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394 lines
13 KiB
Plaintext
394 lines
13 KiB
Plaintext
Rules for the code in LyX
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-------------------------
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[updated from the C++STYLE distributed with the GNU C++ Standard]
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The aim of this file is to serve as a guide for the developers, to aid us to
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get clean and uniform code. This document is still incomplete.
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We really like to have new developers joining the LyX Project. However,
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we have had problems in the past with developers leaving the
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project and their contributed code in a far from perfect state. Most
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of this happened before we really became aware of these issues,
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but still, we don't want it to happen again. So we have put together
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some guidelines and rules for the developers.
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General
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-------
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These guidelines should save us a lot of work while cleaning up the code and
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help us to have quality code. LyX has been haunted by problems coming from
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unfinished projects by people who have left the team. Those problems will
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hopefully disappear if the code is easy to hand over to somebody else.
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In general, if you want to contribute to the main source, we expect at least
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that you:
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- the most important rule first: kiss (keep it simple stupid), always
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use a simple implementation in favor of a more complicated one.
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This eases maintenance a lot.
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- write good C++ code: Readable, well commented and taking advantage of the
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OO model. Follow the formatting guidelines. See Formatting.
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- adapt the code to the structures already existing in LyX, or in the case
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that you have better ideas, discuss them on the developer's list before
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writing the code.
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- take advantage of the C++ standard library. especially don't use
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custom containers when a standard container is usable; learn to use
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the algorithms and functors in the standard library.
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- be aware of exceptions and write exception safe code. See Exceptions.
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- document all variables, methods, functions, classes etc. We are
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using the source documentation program doxygen, a program that handles
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javadoc syntax, to document sources. You can download doxygen from :
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http://www.stack.nl/~dimitri/doxygen/
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- we have certain code constructs that we try to follow. See Code
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Constructs.
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Submitting Code
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---------------
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It is implicitly understood that all patches contributed to The LyX
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Project is under the Gnu General Public License, version 2 or later.
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If you have a problem with that, don't contribute code.
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Also please don't just pop up out of the blue with a huge patch (or
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small) that changes something substantial in LyX. Always discuss your
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ideas with the developers on the developer's mailing list.
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When you create the patch, please use "diff -up" since we find that a
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lot easier to read than the other diff formats. Also please do not
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send patches that implements or fixes several different things; several
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patches is a much better option.
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We also require you to provide a ChangeLog entry with every patch, this
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describes shortly what the patch is doing. The ChangeLog entry follows
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this syntax:
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1999-12-13 Lars Gullik Bj<42>nnes <larsbj@lyx.org>
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* src/support/lyxstring.C (find): assert bug fixed.
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Note that there are specific ChangeLogs for most directories; use those
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rather than the top-level one.
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Code Constructs
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---------------
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We have several guidelines on code constructs, some of these exist to
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make the code faster, others to make the code clearer. Yet others
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exist to allow us to take advantage of the strong type checking
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in C++.
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- Declaration of variables should wait as long as possible. The rule
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is: "Don't declare it until you need it." In C++ there are a lot of
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user defined types, and these can very often be expensive to
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initialize. This rule connects to the next rule too.
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- declare the variable as const if you don't need to change it. This
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applies to POD types like int as well as classes.
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- Make the scope of a variable as small as possible.
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- Make good use of namespaces. Prefer anonymous namespaces to declaring
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"static" for file scope.
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- Prefer preincrement to postincrement whenever possible.
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Preincrement has potential of being faster than postincrement. Just
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think about the obvious implementations of pre/post-increment. This
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rule applies to decrement too.
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++T;
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--U;
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-NOT-
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T++; // wrong
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U--; // wrong
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- Try to minimize evaluation of the same code over and over. This is
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aimed especially at loops.
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Container::iterator end = large.end();
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for (Container::iterator it = large.begin(); it != end; ++it) {
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...;
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}
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-NOT-
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for (Container::iterator it = large.begin();
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it != large.end(); ++it) {
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...;
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}
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- For functions and methods that return a non-POD type T, return T
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const instead. This gives better type checking, and will give a
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compiler warning when temporaries are used wrongly.
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T const add(...);
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-NOT-
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T add(...);
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- Avoid using the default cases in switch statements unless you have
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too. Use the correct type for the switch expression and let the
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compiler ensure that all cases are exhausted.
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enum Foo {
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foo,
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bar
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};
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Foo f = ...;
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switch (f) {
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case foo: ...; break;
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case bar: ...; break;
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default: ...; break; // not needed and would shadow a wrong use of Foo
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}
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Exceptions
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----------
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Even if LyX currently is not using exceptions we need to be aware of
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them. One important thing to realize is that you often do not have to
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use throw, try or catch to be exception safe. Let's look at the
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different types of exceptions safety: (These are taken from Herb
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Sutter's book[ExC++]
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"
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1. Basic guarantee: Even in the presence of exceptions thrown by T or
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other exceptions, Stack objects don't leak resources.
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Note that this also implies that the container will be
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destructible and usable even if an exception is thrown while
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performing some container operation. However, if an exception
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is thrown, the container will be in a consistent, but not
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necessarily predictable, state. Containers that support the
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basic guarantee can work safely in some settings.
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2. Strong guarantee: If an operation terminates because of an
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exception, program state will remain unchanged.
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This always implies commit-or-rollback semantics, including
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that no references or iterators into the container be
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invalidated if an operation fails. For example, if a Stack
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client calls Top and then attempts a Push that fails because
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of an exception, then the state of the Stack object must be
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unchanged and the reference returned from the prior call to
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Top must still be valid. For more information on these
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guarantees, see Dave Abrahams's documentation of the SGI
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exception-safe standard library adaption at:
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http://www.stlport.org/doc/exception_safety.html
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Probably the most interesting point here is that when you
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implement the basic guarantee, the strong guarantee often
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comes for free. For example, in our Stack implementation,
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almost everything we did was needed to satisfy just the basic
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guarantee -- and what's presented above very nearly satisfies
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the strong guarantee, with little of no extra work. Not half
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bad, considering all the trouble we went to.
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In addition to these two guarantees, there is one more
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guarantee that certain functions must provide in order to make
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overall exception safety possible:
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3. Nothrow guarantee: The function will not emit an exception under any
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circumstances.
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Overall exception safety isn't possible unless certain
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functions are guaranteed not to throw. In particular, we've
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seen that this is true for destructors; later in this
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miniseries, we'll see that it's also needed in certain helper
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functions, such as Swap().
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"
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For all cases where we might be able to write exception safe functions
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without using try, throw or catch we should do so. In particular we
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should look over all destructors to ensure that they are as exception
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safe as possible.
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Later when more compiler support exceptions sufficiently well we will
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begin using them too. One reason for this is that the C++ standard
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library actually requires exceptions, e.g. "new" will throw
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bad_allocation if the requested memory is not available.
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Formatting
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----------
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* Only one declaration on each line.
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int a;
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int b;
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-NOT-
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int a, b; // wrong
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This is especially important when initialization is done at the same
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time:
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string a("Lars");
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string b("Gullik");
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-NOT-
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string a("Lars"), b("Gullik"); // wrong
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* Pointers and references
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char * p = "flop";
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char & c = *p;
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-NOT-
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char *p = "flop"; // wrong
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char &c = *p; // wrong
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Some time ago we had a huge discussion on this subject and after
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convincing argumentation from Asger this is what we decided. Also note
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that we will have:
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char const * p;
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-NOT-
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const char * p; // wrong
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* Operator names and parentheses
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operator==(type)
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-NOT-
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operator == (type) // wrong
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The == is part of the function name, separating it makes the
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declaration look like an expression.
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* Function names and parentheses
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void mangle()
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-NOT-
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void mangle () // wrong
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* Enumerators
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enum {
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one = 1,
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two = 2,
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three = 3
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};
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-NOT-
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enum { one = 1, two = 2, three 3 }; // wrong
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-NOT-
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enum {
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ONE = 1,
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TWO = 2,
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THREE = 3
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};
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* Naming rules for classes
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- Use descriptive but simple and short names. For stuff specific to LyX
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use LyX as prefix. Some modules, like mathed or spellchecker, could have
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other prefixes.
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[I am not so sure about the LyX prefix]
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- Class names are usually capitalized, and function names lowercased.
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Enums are named like Classes, values are usually in lower-case.
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- Long variables are named like thisLongVariableName.
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New types are capitalized, so this goes for typedefs, classes, structs
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and enums.
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* Formatting
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- Adapt the formatting of your code to the one used in the
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other parts of LyX. In case there is different formatting for
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the same construct, use the one used more often.
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* Use existing structures
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- Use string wherever possible. LyX will someday move to Unicode, and
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that will be easy if everybody uses string now.
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- Check out the filename and path tools in filetools.h
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- Check out the string tools in lstring.h, and the SubString class
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and the regex class.
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- Use the DebugStream class to report errors and messages using
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the lyxerr instantiation.
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[add description of other existing structures]
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* Declarations
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- Use this order for the access sections of your class: public,
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protected, private. The public section is interesting for every
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user of the class. The private section is only of interest for the
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implementors of the class (you). [Obviously not true since this is
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for developers, and we do not want one developer only to be able to
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read and understand the implementation of class internals. Lgb]
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- Avoid declaring global objects in the declaration file of the class.
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If the same variable is used for all objects, use a static member.
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- Avoid global or static variables. An exception to this rule is
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very private stuff like the math stack.
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* File headers
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- If you create a new file, the top of the file should look something
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like this :
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/**
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* \file NewFile.C
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* This file is part of LyX, the document processor.
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* Licence details can be found in the file COPYING.
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*
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* \author Kaiser Sose
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*
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* Full author contact details are available in file CREDITS
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*/
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* Documentation
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- The documentation is generated from the header files.
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- You document for the other developers, not for yourself.
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- You should document what the function does, not the implementation.
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- in the .C files you document the implementation.
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- Single line description (///), multiple lines description (/** ... */)
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- see the doxygen webpage referenced above
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* NAMING RULES FOR USER-COMMANDS
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Here's the set of rules to apply when a new command name is introduced:
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1) Use the object.event order. That is, use `word-forward' instead of
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`forward-word'.
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2) Don't introduce an alias for an already named object. Same for events.
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3) Forward movement or focus is called `forward' (not `right').
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4) Backward movement or focus is called `backward' (not `left').
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5) Upward movement of focus is called `up'.
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6) Downward movement is called `down'.
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7) The begin of an object is called `begin' (not `start').
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8) The end of an object is called `end'.
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*************************************************************
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How to create class interfaces.
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(a.k.a How Non-Member Functions Improve Encapsulation)
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======================================================
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I recently read an article by Scott Meyers in C/C++ User's
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Journal (Vol.18,No.2), where he makes a strong case on how non-member
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functions makes classes more encapsulated, not less. Just skipping
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to the core of this provides us with the following algorithm for
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deciding what kind of function to add to a class interface:
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- We need to add a function f to the class C's API.
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if (f needs to be virtual)
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make f a member function of C;
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else if (f is operator>> or operator<<) {
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make f a non-member function;
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if (f needs access to non-public members of C)
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make f a friend of C;
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} else if (f needs type conversions on its left-most argument) {
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make f a non-member function;
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if (f needs access to non-public members of C)
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make f a friend of C;
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} else if (f can be implemented via C's public interface)
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make f a non-member function;
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else
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make f a member function of C;
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(I'll fill in more from Scott Meyers article when time allows.)
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References
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----------
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[ExC++] Sutter, Herb. Exceptional C++: 47 engineering puzzles,
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programming problems, and solutions. ISBN 0-201-61562-2
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