
- •Contents
- •Introduction
- •Who This Book Is For
- •What This Book Covers
- •How This Book Is Structured
- •What You Need to Use This Book
- •Conventions
- •Source Code
- •Errata
- •p2p.wrox.com
- •The Basics of C++
- •The Obligatory Hello, World
- •Namespaces
- •Variables
- •Operators
- •Types
- •Conditionals
- •Loops
- •Arrays
- •Functions
- •Those Are the Basics
- •Diving Deeper into C++
- •Pointers and Dynamic Memory
- •Strings in C++
- •References
- •Exceptions
- •The Many Uses of const
- •C++ as an Object-Oriented Language
- •Declaring a Class
- •Your First Useful C++ Program
- •An Employee Records System
- •The Employee Class
- •The Database Class
- •The User Interface
- •Evaluating the Program
- •What Is Programming Design?
- •The Importance of Programming Design
- •Two Rules for C++ Design
- •Abstraction
- •Reuse
- •Designing a Chess Program
- •Requirements
- •Design Steps
- •An Object-Oriented View of the World
- •Am I Thinking Procedurally?
- •The Object-Oriented Philosophy
- •Living in a World of Objects
- •Object Relationships
- •Abstraction
- •Reusing Code
- •A Note on Terminology
- •Deciding Whether or Not to Reuse Code
- •Strategies for Reusing Code
- •Bundling Third-Party Applications
- •Open-Source Libraries
- •The C++ Standard Library
- •Designing with Patterns and Techniques
- •Design Techniques
- •Design Patterns
- •The Reuse Philosophy
- •How to Design Reusable Code
- •Use Abstraction
- •Structure Your Code for Optimal Reuse
- •Design Usable Interfaces
- •Reconciling Generality and Ease of Use
- •The Need for Process
- •Software Life-Cycle Models
- •The Stagewise and Waterfall Models
- •The Spiral Method
- •The Rational Unified Process
- •Software-Engineering Methodologies
- •Extreme Programming (XP)
- •Software Triage
- •Be Open to New Ideas
- •Bring New Ideas to the Table
- •Thinking Ahead
- •Keeping It Clear
- •Elements of Good Style
- •Documenting Your Code
- •Reasons to Write Comments
- •Commenting Styles
- •Comments in This Book
- •Decomposition
- •Decomposition through Refactoring
- •Decomposition by Design
- •Decomposition in This Book
- •Naming
- •Choosing a Good Name
- •Naming Conventions
- •Using Language Features with Style
- •Use Constants
- •Take Advantage of const Variables
- •Use References Instead of Pointers
- •Use Custom Exceptions
- •Formatting
- •The Curly Brace Alignment Debate
- •Coming to Blows over Spaces and Parentheses
- •Spaces and Tabs
- •Stylistic Challenges
- •Introducing the Spreadsheet Example
- •Writing Classes
- •Class Definitions
- •Defining Methods
- •Using Objects
- •Object Life Cycles
- •Object Creation
- •Object Destruction
- •Assigning to Objects
- •Distinguishing Copying from Assignment
- •The Spreadsheet Class
- •Freeing Memory with Destructors
- •Handling Copying and Assignment
- •Different Kinds of Data Members
- •Static Data Members
- •Const Data Members
- •Reference Data Members
- •Const Reference Data Members
- •More about Methods
- •Static Methods
- •Const Methods
- •Method Overloading
- •Default Parameters
- •Inline Methods
- •Nested Classes
- •Friends
- •Operator Overloading
- •Implementing Addition
- •Overloading Arithmetic Operators
- •Overloading Comparison Operators
- •Building Types with Operator Overloading
- •Pointers to Methods and Members
- •Building Abstract Classes
- •Using Interface and Implementation Classes
- •Building Classes with Inheritance
- •Extending Classes
- •Overriding Methods
- •Inheritance for Reuse
- •The WeatherPrediction Class
- •Adding Functionality in a Subclass
- •Replacing Functionality in a Subclass
- •Respect Your Parents
- •Parent Constructors
- •Parent Destructors
- •Referring to Parent Data
- •Casting Up and Down
- •Inheritance for Polymorphism
- •Return of the Spreadsheet
- •Designing the Polymorphic Spreadsheet Cell
- •The Spreadsheet Cell Base Class
- •The Individual Subclasses
- •Leveraging Polymorphism
- •Future Considerations
- •Multiple Inheritance
- •Inheriting from Multiple Classes
- •Naming Collisions and Ambiguous Base Classes
- •Interesting and Obscure Inheritance Issues
- •Special Cases in Overriding Methods
- •Copy Constructors and the Equals Operator
- •The Truth about Virtual
- •Runtime Type Facilities
- •Non-Public Inheritance
- •Virtual Base Classes
- •Class Templates
- •Writing a Class Template
- •How the Compiler Processes Templates
- •Distributing Template Code between Files
- •Template Parameters
- •Method Templates
- •Template Class Specialization
- •Subclassing Template Classes
- •Inheritance versus Specialization
- •Function Templates
- •Function Template Specialization
- •Function Template Overloading
- •Friend Function Templates of Class Templates
- •Advanced Templates
- •More about Template Parameters
- •Template Class Partial Specialization
- •Emulating Function Partial Specialization with Overloading
- •Template Recursion
- •References
- •Reference Variables
- •Reference Data Members
- •Reference Parameters
- •Reference Return Values
- •Deciding between References and Pointers
- •Keyword Confusion
- •The const Keyword
- •The static Keyword
- •Order of Initialization of Nonlocal Variables
- •Types and Casts
- •typedefs
- •Casts
- •Scope Resolution
- •Header Files
- •C Utilities
- •Variable-Length Argument Lists
- •Preprocessor Macros
- •How to Picture Memory
- •Allocation and Deallocation
- •Arrays
- •Working with Pointers
- •Array-Pointer Duality
- •Arrays Are Pointers!
- •Not All Pointers Are Arrays!
- •Dynamic Strings
- •C-Style Strings
- •String Literals
- •The C++ string Class
- •Pointer Arithmetic
- •Custom Memory Management
- •Garbage Collection
- •Object Pools
- •Function Pointers
- •Underallocating Strings
- •Memory Leaks
- •Double-Deleting and Invalid Pointers
- •Accessing Out-of-Bounds Memory
- •Using Streams
- •What Is a Stream, Anyway?
- •Stream Sources and Destinations
- •Output with Streams
- •Input with Streams
- •Input and Output with Objects
- •String Streams
- •File Streams
- •Jumping around with seek() and tell()
- •Linking Streams Together
- •Bidirectional I/O
- •Internationalization
- •Wide Characters
- •Non-Western Character Sets
- •Locales and Facets
- •Errors and Exceptions
- •What Are Exceptions, Anyway?
- •Why Exceptions in C++ Are a Good Thing
- •Why Exceptions in C++ Are a Bad Thing
- •Our Recommendation
- •Exception Mechanics
- •Throwing and Catching Exceptions
- •Exception Types
- •Throwing and Catching Multiple Exceptions
- •Uncaught Exceptions
- •Throw Lists
- •Exceptions and Polymorphism
- •The Standard Exception Hierarchy
- •Catching Exceptions in a Class Hierarchy
- •Writing Your Own Exception Classes
- •Stack Unwinding and Cleanup
- •Catch, Cleanup, and Rethrow
- •Use Smart Pointers
- •Common Error-Handling Issues
- •Memory Allocation Errors
- •Errors in Constructors
- •Errors in Destructors
- •Putting It All Together
- •Why Overload Operators?
- •Limitations to Operator Overloading
- •Choices in Operator Overloading
- •Summary of Overloadable Operators
- •Overloading the Arithmetic Operators
- •Overloading Unary Minus and Unary Plus
- •Overloading Increment and Decrement
- •Overloading the Subscripting Operator
- •Providing Read-Only Access with operator[]
- •Non-Integral Array Indices
- •Overloading the Function Call Operator
- •Overloading the Dereferencing Operators
- •Implementing operator*
- •Implementing operator->
- •What in the World Is operator->* ?
- •Writing Conversion Operators
- •Ambiguity Problems with Conversion Operators
- •Conversions for Boolean Expressions
- •How new and delete Really Work
- •Overloading operator new and operator delete
- •Overloading operator new and operator delete with Extra Parameters
- •Two Approaches to Efficiency
- •Two Kinds of Programs
- •Is C++ an Inefficient Language?
- •Language-Level Efficiency
- •Handle Objects Efficiently
- •Use Inline Methods and Functions
- •Design-Level Efficiency
- •Cache as Much as Possible
- •Use Object Pools
- •Use Thread Pools
- •Profiling
- •Profiling Example with gprof
- •Cross-Platform Development
- •Architecture Issues
- •Implementation Issues
- •Platform-Specific Features
- •Cross-Language Development
- •Mixing C and C++
- •Shifting Paradigms
- •Linking with C Code
- •Mixing Java and C++ with JNI
- •Mixing C++ with Perl and Shell Scripts
- •Mixing C++ with Assembly Code
- •Quality Control
- •Whose Responsibility Is Testing?
- •The Life Cycle of a Bug
- •Bug-Tracking Tools
- •Unit Testing
- •Approaches to Unit Testing
- •The Unit Testing Process
- •Unit Testing in Action
- •Higher-Level Testing
- •Integration Tests
- •System Tests
- •Regression Tests
- •Tips for Successful Testing
- •The Fundamental Law of Debugging
- •Bug Taxonomies
- •Avoiding Bugs
- •Planning for Bugs
- •Error Logging
- •Debug Traces
- •Asserts
- •Debugging Techniques
- •Reproducing Bugs
- •Debugging Reproducible Bugs
- •Debugging Nonreproducible Bugs
- •Debugging Memory Problems
- •Debugging Multithreaded Programs
- •Debugging Example: Article Citations
- •Lessons from the ArticleCitations Example
- •Requirements on Elements
- •Exceptions and Error Checking
- •Iterators
- •Sequential Containers
- •Vector
- •The vector<bool> Specialization
- •deque
- •list
- •Container Adapters
- •queue
- •priority_queue
- •stack
- •Associative Containers
- •The pair Utility Class
- •multimap
- •multiset
- •Other Containers
- •Arrays as STL Containers
- •Strings as STL Containers
- •Streams as STL Containers
- •bitset
- •The find() and find_if() Algorithms
- •The accumulate() Algorithms
- •Function Objects
- •Arithmetic Function Objects
- •Comparison Function Objects
- •Logical Function Objects
- •Function Object Adapters
- •Writing Your Own Function Objects
- •Algorithm Details
- •Utility Algorithms
- •Nonmodifying Algorithms
- •Modifying Algorithms
- •Sorting Algorithms
- •Set Algorithms
- •The Voter Registration Audit Problem Statement
- •The auditVoterRolls() Function
- •The getDuplicates() Function
- •The RemoveNames Functor
- •The NameInList Functor
- •Testing the auditVoterRolls() Function
- •Allocators
- •Iterator Adapters
- •Reverse Iterators
- •Stream Iterators
- •Insert Iterators
- •Extending the STL
- •Why Extend the STL?
- •Writing an STL Algorithm
- •Writing an STL Container
- •The Appeal of Distributed Computing
- •Distribution for Scalability
- •Distribution for Reliability
- •Distribution for Centrality
- •Distributed Content
- •Distributed versus Networked
- •Distributed Objects
- •Serialization and Marshalling
- •Remote Procedure Calls
- •CORBA
- •Interface Definition Language
- •Implementing the Class
- •Using the Objects
- •A Crash Course in XML
- •XML as a Distributed Object Technology
- •Generating and Parsing XML in C++
- •XML Validation
- •Building a Distributed Object with XML
- •SOAP (Simple Object Access Protocol)
- •. . . Write a Class
- •. . . Subclass an Existing Class
- •. . . Throw and Catch Exceptions
- •. . . Read from a File
- •. . . Write to a File
- •. . . Write a Template Class
- •There Must Be a Better Way
- •Smart Pointers with Reference Counting
- •Double Dispatch
- •Mix-In Classes
- •Object-Oriented Frameworks
- •Working with Frameworks
- •The Model-View-Controller Paradigm
- •The Singleton Pattern
- •Example: A Logging Mechanism
- •Implementation of a Singleton
- •Using a Singleton
- •Example: A Car Factory Simulation
- •Implementation of a Factory
- •Using a Factory
- •Other Uses of Factories
- •The Proxy Pattern
- •Example: Hiding Network Connectivity Issues
- •Implementation of a Proxy
- •Using a Proxy
- •The Adapter Pattern
- •Example: Adapting an XML Library
- •Implementation of an Adapter
- •Using an Adapter
- •The Decorator Pattern
- •Example: Defining Styles in Web Pages
- •Implementation of a Decorator
- •Using a Decorator
- •The Chain of Responsibility Pattern
- •Example: Event Handling
- •Implementation of a Chain of Responsibility
- •Using a Chain of Responsibility
- •Example: Event Handling
- •Implementation of an Observer
- •Using an Observer
- •Chapter 1: A Crash Course in C++
- •Chapter 3: Designing with Objects
- •Chapter 4: Designing with Libraries and Patterns
- •Chapter 5: Designing for Reuse
- •Chapter 7: Coding with Style
- •Chapters 8 and 9: Classes and Objects
- •Chapter 11: Writing Generic Code with Templates
- •Chapter 14: Demystifying C++ I/O
- •Chapter 15: Handling Errors
- •Chapter 16: Overloading C++ Operators
- •Chapter 17: Writing Efficient C++
- •Chapter 19: Becoming Adept at Testing
- •Chapter 20: Conquering Debugging
- •Chapter 24: Exploring Distributed Objects
- •Chapter 26: Applying Design Patterns
- •Beginning C++
- •General C++
- •I/O Streams
- •The C++ Standard Library
- •C++ Templates
- •Integrating C++ and Other Languages
- •Algorithms and Data Structures
- •Open-Source Software
- •Software-Engineering Methodology
- •Programming Style
- •Computer Architecture
- •Efficiency
- •Testing
- •Debugging
- •Distributed Objects
- •CORBA
- •XML and SOAP
- •Design Patterns
- •Index

Demystifying C++ I/O
// Read the current number to advance the stream. ioData >> number;
}
}
Of course, an approach like this will only work properly if the data is of a fixed size. When the preceding program switched from reading to writing, the output data overwrote other data in the file. To preserve the format of the file, and to avoid writing over the next record, the data had to be the same size.
String streams can also be accessed in a bidirectional manner through the stringstream class.
Bidirectional streams have separate pointers for the read position and the write position. When switching between reading and writing, you will need to seek to the appropriate position.
Internationalization
When you’re learning how to program in C or C++, it’s useful to think of a character as equivalent to a byte and to treat all characters as members of the ASCII (U.S.) character set. In reality, Professional C++ programmers recognize that successful software programs are used throughout the world. Even if you don’t initially write your program with international audiences in mind, you shouldn’t prevent yourself from localizing, or making the software internationally aware, at a later date.
Wide Characters
The problem with viewing a character as a byte is that not all languages, or character sets, can be fully represented in 8 bits, or 1 byte. Luckily, C++ has a built-in type called wchar_t that holds a wide character. Languages with non-ASCII (U.S.) characters such as Japanese and Arabic can be represented in C++ with wchar_t.
If there is any chance that your program will be used in a non-Western character set context (hint: there is!), you should use wide characters from the beginning. Using wchar_t is simple because it works just like a char. The only difference is that string and character literals are prefixed with the letter L to indicate that a wide-character encoding should be used. For example, to initialize a wchar_t character to be the letter m, you would write it like this:
wchar_t myWideCharacter = L’m’;
There are wide-character versions of all your favorite types and classes. The wide string class is wstring. The “prefix the letter w” pattern applies to streams as well. Wide-character file output streams are handled with the wofstream, and input is handled with the wifstream. The joy of pronouncing these class names (woof-stream? whiff-stream?) is reason enough to make your programs internationally aware!
In addition to cout, cin, and cerr, there are wide versions of the built-in console and error streams called wcout, wcin, and wcerr. As with the other wide-stream classes and types, using them is no different from using the nonwide versions, as shown by the following simple program:
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Chapter 14
#include <iostream>
using namespace std;
int main(int argc, char** argv)
{
wcout << L”I am internationally aware.” << endl;
}
Non-Western Character Sets
Wide characters are a great step forward because they increase the amount of space available to define a single character. The next step is to figure out how that space is used. In traditional (i.e., obsolete) ASCII characters, each letter corresponded to a particular number. Each number could fit in a single byte, so a letter was the same as a number, which was the same as a byte.
Modern character representation isn’t very different. The map of characters to numbers (now called code points) is quite a bit larger because it handles many different character sets in addition to the characters that English-speaking programmers are familiar with. The map of characters to code points in all the known character sets is defined by the Unicode standard. For example, the Hebrew character (pronounced aleph) maps to the Unicode code point 05D0. No other character in any other character set maps to that code point.
To work properly with Unicode text, you also need to know its encoding. Different applications can store Unicode characters in different ways. In C++, the standard encoding of wide characters is known as UTF-16 because each character is held in 16 bits.
Locales and Facets
Character sets are only one of the differences in data representation between countries. Even countries that use similar character sets, such as Great Britain and the United States, still differ in how they represent data such as dates and money.
The standard C++ library contains a built-in mechanism that groups specific data about a particular place together into a locale. A locale is a collection of settings about a particular location. An individual setting is called a facet. An example of a locale is U.S. English. An example of a facet is the format used to display a date. There are several built-in facets that are common to all locales. The language also provides a way to customize or add facets.
Using Locales
From a programmer’s perspective, locales are an automatic feature of the language. When using I/O streams, data is formatted according to a particular locale. Locales are simply objects that can be attached to a stream. For example, the following line uses the output stream’s imbue() method to attach the U.S. English locale (usually named “en_U”) to the wide-character console output stream:
wcout.imbue(locale(“en_US”)); |
// locale is defined in the std namespace |
U.S. English is usually not the default locale. The default locale is generally the classic locale, which uses ANSI C conventions. The classic C locale is similar to U.S. English settings, but there are slight differences.
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Demystifying C++ I/O
For example, if you do not set a locale at all, or set the default locale, and you output a number, it will be presented without any punctuation:
wcout.imbue(locale(“C”))
wcout << 32767 << endl;
The output of this code will be:
32767
If you set the U.S. English locale, however, the number will be formatted with U.S. English punctuation. The following code to set the locale to U.S. English before outputting the number:
wcout.imbue(locale(“en_US”));
wcout << 32767 << endl;
The output of this code will be:
32,767
As you may be aware, different regions have different approaches to formatting numerical data, including the punctuation used to separate thousands and denote a decimal place.
The names of locales can be implementation-specific, although most implementations have standardized on the practice of separating the language and the area in two-letter sections with an optional encoding. For example, the locale for the French language, as spoken in France is fr_FR. The locale for Japanese spoken in Japan with Japanese Industrial Standard encoding is ja_JP.jis.
Most operating systems have a mechanism to determine the locale as defined by the user. In C++, you can pass an empty string to the locale object constructor to create a locale from the user’s environment. Once this object is created, you can use it to query the locale, possibly making programmatic decisions based on it.
For example, the following program creates a default locale. The name() method is used to get a C++ string that describes the locale. One of two messages is output, depending on whether the locale appears to be U.S. English or not.
#include <iostream> #include <string>
using namespace std;
int main(int argc, char** argv)
{
locale loc(“”);
if (loc.name().find(“en_US”) == string::npos && loc.name().find(“United States”) == string::npos) { wcout << L”Welcome non-U.S. user!” << endl;
} else {
wcout << L”Welcome U.S. user!” << endl;
}
}
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Chapter 14
Determining a location based on the name of the locale is not necessarily an accurate way to decide where the user is physically located, but it can provide a clue.
Using Facets
You can use the std::use_facet() function to obtain a particular facet in a particular locale. For example, the following expression retrieves the standard monetary punctuation facet of the British English facet.
use_facet<moneypunct<wchar_t> >(locale(“en_GB”));
Note that the innermost template type determines the character type to use. This is usually wchar_t or char. The use of nested template classes is unfortunate, but once you get past the syntax, the result is an object that contains all the information you want to know about British money punctuation. The data available in the standard facets are defined in the <locale> header and its associated files.
The following program brings together locales and facets by printing out the currency symbol in both U.S. English and British English. Note that, depending on your environment, the British currency symbol may appear as a question mark, a box, or not at all. Also note that locale names can vary by platform. If your environment is equipped to handle it, you may actually get the British pound symbol.
#include <iostream> #include <locale>
using namespace std;
int main(int argc, char** argv)
{
locale locUSEng (“en_US”);
locale locBritishEng (“en_GB”);
wstring dollars = use_facet<moneypunct<wchar_t> >(locUSEng).curr_symbol(); wstring pounds = use_facet<moneypunct<wchar_t> >(locBritishEng).curr_symbol();
wcout << L”In the US, the currency symbol is “ << dollars << endl; wcout << L”In Great Britain, the current symbol is “ << pounds << endl;
}
Summar y
As we hope you have discovered, streams provide a flexible and object-oriented way to perform input and output. The most important message in this chapter, even more important that the use of streams, is the concept of a stream. Some operating systems may have their own file access and I/O facilities, but knowledge of how streams and streamlike libraries work is essential to working with any type of modern I/O system.
We also hope you have gained an appreciation for coding with internationalization in mind. As anyone who has been through a localization effort will tell you, adding support for a new language or locale is infinitely easier if you have planned ahead by using Unicode characters and being mindful of locales.
400

Handling Errors
Inevitably, your C++ programs will encounter errors. The program might be unable to open a file, the network connection might go down, or the user might enter an incorrect value, to name a few possibilities. Professional C++ programs recognize these situations as exceptional, but not unexpected, and handle them appropriately. The C++ language provides a feature called exceptions to support error handling in your programs.
The code examples in this book so far have virtually ignored error conditions for brevity. This chapter rectifies that simplification by teaching you how to incorporate error handling into your programs from their beginnings. It focuses on C++ exceptions, including the details of their syntax, and describes how to employ them effectively to create well-designed error-handling programs. This chapter presents:
An overview of C++ error handling, including pros and cons of exceptions in C++
Syntax of exceptions
Throwing and catching exceptions
Uncaught exceptions
Throw lists
Exception class hierarchies and polymorphism
The C++ exception hierarchy
Writing your own exception classes
Stack unwinding and cleanup
Common error handling issues
Memory allocation errors
Errors in constructors and destructors