTENDED;
} else {
CloseButNoCigar();
break;
}
case 42:
DoSomethingSpecial();
ABSL_FALLTHROUGH_INTENDED;
default:
DoSomethingGeneric();
break;
}
Braces are optional for single-statement loops.
for (int i = 0; i < kSomeNumber; ++i)
printf("I love you\n");
for (int i = 0; i < kSomeNumber; ++i) {
printf("I take it back\n");
}
Empty loop bodies should use either an empty pair of braces or
continue with no braces, rather than a single semicolon.
while (condition) {
// Repeat test until it returns false.
}
for (int i = 0; i < kSomeNumber; ++i) {} // Good - one newline is also OK.
while (condition) continue; // Good - continue indicates no logic.
while (condition); // Bad - looks like part of do/while loop.
Pointer and Reference Expressions
No spaces around period or arrow. Pointer operators do not have trailing spaces.
The following are examples of correctly-formatted pointer and reference expressions:
x = *p; p = &x; x = r.y; x = r->y;
Note that:
- There are no spaces around the period or arrow when accessing a member.
- Pointer operators have no space after the
*or&.
When declaring a pointer variable or argument, you may place the asterisk adjacent to either the type or to the variable name:
// These are fine, space preceding. char *c; const string &str; // These are fine, space following. char* c; const string& str;
You should do this consistently within a single file, so, when modifying an existing file, use the style in that file.
It is allowed (if unusual) to declare multiple variables in the same declaration, but it is disallowed if any of those have pointer or reference decorations. Such declarations are easily misread.// Fine if helpful for readability. int x, y;
int x, *y; // Disallowed - no & or * in multiple declaration char * c; // Bad - spaces on both sides of * const string & str; // Bad - spaces on both sides of &
Boolean Expressions
When you have a boolean expression that is longer than the standard line length, be consistent in how you break up the lines.
In this example, the logical AND operator is always at the end of the lines:
if (this_one_thing > this_other_thing &&
a_third_thing == a_fourth_thing &&
yet_another && last_one) {
...
}
Note that when the code wraps in this example, both of
the && logical AND operators are at
the end of the line. This is more common in Google code,
though wrapping all operators at the beginning of the
line is also allowed. Feel free to insert extra
parentheses judiciously because they can be very helpful
in increasing readability when used
appropriately. Also note that you should always use
the punctuation operators, such as
&& and ~, rather than
the word operators, such as and and
compl.
Return Values
Do not needlessly surround the return
expression with parentheses.
Use parentheses in return expr; only
where you would use them in x = expr;.
return result; // No parentheses in the simple case.
// Parentheses OK to make a complex expression more readable.
return (some_long_condition &&
another_condition);
return (value); // You wouldn't write var = (value); return(result); // return is not a function!
Variable and Array Initialization
Your choice of =, (), or
{}.
You may choose between =,
(), and {}; the following are
all correct:
int x = 3;
int x(3);
int x{3};
string name = "Some Name";
string name("Some Name");
string name{"Some Name"};
Be careful when using a braced initialization list {...}
on a type with an std::initializer_list constructor.
A nonempty braced-init-list prefers the
std::initializer_list constructor whenever
possible. Note that empty braces {} are special, and
will call a default constructor if available. To force the
non-std::initializer_list constructor, use parentheses
instead of braces.
std::vector<int> v(100, 1); // A vector containing 100 items: All 1s.
std::vector<int> v{100, 1}; // A vector containing 2 items: 100 and 1.
Also, the brace form prevents narrowing of integral types. This can prevent some types of programming errors.
int pi(3.14); // OK -- pi == 3.
int pi{3.14}; // Compile error: narrowing conversion.
Preprocessor Directives
The hash mark that starts a preprocessor directive should always be at the beginning of the line.
Even when preprocessor directives are within the body of indented code, the directives should start at the beginning of the line.
// Good - directives at beginning of line
if (lopsided_score) {
#if DISASTER_PENDING // Correct -- Starts at beginning of line
DropEverything();
# if NOTIFY // OK but not required -- Spaces after #
NotifyClient();
# endif
#endif
BackToNormal();
}
// Bad - indented directives
if (lopsided_score) {
#if DISASTER_PENDING // Wrong! The "#if" should be at beginning of line
DropEverything();
#endif // Wrong! Do not indent "#endif"
BackToNormal();
}
Class Format
Sections in public, protected and
private order, each indented one space.
The basic format for a class definition (lacking the comments, see Class Comments for a discussion of what comments are needed) is:
class MyClass : public OtherClass {
public: // Note the 1 space indent!
MyClass(); // Regular 2 space indent.
explicit MyClass(int var);
~MyClass() {}
void SomeFunction();
void SomeFunctionThatDoesNothing() {
}
void set_some_var(int var) { some_var_ = var; }
int some_var() const { return some_var_; }
private:
bool SomeInternalFunction();
int some_var_;
int some_other_var_;
};
Things to note:
- Any base class name should be on the same line as the subclass name, subject to the 80-column limit.
- The
public:,protected:, andprivate:keywords should be indented one space. - Except for the first instance, these keywords should be preceded by a blank line. This rule is optional in small classes.
- Do not leave a blank line after these keywords.
- The
publicsection should be first, followed by theprotectedand finally theprivatesection. - See Declaration Order for rules on ordering declarations within each of these sections.
Constructor Initializer Lists
Constructor initializer lists can be all on one line or with subsequent lines indented four spaces.
The acceptable formats for initializer lists are:
// When everything fits on one line:
MyClass::MyClass(int var) : some_var_(var) {
DoSomething();
}
// If the signature and initializer list are not all on one line,
// you must wrap before the colon and indent 4 spaces:
MyClass::MyClass(int var)
: some_var_(var), some_other_var_(var + 1) {
DoSomething();
}
// When the list spans multiple lines, put each member on its own line
// and align them:
MyClass::MyClass(int var)
: some_var_(var), // 4 space indent
some_other_var_(var + 1) { // lined up
DoSomething();
}
// As with any other code block, the close curly can be on the same
// line as the open curly, if it fits.
MyClass::MyClass(int var)
: some_var_(var) {}
Namespace Formatting
The contents of namespaces are not indented.
Namespaces do not add an extra level of indentation. For example, use:
namespace {
void foo() { // Correct. No extra indentation within namespace.
...
}
} // namespace
Do not indent within a namespace:
namespace {
// Wrong! Indented when it should not be.
void foo() {
...
}
} // namespace
When declaring nested namespaces, put each namespace on its own line.
namespace foo {
namespace bar {
Horizontal Whitespace
Use of horizontal whitespace depends on location. Never put trailing whitespace at the end of a line.
General
void f(bool b) { // Open braces should always have a space before them.
...
int i = 0; // Semicolons usually have no space before them.
// Spaces inside braces for braced-init-list are optional. If you use them,
// put them on both sides!
int x[] = { 0 };
int x[] = {0};
// Spaces around the colon in inheritance and initializer lists.
class Foo : public Bar {
public:
// For inline function implementations, put spaces between the braces
// and the implementation itself.
Foo(int b) : Bar(), baz_(b) {} // No spaces inside empty braces.
void Reset() { baz_ = 0; } // Spaces separating braces from implementation.
...
Adding trailing whitespace can cause extra work for others editing the same file, when they merge, as can removing existing trailing whitespace. So: Don't introduce trailing whitespace. Remove it if you're already changing that line, or do it in a separate clean-up operation (preferably when no-one else is working on the file).
Loops and Conditionals
if (b) { // Space after the keyword in conditions and loops.
} else { // Spaces around else.
}
while (test) {} // There is usually no space inside parentheses.
switch (i) {
for (int i = 0; i < 5; ++i) {
// Loops and conditions may have spaces inside parentheses, but this
// is rare. Be consistent.
switch ( i ) {
if ( test ) {
for ( int i = 0; i < 5; ++i ) {
// For loops always have a space after the semicolon. They may have a space
// before the semicolon, but this is rare.
for ( ; i < 5 ; ++i) {
...
// Range-based for loops always have a space before and after the colon.
for (auto x : counts) {
...
}
switch (i) {
case 1: // No space before colon in a switch case.
...
case 2: break; // Use a space after a colon if there's code after it.
Operators
// Assignment operators always have spaces around them. x = 0; // Other binary operators usually have spaces around them, but it's // OK to remove spaces around factors. Parentheses should have no // internal padding. v = w * x + y / z; v = w*x + y/z; v = w * (x + z); // No spaces separating unary operators and their arguments. x = -5; ++x; if (x && !y) ...
Vertical Whitespace
Minimize use of vertical whitespace.
This is more a principle than a rule: don't use blank lines when you don't have to. In particular, don't put more than one or two blank lines between functions, resist starting functions with a blank line, don't end functions with a blank line, and be sparing with your use of blank lines. A blank line within a block of code serves like a paragraph break in prose: visually separating two thoughts.
The basic principle is: The more code that fits on one screen, the easier it is to follow and understand the control flow of the program. Use whitespace purposefully to provide separation in that flow.
Some rules of thumb to help when blank lines may be useful:
- Blank lines at the beginning or end of a function do not help readability.
- Blank lines inside a chain of if-else blocks may well help readability.
- A blank line before a comment line usually helps readability — the introduction of a new comment suggests the start of a new thought, and the blank line makes it clear that the comment goes with the following thing instead of the preceding.
Exceptions to the Rules
The coding conventions described above are mandatory. However, like all good rules, these sometimes have exceptions, which we discuss here.
Existing Non-conformant Code
You may diverge from the rules when dealing with code that does not conform to this style guide.
If you find yourself modifying code that was written to specifications other than those presented by this guide, you may have to diverge from these rules in order to stay consistent with the local conventions in that code. If you are in doubt about how to do this, ask the original author or the person currently responsible for the code. Remember that consistency includes local consistency, too.
Parting Words
Use common sense and BE CONSISTENT.
If you are editing code, take a few minutes to look at the
code around you and determine its style. If they use spaces
around their if clauses, you should, too. If their
comments have little boxes of stars around them, make your
comments have little boxes of stars around them too.
The point of having style guidelines is to have a common vocabulary of coding so people can concentrate on what you are saying, rather than on how you are saying it. We present global style rules here so people know the vocabulary. But local style is also important. If code you add to a file looks drastically different from the existing code around it, the discontinuity throws readers out of their rhythm when they go to read it. Try to avoid this.
OK, enough writing about writing code; the code itself is much more interesting. Have fun!