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diff --git a/framework/delibs/coding_guidelines/de-coding-guidelines.html b/framework/delibs/coding_guidelines/de-coding-guidelines.html deleted file mode 100644 index e1e42d6c3..000000000 --- a/framework/delibs/coding_guidelines/de-coding-guidelines.html +++ /dev/null @@ -1,1534 +0,0 @@ -<html> - -<head> -<title>drawElements Coding Guidelines</title> - -<style type="text/css"> - div.body { - width: 800px; - margin-top: 50px; - margin-left: auto; - margin-right: auto; - border: 1px solid silver; - background-color: #eee; - } - - div.title { - text-align: center; - font-size: 24pt; - margin-top: 1.5em; - margin-bottom: 0.5em; - } - - div.quote { - font-style: italic; - text-align: center; - width: 48%; - margin-left: auto; - margin-right: auto; - } - - div.copyright { - font-style: italic; - text-align: center; - margin-top: 3em; - margin-left: auto; - margin-right: auto; - } - - div.author { - font-style: italic; - text-align: center; - margin-bottom: 2em; - margin-left: auto; - margin-right: auto; - } - - /* All heading elements */ - ol > li > .heading { - font-family: arial; - } - - /* Heading 1 elements */ - ol.h1 { - font-size: 15pt; - margin-top: 1em; - padding-left: 1em; - list-style: upper-roman; - list-style-position: inside; - } - - ol.h1 > li { - margin-top: 2.0em; - } - - ol.h1 > li > .heading { - } - - /* Heading 2 elements */ - ol.h2 { - font-size: 13pt; - margin-top: 1.0em; - margin-bottom: 0.5em; - - padding-left: 1em; - } - - ol.h2 > li { - margin-top: 1.25em; - } - - ol.h2 > li > .heading { - - } - - ul { - margin-bottom: 0.5em; - } - - p { - font-size: 12pt; - margin: 0.6em; - margin-left: 1.3em; - border: 0px; - } - - table { - font-size: 12pt; - margin: 0.6em; - margin-left: 1.6em; - border: 0px; - } - - table td { - padding-right: 10px; - } - - .prettyprint { - font-size: 10pt; - margin: 0px; - margin-left: 2.0em; - margin-bottom: 1.0em; - padding: 0.1em; - padding-left: 0.2em; - border: 1px solid black; - background-color: #ddd; - width: 93%; - } - - .codeTitle { - font-style: italic; - font-size: 11pt; - margin-top: 0.5em; - margin-left: 2.0em; - margin-bottom: 0px; - } - -</style> - -<!-- \todo embed --> -<link href="prettify.css" type="text/css" rel="stylesheet" /> -<script type="text/javascript" src="prettify.js"></script> - -</head> - -<body onLoad="prettyPrint()"> - -<div class="body"> - -<div class="title">drawElements Coding Guidelines</div> -<hr width="50%" /> -<div class="quote">"Always code as if the person who will maintain your code is a maniac serial killer that knows where you live."</div> - -<div class="copyright">Copyright © 2014 The Android Open Source Project</div> - -<ol class="h1"> - <li><span class="heading">Table of Contents</span> - <ol class="h2"> - TODO: fill in, with links (use JavaScript?) - </ol> - </li> - - <li><span class="heading">Introduction</span> - <ol class="h2"> - <li><span class="heading">Goal and philosophy</span> - <p>This document describes the drawElements coding style for C and C++ languages.</p> - - <p>The intention of the drawElements coding guidelines is to allow us to produce code written in a - consistent fashion, so that our product line will look similar throughout the line. The guiding - philosophy for choosing the described coding style is to avoid bugs when writing code, keep the code - maintainable, and also aim to make it beautiful. Some of the decisions are purely a matter of taste, - but have been made to keep the code consistent overall (say, camelCasing versus underscore_usage in - variable names.</p> - - <p>There are also many areas which are not covered by this document and there is some room to bring - your own style into the soup. Some of the ways of writing code are just purely matters of opinion. - The use of whitespace in code is a good example.</p> - - <p>This document is *not* the law of drawElements. If there is a good reason to deviate from it, you - should do that. However, if the reason is purely a matter of taste, then please follow the rules set - in here. Also, we want to encourage discussion about these guidelines and contributing to them, in - case you disagree or know a way of doing something better. This is meant to be an evolving document - that follows us as we learn as a group.</p> - - <p>A lot of examples are included in this document to make things easily readable and unambiguous. - For more source material, feel free to browse the source code of whichever drawElements projects - you have visibility to. You should see at least <i>debase</i> and <i>depool</i> libraries, if nothing - else.</p> - </li> - - <li><span class="heading">Languages of choice</span> - <p>The main languages at drawElements are Ansi C89 and ISO C++ 98. Ansi C is used for developing - driver or middleware IP, while C++ can be used for stand-alone applications.</p> - - <p>The reason for using C for middleware IP development is that we build software for - mobile devices and the compilers there are often of dubious quality, especially when it comes to - support of C++. In addition C++ runtime library is a non-trivial dependency.</p> - - <p>Stand-alone userspace applications can be written in ISO C++11.</p> - - <p>For utility and tool development, other languages may also be used. So far, Python has been used - for all such development and is encouraged to be used in future tools as well. If there are strong - reasons, other languages may also be considered.</p> - </li> - - <li><span class="heading">C code example</span> - - <p>Let's get started with some sample drawElements code. The code files below show a simple random - "class" implemented in C89. The code is taken from the drawElements base portability library, debase.</p> - <div class="codeTitle">deRandom.h: The header file.</div> -<pre class="prettyprint"> -#ifndef _DERANDOM_H -#define _DERANDOM_H -/*------------------------------------------------------------------------- - * drawElements Base Portability Library - * ------------------------------------- - * - * Copyright 2014 The Android Open Source Project - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - * - * Id: $Id$ - *//*! - * \file - * \brief Random number generation. - *//*--------------------------------------------------------------------*/ - -#ifndef _DEDEFS_H -# include "deDefs.h" -#endif - -DE_BEGIN_EXTERN_C - -/*--------------------------------------------------------------------*//*! - * \brief Random number generator. - * - * Uses the Xorshift algorithm for producing pseudo-random numbers. The - * values are generated based on an initial seed and the same seed always - * produces the same sequence of numbers. - * - * See: http://en.wikipedia.org/wiki/Xorshift - *//*--------------------------------------------------------------------*/ -typedef struct deRandom_s -{ - deUint32 x; /*!< Current random state. */ - deUint32 y; - deUint32 z; - deUint32 w; -} deRandom; - -void deRandom_init (deRandom* rnd, deUint32 seed); -deUint32 deRandom_getUint32 (deRandom* rnd); -float deRandom_getFloat (deRandom* rnd); -deBool deRandom_getBool (deRandom* rnd); - -DE_END_EXTERN_C - -#endif /* _DERANDOM_H */ -</pre> - <div class="codeTitle">deRandom.c: The implementation file.</div> -<pre class="prettyprint"> -/*------------------------------------------------------------------------- - * drawElements Base Portability Library - * ------------------------------------- - * - * Copyright 2014 The Android Open Source Project - * \todo insert legalese here. - * - * Id: $Id$ - *//*! - * \file - * \brief Random number generation. - *//*--------------------------------------------------------------------*/ - -#include "deRandom.h" - -#include <float.h> -#include <math.h> - -DE_BEGIN_EXTERN_C - -/*--------------------------------------------------------------------*//*! - * \brief Initialize a random number generator with a given seed. - * \param rnd RNG to initialize. - * \param seed Seed value used for random values. - *//*--------------------------------------------------------------------*/ -void deRandom_init (deRandom* rnd, deUint32 seed) -{ - rnd->x = (deUint32)(-(int)seed ^ 123456789); - rnd->y = (deUint32)(362436069 * seed); - rnd->z = (deUint32)(521288629 ^ (seed >> 7)); - rnd->w = (deUint32)(88675123 ^ (seed << 3)); -} - -/*--------------------------------------------------------------------*//*! - * \brief Get a pseudo random uint32. - * \param rnd Pointer to RNG. - * \return Random uint32 number. - *//*--------------------------------------------------------------------*/ -deUint32 deRandom_getUint32 (deRandom* rnd) -{ - const deUint32 w = rnd->w; - deUint32 t; - - t = rnd->x ^ (rnd->x << 11); - rnd->x = rnd->y; - rnd->y = rnd->z; - rnd->z = w; - rnd->w = w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)); - return w; -} - -/*--------------------------------------------------------------------*//*! - * \brief Get a pseudo random float in range [0, 1[. - * \param rnd Pointer to RNG. - * \return Random float number. - *//*--------------------------------------------------------------------*/ -float deRandom_getFloat (deRandom* rnd) -{ - return (deRandom_getUint32(rnd) & 0xFFFFFFFu) / (float)(0xFFFFFFFu+1); -} - -/*--------------------------------------------------------------------*//*! - * \brief Get a pseudo random boolean value (DE_FALSE or DE_TRUE). - * \param rnd Pointer to RNG. - * \return Random float number. - *//*--------------------------------------------------------------------*/ -deBool deRandom_getBool (deRandom* rnd) -{ - deUint32 val = deRandom_getUint32(rnd); - return ((val & 0xFFFFFF) < 0x800000); -} - -DE_END_EXTERN_C -</pre> - </li> - <li><span class="heading">C++ code example</span> - - <p>The following code, taken from deutil demonstrates how C++ classes should look like.</p> - <div class="codeTitle">deUniquePtr.hpp: Unique pointer template.</div> -<pre class="prettyprint"> -#ifndef _DEUNIQUEPTR_HPP -#define _DEUNIQUEPTR_HPP -/*------------------------------------------------------------------------- - * drawElements C++ Base Library - * ----------------------------- - * - * Copyright 2014 The Android Open Source Project - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - * - *//*! - * \file - * \brief Unique pointer. - *//*--------------------------------------------------------------------*/ - -#ifndef _DEDEFS_HPP -# include "deDefs.hpp" -#endif - -namespace de -{ - -/*--------------------------------------------------------------------*//*! - * \brief Unique pointer - * - * UniquePtr is smart pointer that retains sole ownership of a pointer - * and destroys it when UniquePtr is destroyed (for example when UniquePtr - * goes out of scope). - * - * UniquePtr is not copyable or assignable. Pointer ownership cannot be - * transferred between UniquePtr's. - *//*--------------------------------------------------------------------*/ -template<typename T, class Deleter = DefaultDeleter<T> > -class UniquePtr -{ -public: - explicit UniquePtr (T* const ptr, Deleter deleter = Deleter()); - ~UniquePtr (void); - - T* get (void) const throw() { return m_ptr; } //!< Get stored pointer. - T* operator-> (void) const throw() { return m_ptr; } //!< Get stored pointer. - T& operator* (void) const throw() { return *m_ptr; } //!< De-reference stored pointer. - - operator bool (void) const throw() { return !!m_ptr; } - -private: - UniquePtr (const UniquePtr<T>& other); // Not allowed! - UniquePtr operator= (const UniquePtr<T>& other); // Not allowed! - - T* const m_ptr; - Deleter m_deleter; -}; - -/*--------------------------------------------------------------------*//*! - * \brief Construct unique pointer. - * \param ptr Pointer to be managed. - * - * Pointer ownership is transferred to the UniquePtr. - *//*--------------------------------------------------------------------*/ -template<typename T, class Deleter> -inline UniquePtr<T, Deleter>::UniquePtr (T* const ptr, Deleter deleter) - : m_ptr (ptr) - , m_deleter (deleter) -{ -} - -template<typename T, class Deleter> -inline UniquePtr<T, Deleter>::~UniquePtr (void) -{ - m_deleter(m_ptr); -} - -} // de - -#endif // _DEUNIQUEPTR_HPP -</pre> - </li> - </ol> - </li> - - <li><span class="heading">Naming conventions and formatting</span> - <ol class="h2"> - <li><span class="heading">Basic naming conventions</span> - <p>Each project should have a prefix of its own. For drawElements base libraries, - the prefix <i>de</i> is used. Other projects should use a different, arbitrary prefix. - For instance, the stitcher project uses the <i>xo</i> prefix.</p> - - <p>Anything which has a reasonable possibility of causing a naming conflict should be - prefixed. This includes files, structs, enums, functions (except private ones), macros, etc. - In C projects, just about everything in the code needs to be prefixed (files, struct, enums, - global functions, etc.), but in C++ code, namespaces remove the need for most prefixing. - File names and macros should still be prefixed in C++ code as well. Note that members - of classes (either C or C++), or structs or unions do not need to be prefixed with the - package prefix.</p> - - <p>Identifiers are generally typed in camelCase. This applies to file names, structs, - enums, local variables, and struct members. In some cases, prefixes are used to clarify - the behavior of a variable. Static variables are prefixed with <i>s_</i>, global variables - with <i>g_</i>, and C++ class member variables with <i>m_</i>. Macros and enum entries should - always be written in UPPER_CASE with underscores separating the words. Members of C classes - don't need to be prefixed.</p> - - <p>When emulating classes in C, the class name itself should be written in CamelCase, but - starting with a upper-case letter. Usually the classes are prefixed: <i>xoArmEmu</i>, - <i>deRandom</i>, but if the class only exists within a single .c file, the prefix can be - omitted: <i>StringBuilder</i>. The member functions of the class should be prefixed with - the full class name and an underscore, followed by a camelCased function name: - <i>xoArmEmu_emulateCode().</i></p> - - <p>Examples of correctly named identifiers:</p> - <ul> - <li><i>dePool.c, dePool.h, deUniquePtr.hpp, deThread.cpp</i> -- file names</li> - <li><i>deRandom, xoStitcher</i> -- structs / classes</li> - <li><i>deMemPoolFlag, xoConditionCode</i> -- enums</li> - <li><i>DE_COMPILER_MSC</i> -- macros</li> - <li><i>XO_BACKEND_NEON</i> -- enum entry</li> - <li><i>setTableSize()</i> -- local (static) function</li> - <li><i>xoArmEmu_emulateCode()</i> -- C class member function</li> - <li><i>numVariables</i> -- local variable</li> - <li><i>m_itemHash</i> -- member variable in a C++ class</li> - <li><i>s_rcpTable</i> -- static variable in a function</li> - <li><i>g_debugFlag</i> -- global variable</li> - </ul> - </li> - - <li><span class="heading">Choosing good names</span> - <p>Naming your variables is somewhat of a black art, but the main goal of giving a name should - be clarity. You want to communicate what the contents of the variable mean. The more obscure - the purpose of a variable is, the longer (and more descriptive) a name you should invent for it. - Also, the longer the life time of a variable is, the longer a name it deserves. For example, a - loop counter which is alive for page worth of code should be named something like <i>vertexNdx</i>, - whereas a loop counter which lives only a couple of lines can be named simply <i>i</i> or <i>ndx</i>.</p> - - <p>Most variables should be declared const and never changed (see coding philosophy section). - Thus one often successful approach for variable naming is to give name for the value instead. - For example when querying first child of node and storing it in variable, that should be named - as <i>firstChild</i> instead of <i>node</i>.</p> - - <p>Consistency is one important factor in naming variables. When a similar kind of name is needed - in multiple places, choose a way of devising the name and stick to that. E.g., if you query the - number of elements in an array to a local variable in several functions, always use the same name - in each of the functions.</p> - - <p>When dealing with counts or numbers (number of elements in an array, etc.), you should always - clearly indicate with the name that this is the case, e.g., <i>numElements</i> (preferred), - <i>elementCount</i>, etc. Which ever prefix or postfix you choose to use, stick to it.</p> - - <p>Function parameters that have an unit of measure (e.g. seconds or bytes) should have the unit - as part of the name, for example <i>timeLimitMs</i> and <i>chunkSizeKb</i>.</p> - - <p>Use American English instead of English English. Choose gray over grey, color over colour, - and so forth.</p> - </li> - <li><span class="heading">Canonical abbreviations</span> - <table border="0" cellspacing="0"> - <tr><td>buffer </td> <td>buf</td></tr> - <tr><td>destination </td> <td>dst</td></tr> - <tr><td>index </td> <td>ndx</td></tr> - <tr><td>source </td> <td>src</td></tr> - <tr><td>variable </td> <td>var</td></tr> - </table> - </li> - - <li><span class="heading">Struct and enum typedeffing</span> - <p>For enums and structs, the types should always be typedeffed and used without the struct or - enum prefix in actual code.</p> - - <div class="codeTitle">Example.</div> -<pre class="prettyprint"> -/* Declaration. */ -typedef enum xoConditionCode_e -{ - ... -} xoConditionCode; - -typedef struct deMempool_s -{ - ... -} deMemPool; - -/* Usage. */ -deMemPool* memPool; -xoConditionCode condCode; -</pre> - </li> - - <li><span class="heading">Header files and including</span> - <p>All header files should have include guards in them to avoid processing them multiple times - in case they are included from multiple places. The style used for the macro is <i>_FILENAME_H</i>, - for example: <i>_DEDEFS_H</i>. Whenever including other headers from a header file, you should - always use external include guards as well. The external include guards considerably reduce the - number of file accesses that the compiler needs to make, resulting in faster compile times.</p> - - <p>Each implementation file should have matching header file and vice versa. The implementation - file must include the corresponding header file first. By doing that, it is guaranteed that the - header file includes all of its dependencies.</p> - - <p>Each header file should first include <i>deDefs.h</i>, or alternatively project-specific - <i>xxDefs.h/hpp</i> file that in turn includes deDefs.h. That way all the usual types and macros - are always properly defined.</p> - - <div class="codeTitle">External include guard example.</div> -<pre class="prettyprint"> -#ifndef _DEDEFS_H -# include "deDefs.h" -#endif -#ifndef _DEINT32_H -# include "deInt32.h" -#endif -#ifndef _DEUNIQUEPTR_HPP -# include "deUniquePtr.hpp" -#endif -</pre> - - <p>The include order of files should start from <i>debase</i> (esp. <i>deDefs.h</i>), go thru - other base libraries, then your own project header files, and lastly the system header files. - Also, a <i>.c</i> file must include its own header file first. E.g., <i>deMemPool.c</i> must - first include <i>deMemPool.h</i>.</p> - - <p>Every include path must also end up including <i>deDefs.h</i> before any actual code is processed. - This ensures that the basic portability macros (<i>DE_OS</i>, <i>DE_COMPILE</i>, etc.) have been - defined.</p> - </li> - - <li><span class="heading">Indenting and whitespace</span> - <p>Code should be indented with tabs (instead of spaces) and a tab-width of 4 characters should - be used.</p> - - <p>Always put braces on their own lines. This applies to functions, structs, enums, ifs, loops, - everything. The only exception are single-line scopes. For one-statement ifs or loops, braces - should not be used. Also, put <i>else</i> and <i>else if</i> on their own lines as well.</p> - - <div class="codeTitle">Brace usage</div> -<pre class="prettyprint"> -void main (int argc, const char** argv) -{ - if (argc > 1) - parseArgs(argv[1]); - else - { - printf("Usage:\n"); - printf("...\n"); - } -} -</pre> - - <p>In addition to only indenting your code, things like variable names in a list of - declarations or comments at the end of line, should also be aligned such that they start at - the same column. Compare the following two examples of the same code, only with differing - alignments in the text.</p> - - <div class="codeTitle">Aligned variable declarations and comments.</div> -<pre class="prettyprint"> -struct deMemPool_s -{ - deUint32 flags; /*!< Flags. */ - deMemPool* parent; /*!< Pointer to parent (null for root pools). */ - deMemPoolUtil* util; /*!< Utilities (callbacks etc.). */ - int numChildren; /*!< Number of child pools. */ - deMemPool* firstChild; /*!< Pointer to first child pool in linked list. */ - deMemPool* prevPool; /*!< Previous pool in parent's linked list. */ - deMemPool* nextPool; /*!< Next pool in parent's linked list. */ - ... -}; -</pre> - - <div class="codeTitle">No alignments used.</div> -<pre class="prettyprint"> -struct deMemPool_s -{ - deUint32 flags; /*!< Flags. */ - deMemPool* parent; /*!< Pointer to parent (null for root pools). */ - deMemPoolUtil* util; /*!< Utilities (callbacks etc.). */ - int numChildren; /*!< Number of child pools. */ - deMemPool* firstChild; /*!< Pointer to first child pool in linked list. */ - deMemPool* prevPool; /*!< Previous pool in parent's linked list. */ - deMemPool* nextPool; /*!< Next pool in parent's linked list. */ - ... -}; -</pre> - </li> - - <li><span class="heading">Other formatting</span> - - <p>Always use C-style comments in C code: /* This is a C comment. */ Only use - the C++ // end-of-line comments in C++ code.</p> - - <div class="codeTitle">Comment styles.</div> -<pre class="prettyprint"> -/* Use this kind of comments in C code. */ - -// This kind of comments may only be used in C++ code. -</pre> - - <div class="codeTitle">Pointer and references.</div> -<pre class="prettyprint"> -// Good: pointers and references are a part of the type -void* ptr; -deInt32* colorBuffer; -xoArmEmu* armEmu; -Array<int>& intArray; -void doBlend (deUint32* dst, const deUint32* src); - -// Bad: pointer symbol should not be a part of the name -void *ptr; -void doBlend (deUint32 *dst, const deUint32 * src); -</pre> - - <div class="codeTitle">Formatting of function declarations.</div> -<pre class="prettyprint"> -// Good: void if empty param list, empty space after name, braces on own line -void doStuff (void) -{ -} - -// Bad: horrible function name! -void doStuff() { -} - -// Good: separate arguments with spaces, function name -ShapeList getIntersectingShapes (float x, float y, float z) -{ -} - -// Bad: function name (list of what volumes?), no space after commas in arg list -ShapeList getShapeList (float x,float y,float z) -{ -} - -// Exception: sometimes simple function are best written as one-liners -float deFloatAbs (float f) { return (f < 0.0f) ? -f : f; } - -</pre> - - <div class="codeTitle">Formatting of control statements.</div> -<pre class="prettyprint"> -// Good: no extra braces for one-liner if cases -if (a.isZero) - result = 0.0f; -else - result = a.value * (1.0 / 65536.0f); - -// Bad: extraneous braces, bad whitespace usage -if (a.isZero) -{ - result=0.0f; -} -else -{ - result=a.value*(1.0 / 65536.0f); -} - -// Good: expression easy to read -if (a.isZero && b.isZero) -{ - ... -} - -// Bad: missing spaces around && operator, missing space after 'if' -if(a.isZero&&b.isZero) -{ - ... -} - -// Good: else on its own line -if (alpha == 0) -{ - ... -} -else if (alpha == 255) -{ - ... -} -else -{ - ... -} - -// Bad: else on same line as closing brace -if (alpha == 0) -{ - ... -} else if (...) -{ - ... -} else -{ - ... -} - -// Good: note space after 'while' -while (numTriangles--) -{ - ... -} - -// Bad: whitespace usage -while(numTriangles --) -{ - ... -} - -// Good: while on same line as closing brace -do -{ - ... -} while (--numTriangles); - -// Bad: while on its own line, missing whitespace after 'while' -do -{ - ... -} -while(--numTriangles); - -// Good: easy to read -for (ndx = 0; ndx < numTriangles; ndx++) - -// Bad: missing spaces all over (whitespace should be used to separate expressions) -for(ndx=0;ndx<numTriangles;ndx ++) - -// Good: note missing braces for while, correct usage of whitespace -while (numTriangles--) - area += computeArea(triangle[ndx++]); - -// Bad: don't put unnecessary braces, avoid extraneous whitespace in expressions -while (numTriangles--) -{ - area+=computeArea( triangle [ndx++] ); -} -</pre> - - <div class="codeTitle">Formatting switch cases.</div> -<pre class="prettyprint"> -// Good: case-statements indented, code indented another level (including breaks) -switch (blendMode) -{ - case XX_BLENDMODE_NORMAL: // no variable declarations - ... - break; - - case XX_BLENDMODE_SRC_OVER: // need braces if declaring variables inside - { - int alpha = ...; - break; - } - - case XX_BLENDMODE_XYZ: - ... - // FALLTHRU! -- make non-breaked cases very explicit! - - default: // handles the final blendmode (DISABLED) with an assertion! - DE_ASSERT(blendMode == XX_BLENDMODE_DISABLED); - - break; // always put break! -} - -// Bad: -switch(blendMode) -{ -case XX_BLENDMODE_NORMAL: // always indent case labels - ... -break; // put break on same level as indented code! - -case XX_BLENDMODE_SRC_OVER: - { - ... - break; - } - -case XX_BLENDMODE_XYZ: - ... - -case XX_BLENDMODE_DISABLED: // always comment the case fall-through (like above) - ... -} // default case missing! always need to handle it (and assert if illegal!) -</pre> - - <div class="codeTitle">Formatting of expressions.</div> -<pre class="prettyprint"> -// Good: parenthesis or whitespace used to indicate evaluation order -array[(a * b) + c]; -array[a*b + c]; - -// Bad: order unclear -array[a*b+c]; - -// Good: parenthesis (or whitespace) makes evaluation order unambiguous -array[(a && b) || (c == 0)] -array[a==0 || b==0 || c==0] // in some cases spaces can be used instead of parenthesis - -// Bad: unclear evaluation order -array[a&&b || c==0] // does this even work? -array[a == 0 || b == 0 || c == 0] - -// Good: easy to see different parts of evaluation (whitespace where it matters) -array[triangle->index0 - cache.baseIndex]; - -// Bad: hard to read (whitespace around brackets doesn't help readability!) -array[ triangle->index0-cache.baseIndex ]; -array [triangle -> index0 - cache.baseIndex]; - -// Good: easy to see all function arguments -computeArea(vtx0.x, vtx0.y, vtx1.x, vtx1.y, vtx2.x, vtx2.y); - -// Bad: missing spaces makes it hard to read, no space after function name when calling -computeArea ( vtx0.x,vtx0.y,vtx1.x,vtx1.y,vtx2.x,vtx2.y ); - -// Good: readable (the code itself is a made-up example and thus incomprehensible) -// Consider: would probably make more readable code to use temporary variables here -if (sizeArray[a+5] > getSize(getFoo()+2)) -if (sizeArray[a + 5] > getSize(getFoo() + 2)) - -// Bad: whitespace usage confuses rather than helps -if(sizeArray[a+5]>getSize(getFoo()+2)) -if ( sizeArray [ a + 5 ] > getSize ( getFoo () + 2 ) ) - -// Bad: unclear (and wrong) evaluation order -if (bitMask & (1<<bit) == 0) -</pre> - - <div class="codeTitle">Other formatting.</div> -<pre class="prettyprint"> -#if defined(DE_DEBUG) // prefer #if defined() to #ifdef - ... -#endif /* DE_DEBUG */ // only put ending comment if #if is far away - -</pre> - </li> - </ol> - </li> - - <li><span class="heading">Base library services</span> - <p>TODO: explain all of these</p> - - <ol class="h2"> - <li><span class="heading"><b>debase</b>/deDefs.h</span> - <pre> -- DE_COMPILER, DE_OS, DE_CPU -- basic types (deUint8, deIntptr, deBool==int, ..) -- DE_NULL -- DE_DEBUG -- #if defined(DE_DEBUG) -- DE_INLINE -- DE_ASSERT(), DE_VERIFY(), DE_TEST_ASSERT(), DE_STATIC_ASSERT() -- DE_BREAKPOINT() -- DE_SWAP() -- DE_LENGTH_OF_ARRAY() -- DE_OFFSET_OF() -- DE_UNREF() -- DE_BEGIN_EXTERN_C, DE_END_EXTERN_C -- DE_NULL_STATEMENT</pre> - </li> - - <li><span class="heading">Other <b>debase</b> headers</span> - <pre> -- deInt32.h: deInRange32(), deInBounds32(), hashing -- deFloat16.h: fp16<->fp32 -- deMath.h: generic float math -- deRandom.h: random number generation -- deMemory.h: allocating memory, deMemset(), deMemcpy(), DE_NEW(), DE_DELETE() -- deString.h:</pre> - </li> - - <li><span class="heading"><b>depool</b> services</span> - <pre> -- memory pools (deMemPool) -- pooled data structures - * Array - * Set - * Hash - * HashArray - * HashSet</pre> - </li> - </ol> - </li> - - <li><span class="heading">Commenting code</span> - <ol class="h2"> - <li><span class="heading">File comment boxes</span> - <p>Each source file should contain the following comment box. In header files the comment is placed after - the #ifdef-#endif pair. On implementation files the comment box is placed at the beginning.</p> -<pre class="prettyprint"> -/*------------------------------------------------------------------------- - * Full Module Name - * ---------------- - * - * Copyright 2014 The Android Open Source Project - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - * - *//*! - * \file - * \brief Short description of the contents. - * - * Followed by longer description if necessary (such as high-level algorithm - * description). - *//*--------------------------------------------------------------------*/ -<pre> - </li> - - <li><span class="heading">Structs/classes/enums comment boxes</span> - <p>TODO: </p> - </li> - - <li><span class="heading">Other Doxygen comment boxes (/** ... */ and /*!< ... */)</span> - <p>TODO: single-line, multi-line</p> - </li> - - <li><span class="heading">Code comments</span> - <p>Below and example of code commenting for C. When doing C++, you can replace C-style comments with C++-comments.</p> - <pre class="prettyprint"> -callFoo(&a); - -/* Comment about following block (Note empty line before and after)*/ - -callBar(&b); -c = a + b; /* Why we need to do this op */ -doItAll(a, b, c); - -/* Badness starts with this comment */ -callBar(&b); -/* Why we need to do this op */ -c = a + b; -doItAll(a, b, c); - - </pre> - </li> - - <li><span class="heading">Tags</span> - <p>Todo-comments should use the following syntax:</p> -<pre class="prettyprint"> -/* \todo [2012-01-26 pyry] Give a longer description of todo-usage in code. */ -</pre> - <p>If you wish to communicate to fellow developer about some unexpected behavior or corner-case - that is not obvious, <i>\note</i> tag can be used.</p> -<pre class="prettyprint"> -/* \note Tangent may be zero. */ -</pre> - </li> - </ol> - </li> - - <li><span class="heading">Generic programming</span> - <ol class="h2"> - <li><span class="heading">Classes in C</span> - <p>TODO: explain</p> - </li> - - <li><span class="heading">Const correctness</span> - <p>When declaring function arguments, local variables, or class members, all non-mutable ones - must be declared const. Declaring variable const communicates clearly your intent to not modify - the given value. This is especially important in function argument lists.</p> - - <p>Declaring local variables, or function arguments that are passed by value, const, may be a bit - controversial. There are indeed a lots of existing code that doesn't follow this rule. However, - adding extra constness has proven to improve code readability a quite bit and thus all new code - must use const correctly. The only exception is function arguments passed by value; for those - const keyword can be omitted. By-value function arguments are however considered to be const - for all purposes.</p> - - <div class="codeTitle">Example.</div> -<pre class="prettyprint"> -// Function example. Note const qualifier on maxDepth as well which is passed by value. -static glu::VarType generateRandomType (const int maxDepth, int& curStructIdx, vector<const StructType*>& structTypesDst, Random& rnd) -{ - const bool isStruct = maxDepth > 0 && rnd.getFloat() < 0.2f; - const bool isArray = rnd.getFloat() < 0.3f; - - ... -} - -// Class members -class Node -{ -public: - Node (Node* const parent); - ~Node (void); - - ... -private: - Node* const m_parent; -}; - -Node::Node (Node* const parent) - : m_parent(parent) // Const members can be initialized -{ -} -</pre> - </li> - - <li><span class="heading">Declaring variables</span> - <p>All variables should be declared at the beginning of a block. If variables are introduced in - the middle of code, nested block must be used. This is what ANSI C requires, and the same style must - be used in C++ code as well. The only exception for this is loop counters in C++; they may be - declared in loop init expression.</p> - - <p>Having variable declarations always at the beginning of the block makes code easier to read - as no new state is introduced in the middle of code. It also guides towards writing smaller - functions that don't use too many variables.</p> - - <div class="codeTitle">Example.</div> -<pre class="prettyprint"> -static void logTransformFeedbackVaryings (TestLog& log, const glw::Functions& gl, const deUint32 program) -{ - int numTfVaryngs = 0; - int maxNameLen = 0; - - gl.getProgramiv(program, GL_TRANSFORM_FEEDBACK_VARYINGS, &numTfVaryngs); - gl.getProgramiv(program, GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, &maxNameLen); - GLU_EXPECT_NO_ERROR(gl.getError(), "Query TF varyings"); - - { - vector<char> nameBuf(maxNameLen+1); - - for (int ndx = 0; ndx < numTfVaryngs; ndx++) - { - ... -</pre> - </li> - - <li><span class="heading">Variable life-time</span> - <p>TODO: minimize life-time of a variable (may sometimes need additional scopes in C)</p> - </li> - - <li><span class="heading">Enumerations</span> - <p>TODO: assign zero to first, let compiler assign others (in typical lists)</p> - <p>TODO: use ENUM_LAST</p> - <p>TODO: mask values</p> - <p>TODO: use instead of #defines</p> - <p>TODO: typedef xxEnumName_e trick (already explained above?)</p> - </li> - - <li><span class="heading">Error handling</span> - <p>There are generally two types of errors that can occur in code; errors that stem from environment - or bad input, and errors that are caused by logic error in the code. Former ones are typically - outside our control (such as running into a network error) and latter are simply programming mistakes.</p> - - <p>External errors must be handled in a graceful way. Depending on the project it may include handling - out-of-memory situations as well (most certainly when doing drivers or middleware). In C function return - value should be used for communicating whether external error was hit. In C++ code exceptions can - be used as well. Assertions must not be used for checking external error conditions.</p> - - <p>Internal logic errors must be checked with assertions. See next section.</p> - </li> - - <li><span class="heading">Assertions</span> - <p>Assertions are a form of code documentation. They explicitly declare what the code expects from - input values or current state. They are tremendously useful when trying to understand how certain - piece of code should be used. In addition they are a very nice debugging aid as they help catch logic - errors early on before those errors get chance to corrupt program state.</p> - - <p>Functions should assert all non-trivial input data and conditions. The one notorious exception is - that pointer validity doesn't need to be asserted if the pointer is dereferenced immediately. - Non-trivial computation results should also be checked with assertions.</p> - - <div class="codeTitle">Example.</div> -<pre class="prettyprint"> -// Examples of good assertions: -void* deMemPool_alignedAlloc (deMemPool* pool, int numBytes, deUint32 alignBytes) -{ - void* ptr; - DE_ASSERT(pool); // Must be asserted since not dereferenced but passed to another function - DE_ASSERT(numBytes > 0); // Assertion on input data condition - DE_ASSERT(deIsPowerOfTwo32((int)alignBytes)); // Non-trivial input condition - ptr = deMemPool_allocInternal(pool, numBytes, alignBytes); - DE_ASSERT(deIsAlignedPtr(ptr, alignBytes)); // Assertion on computation result - return ptr; -} - -// Badness starts here - -void getTextureWidth (const Texture* texture) -{ - DE_ASSERT(texture); // Bad: unnecessary, will crash anyway if texture is null - return texture->width; -} - -void doStuff (void) -{ - int i = 3; - i += 2; - DE_ASSERT(i == 5); // Bad: assertion on trivial computation result - - FILE* f = fopen("myfile.txt", "rb"); - DE_ASSERT(f); // Bad: there are legitimate reasons for failure -} -</pre> - - </li> - - <li><span class="heading">Lookup tables</span> - <p>TODO: DE_STATIC_ASSERT lookup table size - should usually match to ENUM_TYPE_LAST</p> - -<pre class="prettyprint"> -typedef enum xxBlendEquation_e -{ - XX_BLEND_EQUATION_ADD = 0, - XX_BLEND_EQUATION_SUBTRACT, - XX_BLEND_EQUATION_REVERSE_SUBTRACT, - - XX_BLEND_EQUATION_LAST -} xxBlendEquation; - -// Note: size is left for compiler to figure out -static const s_blendModeMap[] = -{ - GL_FUNC_ADD, // XX_BLEND_EQUATION_ADD - GL_FUNC_SUBTRACT, // XX_BLEND_EQUATION_SUBTRACT - GL_FUNC_REVERSE_SUBTRACT // XX_BLEND_EQUATION_REVERSE_SUBTRACT -}; -// This will cause compilation failure lookup table size gets out of date -DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_blendModeMap) == XX_BLEND_EQUATION_LAST); -</pre> - </li> - - <li><span class="heading">Struct size</span> - <p>TODO: DE_STATIC_ASSERT of struct sizes</p> - <p>TODO: use small datatypes (deUint8 instead of deBool) when size matters.</p> - </li> - - <li><span class="heading">Extraneous code</span> - <p>TODO: avoid too verbose code.</p> - - <div class="codeTitle">Example.</div> -<pre class="prettyprint"> -// Good: compact without sacrificing readability -return (a < 0.0f) ? -a : a; - -// Bad: waste of space -float result; -if (a < 0.0f) -{ - result = -a; -} -else -{ - result = a; -} -return result; -</pre> - - </li> - </ol> - </li> - - <li><span class="heading">C++ topics</span> - <ol class="h2"> - <li><span class="heading">Class declarations</span> - <p>TODO: how declaration looks like (already shown in example..)</p> - <p>TODO: function definitions inside class ok if single-line, other special cases</p> - </li> - - <li><span class="heading">Class boilerplate</span> - <p>TODO: copy ctor, assignment operator</p> - </li> - - <li><span class="heading">Code Formatting</span> -<pre class="prettyprint"> - -// Constructors -FooAtom::FooAtom(int proton, float electron) - : m_proton (proton) // Note aligning member initializers. - , m_electron (electron) -{ - -} - -// Remember to add the name of the namespace at the end of the namespace -namespace foo -{ - -// Namespaces aren't indented -class Proton; - -... -} // foo -</pre> - </li> - <li><span class="heading">RAII</span> - <p>Everyone should get familiar with RAII. In a nutshell, "resource acquisition is initialization" - means that a class destructor must always release all resources (such as memory or OS handles) - that have been allocated during the whole lifetime of the object.</p> - - <p>RAII is essential for exception-safe code. You should always make sure that if an exception is - thrown, including out-of-memory cases, your code behaves properly and releases all allocated resources.</p> - </li> - - <li><span class="heading">Pointers and references</span> - <p>In C++ references should be generally preferred over pointers. The main difference between pointers - and references is that references can not change, and are not expected to be null. References should be - used instead of pointers for passing objects when both conditions hold; object can not be null nor - reference won't be modified once initialized.</p> - <p>Pointers are used when there is need to change the address, or it can be null for a valid reason. - Additionally, pointers are always used for passing basic type or object arrays.</p> - </li> - - <li><span class="heading">Containers</span> - <p>TODO: describe stl container usage policies</p> - </li> - - <li><span class="heading">Exceptions</span> - <p>TODO: exceptions can be used, custom ones must be based on std::exception</p> - </li> - - <li><span class="heading">Polymorphism</span> - <p>TODO: when to use virtual functions, virtual destructor</p> - </li> - - <li><span class="heading">Namespaces</span> - <p>TODO: namespace naming</p> - <p>TODO: using statement, never using in headers</p> - </li> - - </ol> - </li> - - <li><span class="heading">Tools</span> - <ol class="h2"> - <li><span class="heading">Git</span> - <p>Git is currently the weapon of choice for source control management. Even though it is - not the perfect solution, it gets job done well, or at least better than most other solutions.</p> - - <p>Our repositories are hosted on github.com. You are allowed and encouraged to push any number - of new branches to the github repositories. Remember to clean up the obsolete ones after they - have been merged to master. But never delete a remote branch that hasn't been created by you.</p> - - <p>Before you commit anything, make sure <i>user.name</i> and <i>user.email</i> are properly set up.</p> -<pre class="prettyprint"> -git config --global user.name "Veijo Elements" -git config --global user.email "veijo.elements@drawelements.com" -</pre> - - <p>The standard line ending format for all text files is Unix-style. The best way to handle - line endings on Windows systems is to set <i>core.autocrlf</i> to <i>input</i>. That causes - conversion to Unix-style line endings on commit only (i.e. not in checkout).</p> -<pre class="prettyprint"> -git config --global core.autocrlf input -</pre> - - <p>In order to keep trailing whitespace out of source tree, a standard pre-commit hook must - be placed in each local clone of any source repositories.</p> -<pre class="prettyprint"> -# in repository directory -cp ~/Dropbox/drawElements/Misc/git/pre-commit .git/hooks/ -</pre> - </li> - - <li><span class="heading">Build systems and IDEs</span> - <p>CMake is used as an official project file generator. CMake can be used to generate makefiles - or project files for most IDEs. Unless there is a good reason, you should use project files - generated by CMake.</p> - - <p>You are free to choose any IDE or editor you like. At least Visual Studio, vim and - emacs have been successfully used in the past. Good debugger integration is strongly recommended.</p> - </li> - </ol> - </li> - - <li><span class="heading">Coding philosophy</span> - <ol class="h2"> - <li><span class="heading">Designing classes</span> - <p>Each class should have only a single purpose to fulfill, and it should encapsulate that - entirely. All functionality that is secondary and doesn't require access to classes' internal - implementation should not be part of that class. This is called <a href="http://en.wikipedia.org/wiki/Single_responsibility_principle"> - single responsibility principle</a>. It is probably easier to grasp it with an example.</p> - - <p>Consider a <i>Texture2D</i> class that manages 2D-dimensional texture data. Such class is clearly - responsible for managing lifetime of the associated memory, and storing properties such as - size and format. Now, one could need a function for blitting (copying) portion of one texture - to some position in an another texture. This could be added as a method to texture class, but - it most certainly isn't core responsibility of that class. So correct way to implement that - is either as a plain function operating on publicly accessible methods of <i>Texture2D</i> class, - or as a separate <i>Blitter</i> class. Same applies to things such as reading texture from a file, - clearing the texture to a certain color and so forth.</p> - - <div class="codeTitle">Texture class example.</div> -<pre class="prettyprint"> -class Texture2D -{ -public: - Texture2D (const TextureFormat format, const int width, const int height); - Texture2D (const char* const filename); // Bad: not core functionality - ~Texture2D (void); - - // Good methods: essential functionality - Vec4 getPixel (const int x, const int y) const; - void setPixel (const int x, const int y, const Vec4& c); - const deUint8* getPixelPtr (void) const; - - // Bad: non-essential - void clear (const Vec4& c); - bool containsColor (const Vec4& c) const; - void setInitialized (void); // Why texture would store bit that belongs outside? - -private: - // Good: essential, minimum data set - vector<deUint8> m_pixels; - TextureFormat m_format; - int m_width; - int m_height; - -// deUint8* m_pixels; // Bad: explicit mem. mgmt, not core functionality - bool m_initialized; // Bad: extraneous information -}; - -// Good: independent functions operating on textures -void clearTexture (Texture2D& texture, const Vec4& color); -Texture2D* createFromFile (const char* const filename); -</pre> - <p>One sign of a successful class design is that the interface feels natural to use. Thus when - designing a new class from a scratch, you should start by writing the use cases first. Class - interface can be refined until it suits the most important use cases, and only then the - implementation is filled in. Doing things in reverse order often leads to interfaces that are - later found to be inadequate.</p> - - <p>When writing the internal implementation a lot of thought should be put on maintaining - consistent state, or more formally, <a href="http://en.wikipedia.org/wiki/Class_invariant">class invariant</a>. - Member variables in a class are a form of global state and thus special care must be taken - when manipulating that state. If class requires a lot of state, it can be helpful to group - some of the members into separate state-only classes whose sole responsibility is maintaining - the class invariant for that set of members. Another good pattern is to write a state validation - function that is called in debug builds after each non-trivial state change.</p> - - <p>Only a minimal set of class member variables should ever be used. If some value can be derived - with a relatively little effort from the minimal set of members, it must not be stored as a - member variable. In the <i>Texture2D</i> class example, length of a pixel row or image size can - be derived from size and format and thus member variables must not be used for them.</i> - - <!-- TODO: code example --> - - </li> - - <li><span class="heading">Global state</span> - <p>Pretty much everyone can agree that relying on global state is undesirable. However, what - is not always obvious is what counts as a global state. Global variables are clearly such state, - but many more can be considered as well. For example state encapsulated in shared objects, state - retained in library API, or even state passed in member variables between member functions - could be counted as a form global state. Another way to define global state is that it is anything - that can be passed from one function to another without including it in function call arguments.</p> - - <p>All forms of global state should be used only when necessary. Excluding some very rare cases, - mutable global variables are never necessary. Singletons are really just a fancier version of - global variables. Instead of using for example singleton for application log object, it should be - passed in explicitly to all objects and functions that require logging.</p> - - - </li> - - <li><span class="heading">Variables vs. immutable values</span> - <p>Traditional imperative programming puts emphasis on variables. They are thought of being - limited resource, used for storing immediate computation results for brief periods of time. - In early C days it was even common to declare variable <i>register</i> in order to communicate - the compiler that it should place the variable into a register. Things have changed a lot since - then, and it is no longer necessary to limit use of variables for performance reasons.</p> - - <p>Functional languages declare variables immutable, i.e. they are not really <i>var</i>ying - values, but instead named values. This often greatly improves code clarity and correctness, - as variables can not change unexpectedly. While imperative languages certainly need some amout - of mutability, the concept of immutable values certainly has advantages.</p> - - <p>As discussed in variable naming section, you often should name a single value, not some - storage slot for arbitrary set of values. In such case it makes a lot of sense to treat that - as immutable named value, not mutable varibale. In C and C++ that can be explicitly declared - with use of <i>const</i> qualifier.</p> - - <p>In general the amount of state that is considered mutable in any given context should be - minimized. Understanding code is a much more easier if number of things that can change is - small. This also guides code towards natural separation into smaller functions.</p> - - <p>Limiting number of mutable variables leads to a more functional programming style, where a - lot of computation done in initializer expressions at the beginning of a block. This is not - necessarily a bad thing as it requires separating any non-trivial computation into separate - functions. Most often we only need the result of such computation anyway, and how the - value itself is computed is not important for the problem at hand.</i> - - <div class="codeTitle">Complex code example.</div> -<pre class="prettyprint"> -std::vector<Node*> topologicalSortFromRoot (Node* const root) -{ - // Returning containers is OK if called functions are local and compiler - // can easily do return value optimization. - const std::vector<Node*> allNodes = collectAllNodesFromRoot(root); // Reduce number of mutables by computing outside - std::map<Node*, int> useCounts = computeUseCounts(allNodes); // Uses allNodes value, mutable - std::vector<Node*> liveSet; // Mutable as well - std::vector<Node*> sortedNodes; // Used as return value - only appended to - - // We have multiple mutables here. Invariant is that each node that has zero in useCount - // must be either in liveSet or sortedNodes, but not in both. - - for (std::vector<Node*>::iterator nodeIter = allNodes.begin(); - nodeIter != allNodes.end(); - ++nodeIter) - { - // Note that nodeIter is not considered mutable here - instead it is iteration-specific - // immutable value. - if (useCounts[*nodeIter] == 0) - liveSet.push_back(*nodeIter); // liveSet is used as return value here - } - - while (!liveSet.empty()) - { - Node* const curNode = liveSet.back(); - liveSet.pop_back(); - - sortedNodes.push_back(curNode); - - ... - } - - return sortedNodes; -} -</pre> - </li> - - <li><span class="heading">Pure functions</span> - <p>Pure functions have two properties. Firstly, the result depends only on the input values and - always produces same output value given same set of input values. Secondly, the function does not - cause any observable side effects or changes to global state. For example <i>sin(x)</i> is pure - function as it always returns the same value for same argument value and does not cause any side effects.</p> - - <p>As much of the code as possible should be kept pure. Moving pure parts of logic and computation - into separate functions is recommended. Unit testing those pure functions is then much easier.</p> - - <p>Mutating objects passed in counts as a side effect. Instead pure functions must return a completely - new value. This may not always be feasible and some functions may need to be impure for performance - reasons. One way to work around that while remaining as pure as possible is to use separate output-only - argument for output value. Perhaps the most ubiquitous example of such function is <i>memcpy()</i>.</p> - - <div class="codeTitle">Examples</div> -<pre class="prettyprint"> -// Good: pure function (assuming that it doesn't touch global state) -vector<int> findUniqueNumbers (const vector<int>& numbers); - -// Good: single output-only parameter -void findUniqueNumbers (vector<int>& dst, const vector<int>& numbers); - -// Bad: copying a lot of data for sake of pureness -LargeStateObject setStateX (const LargeStateObject& state, const int value); - -// Bad: manipulates input for no reason -void removeDuplicates (vector<string>& words); - -</pre> - </li> - </ol> - -<!-- -Coding philosophy TODO: - - composition vs. inheritance - - dependency injection - - function design - - do not duplicate state (local or remote) - -Patterns TODO: - - iterator pattern - - iterate() pattern for long computation - + state machines for interactive processing? - - accessor class pattern ---> - - </li> - -<!--- - <li><span class="heading">Something else</span> - </li> ---> - -</ol> <!-- h1 --> - -</div> <!-- body --> - -</body> - -</html> |