diff --git a/docs/CodingStandards.html b/docs/CodingStandards.html deleted file mode 100644 index f92c20baa2b..00000000000 --- a/docs/CodingStandards.html +++ /dev/null @@ -1,1568 +0,0 @@ - - - - - - LLVM Coding Standards - - - -

- LLVM Coding Standards -

- -
    -
  1. Introduction
  2. -
  3. Mechanical Source Issues -
      -
    1. Source Code Formatting -
        -
      1. Commenting
      2. -
      3. Comment Formatting
      4. -
      5. #include Style
      6. -
      7. Source Code Width
      8. -
      9. Use Spaces Instead of Tabs
      10. -
      11. Indent Code Consistently
      12. -
    2. -
    3. Compiler Issues -
        -
      1. Treat Compiler Warnings Like - Errors
      2. -
      3. Write Portable Code
      4. -
      5. Do not use RTTI or Exceptions
      6. -
      7. Do not use Static Constructors
      8. -
      9. Use of class/struct Keywords
      10. -
    4. -
  4. -
  5. Style Issues -
      -
    1. The High-Level Issues -
        -
      1. A Public Header File is a - Module
      2. -
      3. #include as Little as Possible
      4. -
      5. Keep "internal" Headers - Private
      6. -
      7. Use Early Exits and continue to Simplify - Code
      8. -
      9. Don't use else after a - return
      10. -
      11. Turn Predicate Loops into Predicate - Functions
      12. -
    2. -
    3. The Low-Level Issues -
        -
      1. Name Types, Functions, Variables, and Enumerators Properly
      2. -
      3. Assert Liberally
      4. -
      5. Do not use 'using namespace std'
      6. -
      7. Provide a virtual method anchor for - classes in headers
      8. -
      9. Don't evaluate end() every time through a - loop
      10. -
      11. #include <iostream> is - forbidden
      12. -
      13. Use raw_ostream
      14. -
      15. Avoid std::endl
      16. -
    4. - -
    5. Microscopic Details -
        -
      1. Spaces Before Parentheses
      2. -
      3. Prefer Preincrement
      4. -
      5. Namespace Indentation
      6. -
      7. Anonymous Namespaces
      8. -
    6. - - -
  6. -
  7. See Also
  8. -
- -
-

Written by Chris Lattner

-
- - - -

Introduction

- - -
- -

This document attempts to describe a few coding standards that are being used -in the LLVM source tree. Although no coding standards should be regarded as -absolute requirements to be followed in all instances, coding standards are -particularly important for large-scale code bases that follow a library-based -design (like LLVM).

- -

This document intentionally does not prescribe fixed standards for religious -issues such as brace placement and space usage. For issues like this, follow -the golden rule:

- -
- -

If you are extending, enhancing, or bug fixing -already implemented code, use the style that is already being used so that the -source is uniform and easy to follow.

- -
- -

Note that some code bases (e.g. libc++) have really good reasons to deviate -from the coding standards. In the case of libc++, this is because the naming -and other conventions are dictated by the C++ standard. If you think there is -a specific good reason to deviate from the standards here, please bring it up -on the LLVMdev mailing list.

- -

There are some conventions that are not uniformly followed in the code base -(e.g. the naming convention). This is because they are relatively new, and a -lot of code was written before they were put in place. Our long term goal is -for the entire codebase to follow the convention, but we explicitly do -not want patches that do large-scale reformating of existing code. OTOH, -it is reasonable to rename the methods of a class if you're about to change it -in some other way. Just do the reformating as a separate commit from the -functionality change.

- -

The ultimate goal of these guidelines is the increase readability and -maintainability of our common source base. If you have suggestions for topics to -be included, please mail them to Chris.

- -
- - -

- Mechanical Source Issues -

- - -
- - -

- Source Code Formatting -

- -
- - -

- Commenting -

- -
- -

Comments are one critical part of readability and maintainability. Everyone -knows they should comment their code, and so should you. When writing comments, -write them as English prose, which means they should use proper capitalization, -punctuation, etc. Aim to describe what a code is trying to do and why, not -"how" it does it at a micro level. Here are a few critical things to -document:

- -
File Headers
- -
- -

Every source file should have a header on it that describes the basic -purpose of the file. If a file does not have a header, it should not be -checked into the tree. The standard header looks like this:

- -
-
-//===-- llvm/Instruction.h - Instruction class definition -------*- C++ -*-===//
-//
-//                     The LLVM Compiler Infrastructure
-//
-// This file is distributed under the University of Illinois Open Source
-// License. See LICENSE.TXT for details.
-//
-//===----------------------------------------------------------------------===//
-//
-// This file contains the declaration of the Instruction class, which is the
-// base class for all of the VM instructions.
-//
-//===----------------------------------------------------------------------===//
-
-
- -

A few things to note about this particular format: The "-*- C++ --*-" string on the first line is there to tell Emacs that the source file -is a C++ file, not a C file (Emacs assumes .h files are C files by default). -Note that this tag is not necessary in .cpp files. The name of the file is also -on the first line, along with a very short description of the purpose of the -file. This is important when printing out code and flipping though lots of -pages.

- -

The next section in the file is a concise note that defines the license -that the file is released under. This makes it perfectly clear what terms the -source code can be distributed under and should not be modified in any way.

- -

The main body of the description does not have to be very long in most cases. -Here it's only two lines. If an algorithm is being implemented or something -tricky is going on, a reference to the paper where it is published should be -included, as well as any notes or "gotchas" in the code to watch out for.

- -
- -
Class overviews
- -

Classes are one fundamental part of a good object oriented design. As such, -a class definition should have a comment block that explains what the class is -used for and how it works. Every non-trivial class is expected to have a -doxygen comment block.

- - -
Method information
- -
- -

Methods defined in a class (as well as any global functions) should also be -documented properly. A quick note about what it does and a description of the -borderline behaviour is all that is necessary here (unless something -particularly tricky or insidious is going on). The hope is that people can -figure out how to use your interfaces without reading the code itself.

- -

Good things to talk about here are what happens when something unexpected -happens: does the method return null? Abort? Format your hard disk?

- -
- -
- - -

- Comment Formatting -

- -
- -

In general, prefer C++ style (//) comments. They take less space, -require less typing, don't have nesting problems, etc. There are a few cases -when it is useful to use C style (/* */) comments however:

- -
    -
  1. When writing C code: Obviously if you are writing C code, use C style - comments.
  2. -
  3. When writing a header file that may be #included by a C source - file.
  4. -
  5. When writing a source file that is used by a tool that only accepts C - style comments.
  6. -
- -

To comment out a large block of code, use #if 0 and #endif. -These nest properly and are better behaved in general than C style comments.

- -
- - -

- #include Style -

- -
- -

Immediately after the header file comment (and -include guards if working on a header file), the minimal list of #includes required by the -file should be listed. We prefer these #includes to be listed in this -order:

- -
    -
  1. Main Module Header
  2. -
  3. Local/Private Headers
  4. -
  5. llvm/*
  6. -
  7. llvm/Analysis/*
  8. -
  9. llvm/Assembly/*
  10. -
  11. llvm/Bitcode/*
  12. -
  13. llvm/CodeGen/*
  14. -
  15. ...
  16. -
  17. Support/*
  18. -
  19. Config/*
  20. -
  21. System #includes
  22. -
- -

and each category should be sorted by name.

- -

The "Main Module Header" file applies to .cpp files -which implement an interface defined by a .h file. This #include -should always be included first regardless of where it lives on the file -system. By including a header file first in the .cpp files that implement the -interfaces, we ensure that the header does not have any hidden dependencies -which are not explicitly #included in the header, but should be. It is also a -form of documentation in the .cpp file to indicate where the interfaces it -implements are defined.

- -
- - -

- Source Code Width -

- -
- -

Write your code to fit within 80 columns of text. This helps those of us who -like to print out code and look at your code in an xterm without resizing -it.

- -

The longer answer is that there must be some limit to the width of the code -in order to reasonably allow developers to have multiple files side-by-side in -windows on a modest display. If you are going to pick a width limit, it is -somewhat arbitrary but you might as well pick something standard. Going with -90 columns (for example) instead of 80 columns wouldn't add any significant -value and would be detrimental to printing out code. Also many other projects -have standardized on 80 columns, so some people have already configured their -editors for it (vs something else, like 90 columns).

- -

This is one of many contentious issues in coding standards, but it is not up -for debate.

- -
- - -

- Use Spaces Instead of Tabs -

- -
- -

In all cases, prefer spaces to tabs in source files. People have different -preferred indentation levels, and different styles of indentation that they -like; this is fine. What isn't fine is that different editors/viewers expand -tabs out to different tab stops. This can cause your code to look completely -unreadable, and it is not worth dealing with.

- -

As always, follow the Golden Rule above: follow the -style of existing code if you are modifying and extending it. If you like four -spaces of indentation, DO NOT do that in the middle of a chunk of code -with two spaces of indentation. Also, do not reindent a whole source file: it -makes for incredible diffs that are absolutely worthless.

- -
- - -

- Indent Code Consistently -

- -
- -

Okay, in your first year of programming you were told that indentation is -important. If you didn't believe and internalize this then, now is the time. -Just do it.

- -
- -
- - -

- Compiler Issues -

- -
- - -

- Treat Compiler Warnings Like Errors -

- -
- -

If your code has compiler warnings in it, something is wrong — you -aren't casting values correctly, your have "questionable" constructs in your -code, or you are doing something legitimately wrong. Compiler warnings can -cover up legitimate errors in output and make dealing with a translation unit -difficult.

- -

It is not possible to prevent all warnings from all compilers, nor is it -desirable. Instead, pick a standard compiler (like gcc) that provides -a good thorough set of warnings, and stick to it. At least in the case of -gcc, it is possible to work around any spurious errors by changing the -syntax of the code slightly. For example, a warning that annoys me occurs when -I write code like this:

- -
-
-if (V = getValue()) {
-  ...
-}
-
-
- -

gcc will warn me that I probably want to use the == -operator, and that I probably mistyped it. In most cases, I haven't, and I -really don't want the spurious errors. To fix this particular problem, I -rewrite the code like this:

- -
-
-if ((V = getValue())) {
-  ...
-}
-
-
- -

which shuts gcc up. Any gcc warning that annoys you can -be fixed by massaging the code appropriately.

- -
- - -

- Write Portable Code -

- -
- -

In almost all cases, it is possible and within reason to write completely -portable code. If there are cases where it isn't possible to write portable -code, isolate it behind a well defined (and well documented) interface.

- -

In practice, this means that you shouldn't assume much about the host -compiler, and Visual Studio tends to be the lowest common denominator. -If advanced features are used, they should only be an implementation detail of -a library which has a simple exposed API, and preferably be buried in -libSystem.

- -
- - -

-Do not use RTTI or Exceptions -

-
- -

In an effort to reduce code and executable size, LLVM does not use RTTI -(e.g. dynamic_cast<>) or exceptions. These two language features -violate the general C++ principle of "you only pay for what you use", -causing executable bloat even if exceptions are never used in the code base, or -if RTTI is never used for a class. Because of this, we turn them off globally -in the code.

- -

That said, LLVM does make extensive use of a hand-rolled form of RTTI that -use templates like isa<>, -cast<>, and dyn_cast<>. This form of RTTI is -opt-in and can be added to any class. It is also substantially more efficient -than dynamic_cast<>.

- -
- - -

-Do not use Static Constructors -

-
- -

Static constructors and destructors (e.g. global variables whose types have -a constructor or destructor) should not be added to the code base, and should be -removed wherever possible. Besides well known problems -where the order of initialization is undefined between globals in different -source files, the entire concept of static constructors is at odds with the -common use case of LLVM as a library linked into a larger application.

- -

Consider the use of LLVM as a JIT linked into another application (perhaps -for OpenGL, custom languages, -shaders in -movies, etc). Due to the design of static constructors, they must be -executed at startup time of the entire application, regardless of whether or -how LLVM is used in that larger application. There are two problems with -this:

- -
    -
  1. The time to run the static constructors impacts startup time of - applications — a critical time for GUI apps, among others.
  2. - -
  3. The static constructors cause the app to pull many extra pages of memory - off the disk: both the code for the constructor in each .o file and - the small amount of data that gets touched. In addition, touched/dirty pages - put more pressure on the VM system on low-memory machines.
  4. -
- -

We would really like for there to be zero cost for linking in an additional -LLVM target or other library into an application, but static constructors -violate this goal.

- -

That said, LLVM unfortunately does contain static constructors. It would be -a great project for someone to purge all -static constructors from LLVM, and then enable the --Wglobal-constructors warning flag (when building with Clang) to ensure -we do not regress in the future. -

- -
- - -

-Use of class and struct Keywords -

-
- -

In C++, the class and struct keywords can be used almost -interchangeably. The only difference is when they are used to declare a class: -class makes all members private by default while struct makes -all members public by default.

- -

Unfortunately, not all compilers follow the rules and some will generate -different symbols based on whether class or struct was used to -declare the symbol. This can lead to problems at link time.

- -

So, the rule for LLVM is to always use the class keyword, unless -all members are public and the type is a C++ -POD type, in -which case struct is allowed.

- -
- -
- -
- - -

- Style Issues -

- - -
- - -

- The High-Level Issues -

- - -
- - -

- A Public Header File is a Module -

- -
- -

C++ doesn't do too well in the modularity department. There is no real -encapsulation or data hiding (unless you use expensive protocol classes), but it -is what we have to work with. When you write a public header file (in the LLVM -source tree, they live in the top level "include" directory), you are -defining a module of functionality.

- -

Ideally, modules should be completely independent of each other, and their -header files should only #include the absolute minimum number of -headers possible. A module is not just a class, a function, or a -namespace: it's -a collection of these that defines an interface. This interface may be -several functions, classes, or data structures, but the important issue is how -they work together.

- -

In general, a module should be implemented by one or more .cpp -files. Each of these .cpp files should include the header that defines -their interface first. This ensures that all of the dependences of the module -header have been properly added to the module header itself, and are not -implicit. System headers should be included after user headers for a -translation unit.

- -
- - -

- #include as Little as Possible -

- -
- -

#include hurts compile time performance. Don't do it unless you -have to, especially in header files.

- -

But wait! Sometimes you need to have the definition of a class to use it, or -to inherit from it. In these cases go ahead and #include that header -file. Be aware however that there are many cases where you don't need to have -the full definition of a class. If you are using a pointer or reference to a -class, you don't need the header file. If you are simply returning a class -instance from a prototyped function or method, you don't need it. In fact, for -most cases, you simply don't need the definition of a class. And not -#include'ing speeds up compilation.

- -

It is easy to try to go too overboard on this recommendation, however. You -must include all of the header files that you are using — you can -include them either directly or indirectly (through another header file). To -make sure that you don't accidentally forget to include a header file in your -module header, make sure to include your module header first in the -implementation file (as mentioned above). This way there won't be any hidden -dependencies that you'll find out about later.

- -
- - -

- Keep "Internal" Headers Private -

- -
- -

Many modules have a complex implementation that causes them to use more than -one implementation (.cpp) file. It is often tempting to put the -internal communication interface (helper classes, extra functions, etc) in the -public module header file. Don't do this!

- -

If you really need to do something like this, put a private header file in -the same directory as the source files, and include it locally. This ensures -that your private interface remains private and undisturbed by outsiders.

- -

Note however, that it's okay to put extra implementation methods in a public -class itself. Just make them private (or protected) and all is well.

- -
- - -

- Use Early Exits and continue to Simplify Code -

- -
- -

When reading code, keep in mind how much state and how many previous -decisions have to be remembered by the reader to understand a block of code. -Aim to reduce indentation where possible when it doesn't make it more difficult -to understand the code. One great way to do this is by making use of early -exits and the continue keyword in long loops. As an example of using -an early exit from a function, consider this "bad" code:

- -
-
-Value *DoSomething(Instruction *I) {
-  if (!isa<TerminatorInst>(I) &&
-      I->hasOneUse() && SomeOtherThing(I)) {
-    ... some long code ....
-  }
-  
-  return 0;
-}
-
-
- -

This code has several problems if the body of the 'if' is large. -When you're looking at the top of the function, it isn't immediately clear that -this only does interesting things with non-terminator instructions, and -only applies to things with the other predicates. Second, it is relatively -difficult to describe (in comments) why these predicates are important because -the if statement makes it difficult to lay out the comments. Third, -when you're deep within the body of the code, it is indented an extra level. -Finally, when reading the top of the function, it isn't clear what the result is -if the predicate isn't true; you have to read to the end of the function to know -that it returns null.

- -

It is much preferred to format the code like this:

- -
-
-Value *DoSomething(Instruction *I) {
-  // Terminators never need 'something' done to them because ... 
-  if (isa<TerminatorInst>(I))
-    return 0;
-
-  // We conservatively avoid transforming instructions with multiple uses
-  // because goats like cheese.
-  if (!I->hasOneUse())
-    return 0;
-
-  // This is really just here for example.
-  if (!SomeOtherThing(I))
-    return 0;
-    
-  ... some long code ....
-}
-
-
- -

This fixes these problems. A similar problem frequently happens in for -loops. A silly example is something like this:

- -
-
-  for (BasicBlock::iterator II = BB->begin(), E = BB->end(); II != E; ++II) {
-    if (BinaryOperator *BO = dyn_cast<BinaryOperator>(II)) {
-      Value *LHS = BO->getOperand(0);
-      Value *RHS = BO->getOperand(1);
-      if (LHS != RHS) {
-        ...
-      }
-    }
-  }
-
-
- -

When you have very, very small loops, this sort of structure is fine. But if -it exceeds more than 10-15 lines, it becomes difficult for people to read and -understand at a glance. The problem with this sort of code is that it gets very -nested very quickly. Meaning that the reader of the code has to keep a lot of -context in their brain to remember what is going immediately on in the loop, -because they don't know if/when the if conditions will have elses etc. -It is strongly preferred to structure the loop like this:

- -
-
-  for (BasicBlock::iterator II = BB->begin(), E = BB->end(); II != E; ++II) {
-    BinaryOperator *BO = dyn_cast<BinaryOperator>(II);
-    if (!BO) continue;
-    
-    Value *LHS = BO->getOperand(0);
-    Value *RHS = BO->getOperand(1);
-    if (LHS == RHS) continue;
-
-    ...
-  }
-
-
- -

This has all the benefits of using early exits for functions: it reduces -nesting of the loop, it makes it easier to describe why the conditions are true, -and it makes it obvious to the reader that there is no else coming up -that they have to push context into their brain for. If a loop is large, this -can be a big understandability win.

- -
- - -

- Don't use else after a return -

- -
- -

For similar reasons above (reduction of indentation and easier reading), -please do not use 'else' or 'else if' after something that -interrupts control flow — like return, break, -continue, goto, etc. For example, this is bad:

- -
-
-  case 'J': {
-    if (Signed) {
-      Type = Context.getsigjmp_bufType();
-      if (Type.isNull()) {
-        Error = ASTContext::GE_Missing_sigjmp_buf;
-        return QualType();
-      } else {
-        break;
-      }
-    } else {
-      Type = Context.getjmp_bufType();
-      if (Type.isNull()) {
-        Error = ASTContext::GE_Missing_jmp_buf;
-        return QualType();
-      } else {
-        break;
-      }
-    }
-  }
-  }
-
-
- -

It is better to write it like this:

- -
-
-  case 'J':
-    if (Signed) {
-      Type = Context.getsigjmp_bufType();
-      if (Type.isNull()) {
-        Error = ASTContext::GE_Missing_sigjmp_buf;
-        return QualType();
-      }
-    } else {
-      Type = Context.getjmp_bufType();
-      if (Type.isNull()) {
-        Error = ASTContext::GE_Missing_jmp_buf;
-        return QualType();
-      }
-    }
-    break;
-
-
- -

Or better yet (in this case) as:

- -
-
-  case 'J':
-    if (Signed)
-      Type = Context.getsigjmp_bufType();
-    else
-      Type = Context.getjmp_bufType();
-    
-    if (Type.isNull()) {
-      Error = Signed ? ASTContext::GE_Missing_sigjmp_buf :
-                       ASTContext::GE_Missing_jmp_buf;
-      return QualType();
-    }
-    break;
-
-
- -

The idea is to reduce indentation and the amount of code you have to keep -track of when reading the code.

- -
- - -

- Turn Predicate Loops into Predicate Functions -

- -
- -

It is very common to write small loops that just compute a boolean value. -There are a number of ways that people commonly write these, but an example of -this sort of thing is:

- -
-
-  bool FoundFoo = false;
-  for (unsigned i = 0, e = BarList.size(); i != e; ++i)
-    if (BarList[i]->isFoo()) {
-      FoundFoo = true;
-      break;
-    }
-    
-  if (FoundFoo) {
-    ...
-  }
-
-
- -

This sort of code is awkward to write, and is almost always a bad sign. -Instead of this sort of loop, we strongly prefer to use a predicate function -(which may be static) that uses -early exits to compute the predicate. We prefer -the code to be structured like this:

- -
-
-/// ListContainsFoo - Return true if the specified list has an element that is
-/// a foo.
-static bool ListContainsFoo(const std::vector<Bar*> &List) {
-  for (unsigned i = 0, e = List.size(); i != e; ++i)
-    if (List[i]->isFoo())
-      return true;
-  return false;
-}
-...
-
-  if (ListContainsFoo(BarList)) {
-    ...
-  }
-
-
- -

There are many reasons for doing this: it reduces indentation and factors out -code which can often be shared by other code that checks for the same predicate. -More importantly, it forces you to pick a name for the function, and -forces you to write a comment for it. In this silly example, this doesn't add -much value. However, if the condition is complex, this can make it a lot easier -for the reader to understand the code that queries for this predicate. Instead -of being faced with the in-line details of how we check to see if the BarList -contains a foo, we can trust the function name and continue reading with better -locality.

- -
- -
- - -

- The Low-Level Issues -

- - -
- - -

- - Name Types, Functions, Variables, and Enumerators Properly - -

- -
- -

Poorly-chosen names can mislead the reader and cause bugs. We cannot stress -enough how important it is to use descriptive names. Pick names that -match the semantics and role of the underlying entities, within reason. Avoid -abbreviations unless they are well known. After picking a good name, make sure -to use consistent capitalization for the name, as inconsistency requires clients -to either memorize the APIs or to look it up to find the exact spelling.

- -

In general, names should be in camel case (e.g. TextFileReader -and isLValue()). Different kinds of declarations have different -rules:

- -
    -
  • Type names (including classes, structs, enums, typedefs, etc) - should be nouns and start with an upper-case letter (e.g. - TextFileReader).

  • - -
  • Variable names should be nouns (as they represent state). The - name should be camel case, and start with an upper case letter (e.g. - Leader or Boats).

  • - -
  • Function names should be verb phrases (as they represent - actions), and command-like function should be imperative. The name should - be camel case, and start with a lower case letter (e.g. openFile() - or isFoo()).

  • - -
  • Enum declarations (e.g. enum Foo {...}) are types, so - they should follow the naming conventions for types. A common use for enums - is as a discriminator for a union, or an indicator of a subclass. When an - enum is used for something like this, it should have a Kind suffix - (e.g. ValueKind).

  • - -
  • Enumerators (e.g. enum { Foo, Bar }) and public member - variables should start with an upper-case letter, just like types. - Unless the enumerators are defined in their own small namespace or inside a - class, enumerators should have a prefix corresponding to the enum - declaration name. For example, enum ValueKind { ... }; may contain - enumerators like VK_Argument, VK_BasicBlock, etc. - Enumerators that are just convenience constants are exempt from the - requirement for a prefix. For instance:

    - -
    -
    -enum {
    -  MaxSize = 42,
    -  Density = 12
    -};
    -
    -
    -
  • - -
- -

As an exception, classes that mimic STL classes can have member names in -STL's style of lower-case words separated by underscores (e.g. begin(), -push_back(), and empty()).

- -

Here are some examples of good and bad names:

- -
-
-class VehicleMaker {
-  ...
-  Factory<Tire> F;            // Bad -- abbreviation and non-descriptive.
-  Factory<Tire> Factory;      // Better.
-  Factory<Tire> TireFactory;  // Even better -- if VehicleMaker has more than one
-                              // kind of factories.
-};
-
-Vehicle MakeVehicle(VehicleType Type) {
-  VehicleMaker M;                         // Might be OK if having a short life-span.
-  Tire tmp1 = M.makeTire();               // Bad -- 'tmp1' provides no information.
-  Light headlight = M.makeLight("head");  // Good -- descriptive.
-  ...
-}
-
-
- -
- - - -

- Assert Liberally -

- -
- -

Use the "assert" macro to its fullest. Check all of your -preconditions and assumptions, you never know when a bug (not necessarily even -yours) might be caught early by an assertion, which reduces debugging time -dramatically. The "<cassert>" header file is probably already -included by the header files you are using, so it doesn't cost anything to use -it.

- -

To further assist with debugging, make sure to put some kind of error message -in the assertion statement, which is printed if the assertion is tripped. This -helps the poor debugger make sense of why an assertion is being made and -enforced, and hopefully what to do about it. Here is one complete example:

- -
-
-inline Value *getOperand(unsigned i) { 
-  assert(i < Operands.size() && "getOperand() out of range!");
-  return Operands[i]; 
-}
-
-
- -

Here are more examples:

- -
-
-assert(Ty->isPointerType() && "Can't allocate a non pointer type!");
-
-assert((Opcode == Shl || Opcode == Shr) && "ShiftInst Opcode invalid!");
-
-assert(idx < getNumSuccessors() && "Successor # out of range!");
-
-assert(V1.getType() == V2.getType() && "Constant types must be identical!");
-
-assert(isa<PHINode>(Succ->front()) && "Only works on PHId BBs!");
-
-
- -

You get the idea.

- -

Please be aware that, when adding assert statements, not all compilers are aware of -the semantics of the assert. In some places, asserts are used to indicate a piece of -code that should not be reached. These are typically of the form:

- -
-
-assert(0 && "Some helpful error message");
-
-
- -

When used in a function that returns a value, they should be followed with a return -statement and a comment indicating that this line is never reached. This will prevent -a compiler which is unable to deduce that the assert statement never returns from -generating a warning.

- -
-
-assert(0 && "Some helpful error message");
-// Not reached
-return 0;
-
-
- -

Another issue is that values used only by assertions will produce an "unused -value" warning when assertions are disabled. For example, this code will -warn:

- -
-
-unsigned Size = V.size();
-assert(Size > 42 && "Vector smaller than it should be");
-
-bool NewToSet = Myset.insert(Value);
-assert(NewToSet && "The value shouldn't be in the set yet");
-
-
- -

These are two interesting different cases. In the first case, the call to -V.size() is only useful for the assert, and we don't want it executed when -assertions are disabled. Code like this should move the call into the assert -itself. In the second case, the side effects of the call must happen whether -the assert is enabled or not. In this case, the value should be cast to void to -disable the warning. To be specific, it is preferred to write the code like -this:

- -
-
-assert(V.size() > 42 && "Vector smaller than it should be");
-
-bool NewToSet = Myset.insert(Value); (void)NewToSet;
-assert(NewToSet && "The value shouldn't be in the set yet");
-
-
- - -
- - -

- Do Not Use 'using namespace std' -

- -
- -

In LLVM, we prefer to explicitly prefix all identifiers from the standard -namespace with an "std::" prefix, rather than rely on -"using namespace std;".

- -

In header files, adding a 'using namespace XXX' directive pollutes -the namespace of any source file that #includes the header. This is -clearly a bad thing.

- -

In implementation files (e.g. .cpp files), the rule is more of a stylistic -rule, but is still important. Basically, using explicit namespace prefixes -makes the code clearer, because it is immediately obvious what facilities -are being used and where they are coming from. And more portable, because -namespace clashes cannot occur between LLVM code and other namespaces. The -portability rule is important because different standard library implementations -expose different symbols (potentially ones they shouldn't), and future revisions -to the C++ standard will add more symbols to the std namespace. As -such, we never use 'using namespace std;' in LLVM.

- -

The exception to the general rule (i.e. it's not an exception for -the std namespace) is for implementation files. For example, all of -the code in the LLVM project implements code that lives in the 'llvm' namespace. -As such, it is ok, and actually clearer, for the .cpp files to have a -'using namespace llvm;' directive at the top, after the -#includes. This reduces indentation in the body of the file for source -editors that indent based on braces, and keeps the conceptual context cleaner. -The general form of this rule is that any .cpp file that implements -code in any namespace may use that namespace (and its parents'), but should not -use any others.

- -
- - -

- - Provide a Virtual Method Anchor for Classes in Headers - -

- -
- -

If a class is defined in a header file and has a v-table (either it has -virtual methods or it derives from classes with virtual methods), it must -always have at least one out-of-line virtual method in the class. Without -this, the compiler will copy the vtable and RTTI into every .o file -that #includes the header, bloating .o file sizes and -increasing link times.

- -
- - -

- Don't evaluate end() every time through a loop -

- -
- -

Because C++ doesn't have a standard "foreach" loop (though it can be -emulated with macros and may be coming in C++'0x) we end up writing a lot of -loops that manually iterate from begin to end on a variety of containers or -through other data structures. One common mistake is to write a loop in this -style:

- -
-
-  BasicBlock *BB = ...
-  for (BasicBlock::iterator I = BB->begin(); I != BB->end(); ++I)
-     ... use I ...
-
-
- -

The problem with this construct is that it evaluates "BB->end()" -every time through the loop. Instead of writing the loop like this, we strongly -prefer loops to be written so that they evaluate it once before the loop starts. -A convenient way to do this is like so:

- -
-
-  BasicBlock *BB = ...
-  for (BasicBlock::iterator I = BB->begin(), E = BB->end(); I != E; ++I)
-     ... use I ...
-
-
- -

The observant may quickly point out that these two loops may have different -semantics: if the container (a basic block in this case) is being mutated, then -"BB->end()" may change its value every time through the loop and the -second loop may not in fact be correct. If you actually do depend on this -behavior, please write the loop in the first form and add a comment indicating -that you did it intentionally.

- -

Why do we prefer the second form (when correct)? Writing the loop in the -first form has two problems. First it may be less efficient than evaluating it -at the start of the loop. In this case, the cost is probably minor — a -few extra loads every time through the loop. However, if the base expression is -more complex, then the cost can rise quickly. I've seen loops where the end -expression was actually something like: "SomeMap[x]->end()" and map -lookups really aren't cheap. By writing it in the second form consistently, you -eliminate the issue entirely and don't even have to think about it.

- -

The second (even bigger) issue is that writing the loop in the first form -hints to the reader that the loop is mutating the container (a fact that a -comment would handily confirm!). If you write the loop in the second form, it -is immediately obvious without even looking at the body of the loop that the -container isn't being modified, which makes it easier to read the code and -understand what it does.

- -

While the second form of the loop is a few extra keystrokes, we do strongly -prefer it.

- -
- - -

- #include <iostream> is Forbidden -

- -
- -

The use of #include <iostream> in library files is -hereby forbidden, because many common implementations -transparently inject a static constructor into -every translation unit that includes it.

- -

Note that using the other stream headers (<sstream> for -example) is not problematic in this regard — -just <iostream>. However, raw_ostream provides various -APIs that are better performing for almost every use than std::ostream -style APIs. Therefore new code should always -use raw_ostream for writing, or -the llvm::MemoryBuffer API for reading files.

- -
- - - -

- Use raw_ostream -

- -
- -

LLVM includes a lightweight, simple, and efficient stream implementation -in llvm/Support/raw_ostream.h, which provides all of the common -features of std::ostream. All new code should use raw_ostream -instead of ostream.

- -

Unlike std::ostream, raw_ostream is not a template and can -be forward declared as class raw_ostream. Public headers should -generally not include the raw_ostream header, but use forward -declarations and constant references to raw_ostream instances.

- -
- - - -

- Avoid std::endl -

- -
- -

The std::endl modifier, when used with iostreams outputs a -newline to the output stream specified. In addition to doing this, however, it -also flushes the output stream. In other words, these are equivalent:

- -
-
-std::cout << std::endl;
-std::cout << '\n' << std::flush;
-
-
- -

Most of the time, you probably have no reason to flush the output stream, so -it's better to use a literal '\n'.

- -
- -
- - -

- Microscopic Details -

- - -
- -

This section describes preferred low-level formatting guidelines along with -reasoning on why we prefer them.

- - -

- Spaces Before Parentheses -

- -
- -

We prefer to put a space before an open parenthesis only in control flow -statements, but not in normal function call expressions and function-like -macros. For example, this is good:

- -
-
-if (x) ...
-for (i = 0; i != 100; ++i) ...
-while (llvm_rocks) ...
-
-somefunc(42);
-assert(3 != 4 && "laws of math are failing me");
-  
-a = foo(42, 92) + bar(x);
-
-
- -

and this is bad:

- -
-
-if(x) ...
-for(i = 0; i != 100; ++i) ...
-while(llvm_rocks) ...
-
-somefunc (42);
-assert (3 != 4 && "laws of math are failing me");
-  
-a = foo (42, 92) + bar (x);
-
-
- -

The reason for doing this is not completely arbitrary. This style makes -control flow operators stand out more, and makes expressions flow better. The -function call operator binds very tightly as a postfix operator. Putting a -space after a function name (as in the last example) makes it appear that the -code might bind the arguments of the left-hand-side of a binary operator with -the argument list of a function and the name of the right side. More -specifically, it is easy to misread the "a" example as:

- -
-
-a = foo ((42, 92) + bar) (x);
-
-
- -

when skimming through the code. By avoiding a space in a function, we avoid -this misinterpretation.

- -
- - -

- Prefer Preincrement -

- -
- -

Hard fast rule: Preincrement (++X) may be no slower than -postincrement (X++) and could very well be a lot faster than it. Use -preincrementation whenever possible.

- -

The semantics of postincrement include making a copy of the value being -incremented, returning it, and then preincrementing the "work value". For -primitive types, this isn't a big deal... but for iterators, it can be a huge -issue (for example, some iterators contains stack and set objects in them... -copying an iterator could invoke the copy ctor's of these as well). In general, -get in the habit of always using preincrement, and you won't have a problem.

- -
- - -

- Namespace Indentation -

- -
- -

-In general, we strive to reduce indentation wherever possible. This is useful -because we want code to fit into 80 columns without -wrapping horribly, but also because it makes it easier to understand the code. -Namespaces are a funny thing: they are often large, and we often desire to put -lots of stuff into them (so they can be large). Other times they are tiny, -because they just hold an enum or something similar. In order to balance this, -we use different approaches for small versus large namespaces. -

- -

-If a namespace definition is small and easily fits on a screen (say, -less than 35 lines of code), then you should indent its body. Here's an -example: -

- -
-
-namespace llvm {
-  namespace X86 {
-    /// RelocationType - An enum for the x86 relocation codes. Note that
-    /// the terminology here doesn't follow x86 convention - word means
-    /// 32-bit and dword means 64-bit.
-    enum RelocationType {
-      /// reloc_pcrel_word - PC relative relocation, add the relocated value to
-      /// the value already in memory, after we adjust it for where the PC is.
-      reloc_pcrel_word = 0,
-
-      /// reloc_picrel_word - PIC base relative relocation, add the relocated
-      /// value to the value already in memory, after we adjust it for where the
-      /// PIC base is.
-      reloc_picrel_word = 1,
-      
-      /// reloc_absolute_word, reloc_absolute_dword - Absolute relocation, just
-      /// add the relocated value to the value already in memory.
-      reloc_absolute_word = 2,
-      reloc_absolute_dword = 3
-    };
-  }
-}
-
-
- -

Since the body is small, indenting adds value because it makes it very clear -where the namespace starts and ends, and it is easy to take the whole thing in -in one "gulp" when reading the code. If the blob of code in the namespace is -larger (as it typically is in a header in the llvm or clang namespaces), do not -indent the code, and add a comment indicating what namespace is being closed. -For example:

- -
-
-namespace llvm {
-namespace knowledge {
-
-/// Grokable - This class represents things that Smith can have an intimate
-/// understanding of and contains the data associated with it.
-class Grokable {
-...
-public:
-  explicit Grokable() { ... }
-  virtual ~Grokable() = 0;
-  
-  ...
-
-};
-
-} // end namespace knowledge
-} // end namespace llvm
-
-
- -

Because the class is large, we don't expect that the reader can easily -understand the entire concept in a glance, and the end of the file (where the -namespaces end) may be a long ways away from the place they open. As such, -indenting the contents of the namespace doesn't add any value, and detracts from -the readability of the class. In these cases it is best to not indent -the contents of the namespace.

- -
- - -

- Anonymous Namespaces -

- -
- -

After talking about namespaces in general, you may be wondering about -anonymous namespaces in particular. -Anonymous namespaces are a great language feature that tells the C++ compiler -that the contents of the namespace are only visible within the current -translation unit, allowing more aggressive optimization and eliminating the -possibility of symbol name collisions. Anonymous namespaces are to C++ as -"static" is to C functions and global variables. While "static" is available -in C++, anonymous namespaces are more general: they can make entire classes -private to a file.

- -

The problem with anonymous namespaces is that they naturally want to -encourage indentation of their body, and they reduce locality of reference: if -you see a random function definition in a C++ file, it is easy to see if it is -marked static, but seeing if it is in an anonymous namespace requires scanning -a big chunk of the file.

- -

Because of this, we have a simple guideline: make anonymous namespaces as -small as possible, and only use them for class declarations. For example, this -is good:

- -
-
-namespace {
-  class StringSort {
-  ...
-  public:
-    StringSort(...)
-    bool operator<(const char *RHS) const;
-  };
-} // end anonymous namespace
-
-static void Helper() { 
-  ... 
-}
-
-bool StringSort::operator<(const char *RHS) const {
-  ...
-}
-
-
-
- -

This is bad:

- - -
-
-namespace {
-class StringSort {
-...
-public:
-  StringSort(...)
-  bool operator<(const char *RHS) const;
-};
-
-void Helper() { 
-  ... 
-}
-
-bool StringSort::operator<(const char *RHS) const {
-  ...
-}
-
-} // end anonymous namespace
-
-
-
- - -

This is bad specifically because if you're looking at "Helper" in the middle -of a large C++ file, that you have no immediate way to tell if it is local to -the file. When it is marked static explicitly, this is immediately obvious. -Also, there is no reason to enclose the definition of "operator<" in the -namespace just because it was declared there. -

- -
- -
- -
- - -

- See Also -

- - -
- -

A lot of these comments and recommendations have been culled for other -sources. Two particularly important books for our work are:

- -
    - -
  1. Effective -C++ by Scott Meyers. Also -interesting and useful are "More Effective C++" and "Effective STL" by the same -author.
  2. - -
  3. Large-Scale C++ Software Design by John Lakos
  4. - -
- -

If you get some free time, and you haven't read them: do so, you might learn -something.

- -
- - - -
-
- Valid CSS - Valid HTML 4.01 - - Chris Lattner
- LLVM Compiler Infrastructure
- Last modified: $Date$ -
- - - diff --git a/docs/CodingStandards.rst b/docs/CodingStandards.rst new file mode 100644 index 00000000000..a108666ce7e --- /dev/null +++ b/docs/CodingStandards.rst @@ -0,0 +1,1148 @@ +.. _coding_standards: + +===================== +LLVM Coding Standards +===================== + +.. contents:: + :local: + +Introduction +============ + +This document attempts to describe a few coding standards that are being used in +the LLVM source tree. Although no coding standards should be regarded as +absolute requirements to be followed in all instances, coding standards are +particularly important for large-scale code bases that follow a library-based +design (like LLVM). + +This document intentionally does not prescribe fixed standards for religious +issues such as brace placement and space usage. For issues like this, follow +the golden rule: + +.. _Golden Rule: + + **If you are extending, enhancing, or bug fixing already implemented code, + use the style that is already being used so that the source is uniform and + easy to follow.** + +Note that some code bases (e.g. ``libc++``) have really good reasons to deviate +from the coding standards. In the case of ``libc++``, this is because the +naming and other conventions are dictated by the C++ standard. If you think +there is a specific good reason to deviate from the standards here, please bring +it up on the LLVMdev mailing list. + +There are some conventions that are not uniformly followed in the code base +(e.g. the naming convention). This is because they are relatively new, and a +lot of code was written before they were put in place. Our long term goal is +for the entire codebase to follow the convention, but we explicitly *do not* +want patches that do large-scale reformating of existing code. On the other +hand, it is reasonable to rename the methods of a class if you're about to +change it in some other way. Just do the reformating as a separate commit from +the functionality change. + +The ultimate goal of these guidelines is the increase readability and +maintainability of our common source base. If you have suggestions for topics to +be included, please mail them to `Chris `_. + +Mechanical Source Issues +======================== + +Source Code Formatting +---------------------- + +Commenting +^^^^^^^^^^ + +Comments are one critical part of readability and maintainability. Everyone +knows they should comment their code, and so should you. When writing comments, +write them as English prose, which means they should use proper capitalization, +punctuation, etc. Aim to describe what the code is trying to do and why, not +*how* it does it at a micro level. Here are a few critical things to document: + +.. _header file comment: + +File Headers +"""""""""""" + +Every source file should have a header on it that describes the basic purpose of +the file. If a file does not have a header, it should not be checked into the +tree. The standard header looks like this: + +.. code-block:: c++ + + //===-- llvm/Instruction.h - Instruction class definition -------*- C++ -*-===// + // + // The LLVM Compiler Infrastructure + // + // This file is distributed under the University of Illinois Open Source + // License. See LICENSE.TXT for details. + // + //===----------------------------------------------------------------------===// + // + // This file contains the declaration of the Instruction class, which is the + // base class for all of the VM instructions. + // + //===----------------------------------------------------------------------===// + +A few things to note about this particular format: The "``-*- C++ -*-``" string +on the first line is there to tell Emacs that the source file is a C++ file, not +a C file (Emacs assumes ``.h`` files are C files by default). + +.. note:: + + This tag is not necessary in ``.cpp`` files. The name of the file is also + on the first line, along with a very short description of the purpose of the + file. This is important when printing out code and flipping though lots of + pages. + +The next section in the file is a concise note that defines the license that the +file is released under. This makes it perfectly clear what terms the source +code can be distributed under and should not be modified in any way. + +The main body of the description does not have to be very long in most cases. +Here it's only two lines. If an algorithm is being implemented or something +tricky is going on, a reference to the paper where it is published should be +included, as well as any notes or *gotchas* in the code to watch out for. + +Class overviews +""""""""""""""" + +Classes are one fundamental part of a good object oriented design. As such, a +class definition should have a comment block that explains what the class is +used for and how it works. Every non-trivial class is expected to have a +``doxygen`` comment block. + +Method information +"""""""""""""""""" + +Methods defined in a class (as well as any global functions) should also be +documented properly. A quick note about what it does and a description of the +borderline behaviour is all that is necessary here (unless something +particularly tricky or insidious is going on). The hope is that people can +figure out how to use your interfaces without reading the code itself. + +Good things to talk about here are what happens when something unexpected +happens: does the method return null? Abort? Format your hard disk? + +Comment Formatting +^^^^^^^^^^^^^^^^^^ + +In general, prefer C++ style (``//``) comments. They take less space, require +less typing, don't have nesting problems, etc. There are a few cases when it is +useful to use C style (``/* */``) comments however: + +#. When writing C code: Obviously if you are writing C code, use C style + comments. + +#. When writing a header file that may be ``#include``\d by a C source file. + +#. When writing a source file that is used by a tool that only accepts C style + comments. + +To comment out a large block of code, use ``#if 0`` and ``#endif``. These nest +properly and are better behaved in general than C style comments. + +``#include`` Style +^^^^^^^^^^^^^^^^^^ + +Immediately after the `header file comment`_ (and include guards if working on a +header file), the `minimal list of #includes`_ required by the file should be +listed. We prefer these ``#include``\s to be listed in this order: + +.. _Main Module Header: +.. _Local/Private Headers: + +#. Main Module Header +#. Local/Private Headers +#. ``llvm/*`` +#. ``llvm/Analysis/*`` +#. ``llvm/Assembly/*`` +#. ``llvm/Bitcode/*`` +#. ``llvm/CodeGen/*`` +#. ... +#. ``llvm/Support/*`` +#. ``llvm/Config/*`` +#. System ``#include``\s + +and each category should be sorted by name. + +The `Main Module Header`_ file applies to ``.cpp`` files which implement an +interface defined by a ``.h`` file. This ``#include`` should always be included +**first** regardless of where it lives on the file system. By including a +header file first in the ``.cpp`` files that implement the interfaces, we ensure +that the header does not have any hidden dependencies which are not explicitly +``#include``\d in the header, but should be. It is also a form of documentation +in the ``.cpp`` file to indicate where the interfaces it implements are defined. + +.. _fit into 80 columns: + +Source Code Width +^^^^^^^^^^^^^^^^^ + +Write your code to fit within 80 columns of text. This helps those of us who +like to print out code and look at your code in an ``xterm`` without resizing +it. + +The longer answer is that there must be some limit to the width of the code in +order to reasonably allow developers to have multiple files side-by-side in +windows on a modest display. If you are going to pick a width limit, it is +somewhat arbitrary but you might as well pick something standard. Going with 90 +columns (for example) instead of 80 columns wouldn't add any significant value +and would be detrimental to printing out code. Also many other projects have +standardized on 80 columns, so some people have already configured their editors +for it (vs something else, like 90 columns). + +This is one of many contentious issues in coding standards, but it is not up for +debate. + +Use Spaces Instead of Tabs +^^^^^^^^^^^^^^^^^^^^^^^^^^ + +In all cases, prefer spaces to tabs in source files. People have different +preferred indentation levels, and different styles of indentation that they +like; this is fine. What isn't fine is that different editors/viewers expand +tabs out to different tab stops. This can cause your code to look completely +unreadable, and it is not worth dealing with. + +As always, follow the `Golden Rule`_ above: follow the style of +existing code if you are modifying and extending it. If you like four spaces of +indentation, **DO NOT** do that in the middle of a chunk of code with two spaces +of indentation. Also, do not reindent a whole source file: it makes for +incredible diffs that are absolutely worthless. + +Indent Code Consistently +^^^^^^^^^^^^^^^^^^^^^^^^ + +Okay, in your first year of programming you were told that indentation is +important. If you didn't believe and internalize this then, now is the time. +Just do it. + +Compiler Issues +--------------- + +Treat Compiler Warnings Like Errors +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +If your code has compiler warnings in it, something is wrong --- you aren't +casting values correctly, you have "questionable" constructs in your code, or +you are doing something legitimately wrong. Compiler warnings can cover up +legitimate errors in output and make dealing with a translation unit difficult. + +It is not possible to prevent all warnings from all compilers, nor is it +desirable. Instead, pick a standard compiler (like ``gcc``) that provides a +good thorough set of warnings, and stick to it. At least in the case of +``gcc``, it is possible to work around any spurious errors by changing the +syntax of the code slightly. For example, a warning that annoys me occurs when +I write code like this: + +.. code-block:: c++ + + if (V = getValue()) { + ... + } + +``gcc`` will warn me that I probably want to use the ``==`` operator, and that I +probably mistyped it. In most cases, I haven't, and I really don't want the +spurious errors. To fix this particular problem, I rewrite the code like +this: + +.. code-block:: c++ + + if ((V = getValue())) { + ... + } + +which shuts ``gcc`` up. Any ``gcc`` warning that annoys you can be fixed by +massaging the code appropriately. + +Write Portable Code +^^^^^^^^^^^^^^^^^^^ + +In almost all cases, it is possible and within reason to write completely +portable code. If there are cases where it isn't possible to write portable +code, isolate it behind a well defined (and well documented) interface. + +In practice, this means that you shouldn't assume much about the host compiler +(and Visual Studio tends to be the lowest common denominator). If advanced +features are used, they should only be an implementation detail of a library +which has a simple exposed API, and preferably be buried in ``libSystem``. + +Do not use RTTI or Exceptions +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +In an effort to reduce code and executable size, LLVM does not use RTTI +(e.g. ``dynamic_cast<>;``) or exceptions. These two language features violate +the general C++ principle of *"you only pay for what you use"*, causing +executable bloat even if exceptions are never used in the code base, or if RTTI +is never used for a class. Because of this, we turn them off globally in the +code. + +That said, LLVM does make extensive use of a hand-rolled form of RTTI that use +templates like `isa<>, cast<>, and dyn_cast<> `_. +This form of RTTI is opt-in and can be added to any class. It is also +substantially more efficient than ``dynamic_cast<>``. + +.. _static constructor: + +Do not use Static Constructors +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +Static constructors and destructors (e.g. global variables whose types have a +constructor or destructor) should not be added to the code base, and should be +removed wherever possible. Besides `well known problems +`_ where the order of +initialization is undefined between globals in different source files, the +entire concept of static constructors is at odds with the common use case of +LLVM as a library linked into a larger application. + +Consider the use of LLVM as a JIT linked into another application (perhaps for +`OpenGL, custom languages `_, `shaders in movies +`_, etc). Due to the +design of static constructors, they must be executed at startup time of the +entire application, regardless of whether or how LLVM is used in that larger +application. There are two problems with this: + +* The time to run the static constructors impacts startup time of applications + --- a critical time for GUI apps, among others. + +* The static constructors cause the app to pull many extra pages of memory off + the disk: both the code for the constructor in each ``.o`` file and the small + amount of data that gets touched. In addition, touched/dirty pages put more + pressure on the VM system on low-memory machines. + +We would really like for there to be zero cost for linking in an additional LLVM +target or other library into an application, but static constructors violate +this goal. + +That said, LLVM unfortunately does contain static constructors. It would be a +`great project `_ for someone to purge all static +constructors from LLVM, and then enable the ``-Wglobal-constructors`` warning +flag (when building with Clang) to ensure we do not regress in the future. + +Use of ``class`` and ``struct`` Keywords +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +In C++, the ``class`` and ``struct`` keywords can be used almost +interchangeably. The only difference is when they are used to declare a class: +``class`` makes all members private by default while ``struct`` makes all +members public by default. + +Unfortunately, not all compilers follow the rules and some will generate +different symbols based on whether ``class`` or ``struct`` was used to declare +the symbol. This can lead to problems at link time. + +So, the rule for LLVM is to always use the ``class`` keyword, unless **all** +members are public and the type is a C++ `POD +`_ type, in which case +``struct`` is allowed. + +Style Issues +============ + +The High-Level Issues +--------------------- + +A Public Header File **is** a Module +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +C++ doesn't do too well in the modularity department. There is no real +encapsulation or data hiding (unless you use expensive protocol classes), but it +is what we have to work with. When you write a public header file (in the LLVM +source tree, they live in the top level "``include``" directory), you are +defining a module of functionality. + +Ideally, modules should be completely independent of each other, and their +header files should only ``#include`` the absolute minimum number of headers +possible. A module is not just a class, a function, or a namespace: it's a +collection of these that defines an interface. This interface may be several +functions, classes, or data structures, but the important issue is how they work +together. + +In general, a module should be implemented by one or more ``.cpp`` files. Each +of these ``.cpp`` files should include the header that defines their interface +first. This ensures that all of the dependences of the module header have been +properly added to the module header itself, and are not implicit. System +headers should be included after user headers for a translation unit. + +.. _minimal list of #includes: + +``#include`` as Little as Possible +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +``#include`` hurts compile time performance. Don't do it unless you have to, +especially in header files. + +But wait! Sometimes you need to have the definition of a class to use it, or to +inherit from it. In these cases go ahead and ``#include`` that header file. Be +aware however that there are many cases where you don't need to have the full +definition of a class. If you are using a pointer or reference to a class, you +don't need the header file. If you are simply returning a class instance from a +prototyped function or method, you don't need it. In fact, for most cases, you +simply don't need the definition of a class. And not ``#include``\ing speeds up +compilation. + +It is easy to try to go too overboard on this recommendation, however. You +**must** include all of the header files that you are using --- you can include +them either directly or indirectly through another header file. To make sure +that you don't accidentally forget to include a header file in your module +header, make sure to include your module header **first** in the implementation +file (as mentioned above). This way there won't be any hidden dependencies that +you'll find out about later. + +Keep "Internal" Headers Private +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +Many modules have a complex implementation that causes them to use more than one +implementation (``.cpp``) file. It is often tempting to put the internal +communication interface (helper classes, extra functions, etc) in the public +module header file. Don't do this! + +If you really need to do something like this, put a private header file in the +same directory as the source files, and include it locally. This ensures that +your private interface remains private and undisturbed by outsiders. + +.. note:: + + It's okay to put extra implementation methods in a public class itself. Just + make them private (or protected) and all is well. + +.. _early exits: + +Use Early Exits and ``continue`` to Simplify Code +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +When reading code, keep in mind how much state and how many previous decisions +have to be remembered by the reader to understand a block of code. Aim to +reduce indentation where possible when it doesn't make it more difficult to +understand the code. One great way to do this is by making use of early exits +and the ``continue`` keyword in long loops. As an example of using an early +exit from a function, consider this "bad" code: + +.. code-block:: c++ + + Value *DoSomething(Instruction *I) { + if (!isa(I) && + I->hasOneUse() && SomeOtherThing(I)) { + ... some long code .... + } + + return 0; + } + +This code has several problems if the body of the ``'if'`` is large. When +you're looking at the top of the function, it isn't immediately clear that this +*only* does interesting things with non-terminator instructions, and only +applies to things with the other predicates. Second, it is relatively difficult +to describe (in comments) why these predicates are important because the ``if`` +statement makes it difficult to lay out the comments. Third, when you're deep +within the body of the code, it is indented an extra level. Finally, when +reading the top of the function, it isn't clear what the result is if the +predicate isn't true; you have to read to the end of the function to know that +it returns null. + +It is much preferred to format the code like this: + +.. code-block:: c++ + + Value *DoSomething(Instruction *I) { + // Terminators never need 'something' done to them because ... + if (isa(I)) + return 0; + + // We conservatively avoid transforming instructions with multiple uses + // because goats like cheese. + if (!I->hasOneUse()) + return 0; + + // This is really just here for example. + if (!SomeOtherThing(I)) + return 0; + + ... some long code .... + } + +This fixes these problems. A similar problem frequently happens in ``for`` +loops. A silly example is something like this: + +.. code-block:: c++ + + for (BasicBlock::iterator II = BB->begin(), E = BB->end(); II != E; ++II) { + if (BinaryOperator *BO = dyn_cast(II)) { + Value *LHS = BO->getOperand(0); + Value *RHS = BO->getOperand(1); + if (LHS != RHS) { + ... + } + } + } + +When you have very, very small loops, this sort of structure is fine. But if it +exceeds more than 10-15 lines, it becomes difficult for people to read and +understand at a glance. The problem with this sort of code is that it gets very +nested very quickly. Meaning that the reader of the code has to keep a lot of +context in their brain to remember what is going immediately on in the loop, +because they don't know if/when the ``if`` conditions will have ``else``\s etc. +It is strongly preferred to structure the loop like this: + +.. code-block:: c++ + + for (BasicBlock::iterator II = BB->begin(), E = BB->end(); II != E; ++II) { + BinaryOperator *BO = dyn_cast(II); + if (!BO) continue; + + Value *LHS = BO->getOperand(0); + Value *RHS = BO->getOperand(1); + if (LHS == RHS) continue; + + ... + } + +This has all the benefits of using early exits for functions: it reduces nesting +of the loop, it makes it easier to describe why the conditions are true, and it +makes it obvious to the reader that there is no ``else`` coming up that they +have to push context into their brain for. If a loop is large, this can be a +big understandability win. + +Don't use ``else`` after a ``return`` +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +For similar reasons above (reduction of indentation and easier reading), please +do not use ``'else'`` or ``'else if'`` after something that interrupts control +flow --- like ``return``, ``break``, ``continue``, ``goto``, etc. For +example, this is *bad*: + +.. code-block:: c++ + + case 'J': { + if (Signed) { + Type = Context.getsigjmp_bufType(); + if (Type.isNull()) { + Error = ASTContext::GE_Missing_sigjmp_buf; + return QualType(); + } else { + break; + } + } else { + Type = Context.getjmp_bufType(); + if (Type.isNull()) { + Error = ASTContext::GE_Missing_jmp_buf; + return QualType(); + } else { + break; + } + } + } + } + +It is better to write it like this: + +.. code-block:: c++ + + case 'J': + if (Signed) { + Type = Context.getsigjmp_bufType(); + if (Type.isNull()) { + Error = ASTContext::GE_Missing_sigjmp_buf; + return QualType(); + } + } else { + Type = Context.getjmp_bufType(); + if (Type.isNull()) { + Error = ASTContext::GE_Missing_jmp_buf; + return QualType(); + } + } + break; + +Or better yet (in this case) as: + +.. code-block:: c++ + + case 'J': + if (Signed) + Type = Context.getsigjmp_bufType(); + else + Type = Context.getjmp_bufType(); + + if (Type.isNull()) { + Error = Signed ? ASTContext::GE_Missing_sigjmp_buf : + ASTContext::GE_Missing_jmp_buf; + return QualType(); + } + break; + +The idea is to reduce indentation and the amount of code you have to keep track +of when reading the code. + +Turn Predicate Loops into Predicate Functions +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +It is very common to write small loops that just compute a boolean value. There +are a number of ways that people commonly write these, but an example of this +sort of thing is: + +.. code-block:: c++ + + bool FoundFoo = false; + for (unsigned i = 0, e = BarList.size(); i != e; ++i) + if (BarList[i]->isFoo()) { + FoundFoo = true; + break; + } + + if (FoundFoo) { + ... + } + +This sort of code is awkward to write, and is almost always a bad sign. Instead +of this sort of loop, we strongly prefer to use a predicate function (which may +be `static`_) that uses `early exits`_ to compute the predicate. We prefer the +code to be structured like this: + +.. code-block:: c++ + + /// ListContainsFoo - Return true if the specified list has an element that is + /// a foo. + static bool ListContainsFoo(const std::vector &List) { + for (unsigned i = 0, e = List.size(); i != e; ++i) + if (List[i]->isFoo()) + return true; + return false; + } + ... + + if (ListContainsFoo(BarList)) { + ... + } + +There are many reasons for doing this: it reduces indentation and factors out +code which can often be shared by other code that checks for the same predicate. +More importantly, it *forces you to pick a name* for the function, and forces +you to write a comment for it. In this silly example, this doesn't add much +value. However, if the condition is complex, this can make it a lot easier for +the reader to understand the code that queries for this predicate. Instead of +being faced with the in-line details of how we check to see if the BarList +contains a foo, we can trust the function name and continue reading with better +locality. + +The Low-Level Issues +-------------------- + +Name Types, Functions, Variables, and Enumerators Properly +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +Poorly-chosen names can mislead the reader and cause bugs. We cannot stress +enough how important it is to use *descriptive* names. Pick names that match +the semantics and role of the underlying entities, within reason. Avoid +abbreviations unless they are well known. After picking a good name, make sure +to use consistent capitalization for the name, as inconsistency requires clients +to either memorize the APIs or to look it up to find the exact spelling. + +In general, names should be in camel case (e.g. ``TextFileReader`` and +``isLValue()``). Different kinds of declarations have different rules: + +* **Type names** (including classes, structs, enums, typedefs, etc) should be + nouns and start with an upper-case letter (e.g. ``TextFileReader``). + +* **Variable names** should be nouns (as they represent state). The name should + be camel case, and start with an upper case letter (e.g. ``Leader`` or + ``Boats``). + +* **Function names** should be verb phrases (as they represent actions), and + command-like function should be imperative. The name should be camel case, + and start with a lower case letter (e.g. ``openFile()`` or ``isFoo()``). + +* **Enum declarations** (e.g. ``enum Foo {...}``) are types, so they should + follow the naming conventions for types. A common use for enums is as a + discriminator for a union, or an indicator of a subclass. When an enum is + used for something like this, it should have a ``Kind`` suffix + (e.g. ``ValueKind``). + +* **Enumerators** (e.g. ``enum { Foo, Bar }``) and **public member variables** + should start with an upper-case letter, just like types. Unless the + enumerators are defined in their own small namespace or inside a class, + enumerators should have a prefix corresponding to the enum declaration name. + For example, ``enum ValueKind { ... };`` may contain enumerators like + ``VK_Argument``, ``VK_BasicBlock``, etc. Enumerators that are just + convenience constants are exempt from the requirement for a prefix. For + instance: + + .. code-block:: c++ + + enum { + MaxSize = 42, + Density = 12 + }; + +As an exception, classes that mimic STL classes can have member names in STL's +style of lower-case words separated by underscores (e.g. ``begin()``, +``push_back()``, and ``empty()``). + +Here are some examples of good and bad names: + +.. code-block::c++ + + class VehicleMaker { + ... + Factory F; // Bad -- abbreviation and non-descriptive. + Factory Factory; // Better. + Factory TireFactory; // Even better -- if VehicleMaker has more than one + // kind of factories. + }; + + Vehicle MakeVehicle(VehicleType Type) { + VehicleMaker M; // Might be OK if having a short life-span. + Tire tmp1 = M.makeTire(); // Bad -- 'tmp1' provides no information. + Light headlight = M.makeLight("head"); // Good -- descriptive. + ... + } + +Assert Liberally +^^^^^^^^^^^^^^^^ + +Use the "``assert``" macro to its fullest. Check all of your preconditions and +assumptions, you never know when a bug (not necessarily even yours) might be +caught early by an assertion, which reduces debugging time dramatically. The +"````" header file is probably already included by the header files you +are using, so it doesn't cost anything to use it. + +To further assist with debugging, make sure to put some kind of error message in +the assertion statement, which is printed if the assertion is tripped. This +helps the poor debugger make sense of why an assertion is being made and +enforced, and hopefully what to do about it. Here is one complete example: + +.. code-block:: c++ + + inline Value *getOperand(unsigned i) { + assert(i < Operands.size() && "getOperand() out of range!"); + return Operands[i]; + } + +Here are more examples: + +.. code-block:: c++ + + assert(Ty->isPointerType() && "Can't allocate a non pointer type!"); + + assert((Opcode == Shl || Opcode == Shr) && "ShiftInst Opcode invalid!"); + + assert(idx < getNumSuccessors() && "Successor # out of range!"); + + assert(V1.getType() == V2.getType() && "Constant types must be identical!"); + + assert(isa(Succ->front()) && "Only works on PHId BBs!"); + +You get the idea. + +Please be aware that, when adding assert statements, not all compilers are aware +of the semantics of the assert. In some places, asserts are used to indicate a +piece of code that should not be reached. These are typically of the form: + +.. code-block:: c++ + + assert(0 && "Some helpful error message"); + +When used in a function that returns a value, they should be followed with a +return statement and a comment indicating that this line is never reached. This +will prevent a compiler which is unable to deduce that the assert statement +never returns from generating a warning. + +.. code-block:: c++ + + assert(0 && "Some helpful error message"); + return 0; + +Another issue is that values used only by assertions will produce an "unused +value" warning when assertions are disabled. For example, this code will warn: + +.. code-block:: c++ + + unsigned Size = V.size(); + assert(Size > 42 && "Vector smaller than it should be"); + + bool NewToSet = Myset.insert(Value); + assert(NewToSet && "The value shouldn't be in the set yet"); + +These are two interesting different cases. In the first case, the call to +``V.size()`` is only useful for the assert, and we don't want it executed when +assertions are disabled. Code like this should move the call into the assert +itself. In the second case, the side effects of the call must happen whether +the assert is enabled or not. In this case, the value should be cast to void to +disable the warning. To be specific, it is preferred to write the code like +this: + +.. code-block:: c++ + + assert(V.size() > 42 && "Vector smaller than it should be"); + + bool NewToSet = Myset.insert(Value); (void)NewToSet; + assert(NewToSet && "The value shouldn't be in the set yet"); + +Do Not Use ``using namespace std`` +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +In LLVM, we prefer to explicitly prefix all identifiers from the standard +namespace with an "``std::``" prefix, rather than rely on "``using namespace +std;``". + +In header files, adding a ``'using namespace XXX'`` directive pollutes the +namespace of any source file that ``#include``\s the header. This is clearly a +bad thing. + +In implementation files (e.g. ``.cpp`` files), the rule is more of a stylistic +rule, but is still important. Basically, using explicit namespace prefixes +makes the code **clearer**, because it is immediately obvious what facilities +are being used and where they are coming from. And **more portable**, because +namespace clashes cannot occur between LLVM code and other namespaces. The +portability rule is important because different standard library implementations +expose different symbols (potentially ones they shouldn't), and future revisions +to the C++ standard will add more symbols to the ``std`` namespace. As such, we +never use ``'using namespace std;'`` in LLVM. + +The exception to the general rule (i.e. it's not an exception for the ``std`` +namespace) is for implementation files. For example, all of the code in the +LLVM project implements code that lives in the 'llvm' namespace. As such, it is +ok, and actually clearer, for the ``.cpp`` files to have a ``'using namespace +llvm;'`` directive at the top, after the ``#include``\s. This reduces +indentation in the body of the file for source editors that indent based on +braces, and keeps the conceptual context cleaner. The general form of this rule +is that any ``.cpp`` file that implements code in any namespace may use that +namespace (and its parents'), but should not use any others. + +Provide a Virtual Method Anchor for Classes in Headers +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +If a class is defined in a header file and has a vtable (either it has virtual +methods or it derives from classes with virtual methods), it must always have at +least one out-of-line virtual method in the class. Without this, the compiler +will copy the vtable and RTTI into every ``.o`` file that ``#include``\s the +header, bloating ``.o`` file sizes and increasing link times. + +Don't evaluate ``end()`` every time through a loop +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +Because C++ doesn't have a standard "``foreach``" loop (though it can be +emulated with macros and may be coming in C++'0x) we end up writing a lot of +loops that manually iterate from begin to end on a variety of containers or +through other data structures. One common mistake is to write a loop in this +style: + +.. code-block:: c++ + + BasicBlock *BB = ... + for (BasicBlock::iterator I = BB->begin(); I != BB->end(); ++I) + ... use I ... + +The problem with this construct is that it evaluates "``BB->end()``" every time +through the loop. Instead of writing the loop like this, we strongly prefer +loops to be written so that they evaluate it once before the loop starts. A +convenient way to do this is like so: + +.. code-block:: c++ + + BasicBlock *BB = ... + for (BasicBlock::iterator I = BB->begin(), E = BB->end(); I != E; ++I) + ... use I ... + +The observant may quickly point out that these two loops may have different +semantics: if the container (a basic block in this case) is being mutated, then +"``BB->end()``" may change its value every time through the loop and the second +loop may not in fact be correct. If you actually do depend on this behavior, +please write the loop in the first form and add a comment indicating that you +did it intentionally. + +Why do we prefer the second form (when correct)? Writing the loop in the first +form has two problems. First it may be less efficient than evaluating it at the +start of the loop. In this case, the cost is probably minor --- a few extra +loads every time through the loop. However, if the base expression is more +complex, then the cost can rise quickly. I've seen loops where the end +expression was actually something like: "``SomeMap[x]->end()``" and map lookups +really aren't cheap. By writing it in the second form consistently, you +eliminate the issue entirely and don't even have to think about it. + +The second (even bigger) issue is that writing the loop in the first form hints +to the reader that the loop is mutating the container (a fact that a comment +would handily confirm!). If you write the loop in the second form, it is +immediately obvious without even looking at the body of the loop that the +container isn't being modified, which makes it easier to read the code and +understand what it does. + +While the second form of the loop is a few extra keystrokes, we do strongly +prefer it. + +``#include `` is Forbidden +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +The use of ``#include `` in library files is hereby **forbidden**, +because many common implementations transparently inject a `static constructor`_ +into every translation unit that includes it. + +Note that using the other stream headers (```` for example) is not +problematic in this regard --- just ````. However, ``raw_ostream`` +provides various APIs that are better performing for almost every use than +``std::ostream`` style APIs. + +.. note:: + + New code should always use `raw_ostream`_ for writing, or the + ``llvm::MemoryBuffer`` API for reading files. + +.. _raw_ostream: + +Use ``raw_ostream`` +^^^^^^^^^^^^^^^^^^^ + +LLVM includes a lightweight, simple, and efficient stream implementation in +``llvm/Support/raw_ostream.h``, which provides all of the common features of +``std::ostream``. All new code should use ``raw_ostream`` instead of +``ostream``. + +Unlike ``std::ostream``, ``raw_ostream`` is not a template and can be forward +declared as ``class raw_ostream``. Public headers should generally not include +the ``raw_ostream`` header, but use forward declarations and constant references +to ``raw_ostream`` instances. + +Avoid ``std::endl`` +^^^^^^^^^^^^^^^^^^^ + +The ``std::endl`` modifier, when used with ``iostreams`` outputs a newline to +the output stream specified. In addition to doing this, however, it also +flushes the output stream. In other words, these are equivalent: + +.. code-block:: c++ + + std::cout << std::endl; + std::cout << '\n' << std::flush; + +Most of the time, you probably have no reason to flush the output stream, so +it's better to use a literal ``'\n'``. + +Microscopic Details +------------------- + +This section describes preferred low-level formatting guidelines along with +reasoning on why we prefer them. + +Spaces Before Parentheses +^^^^^^^^^^^^^^^^^^^^^^^^^ + +We prefer to put a space before an open parenthesis only in control flow +statements, but not in normal function call expressions and function-like +macros. For example, this is good: + +.. code-block:: c++ + + if (x) ... + for (i = 0; i != 100; ++i) ... + while (llvm_rocks) ... + + somefunc(42); + assert(3 != 4 && "laws of math are failing me"); + + a = foo(42, 92) + bar(x); + +and this is bad: + +.. code-block:: c++ + + if(x) ... + for(i = 0; i != 100; ++i) ... + while(llvm_rocks) ... + + somefunc (42); + assert (3 != 4 && "laws of math are failing me"); + + a = foo (42, 92) + bar (x); + +The reason for doing this is not completely arbitrary. This style makes control +flow operators stand out more, and makes expressions flow better. The function +call operator binds very tightly as a postfix operator. Putting a space after a +function name (as in the last example) makes it appear that the code might bind +the arguments of the left-hand-side of a binary operator with the argument list +of a function and the name of the right side. More specifically, it is easy to +misread the "``a``" example as: + +.. code-block:: c++ + + a = foo ((42, 92) + bar) (x); + +when skimming through the code. By avoiding a space in a function, we avoid +this misinterpretation. + +Prefer Preincrement +^^^^^^^^^^^^^^^^^^^ + +Hard fast rule: Preincrement (``++X``) may be no slower than postincrement +(``X++``) and could very well be a lot faster than it. Use preincrementation +whenever possible. + +The semantics of postincrement include making a copy of the value being +incremented, returning it, and then preincrementing the "work value". For +primitive types, this isn't a big deal. But for iterators, it can be a huge +issue (for example, some iterators contains stack and set objects in them... +copying an iterator could invoke the copy ctor's of these as well). In general, +get in the habit of always using preincrement, and you won't have a problem. + + +Namespace Indentation +^^^^^^^^^^^^^^^^^^^^^ + +In general, we strive to reduce indentation wherever possible. This is useful +because we want code to `fit into 80 columns`_ without wrapping horribly, but +also because it makes it easier to understand the code. Namespaces are a funny +thing: they are often large, and we often desire to put lots of stuff into them +(so they can be large). Other times they are tiny, because they just hold an +enum or something similar. In order to balance this, we use different +approaches for small versus large namespaces. + +If a namespace definition is small and *easily* fits on a screen (say, less than +35 lines of code), then you should indent its body. Here's an example: + +.. code-block:: c++ + + namespace llvm { + namespace X86 { + /// RelocationType - An enum for the x86 relocation codes. Note that + /// the terminology here doesn't follow x86 convention - word means + /// 32-bit and dword means 64-bit. + enum RelocationType { + /// reloc_pcrel_word - PC relative relocation, add the relocated value to + /// the value already in memory, after we adjust it for where the PC is. + reloc_pcrel_word = 0, + + /// reloc_picrel_word - PIC base relative relocation, add the relocated + /// value to the value already in memory, after we adjust it for where the + /// PIC base is. + reloc_picrel_word = 1, + + /// reloc_absolute_word, reloc_absolute_dword - Absolute relocation, just + /// add the relocated value to the value already in memory. + reloc_absolute_word = 2, + reloc_absolute_dword = 3 + }; + } + } + +Since the body is small, indenting adds value because it makes it very clear +where the namespace starts and ends, and it is easy to take the whole thing in +in one "gulp" when reading the code. If the blob of code in the namespace is +larger (as it typically is in a header in the ``llvm`` or ``clang`` namespaces), +do not indent the code, and add a comment indicating what namespace is being +closed. For example: + +.. code-block:: c++ + + namespace llvm { + namespace knowledge { + + /// Grokable - This class represents things that Smith can have an intimate + /// understanding of and contains the data associated with it. + class Grokable { + ... + public: + explicit Grokable() { ... } + virtual ~Grokable() = 0; + + ... + + }; + + } // end namespace knowledge + } // end namespace llvm + +Because the class is large, we don't expect that the reader can easily +understand the entire concept in a glance, and the end of the file (where the +namespaces end) may be a long ways away from the place they open. As such, +indenting the contents of the namespace doesn't add any value, and detracts from +the readability of the class. In these cases it is best to *not* indent the +contents of the namespace. + +.. _static: + +Anonymous Namespaces +^^^^^^^^^^^^^^^^^^^^ + +After talking about namespaces in general, you may be wondering about anonymous +namespaces in particular. Anonymous namespaces are a great language feature +that tells the C++ compiler that the contents of the namespace are only visible +within the current translation unit, allowing more aggressive optimization and +eliminating the possibility of symbol name collisions. Anonymous namespaces are +to C++ as "static" is to C functions and global variables. While "``static``" +is available in C++, anonymous namespaces are more general: they can make entire +classes private to a file. + +The problem with anonymous namespaces is that they naturally want to encourage +indentation of their body, and they reduce locality of reference: if you see a +random function definition in a C++ file, it is easy to see if it is marked +static, but seeing if it is in an anonymous namespace requires scanning a big +chunk of the file. + +Because of this, we have a simple guideline: make anonymous namespaces as small +as possible, and only use them for class declarations. For example, this is +good: + +.. code-block:: c++ + + namespace { + class StringSort { + ... + public: + StringSort(...) + bool operator<(const char *RHS) const; + }; + } // end anonymous namespace + + static void Helper() { + ... + } + + bool StringSort::operator<(const char *RHS) const { + ... + } + +This is bad: + +.. code-block:: c++ + + namespace { + class StringSort { + ... + public: + StringSort(...) + bool operator<(const char *RHS) const; + }; + + void Helper() { + ... + } + + bool StringSort::operator<(const char *RHS) const { + ... + } + + } // end anonymous namespace + +This is bad specifically because if you're looking at "``Helper``" in the middle +of a large C++ file, that you have no immediate way to tell if it is local to +the file. When it is marked static explicitly, this is immediately obvious. +Also, there is no reason to enclose the definition of "``operator<``" in the +namespace just because it was declared there. + +See Also +======== + +A lot of these comments and recommendations have been culled for other sources. +Two particularly important books for our work are: + +#. `Effective C++ + `_ + by Scott Meyers. Also interesting and useful are "More Effective C++" and + "Effective STL" by the same author. + +#. `Large-Scale C++ Software Design + `_ + by John Lakos + +If you get some free time, and you haven't read them: do so, you might learn +something. diff --git a/docs/development_process.rst b/docs/development_process.rst index 9d0d2f9858c..5cb7181c644 100644 --- a/docs/development_process.rst +++ b/docs/development_process.rst @@ -7,6 +7,7 @@ Development Process Documentation :hidden: Projects + CodingStandards \ @@ -17,6 +18,12 @@ Development Process Documentation tree) allow the project code to be located outside (or inside) the ``llvm/`` tree, while using LLVM header files and libraries. + * :ref:`coding_standards` + + Describes a few coding standards that are used in the LLVM source tree. All + code submissions must follow the coding standards before being allowed into + the source tree. + * `LLVMBuild Documentation `_ Describes the LLVMBuild organization and files used by LLVM to specify