
- •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

Chapter 15
You might be wondering what happens when you add inheritance into the mix. Superclass constructors run before subclass constructors. If a subclass constructor throws an exception, how are the resources that the superclass constructor allocated freed? The answer is that C++ guarantees that it will run the destructor for any fully constructed “subobjects.” Therefore, any constructor that completes without an exception will cause the corresponding destructor to be run.
Errors in Destructors
You should handle all error conditions that arise in destructors in the destructors themselves. You should not let any exceptions be thrown from destructors, for three reasons:
1.Destructors can run while there is another pending exception, in the process of stack unwinding. If you throw an exception from the destructor while another exception is active, the program will terminate. For the brave and curious, C++ does provide the ability to determine, in a destructor, whether you are executing as a result of a normal function exit or delete call, or because of stack unwinding. The function uncaught_exception(), declared in the <exception> header file, returns true if there is an uncaught exception and you are in the middle of stack unwinding. Otherwise, it returns false. However, this approach is messy and should be avoided.
2.What action would clients take? Clients don’t call destructors explicitly: they call delete, which calls the destructor. If you throw an exception from the destructor, what is a client supposed to do? It can’t call delete on the object again, and it shouldn’t call the destructor explicitly. There is no reasonable action the client can take, so there is no reason to burden that code with exception handling.
3.The destructor is your one chance to free memory and resources used in the object. If you waste your chance by exiting the function early due to an exception, you will never be able to go back and free the memory or resources.
Therefore, be careful to catch in a destructor any exceptions that can be thrown by calls you make from the destructor. Normally, destructors call only delete and delete[], which cannot throw exceptions, so there should be no problem.
Putting It All Together
Now that you’ve learned about error handling and exceptions, here is the entire GameBoard class from Chapter 11 retrofitted with exceptions.
First, here is the class definition:
#include <stdexcept> #include <new>
using std::bad_alloc; using std::out_of_range;
class GameBoard
{
public:
GameBoard(int inWidth = kDefaultWidth, int inHeight = kDefaultHeight) throw(bad_alloc);
GameBoard(const GameBoard& src) throw(bad_alloc); ~GameBoard() throw();
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Handling Errors
GameBoard& operator=(const GameBoard& rhs) throw(bad_alloc);
void setPieceAt(int x, int y, const GamePiece& inPiece) throw(out_of_range);
GamePiece& getPieceAt(int x, int y) throw(out_of_range);
const GamePiece& getPieceAt(int x, int y) const throw(out_of_range);
int getHeight() const throw() { return mHeight; } int getWidth() const throw() { return mWidth; }
static const int kDefaultWidth = 100; static const int kDefaultHeight = 100;
protected:
void copyFrom(const GameBoard& src) throw(bad_alloc);
GamePiece** mCells; int mWidth, mHeight;
};
The constructors and operator= all throw bad_alloc because they perform memory allocation. The destructor, getHeight(), and getWidth() throw no exceptions. setPeiceAt() and getPieceAt() throw out_of_range if the caller supplies an invalid width or height.
You’ve already seen the implementation of the constructor in the previous section. Here are the implementations of the copyFrom(), setPieceAt(), and getPieceAt() methods with exception handling. The implementations of the copy constructor and operator= did not change except for their throw lists because all the work is in copyFrom(), so their implementations are not shown. The destructor also did not change, so its implementation is not shown. Refer to Chapter 11 for details.
void GameBoard::copyFrom(const GameBoard& src) throw(bad_alloc)
{
int i, j;
mWidth = src.mWidth; mHeight = src.mHeight;
mCells = new GamePiece *[mWidth];
try {
for (i = 0; i < mWidth; i++) { mCells[i] = new GamePiece[mHeight];
}
}catch (...) {
//Clean up any memory we already allocated.
//If this function is called from the copy constructor,
//the destructor will never be called.
//Use the same upper bound on the loop as described in the constructor. for (j = 0; j < i; j++) {
delete [] mCells[j];
}
delete [] mCells;
//Set mCells and mWidth to values that will allow the
//destructor to run without harming anything.
//This function is called from operator=, in which case the
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Chapter 15
//object was already constructed, so the destructor will be
//called.
mCells = NULL;
mWidth = 0;
throw bad_alloc();
}
for (i = 0; i < mWidth; i++) {
for (j = 0; j < mHeight; j++) { mCells[i][j] = src.mCells[i][j];
}
}
}
void GameBoard::setPieceAt(int x, int y, const GamePiece& inElem)
throw(out_of_range)
{
// Check for out of range arguments.
if (x < 0 || x >= mWidth || y < 0 || y >= mHeight) {
throw out_of_range(“Invalid width or height”);
}
mCells[x][y] = inElem;
}
GamePiece& GameBoard::getPieceAt(int x, int y) throw(out_of_range)
{
// Check for out of range arguments.
if (x < 0 || x >= mWidth || y < 0 || y >= mHeight) { throw out_of_range(“Invlalid width or height”);
}
return (mCells[x][y]);
}
const GamePiece& GameBoard::getPieceAt(int x, int y) const throw(out_of_range)
{
// Check for out of range arguments.
if (x < 0 || x >= mWidth || y < 0 || y >= mHeight) { throw out_of_range(“Invlalid width or height”);
}
return (mCells[x][y]);
}
Summar y
This chapter described the issues related to error handling in C++ programs, and emphasized that you must design and code your programs with an error-handling plan. By reading this chapter, you learned the details of C++ exceptions syntax and behavior. The chapter also covered some of the areas in which error handling plays a large role, including I/O streams, memory allocation, constructors, and destructors. Finally, you saw an example of error handling in the GameBoard class.
The next few chapters continue to cover advanced C++ language topics. Chapter 16 describes operator overloading, Chapter 17 covers performance issues in C++, and Chapter 18 teaches you how to combine C++ with other languages and run your programs on multiple platforms.
430

Overloading C++ Operators
C++ allows you to redefine the meanings of operators, such as +, -, and =, for your classes. Many object-oriented languages do not provide this capability, so you might be tempted to disregard its usefulness in C++. However, it can be beneficial for making your classes behave similarly to builtin types such as ints and doubles. It is even possible to write classes that look like arrays, functions, or pointers!
Chapters 3 and 5 introduced object-oriented design and operator overloading, respectively. Chapters 8 and 9 presented the syntax details for objects and for basic operator overloading. This chapter picks up operator overloading where Chapter 9 left off. The STL, introduced in Chapter 4, and described in detail in Chapters 21 to 23, uses operator overloading extensively. You should read and understand this chapter before tackling Chapters 21 to 23.
This chapter focuses on the syntax and basic semantics of operator overloading. Practical examples are provided for most of the operators, but for a few of them, practical examples are postponed until later chapters.
This chapter does not repeat information contained in Chapter 9.
The contents of this chapter include:
An overview of operator overloading
Rationale for overloading operators
Limitations, caveats, and choices in operator overloading
Summary of operators you can, cannot, and should not overload
How to overload unary plus, unary minus, increment, and decrement
How to overload the I/O streams operators (operator<< and operator>>)
How to overloading the subscripting (array index) operator