1、Google C++ Style Guide Revision 3.180 Benjy Weinberger Craig Silverstein Gregory Eitzmann Mark Mentovai Tashana Landray Each style point has a summary for which additional information is available by toggling the accompanying arrow button that looks this way:▶. You may toggle all summaries wi
2、th the big arrow button: ▶ Toggle all summaries Table of Contents Header Files The #define Guard Header File Dependencies Inline Functions The -inl.h FilesFunction Parameter Ordering Names and Order of Includes Scoping Namespaces Nested Classes Nonmember, Static Member, and Global Functions Lo
3、cal VariablesStatic and Global Variables Classes Doing Work in Constructors Default Constructors Explicit Constructors Copy ConstructorsStructs vs. Classes Inheritance Multiple Inheritance Interfaces Operator OverloadingAccess Control Declaration Order Write Short Functions Google-Specific Magic
4、 Smart Pointers cpplint Other C++ Features Reference Arguments Function Overloading Default Arguments Variable-Length Arrays and alloca()Friends Exceptions Run-Time Type Information (RTTI) Casting StreamsPreincrement and Predecrement Use of const Integer Types 64-bit Portability Preprocessor Macro
5、s0 and NULL sizeof Boost C++0x Naming General Naming Rules File Names Type Names Variable Names Constant Names Function NamesNamespace Names Enumerator Names Macro Names Exceptions to Naming Rules Comments Comment Style File Comments Class Comments Function Comments Variable CommentsImplementati
6、on Comments Punctuation, Spelling and Grammar TODO Comments Deprecation Comments Formatting Line Length Non-ASCII Characters Spaces vs. Tabs Function Declarations and DefinitionsFunction Calls Conditionals Loops and Switch Statements Pointer and Reference ExpressionsBoolean Expressions Return Valu
7、es Variable and Array Initialization Preprocessor DirectivesClass Format Constructor Initializer Lists Namespace Formatting Horizontal WhitespaceVertical Whitespace Exceptions to the Rules Existing Non-conformant Code Windows Code Important Note Displaying Hidden Details in this Guide ▶ This s
8、tyle guide contains many details that are initially hidden from view. They are marked by the triangle icon, which you see here on your left. Click it now. You should see "Hooray" appear below. Background C++ is the main development language used by many of Google's open-source projects. As every C
9、 programmer knows, the language has many powerful features, but this power brings with it complexity, which in turn can make code more bug-prone and harder to read and maintain. The goal of this guide is to manage this complexity by describing in detail the dos and don'ts of writing C++ code. The
10、se rules exist to keep the code base manageable while still allowing coders to use C++ language features productively. Style, also known as readability, is what we call the conventions that govern our C++ code. The term Style is a bit of a misnomer, since these conventions cover far more than just
11、source file formatting. One way in which we keep the code base manageable is by enforcing consistency. It is very important that any programmer be able to look at another's code and quickly understand it. Maintaining a uniform style and following conventions means that we can more easily use "patte
12、rn-matching" to infer what various symbols are and what invariants are true about them. Creating common, required idioms and patterns makes code much easier to understand. In some cases there might be good arguments for changing certain style rules, but we nonetheless keep things as they are in orde
13、r to preserve consistency. Another issue this guide addresses is that of C++ feature bloat. C++ is a huge language with many advanced features. In some cases we constrain, or even ban, use of certain features. We do this to keep code simple and to avoid the various common errors and problems that t
14、hese features can cause. This guide lists these features and explains why their use is restricted. Open-source projects developed by Google conform to the requirements in this guide. Note that this guide is not a C++ tutorial: we assume that the reader is familiar with the language. Header Files
15、 In general, every .cc file should have an associated .h file. There are some common exceptions, such as unittests and small.cc files containing just a main() function. Correct use of header files can make a huge difference to the readability, size and performance of your code. The following rules
16、 will guide you through the various pitfalls of using header files.
The #define Guard
▶
All header files should have #define guards to prevent multiple inclusion. The format of the symbol name should be
17、declaration would suffice. Inline Functions ▶ Define functions inline only when they are small, say, 10 lines or less. The -inl.h Files ▶ You may use file names with a -inl.h suffix to define complex inline functions when needed. Function Parameter Ordering ▶ When defining a function, param
18、eter order is: inputs, then outputs. Names and Order of Includes ▶ Use standard order for readability and to avoid hidden dependencies: C library, C++ library, other libraries' .h, your project's .h. Scoping Namespaces ▶ Unnamed namespaces in .cc files are encouraged. With named namespaces, c
19、hoose the name based on the project, and possibly its path. Do not use a using-directive. Nested Classes ▶ Although you may use public nested classes when they are part of an interface, consider a namespace to keep declarations out of the global scope. Nonmember, Static Member, and Global Functi
20、ons ▶ Prefer nonmember functions within a namespace or static member functions to global functions; use completely global functions rarely. Local Variables ▶ Place a function's variables in the narrowest scope possible, and initialize variables in the declaration. Static and Global Variables
21、▶ Static or global variables of class type are forbidden: they cause hard-to-find bugs due to indeterminate order of construction and destruction. Classes Classes are the fundamental unit of code in C++. Naturally, we use them extensively. This section lists the main dos and don'ts you should fol
22、low when writing a class. Doing Work in Constructors ▶ In general, constructors should merely set member variables to their initial values. Any complex initialization should go in an explicit Init() method. Default Constructors ▶ You must define a default constructor if your class defines memb
23、er variables and has no other constructors. Otherwise the compiler will do it for you, badly. Explicit Constructors ▶ Use the C++ keyword explicit for constructors with one argument. Copy Constructors ▶ Provide a copy constructor and assignment operator only when necessary. Otherwise, disable
24、them withDISALLOW_COPY_AND_ASSIGN. Structs vs. Classes ▶ Use a struct only for passive objects that carry data; everything else is a class. Inheritance ▶ Composition is often more appropriate than inheritance. When using inheritance, make it public. Multiple Inheritance ▶ Only very rarely i
25、s multiple implementation inheritance actually useful. We allow multiple inheritance only when at most one of the base classes has an implementation; all other base classes must be pure interface classes tagged with theInterface suffix. Interfaces ▶ Classes that satisfy certain conditions are all
26、owed, but not required, to end with an Interface suffix. Operator Overloading ▶ Do not overload operators except in rare, special circumstances. Access Control ▶ Make data members private, and provide access to them through accessor functions as needed (for technical reasons, we allow data mem
27、bers of a test fixture class to be protected when using Google Test). Typically a variable would be calledfoo_ and the accessor function foo(). You may also want a mutator function set_foo(). Exception: static const data members (typically called kFoo) need not be private. Declaration Order ▶ Use
28、 the specified order of declarations within a class: public: before private:, methods before data members (variables), etc. Write Short Functions ▶ Prefer small and focused functions. Google-Specific Magic There are various tricks and utilities that we use to make C++ code more robust, and vari
29、ous ways we use C++ that may differ from what you see elsewhere. Smart Pointers ▶ If you actually need pointer semantics, scoped_ptr is great. You should only use std::tr1::shared_ptr under very specific conditions, such as when objects need to be held by STL containers. You should never use auto
30、ptr. cpplint ▶ Use cpplint.py to detect style errors. Other C++ Features Reference Arguments ▶ All parameters passed by reference must be labeled const. Function Overloading ▶ Use overloaded functions (including constructors) only if a reader looking at a call site can get a good idea of
31、what is happening without having to first figure out exactly which overload is being called. Default Arguments ▶ We do not allow default function parameters, except in a few uncommon situations explained below. Variable-Length Arrays and alloca() ▶ We do not allow variable-length arrays or all
32、oca(). Friends ▶ We allow use of friend classes and functions, within reason. Exceptions ▶ We do not use C++ exceptions. Run-Time Type Information (RTTI) ▶ We do not use Run Time Type Information (RTTI). Casting ▶ Use C++ casts like static_cast<>(). Do not use other cast formats like int
33、 y = (int)x; or int y = int(x);. Streams ▶ Use streams only for logging. Preincrement and Predecrement ▶ Use prefix form (++i) of the increment and decrement operators with iterators and other template objects. Use of const ▶ We strongly recommend that you use const whenever it makes sense
34、to do so.
Integer Types
▶
Of the built-in C++ integer types, the only one used is int. If a program needs a variable of a different size, use a precise-width integer type from
35、printing, comparisons, and structure alignment. Preprocessor Macros ▶ Be very cautious with macros. Prefer inline functions, enums, and const variables to macros. 0 and NULL ▶ Use 0 for integers, 0.0 for reals, NULL for pointers, and '\0' for chars. sizeof ▶ Use sizeof(varname) instead of s
36、izeof(type) whenever possible. Boost ▶ Use only approved libraries from the Boost library collection. C++0x ▶ Use only approved libraries and language extensions from C++0x. Currently, none are approved. Naming The most important consistency rules are those that govern naming. The style of a
37、 name immediately informs us what sort of thing the named entity is: a type, a variable, a function, a constant, a macro, etc., without requiring us to search for the declaration of that entity. The pattern-matching engine in our brains relies a great deal on these naming rules. Naming rules are pr
38、etty arbitrary, but we feel that consistency is more important than individual preferences in this area, so regardless of whether you find them sensible or not, the rules are the rules. General Naming Rules ▶ Function names, variable names, and filenames should be descriptive; eschew abbreviation
39、 Types and variables should be nouns, while functions should be "command" verbs. File Names ▶ Filenames should be all lowercase and can include underscores (_) or dashes (-). Follow the convention that your project uses. If there is no consistent local pattern to follow, prefer "_". Type Names
40、 ▶ Type names start with a capital letter and have a capital letter for each new word, with no underscores: MyExcitingClass,MyExcitingEnum. Variable Names ▶ Variable names are all lowercase, with underscores between words. Class member variables have trailing underscores. For instance: my_exciti
41、ng_local_variable, my_exciting_member_variable_. Constant Names ▶ Use a k followed by mixed case: kDaysInAWeek. Function Names ▶ Regular functions have mixed case; accessors and mutators match the name of the variable: MyExcitingFunction(),MyExcitingMethod(), my_exciting_member_variable(), set
42、my_exciting_member_variable(). Namespace Names ▶ Namespace names are all lower-case, and based on project names and possibly their directory structure:google_awesome_project. Enumerator Names ▶ Enumerators should be named either like constants or like macros: either kEnumName or ENUM_NAME. M
43、acro Names ▶ You're not really going to define a macro, are you? If you do, they're like this: MY_MACRO_THAT_SCARES_SMALL_CHILDREN. Exceptions to Naming Rules ▶ If you are naming something that is analogous to an existing C or C++ entity then you can follow the existing naming convention scheme
44、 Comments Though a pain to write, comments are absolutely vital to keeping our code readable. The following rules describe what you should comment and where. But remember: while comments are very important, the best code is self-documenting. Giving sensible names to types and variables is much be
45、tter than using obscure names that you must then explain through comments. When writing your comments, write for your audience: the next contributor who will need to understand your code. Be generous — the next one may be you! Comment Style ▶ Use either the // or /* */ syntax, as long as you are
46、 consistent. File Comments ▶ Start each file with a copyright notice, followed by a description of the contents of the file. Class Comments ▶ Every class definition should have an accompanying comment that describes what it is for and how it should be used. Function Comments ▶ Declaration c
47、omments describe use of the function; comments at the definition of a function describe operation. Variable Comments ▶ In general the actual name of the variable should be descriptive enough to give a good idea of what the variable is used for. In certain cases, more comments are required. Imple
48、mentation Comments ▶ In your implementation you should have comments in tricky, non-obvious, interesting, or important parts of your code. Punctuation, Spelling and Grammar ▶ Pay attention to punctuation, spelling, and grammar; it is easier to read well-written comments than badly written ones.
49、 TODO Comments ▶ Use TODO comments for code that is temporary, a short-term solution, or good-enough but not perfect. Deprecation Comments ▶ Mark deprecated interface points with DEPRECATED comments. Formatting Coding style and formatting are pretty arbitrary, but a project is much easier to
50、 follow if everyone uses the same style. Individuals may not agree with every aspect of the formatting rules, and some of the rules may take some getting used to, but it is important that all project contributors follow the style rules so that they can all read and understand everyone's code easily.






