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      2 
      3 =====================
      4 LLVM Coding Standards
      5 =====================
      6 
      7 .. contents::
      8    :local:
      9 
     10 Introduction
     11 ============
     12 
     13 This document attempts to describe a few coding standards that are being used in
     14 the LLVM source tree.  Although no coding standards should be regarded as
     15 absolute requirements to be followed in all instances, coding standards are
     16 particularly important for large-scale code bases that follow a library-based
     17 design (like LLVM).
     18 
     19 This document intentionally does not prescribe fixed standards for religious
     20 issues such as brace placement and space usage.  For issues like this, follow
     21 the golden rule:
     22 
     23 .. _Golden Rule:
     24 
     25     **If you are extending, enhancing, or bug fixing already implemented code,
     26     use the style that is already being used so that the source is uniform and
     27     easy to follow.**
     28 
     29 Note that some code bases (e.g. ``libc++``) have really good reasons to deviate
     30 from the coding standards.  In the case of ``libc++``, this is because the
     31 naming and other conventions are dictated by the C++ standard.  If you think
     32 there is a specific good reason to deviate from the standards here, please bring
     33 it up on the LLVMdev mailing list.
     34 
     35 There are some conventions that are not uniformly followed in the code base
     36 (e.g. the naming convention).  This is because they are relatively new, and a
     37 lot of code was written before they were put in place.  Our long term goal is
     38 for the entire codebase to follow the convention, but we explicitly *do not*
     39 want patches that do large-scale reformating of existing code.  On the other
     40 hand, it is reasonable to rename the methods of a class if you're about to
     41 change it in some other way.  Just do the reformating as a separate commit from
     42 the functionality change.
     43   
     44 The ultimate goal of these guidelines is the increase readability and
     45 maintainability of our common source base. If you have suggestions for topics to
     46 be included, please mail them to `Chris <mailto:sabre (a] nondot.org>`_.
     47 
     48 Mechanical Source Issues
     49 ========================
     50 
     51 Source Code Formatting
     52 ----------------------
     53 
     54 Commenting
     55 ^^^^^^^^^^
     56 
     57 Comments are one critical part of readability and maintainability.  Everyone
     58 knows they should comment their code, and so should you.  When writing comments,
     59 write them as English prose, which means they should use proper capitalization,
     60 punctuation, etc.  Aim to describe what the code is trying to do and why, not
     61 *how* it does it at a micro level. Here are a few critical things to document:
     62 
     63 .. _header file comment:
     64 
     65 File Headers
     66 """"""""""""
     67 
     68 Every source file should have a header on it that describes the basic purpose of
     69 the file.  If a file does not have a header, it should not be checked into the
     70 tree.  The standard header looks like this:
     71 
     72 .. code-block:: c++
     73 
     74   //===-- llvm/Instruction.h - Instruction class definition -------*- C++ -*-===//
     75   //
     76   //                     The LLVM Compiler Infrastructure
     77   //
     78   // This file is distributed under the University of Illinois Open Source
     79   // License. See LICENSE.TXT for details.
     80   //
     81   //===----------------------------------------------------------------------===//
     82   //
     83   // This file contains the declaration of the Instruction class, which is the
     84   // base class for all of the VM instructions.
     85   //
     86   //===----------------------------------------------------------------------===//
     87 
     88 A few things to note about this particular format: The "``-*- C++ -*-``" string
     89 on the first line is there to tell Emacs that the source file is a C++ file, not
     90 a C file (Emacs assumes ``.h`` files are C files by default).
     91 
     92 .. note::
     93 
     94     This tag is not necessary in ``.cpp`` files.  The name of the file is also
     95     on the first line, along with a very short description of the purpose of the
     96     file.  This is important when printing out code and flipping though lots of
     97     pages.
     98 
     99 The next section in the file is a concise note that defines the license that the
    100 file is released under.  This makes it perfectly clear what terms the source
    101 code can be distributed under and should not be modified in any way.
    102 
    103 The main body of the description does not have to be very long in most cases.
    104 Here it's only two lines.  If an algorithm is being implemented or something
    105 tricky is going on, a reference to the paper where it is published should be
    106 included, as well as any notes or *gotchas* in the code to watch out for.
    107 
    108 Class overviews
    109 """""""""""""""
    110 
    111 Classes are one fundamental part of a good object oriented design.  As such, a
    112 class definition should have a comment block that explains what the class is
    113 used for and how it works.  Every non-trivial class is expected to have a
    114 ``doxygen`` comment block.
    115 
    116 Method information
    117 """"""""""""""""""
    118 
    119 Methods defined in a class (as well as any global functions) should also be
    120 documented properly.  A quick note about what it does and a description of the
    121 borderline behaviour is all that is necessary here (unless something
    122 particularly tricky or insidious is going on).  The hope is that people can
    123 figure out how to use your interfaces without reading the code itself.
    124 
    125 Good things to talk about here are what happens when something unexpected
    126 happens: does the method return null?  Abort?  Format your hard disk?
    127 
    128 Comment Formatting
    129 ^^^^^^^^^^^^^^^^^^
    130 
    131 In general, prefer C++ style (``//``) comments.  They take less space, require
    132 less typing, don't have nesting problems, etc.  There are a few cases when it is
    133 useful to use C style (``/* */``) comments however:
    134 
    135 #. When writing C code: Obviously if you are writing C code, use C style
    136    comments.
    137 
    138 #. When writing a header file that may be ``#include``\d by a C source file.
    139 
    140 #. When writing a source file that is used by a tool that only accepts C style
    141    comments.
    142 
    143 To comment out a large block of code, use ``#if 0`` and ``#endif``. These nest
    144 properly and are better behaved in general than C style comments.
    145 
    146 ``#include`` Style
    147 ^^^^^^^^^^^^^^^^^^
    148 
    149 Immediately after the `header file comment`_ (and include guards if working on a
    150 header file), the `minimal list of #includes`_ required by the file should be
    151 listed.  We prefer these ``#include``\s to be listed in this order:
    152 
    153 .. _Main Module Header:
    154 .. _Local/Private Headers:
    155 
    156 #. Main Module Header
    157 #. Local/Private Headers
    158 #. ``llvm/*``
    159 #. ``llvm/Analysis/*``
    160 #. ``llvm/Assembly/*``
    161 #. ``llvm/Bitcode/*``
    162 #. ``llvm/CodeGen/*``
    163 #. ...
    164 #. ``llvm/Support/*``
    165 #. ``llvm/Config/*``
    166 #. System ``#include``\s
    167 
    168 and each category should be sorted by name.
    169 
    170 The `Main Module Header`_ file applies to ``.cpp`` files which implement an
    171 interface defined by a ``.h`` file.  This ``#include`` should always be included
    172 **first** regardless of where it lives on the file system.  By including a
    173 header file first in the ``.cpp`` files that implement the interfaces, we ensure
    174 that the header does not have any hidden dependencies which are not explicitly
    175 ``#include``\d in the header, but should be. It is also a form of documentation
    176 in the ``.cpp`` file to indicate where the interfaces it implements are defined.
    177 
    178 .. _fit into 80 columns:
    179 
    180 Source Code Width
    181 ^^^^^^^^^^^^^^^^^
    182 
    183 Write your code to fit within 80 columns of text.  This helps those of us who
    184 like to print out code and look at your code in an ``xterm`` without resizing
    185 it.
    186 
    187 The longer answer is that there must be some limit to the width of the code in
    188 order to reasonably allow developers to have multiple files side-by-side in
    189 windows on a modest display.  If you are going to pick a width limit, it is
    190 somewhat arbitrary but you might as well pick something standard.  Going with 90
    191 columns (for example) instead of 80 columns wouldn't add any significant value
    192 and would be detrimental to printing out code.  Also many other projects have
    193 standardized on 80 columns, so some people have already configured their editors
    194 for it (vs something else, like 90 columns).
    195 
    196 This is one of many contentious issues in coding standards, but it is not up for
    197 debate.
    198 
    199 Use Spaces Instead of Tabs
    200 ^^^^^^^^^^^^^^^^^^^^^^^^^^
    201 
    202 In all cases, prefer spaces to tabs in source files.  People have different
    203 preferred indentation levels, and different styles of indentation that they
    204 like; this is fine.  What isn't fine is that different editors/viewers expand
    205 tabs out to different tab stops.  This can cause your code to look completely
    206 unreadable, and it is not worth dealing with.
    207 
    208 As always, follow the `Golden Rule`_ above: follow the style of
    209 existing code if you are modifying and extending it.  If you like four spaces of
    210 indentation, **DO NOT** do that in the middle of a chunk of code with two spaces
    211 of indentation.  Also, do not reindent a whole source file: it makes for
    212 incredible diffs that are absolutely worthless.
    213 
    214 Indent Code Consistently
    215 ^^^^^^^^^^^^^^^^^^^^^^^^
    216 
    217 Okay, in your first year of programming you were told that indentation is
    218 important.  If you didn't believe and internalize this then, now is the time.
    219 Just do it.
    220 
    221 Compiler Issues
    222 ---------------
    223 
    224 Treat Compiler Warnings Like Errors
    225 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    226 
    227 If your code has compiler warnings in it, something is wrong --- you aren't
    228 casting values correctly, you have "questionable" constructs in your code, or
    229 you are doing something legitimately wrong.  Compiler warnings can cover up
    230 legitimate errors in output and make dealing with a translation unit difficult.
    231 
    232 It is not possible to prevent all warnings from all compilers, nor is it
    233 desirable.  Instead, pick a standard compiler (like ``gcc``) that provides a
    234 good thorough set of warnings, and stick to it.  At least in the case of
    235 ``gcc``, it is possible to work around any spurious errors by changing the
    236 syntax of the code slightly.  For example, a warning that annoys me occurs when
    237 I write code like this:
    238 
    239 .. code-block:: c++
    240 
    241   if (V = getValue()) {
    242     ...
    243   }
    244 
    245 ``gcc`` will warn me that I probably want to use the ``==`` operator, and that I
    246 probably mistyped it.  In most cases, I haven't, and I really don't want the
    247 spurious errors.  To fix this particular problem, I rewrite the code like
    248 this:
    249 
    250 .. code-block:: c++
    251 
    252   if ((V = getValue())) {
    253     ...
    254   }
    255 
    256 which shuts ``gcc`` up.  Any ``gcc`` warning that annoys you can be fixed by
    257 massaging the code appropriately.
    258 
    259 Write Portable Code
    260 ^^^^^^^^^^^^^^^^^^^
    261 
    262 In almost all cases, it is possible and within reason to write completely
    263 portable code.  If there are cases where it isn't possible to write portable
    264 code, isolate it behind a well defined (and well documented) interface.
    265 
    266 In practice, this means that you shouldn't assume much about the host compiler
    267 (and Visual Studio tends to be the lowest common denominator).  If advanced
    268 features are used, they should only be an implementation detail of a library
    269 which has a simple exposed API, and preferably be buried in ``libSystem``.
    270 
    271 Do not use RTTI or Exceptions
    272 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    273 
    274 In an effort to reduce code and executable size, LLVM does not use RTTI
    275 (e.g. ``dynamic_cast<>;``) or exceptions.  These two language features violate
    276 the general C++ principle of *"you only pay for what you use"*, causing
    277 executable bloat even if exceptions are never used in the code base, or if RTTI
    278 is never used for a class.  Because of this, we turn them off globally in the
    279 code.
    280 
    281 That said, LLVM does make extensive use of a hand-rolled form of RTTI that use
    282 templates like `isa<>, cast<>, and dyn_cast<> <ProgrammersManual.html#isa>`_.
    283 This form of RTTI is opt-in and can be added to any class.  It is also
    284 substantially more efficient than ``dynamic_cast<>``.
    285 
    286 .. _static constructor:
    287 
    288 Do not use Static Constructors
    289 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    290 
    291 Static constructors and destructors (e.g. global variables whose types have a
    292 constructor or destructor) should not be added to the code base, and should be
    293 removed wherever possible.  Besides `well known problems
    294 <http://yosefk.com/c++fqa/ctors.html#fqa-10.12>`_ where the order of
    295 initialization is undefined between globals in different source files, the
    296 entire concept of static constructors is at odds with the common use case of
    297 LLVM as a library linked into a larger application.
    298   
    299 Consider the use of LLVM as a JIT linked into another application (perhaps for
    300 `OpenGL, custom languages <http://llvm.org/Users.html>`_, `shaders in movies
    301 <http://llvm.org/devmtg/2010-11/Gritz-OpenShadingLang.pdf>`_, etc). Due to the
    302 design of static constructors, they must be executed at startup time of the
    303 entire application, regardless of whether or how LLVM is used in that larger
    304 application.  There are two problems with this:
    305 
    306 * The time to run the static constructors impacts startup time of applications
    307   --- a critical time for GUI apps, among others.
    308   
    309 * The static constructors cause the app to pull many extra pages of memory off
    310   the disk: both the code for the constructor in each ``.o`` file and the small
    311   amount of data that gets touched. In addition, touched/dirty pages put more
    312   pressure on the VM system on low-memory machines.
    313 
    314 We would really like for there to be zero cost for linking in an additional LLVM
    315 target or other library into an application, but static constructors violate
    316 this goal.
    317   
    318 That said, LLVM unfortunately does contain static constructors.  It would be a
    319 `great project <http://llvm.org/PR11944>`_ for someone to purge all static
    320 constructors from LLVM, and then enable the ``-Wglobal-constructors`` warning
    321 flag (when building with Clang) to ensure we do not regress in the future.
    322 
    323 Use of ``class`` and ``struct`` Keywords
    324 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    325 
    326 In C++, the ``class`` and ``struct`` keywords can be used almost
    327 interchangeably. The only difference is when they are used to declare a class:
    328 ``class`` makes all members private by default while ``struct`` makes all
    329 members public by default.
    330 
    331 Unfortunately, not all compilers follow the rules and some will generate
    332 different symbols based on whether ``class`` or ``struct`` was used to declare
    333 the symbol.  This can lead to problems at link time.
    334 
    335 So, the rule for LLVM is to always use the ``class`` keyword, unless **all**
    336 members are public and the type is a C++ `POD
    337 <http://en.wikipedia.org/wiki/Plain_old_data_structure>`_ type, in which case
    338 ``struct`` is allowed.
    339 
    340 Style Issues
    341 ============
    342 
    343 The High-Level Issues
    344 ---------------------
    345 
    346 A Public Header File **is** a Module
    347 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    348 
    349 C++ doesn't do too well in the modularity department.  There is no real
    350 encapsulation or data hiding (unless you use expensive protocol classes), but it
    351 is what we have to work with.  When you write a public header file (in the LLVM
    352 source tree, they live in the top level "``include``" directory), you are
    353 defining a module of functionality.
    354 
    355 Ideally, modules should be completely independent of each other, and their
    356 header files should only ``#include`` the absolute minimum number of headers
    357 possible. A module is not just a class, a function, or a namespace: it's a
    358 collection of these that defines an interface.  This interface may be several
    359 functions, classes, or data structures, but the important issue is how they work
    360 together.
    361 
    362 In general, a module should be implemented by one or more ``.cpp`` files.  Each
    363 of these ``.cpp`` files should include the header that defines their interface
    364 first.  This ensures that all of the dependences of the module header have been
    365 properly added to the module header itself, and are not implicit.  System
    366 headers should be included after user headers for a translation unit.
    367 
    368 .. _minimal list of #includes:
    369 
    370 ``#include`` as Little as Possible
    371 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    372 
    373 ``#include`` hurts compile time performance.  Don't do it unless you have to,
    374 especially in header files.
    375 
    376 But wait! Sometimes you need to have the definition of a class to use it, or to
    377 inherit from it.  In these cases go ahead and ``#include`` that header file.  Be
    378 aware however that there are many cases where you don't need to have the full
    379 definition of a class.  If you are using a pointer or reference to a class, you
    380 don't need the header file.  If you are simply returning a class instance from a
    381 prototyped function or method, you don't need it.  In fact, for most cases, you
    382 simply don't need the definition of a class. And not ``#include``\ing speeds up
    383 compilation.
    384 
    385 It is easy to try to go too overboard on this recommendation, however.  You
    386 **must** include all of the header files that you are using --- you can include
    387 them either directly or indirectly through another header file.  To make sure
    388 that you don't accidentally forget to include a header file in your module
    389 header, make sure to include your module header **first** in the implementation
    390 file (as mentioned above).  This way there won't be any hidden dependencies that
    391 you'll find out about later.
    392 
    393 Keep "Internal" Headers Private
    394 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    395 
    396 Many modules have a complex implementation that causes them to use more than one
    397 implementation (``.cpp``) file.  It is often tempting to put the internal
    398 communication interface (helper classes, extra functions, etc) in the public
    399 module header file.  Don't do this!
    400 
    401 If you really need to do something like this, put a private header file in the
    402 same directory as the source files, and include it locally.  This ensures that
    403 your private interface remains private and undisturbed by outsiders.
    404 
    405 .. note::
    406 
    407     It's okay to put extra implementation methods in a public class itself. Just
    408     make them private (or protected) and all is well.
    409 
    410 .. _early exits:
    411 
    412 Use Early Exits and ``continue`` to Simplify Code
    413 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    414 
    415 When reading code, keep in mind how much state and how many previous decisions
    416 have to be remembered by the reader to understand a block of code.  Aim to
    417 reduce indentation where possible when it doesn't make it more difficult to
    418 understand the code.  One great way to do this is by making use of early exits
    419 and the ``continue`` keyword in long loops.  As an example of using an early
    420 exit from a function, consider this "bad" code:
    421 
    422 .. code-block:: c++
    423 
    424   Value *DoSomething(Instruction *I) {
    425     if (!isa<TerminatorInst>(I) &&
    426         I->hasOneUse() && SomeOtherThing(I)) {
    427       ... some long code ....
    428     }
    429 
    430     return 0;
    431   }
    432 
    433 This code has several problems if the body of the ``'if'`` is large.  When
    434 you're looking at the top of the function, it isn't immediately clear that this
    435 *only* does interesting things with non-terminator instructions, and only
    436 applies to things with the other predicates.  Second, it is relatively difficult
    437 to describe (in comments) why these predicates are important because the ``if``
    438 statement makes it difficult to lay out the comments.  Third, when you're deep
    439 within the body of the code, it is indented an extra level.  Finally, when
    440 reading the top of the function, it isn't clear what the result is if the
    441 predicate isn't true; you have to read to the end of the function to know that
    442 it returns null.
    443 
    444 It is much preferred to format the code like this:
    445 
    446 .. code-block:: c++
    447 
    448   Value *DoSomething(Instruction *I) {
    449     // Terminators never need 'something' done to them because ... 
    450     if (isa<TerminatorInst>(I))
    451       return 0;
    452 
    453     // We conservatively avoid transforming instructions with multiple uses
    454     // because goats like cheese.
    455     if (!I->hasOneUse())
    456       return 0;
    457 
    458     // This is really just here for example.
    459     if (!SomeOtherThing(I))
    460       return 0;
    461     
    462     ... some long code ....
    463   }
    464 
    465 This fixes these problems.  A similar problem frequently happens in ``for``
    466 loops.  A silly example is something like this:
    467 
    468 .. code-block:: c++
    469 
    470   for (BasicBlock::iterator II = BB->begin(), E = BB->end(); II != E; ++II) {
    471     if (BinaryOperator *BO = dyn_cast<BinaryOperator>(II)) {
    472       Value *LHS = BO->getOperand(0);
    473       Value *RHS = BO->getOperand(1);
    474       if (LHS != RHS) {
    475         ...
    476       }
    477     }
    478   }
    479 
    480 When you have very, very small loops, this sort of structure is fine. But if it
    481 exceeds more than 10-15 lines, it becomes difficult for people to read and
    482 understand at a glance. The problem with this sort of code is that it gets very
    483 nested very quickly. Meaning that the reader of the code has to keep a lot of
    484 context in their brain to remember what is going immediately on in the loop,
    485 because they don't know if/when the ``if`` conditions will have ``else``\s etc.
    486 It is strongly preferred to structure the loop like this:
    487 
    488 .. code-block:: c++
    489 
    490   for (BasicBlock::iterator II = BB->begin(), E = BB->end(); II != E; ++II) {
    491     BinaryOperator *BO = dyn_cast<BinaryOperator>(II);
    492     if (!BO) continue;
    493 
    494     Value *LHS = BO->getOperand(0);
    495     Value *RHS = BO->getOperand(1);
    496     if (LHS == RHS) continue;
    497 
    498     ...
    499   }
    500 
    501 This has all the benefits of using early exits for functions: it reduces nesting
    502 of the loop, it makes it easier to describe why the conditions are true, and it
    503 makes it obvious to the reader that there is no ``else`` coming up that they
    504 have to push context into their brain for.  If a loop is large, this can be a
    505 big understandability win.
    506 
    507 Don't use ``else`` after a ``return``
    508 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    509 
    510 For similar reasons above (reduction of indentation and easier reading), please
    511 do not use ``'else'`` or ``'else if'`` after something that interrupts control
    512 flow --- like ``return``, ``break``, ``continue``, ``goto``, etc. For
    513 example, this is *bad*:
    514 
    515 .. code-block:: c++
    516 
    517   case 'J': {
    518     if (Signed) {
    519       Type = Context.getsigjmp_bufType();
    520       if (Type.isNull()) {
    521         Error = ASTContext::GE_Missing_sigjmp_buf;
    522         return QualType();
    523       } else {
    524         break;
    525       }
    526     } else {
    527       Type = Context.getjmp_bufType();
    528       if (Type.isNull()) {
    529         Error = ASTContext::GE_Missing_jmp_buf;
    530         return QualType();
    531       } else {
    532         break;
    533       }
    534     }
    535   }
    536 
    537 It is better to write it like this:
    538 
    539 .. code-block:: c++
    540 
    541   case 'J':
    542     if (Signed) {
    543       Type = Context.getsigjmp_bufType();
    544       if (Type.isNull()) {
    545         Error = ASTContext::GE_Missing_sigjmp_buf;
    546         return QualType();
    547       }
    548     } else {
    549       Type = Context.getjmp_bufType();
    550       if (Type.isNull()) {
    551         Error = ASTContext::GE_Missing_jmp_buf;
    552         return QualType();
    553       }
    554     }
    555     break;
    556 
    557 Or better yet (in this case) as:
    558 
    559 .. code-block:: c++
    560 
    561   case 'J':
    562     if (Signed)
    563       Type = Context.getsigjmp_bufType();
    564     else
    565       Type = Context.getjmp_bufType();
    566     
    567     if (Type.isNull()) {
    568       Error = Signed ? ASTContext::GE_Missing_sigjmp_buf :
    569                        ASTContext::GE_Missing_jmp_buf;
    570       return QualType();
    571     }
    572     break;
    573 
    574 The idea is to reduce indentation and the amount of code you have to keep track
    575 of when reading the code.
    576               
    577 Turn Predicate Loops into Predicate Functions
    578 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    579 
    580 It is very common to write small loops that just compute a boolean value.  There
    581 are a number of ways that people commonly write these, but an example of this
    582 sort of thing is:
    583 
    584 .. code-block:: c++
    585 
    586   bool FoundFoo = false;
    587   for (unsigned i = 0, e = BarList.size(); i != e; ++i)
    588     if (BarList[i]->isFoo()) {
    589       FoundFoo = true;
    590       break;
    591     }
    592 
    593   if (FoundFoo) {
    594     ...
    595   }
    596 
    597 This sort of code is awkward to write, and is almost always a bad sign.  Instead
    598 of this sort of loop, we strongly prefer to use a predicate function (which may
    599 be `static`_) that uses `early exits`_ to compute the predicate.  We prefer the
    600 code to be structured like this:
    601 
    602 .. code-block:: c++
    603 
    604   /// ListContainsFoo - Return true if the specified list has an element that is
    605   /// a foo.
    606   static bool ListContainsFoo(const std::vector<Bar*> &List) {
    607     for (unsigned i = 0, e = List.size(); i != e; ++i)
    608       if (List[i]->isFoo())
    609         return true;
    610     return false;
    611   }
    612   ...
    613 
    614   if (ListContainsFoo(BarList)) {
    615     ...
    616   }
    617 
    618 There are many reasons for doing this: it reduces indentation and factors out
    619 code which can often be shared by other code that checks for the same predicate.
    620 More importantly, it *forces you to pick a name* for the function, and forces
    621 you to write a comment for it.  In this silly example, this doesn't add much
    622 value.  However, if the condition is complex, this can make it a lot easier for
    623 the reader to understand the code that queries for this predicate.  Instead of
    624 being faced with the in-line details of how we check to see if the BarList
    625 contains a foo, we can trust the function name and continue reading with better
    626 locality.
    627 
    628 The Low-Level Issues
    629 --------------------
    630 
    631 Name Types, Functions, Variables, and Enumerators Properly
    632 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    633 
    634 Poorly-chosen names can mislead the reader and cause bugs. We cannot stress
    635 enough how important it is to use *descriptive* names.  Pick names that match
    636 the semantics and role of the underlying entities, within reason.  Avoid
    637 abbreviations unless they are well known.  After picking a good name, make sure
    638 to use consistent capitalization for the name, as inconsistency requires clients
    639 to either memorize the APIs or to look it up to find the exact spelling.
    640 
    641 In general, names should be in camel case (e.g. ``TextFileReader`` and
    642 ``isLValue()``).  Different kinds of declarations have different rules:
    643 
    644 * **Type names** (including classes, structs, enums, typedefs, etc) should be
    645   nouns and start with an upper-case letter (e.g. ``TextFileReader``).
    646 
    647 * **Variable names** should be nouns (as they represent state).  The name should
    648   be camel case, and start with an upper case letter (e.g. ``Leader`` or
    649   ``Boats``).
    650   
    651 * **Function names** should be verb phrases (as they represent actions), and
    652   command-like function should be imperative.  The name should be camel case,
    653   and start with a lower case letter (e.g. ``openFile()`` or ``isFoo()``).
    654 
    655 * **Enum declarations** (e.g. ``enum Foo {...}``) are types, so they should
    656   follow the naming conventions for types.  A common use for enums is as a
    657   discriminator for a union, or an indicator of a subclass.  When an enum is
    658   used for something like this, it should have a ``Kind`` suffix
    659   (e.g. ``ValueKind``).
    660   
    661 * **Enumerators** (e.g. ``enum { Foo, Bar }``) and **public member variables**
    662   should start with an upper-case letter, just like types.  Unless the
    663   enumerators are defined in their own small namespace or inside a class,
    664   enumerators should have a prefix corresponding to the enum declaration name.
    665   For example, ``enum ValueKind { ... };`` may contain enumerators like
    666   ``VK_Argument``, ``VK_BasicBlock``, etc.  Enumerators that are just
    667   convenience constants are exempt from the requirement for a prefix.  For
    668   instance:
    669 
    670   .. code-block:: c++
    671 
    672       enum {
    673         MaxSize = 42,
    674         Density = 12
    675       };
    676   
    677 As an exception, classes that mimic STL classes can have member names in STL's
    678 style of lower-case words separated by underscores (e.g. ``begin()``,
    679 ``push_back()``, and ``empty()``).
    680 
    681 Here are some examples of good and bad names:
    682 
    683 .. code-block:: c++
    684 
    685   class VehicleMaker {
    686     ...
    687     Factory<Tire> F;            // Bad -- abbreviation and non-descriptive.
    688     Factory<Tire> Factory;      // Better.
    689     Factory<Tire> TireFactory;  // Even better -- if VehicleMaker has more than one
    690                                 // kind of factories.
    691   };
    692 
    693   Vehicle MakeVehicle(VehicleType Type) {
    694     VehicleMaker M;                         // Might be OK if having a short life-span.
    695     Tire tmp1 = M.makeTire();               // Bad -- 'tmp1' provides no information.
    696     Light headlight = M.makeLight("head");  // Good -- descriptive.
    697     ...
    698   }
    699 
    700 Assert Liberally
    701 ^^^^^^^^^^^^^^^^
    702 
    703 Use the "``assert``" macro to its fullest.  Check all of your preconditions and
    704 assumptions, you never know when a bug (not necessarily even yours) might be
    705 caught early by an assertion, which reduces debugging time dramatically.  The
    706 "``<cassert>``" header file is probably already included by the header files you
    707 are using, so it doesn't cost anything to use it.
    708 
    709 To further assist with debugging, make sure to put some kind of error message in
    710 the assertion statement, which is printed if the assertion is tripped. This
    711 helps the poor debugger make sense of why an assertion is being made and
    712 enforced, and hopefully what to do about it.  Here is one complete example:
    713 
    714 .. code-block:: c++
    715 
    716   inline Value *getOperand(unsigned i) { 
    717     assert(i < Operands.size() &amp;&amp; "getOperand() out of range!");
    718     return Operands[i]; 
    719   }
    720 
    721 Here are more examples:
    722 
    723 .. code-block:: c++
    724 
    725   assert(Ty->isPointerType() && "Can't allocate a non pointer type!");
    726 
    727   assert((Opcode == Shl || Opcode == Shr) && "ShiftInst Opcode invalid!");
    728 
    729   assert(idx < getNumSuccessors() && "Successor # out of range!");
    730 
    731   assert(V1.getType() == V2.getType() && "Constant types must be identical!");
    732 
    733   assert(isa<PHINode>(Succ->front()) && "Only works on PHId BBs!");
    734 
    735 You get the idea.
    736 
    737 Please be aware that, when adding assert statements, not all compilers are aware
    738 of the semantics of the assert.  In some places, asserts are used to indicate a
    739 piece of code that should not be reached.  These are typically of the form:
    740 
    741 .. code-block:: c++
    742 
    743   assert(0 && "Some helpful error message");
    744 
    745 When used in a function that returns a value, they should be followed with a
    746 return statement and a comment indicating that this line is never reached.  This
    747 will prevent a compiler which is unable to deduce that the assert statement
    748 never returns from generating a warning.
    749 
    750 .. code-block:: c++
    751 
    752   assert(0 && "Some helpful error message");
    753   return 0;
    754 
    755 Another issue is that values used only by assertions will produce an "unused
    756 value" warning when assertions are disabled.  For example, this code will warn:
    757 
    758 .. code-block:: c++
    759 
    760   unsigned Size = V.size();
    761   assert(Size > 42 && "Vector smaller than it should be");
    762 
    763   bool NewToSet = Myset.insert(Value);
    764   assert(NewToSet && "The value shouldn't be in the set yet");
    765 
    766 These are two interesting different cases. In the first case, the call to
    767 ``V.size()`` is only useful for the assert, and we don't want it executed when
    768 assertions are disabled.  Code like this should move the call into the assert
    769 itself.  In the second case, the side effects of the call must happen whether
    770 the assert is enabled or not.  In this case, the value should be cast to void to
    771 disable the warning.  To be specific, it is preferred to write the code like
    772 this:
    773 
    774 .. code-block:: c++
    775 
    776   assert(V.size() > 42 && "Vector smaller than it should be");
    777 
    778   bool NewToSet = Myset.insert(Value); (void)NewToSet;
    779   assert(NewToSet && "The value shouldn't be in the set yet");
    780 
    781 Do Not Use ``using namespace std``
    782 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    783 
    784 In LLVM, we prefer to explicitly prefix all identifiers from the standard
    785 namespace with an "``std::``" prefix, rather than rely on "``using namespace
    786 std;``".
    787 
    788 In header files, adding a ``'using namespace XXX'`` directive pollutes the
    789 namespace of any source file that ``#include``\s the header.  This is clearly a
    790 bad thing.
    791 
    792 In implementation files (e.g. ``.cpp`` files), the rule is more of a stylistic
    793 rule, but is still important.  Basically, using explicit namespace prefixes
    794 makes the code **clearer**, because it is immediately obvious what facilities
    795 are being used and where they are coming from. And **more portable**, because
    796 namespace clashes cannot occur between LLVM code and other namespaces.  The
    797 portability rule is important because different standard library implementations
    798 expose different symbols (potentially ones they shouldn't), and future revisions
    799 to the C++ standard will add more symbols to the ``std`` namespace.  As such, we
    800 never use ``'using namespace std;'`` in LLVM.
    801 
    802 The exception to the general rule (i.e. it's not an exception for the ``std``
    803 namespace) is for implementation files.  For example, all of the code in the
    804 LLVM project implements code that lives in the 'llvm' namespace.  As such, it is
    805 ok, and actually clearer, for the ``.cpp`` files to have a ``'using namespace
    806 llvm;'`` directive at the top, after the ``#include``\s.  This reduces
    807 indentation in the body of the file for source editors that indent based on
    808 braces, and keeps the conceptual context cleaner.  The general form of this rule
    809 is that any ``.cpp`` file that implements code in any namespace may use that
    810 namespace (and its parents'), but should not use any others.
    811 
    812 Provide a Virtual Method Anchor for Classes in Headers
    813 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    814 
    815 If a class is defined in a header file and has a vtable (either it has virtual
    816 methods or it derives from classes with virtual methods), it must always have at
    817 least one out-of-line virtual method in the class.  Without this, the compiler
    818 will copy the vtable and RTTI into every ``.o`` file that ``#include``\s the
    819 header, bloating ``.o`` file sizes and increasing link times.
    820 
    821 Don't evaluate ``end()`` every time through a loop
    822 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    823 
    824 Because C++ doesn't have a standard "``foreach``" loop (though it can be
    825 emulated with macros and may be coming in C++'0x) we end up writing a lot of
    826 loops that manually iterate from begin to end on a variety of containers or
    827 through other data structures.  One common mistake is to write a loop in this
    828 style:
    829 
    830 .. code-block:: c++
    831 
    832   BasicBlock *BB = ...
    833   for (BasicBlock::iterator I = BB->begin(); I != BB->end(); ++I)
    834     ... use I ...
    835 
    836 The problem with this construct is that it evaluates "``BB->end()``" every time
    837 through the loop.  Instead of writing the loop like this, we strongly prefer
    838 loops to be written so that they evaluate it once before the loop starts.  A
    839 convenient way to do this is like so:
    840 
    841 .. code-block:: c++
    842 
    843   BasicBlock *BB = ...
    844   for (BasicBlock::iterator I = BB->begin(), E = BB->end(); I != E; ++I)
    845     ... use I ...
    846 
    847 The observant may quickly point out that these two loops may have different
    848 semantics: if the container (a basic block in this case) is being mutated, then
    849 "``BB->end()``" may change its value every time through the loop and the second
    850 loop may not in fact be correct.  If you actually do depend on this behavior,
    851 please write the loop in the first form and add a comment indicating that you
    852 did it intentionally.
    853 
    854 Why do we prefer the second form (when correct)?  Writing the loop in the first
    855 form has two problems. First it may be less efficient than evaluating it at the
    856 start of the loop.  In this case, the cost is probably minor --- a few extra
    857 loads every time through the loop.  However, if the base expression is more
    858 complex, then the cost can rise quickly.  I've seen loops where the end
    859 expression was actually something like: "``SomeMap[x]->end()``" and map lookups
    860 really aren't cheap.  By writing it in the second form consistently, you
    861 eliminate the issue entirely and don't even have to think about it.
    862 
    863 The second (even bigger) issue is that writing the loop in the first form hints
    864 to the reader that the loop is mutating the container (a fact that a comment
    865 would handily confirm!).  If you write the loop in the second form, it is
    866 immediately obvious without even looking at the body of the loop that the
    867 container isn't being modified, which makes it easier to read the code and
    868 understand what it does.
    869 
    870 While the second form of the loop is a few extra keystrokes, we do strongly
    871 prefer it.
    872 
    873 ``#include <iostream>`` is Forbidden
    874 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    875 
    876 The use of ``#include <iostream>`` in library files is hereby **forbidden**,
    877 because many common implementations transparently inject a `static constructor`_
    878 into every translation unit that includes it.
    879   
    880 Note that using the other stream headers (``<sstream>`` for example) is not
    881 problematic in this regard --- just ``<iostream>``. However, ``raw_ostream``
    882 provides various APIs that are better performing for almost every use than
    883 ``std::ostream`` style APIs.
    884 
    885 .. note::
    886 
    887   New code should always use `raw_ostream`_ for writing, or the
    888   ``llvm::MemoryBuffer`` API for reading files.
    889 
    890 .. _raw_ostream:
    891 
    892 Use ``raw_ostream``
    893 ^^^^^^^^^^^^^^^^^^^
    894 
    895 LLVM includes a lightweight, simple, and efficient stream implementation in
    896 ``llvm/Support/raw_ostream.h``, which provides all of the common features of
    897 ``std::ostream``.  All new code should use ``raw_ostream`` instead of
    898 ``ostream``.
    899 
    900 Unlike ``std::ostream``, ``raw_ostream`` is not a template and can be forward
    901 declared as ``class raw_ostream``.  Public headers should generally not include
    902 the ``raw_ostream`` header, but use forward declarations and constant references
    903 to ``raw_ostream`` instances.
    904 
    905 Avoid ``std::endl``
    906 ^^^^^^^^^^^^^^^^^^^
    907 
    908 The ``std::endl`` modifier, when used with ``iostreams`` outputs a newline to
    909 the output stream specified.  In addition to doing this, however, it also
    910 flushes the output stream.  In other words, these are equivalent:
    911 
    912 .. code-block:: c++
    913 
    914   std::cout << std::endl;
    915   std::cout << '\n' << std::flush;
    916 
    917 Most of the time, you probably have no reason to flush the output stream, so
    918 it's better to use a literal ``'\n'``.
    919 
    920 Microscopic Details
    921 -------------------
    922 
    923 This section describes preferred low-level formatting guidelines along with
    924 reasoning on why we prefer them.
    925 
    926 Spaces Before Parentheses
    927 ^^^^^^^^^^^^^^^^^^^^^^^^^
    928 
    929 We prefer to put a space before an open parenthesis only in control flow
    930 statements, but not in normal function call expressions and function-like
    931 macros.  For example, this is good:
    932 
    933 .. code-block:: c++
    934 
    935   if (x) ...
    936   for (i = 0; i != 100; ++i) ...
    937   while (llvm_rocks) ...
    938 
    939   somefunc(42);
    940   assert(3 != 4 && "laws of math are failing me");
    941   
    942   a = foo(42, 92) + bar(x);
    943 
    944 and this is bad:
    945 
    946 .. code-block:: c++
    947 
    948   if(x) ...
    949   for(i = 0; i != 100; ++i) ...
    950   while(llvm_rocks) ...
    951 
    952   somefunc (42);
    953   assert (3 != 4 && "laws of math are failing me");
    954   
    955   a = foo (42, 92) + bar (x);
    956 
    957 The reason for doing this is not completely arbitrary.  This style makes control
    958 flow operators stand out more, and makes expressions flow better. The function
    959 call operator binds very tightly as a postfix operator.  Putting a space after a
    960 function name (as in the last example) makes it appear that the code might bind
    961 the arguments of the left-hand-side of a binary operator with the argument list
    962 of a function and the name of the right side.  More specifically, it is easy to
    963 misread the "``a``" example as:
    964 
    965 .. code-block:: c++
    966 
    967   a = foo ((42, 92) + bar) (x);
    968 
    969 when skimming through the code.  By avoiding a space in a function, we avoid
    970 this misinterpretation.
    971 
    972 Prefer Preincrement
    973 ^^^^^^^^^^^^^^^^^^^
    974 
    975 Hard fast rule: Preincrement (``++X``) may be no slower than postincrement
    976 (``X++``) and could very well be a lot faster than it.  Use preincrementation
    977 whenever possible.
    978 
    979 The semantics of postincrement include making a copy of the value being
    980 incremented, returning it, and then preincrementing the "work value".  For
    981 primitive types, this isn't a big deal. But for iterators, it can be a huge
    982 issue (for example, some iterators contains stack and set objects in them...
    983 copying an iterator could invoke the copy ctor's of these as well).  In general,
    984 get in the habit of always using preincrement, and you won't have a problem.
    985 
    986 
    987 Namespace Indentation
    988 ^^^^^^^^^^^^^^^^^^^^^
    989 
    990 In general, we strive to reduce indentation wherever possible.  This is useful
    991 because we want code to `fit into 80 columns`_ without wrapping horribly, but
    992 also because it makes it easier to understand the code.  Namespaces are a funny
    993 thing: they are often large, and we often desire to put lots of stuff into them
    994 (so they can be large).  Other times they are tiny, because they just hold an
    995 enum or something similar.  In order to balance this, we use different
    996 approaches for small versus large namespaces.
    997 
    998 If a namespace definition is small and *easily* fits on a screen (say, less than
    999 35 lines of code), then you should indent its body.  Here's an example:
   1000 
   1001 .. code-block:: c++
   1002 
   1003   namespace llvm {
   1004     namespace X86 {
   1005       /// RelocationType - An enum for the x86 relocation codes. Note that
   1006       /// the terminology here doesn't follow x86 convention - word means
   1007       /// 32-bit and dword means 64-bit.
   1008       enum RelocationType {
   1009         /// reloc_pcrel_word - PC relative relocation, add the relocated value to
   1010         /// the value already in memory, after we adjust it for where the PC is.
   1011         reloc_pcrel_word = 0,
   1012 
   1013         /// reloc_picrel_word - PIC base relative relocation, add the relocated
   1014         /// value to the value already in memory, after we adjust it for where the
   1015         /// PIC base is.
   1016         reloc_picrel_word = 1,
   1017 
   1018         /// reloc_absolute_word, reloc_absolute_dword - Absolute relocation, just
   1019         /// add the relocated value to the value already in memory.
   1020         reloc_absolute_word = 2,
   1021         reloc_absolute_dword = 3
   1022       };
   1023     }
   1024   }
   1025 
   1026 Since the body is small, indenting adds value because it makes it very clear
   1027 where the namespace starts and ends, and it is easy to take the whole thing in
   1028 in one "gulp" when reading the code.  If the blob of code in the namespace is
   1029 larger (as it typically is in a header in the ``llvm`` or ``clang`` namespaces),
   1030 do not indent the code, and add a comment indicating what namespace is being
   1031 closed.  For example:
   1032 
   1033 .. code-block:: c++
   1034 
   1035   namespace llvm {
   1036   namespace knowledge {
   1037 
   1038   /// Grokable - This class represents things that Smith can have an intimate
   1039   /// understanding of and contains the data associated with it.
   1040   class Grokable {
   1041   ...
   1042   public:
   1043     explicit Grokable() { ... }
   1044     virtual ~Grokable() = 0;
   1045   
   1046     ...
   1047 
   1048   };
   1049 
   1050   } // end namespace knowledge
   1051   } // end namespace llvm
   1052 
   1053 Because the class is large, we don't expect that the reader can easily
   1054 understand the entire concept in a glance, and the end of the file (where the
   1055 namespaces end) may be a long ways away from the place they open.  As such,
   1056 indenting the contents of the namespace doesn't add any value, and detracts from
   1057 the readability of the class.  In these cases it is best to *not* indent the
   1058 contents of the namespace.
   1059 
   1060 .. _static:
   1061 
   1062 Anonymous Namespaces
   1063 ^^^^^^^^^^^^^^^^^^^^
   1064 
   1065 After talking about namespaces in general, you may be wondering about anonymous
   1066 namespaces in particular.  Anonymous namespaces are a great language feature
   1067 that tells the C++ compiler that the contents of the namespace are only visible
   1068 within the current translation unit, allowing more aggressive optimization and
   1069 eliminating the possibility of symbol name collisions.  Anonymous namespaces are
   1070 to C++ as "static" is to C functions and global variables.  While "``static``"
   1071 is available in C++, anonymous namespaces are more general: they can make entire
   1072 classes private to a file.
   1073 
   1074 The problem with anonymous namespaces is that they naturally want to encourage
   1075 indentation of their body, and they reduce locality of reference: if you see a
   1076 random function definition in a C++ file, it is easy to see if it is marked
   1077 static, but seeing if it is in an anonymous namespace requires scanning a big
   1078 chunk of the file.
   1079 
   1080 Because of this, we have a simple guideline: make anonymous namespaces as small
   1081 as possible, and only use them for class declarations.  For example, this is
   1082 good:
   1083 
   1084 .. code-block:: c++
   1085 
   1086   namespace {
   1087     class StringSort {
   1088     ...
   1089     public:
   1090       StringSort(...)
   1091       bool operator<(const char *RHS) const;
   1092     };
   1093   } // end anonymous namespace
   1094 
   1095   static void Helper() { 
   1096     ... 
   1097   }
   1098 
   1099   bool StringSort::operator<(const char *RHS) const {
   1100     ...
   1101   }
   1102 
   1103 This is bad:
   1104 
   1105 .. code-block:: c++
   1106 
   1107   namespace {
   1108   class StringSort {
   1109   ...
   1110   public:
   1111     StringSort(...)
   1112     bool operator<(const char *RHS) const;
   1113   };
   1114 
   1115   void Helper() { 
   1116     ... 
   1117   }
   1118 
   1119   bool StringSort::operator<(const char *RHS) const {
   1120     ...
   1121   }
   1122 
   1123   } // end anonymous namespace
   1124 
   1125 This is bad specifically because if you're looking at "``Helper``" in the middle
   1126 of a large C++ file, that you have no immediate way to tell if it is local to
   1127 the file.  When it is marked static explicitly, this is immediately obvious.
   1128 Also, there is no reason to enclose the definition of "``operator<``" in the
   1129 namespace just because it was declared there.
   1130 
   1131 See Also
   1132 ========
   1133 
   1134 A lot of these comments and recommendations have been culled for other sources.
   1135 Two particularly important books for our work are:
   1136 
   1137 #. `Effective C++
   1138    <http://www.amazon.com/Effective-Specific-Addison-Wesley-Professional-Computing/dp/0321334876>`_
   1139    by Scott Meyers.  Also interesting and useful are "More Effective C++" and
   1140    "Effective STL" by the same author.
   1141 
   1142 #. `Large-Scale C++ Software Design
   1143    <http://www.amazon.com/Large-Scale-Software-Design-John-Lakos/dp/0201633620/ref=sr_1_1>`_
   1144    by John Lakos
   1145 
   1146 If you get some free time, and you haven't read them: do so, you might learn
   1147 something.
   1148