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-<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">&quot;Always code as if the person who will maintain your code is a maniac serial killer that knows where you live.&quot;</div>
-
-<div class="copyright">Copyright &copy; 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; /*!&lt; 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 &lt;&lt; 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 &lt;&lt; 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) &amp; 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 &amp; 0xFFFFFF) &lt; 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&lt;typename T, class Deleter = DefaultDeleter&lt;T&gt; &gt;
-class UniquePtr
-{
-public:
- explicit UniquePtr (T* const ptr, Deleter deleter = Deleter());
- ~UniquePtr (void);
-
- T* get (void) const throw() { return m_ptr; } //!&lt; Get stored pointer.
- T* operator-> (void) const throw() { return m_ptr; } //!&lt; Get stored pointer.
- T&amp; operator* (void) const throw() { return *m_ptr; } //!&lt; De-reference stored pointer.
-
- operator bool (void) const throw() { return !!m_ptr; }
-
-private:
- UniquePtr (const UniquePtr&lt;T&gt;&amp; other); // Not allowed!
- UniquePtr operator= (const UniquePtr&lt;T&gt;&amp; 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&lt;typename T, class Deleter&gt;
-inline UniquePtr&lt;T, Deleter&gt;::UniquePtr (T* const ptr, Deleter deleter)
- : m_ptr (ptr)
- , m_deleter (deleter)
-{
-}
-
-template&lt;typename T, class Deleter&gt;
-inline UniquePtr&lt;T, Deleter&gt;::~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; /*!&lt; Flags. */
- deMemPool* parent; /*!&lt; Pointer to parent (null for root pools). */
- deMemPoolUtil* util; /*!&lt; Utilities (callbacks etc.). */
- int numChildren; /*!&lt; Number of child pools. */
- deMemPool* firstChild; /*!&lt; Pointer to first child pool in linked list. */
- deMemPool* prevPool; /*!&lt; Previous pool in parent's linked list. */
- deMemPool* nextPool; /*!&lt; Next pool in parent's linked list. */
- ...
-};
-</pre>
-
- <div class="codeTitle">No alignments used.</div>
-<pre class="prettyprint">
-struct deMemPool_s
-{
- deUint32 flags; /*!&lt; Flags. */
- deMemPool* parent; /*!&lt; Pointer to parent (null for root pools). */
- deMemPoolUtil* util; /*!&lt; Utilities (callbacks etc.). */
- int numChildren; /*!&lt; Number of child pools. */
- deMemPool* firstChild; /*!&lt; Pointer to first child pool in linked list. */
- deMemPool* prevPool; /*!&lt; Previous pool in parent's linked list. */
- deMemPool* nextPool; /*!&lt; 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&lt;int&gt;&amp; 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 &lt; 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 &amp;&amp; b.isZero)
-{
- ...
-}
-
-// Bad: missing spaces around &amp;&amp; operator, missing space after 'if'
-if(a.isZero&amp;&amp;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 &lt; numTriangles; ndx++)
-
-// Bad: missing spaces all over (whitespace should be used to separate expressions)
-for(ndx=0;ndx&lt;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 &amp;&amp; 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&amp;&amp;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] &gt; getSize(getFoo()+2))
-if (sizeArray[a + 5] &gt; getSize(getFoo() + 2))
-
-// Bad: whitespace usage confuses rather than helps
-if(sizeArray[a+5]&gt;getSize(getFoo()+2))
-if ( sizeArray [ a + 5 ] &gt; getSize ( getFoo () + 2 ) )
-
-// Bad: unclear (and wrong) evaluation order
-if (bitMask &amp; (1&lt;&lt;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&lt;-&gt;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 /*!&lt; ... */)</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(&amp;a);
-
-/* Comment about following block (Note empty line before and after)*/
-
-callBar(&amp;b);
-c = a + b; /* Why we need to do this op */
-doItAll(a, b, c);
-
-/* Badness starts with this comment */
-callBar(&amp;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&amp; curStructIdx, vector&lt;const StructType*&gt;&amp; structTypesDst, Random&amp; rnd)
-{
- const bool isStruct = maxDepth > 0 &amp;&amp; rnd.getFloat() &lt; 0.2f;
- const bool isArray = rnd.getFloat() &lt; 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&amp; log, const glw::Functions&amp; gl, const deUint32 program)
-{
- int numTfVaryngs = 0;
- int maxNameLen = 0;
-
- gl.getProgramiv(program, GL_TRANSFORM_FEEDBACK_VARYINGS, &amp;numTfVaryngs);
- gl.getProgramiv(program, GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, &amp;maxNameLen);
- GLU_EXPECT_NO_ERROR(gl.getError(), "Query TF varyings");
-
- {
- vector&lt;char&gt; nameBuf(maxNameLen+1);
-
- for (int ndx = 0; ndx &lt; 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 &lt; 0.0f) ? -a : a;
-
-// Bad: waste of space
-float result;
-if (a &lt; 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&amp; c);
- const deUint8* getPixelPtr (void) const;
-
- // Bad: non-essential
- void clear (const Vec4&amp; c);
- bool containsColor (const Vec4&amp; c) const;
- void setInitialized (void); // Why texture would store bit that belongs outside?
-
-private:
- // Good: essential, minimum data set
- vector&lt;deUint8&gt; 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&amp; texture, const Vec4&amp; 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&lt;Node*&gt; topologicalSortFromRoot (Node* const root)
-{
- // Returning containers is OK if called functions are local and compiler
- // can easily do return value optimization.
- const std::vector&lt;Node*&gt; allNodes = collectAllNodesFromRoot(root); // Reduce number of mutables by computing outside
- std::map&lt;Node*, int&gt; useCounts = computeUseCounts(allNodes); // Uses allNodes value, mutable
- std::vector&lt;Node*&gt; liveSet; // Mutable as well
- std::vector&lt;Node*&gt; 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&lt;Node*&gt;::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&lt;int&gt; findUniqueNumbers (const vector&lt;int&gt;&amp; numbers);
-
-// Good: single output-only parameter
-void findUniqueNumbers (vector&lt;int&gt;&amp; dst, const vector&lt;int&gt;&amp; numbers);
-
-// Bad: copying a lot of data for sake of pureness
-LargeStateObject setStateX (const LargeStateObject&amp; state, const int value);
-
-// Bad: manipulates input for no reason
-void removeDuplicates (vector&lt;string&gt;&amp; 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>