1 .. _coding_standards: 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() && "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