Skip to main content

Item 28: Partition the global namespace.

Item 28: Partition the global namespace.
The biggest problem with the global scope is that there's only one of them. In a large software project, there is
usually a bevy of people putting names in this singular scope, and invariably this leads to name conflicts. For
example, library1.h might define a number of constants, including the following:
const double LIB_VERSION = 1.204;
Ditto for library2.h:
const int LIB_VERSION = 3;
It doesn't take great insight to see that there is going to be a problem if a program tries to include both library1.h
and library2.h. Unfortunately, outside of cursing under your breath, sending hate mail to the library authors, and
editing the header files until the name conflicts are eliminated, there is little you can do about this kind of
problem.
You can, however, take pity on the poor souls who'll have your libraries foisted on them. You probably already
prepend some hopefully-unique prefix to each of your global symbols, but surely you must admit that the
resulting identifiers are less than pleasing to gaze upon.
A better solution is to use a C++ namespace. Boiled down to its essence, a namespace is just a fancy way of
letting you use the prefixes you know and love without making people look at them all the time. So instead of
this,
const double sdmBOOK_VERSION = 2.0;
class sdmHandle { ... };
sdmHandle& sdmGetHandle();
// in this library,
// each symbol begins
// with "sdm"
// see Item 47 for why you
// might want to declare
// a function like this
you write this:
namespace sdm {
const double BOOK_VERSION = 2.0;
class Handle { ... };
Handle& getHandle();
}
Clients then access symbols in your namespace in any of the usual three ways: by importing all the symbols in a
namespace into a scope, by importing individual symbols into a scope, or by explicitly qualifying a symbol for
one-time use. Here are some examples:
void f1()
{
using namespace sdm;
// make all symbols in sdm
// available w/o qualification
// in this scope
cout << BOOK_VERSION; // okay, resolves to
                     // sdm::BOOK_VERSION
Handle h = getHandle(); // okay, Handle resolves to
                       // sdm::Handle, getHandle
                      // resolves to sdm::getHandle
...
...
}
void f2()
{
using sdm::BOOK_VERSION;
// make only BOOK_VERSION
// available w/o qualification
// in this scope
cout << BOOK_VERSION; // okay, resolves to
                     // sdm::BOOK_VERSION
Handle h = getHandle(); // error! neither Handle
                       // nor getHandle were
                      // imported into this scope
...
...
}
void f3()
{
cout << sdm::BOOK_VERSION;
...
// okay, makes BOOK_VERSION
// available for this one use
// only
double d = BOOK_VERSION; // error! BOOK_VERSION is
                        // not in scope
Handle h = getHandle(); // error! neither Handle
                       // nor getHandle were
                      // imported into this scope
...
}
(Some namespaces have no names. Such unnamed namespaces are used to limit the visibility of the elements
inside the namespace. For details, see Item M31.)
One of the nicest things about namespaces is that potential ambiguity is not an error (see Item 26). As a result,
you can import the same symbol from more than one namespace, yet still live a carefree life (provided you never
actually use the symbol). For instance, if, in addition to namespace sdm, you had need to make use of this
namespace,
namespace AcmeWindowSystem {
...
typedef int Handle;
...
}
you could use both sdm and AcmeWindowSystem without conflict, provided you never referenced the symbol
Handle. If you did refer to it, you'd have to explicitly say which namespace's Handle you wanted:
void f()
{
using namespace sdm;
using namespace AcmeWindowSystem;
// import sdm symbols
// import Acme symbols
...
// freely refer to sdm
// and Acme symbols
// other than Handle
Handle h; // error! which Handle?
sdm::Handle h1; // fine, no ambiguity
AcmeWindowSystem::Handle h2; // also no ambiguity
...
}
Contrast this with the conventional header-file-based approach, where the mere inclusion of both sdm.h and
acme.h would cause compilers to complain about multiple definitions of the symbol Handle.
Namespaces were added to C++ relatively late in the standardization game, so perhaps you think they're not that
important and you can live without them. You can't. You can't, because almost everything in the standard library
(see Item 49) lives inside the namespace std. That may strike you as a minor detail, but it affects you in a very
direct manner: it's why C++ now sports funny-looking extensionless header names like , ,
etc. For details, turn to Item 49.
Because namespaces were introduced comparatively recently, your compilers might not yet support them. If
that's the case, there's still no reason to pollute the global namespace, because you can approximate namespaces
with structs. You do it by creating a struct to hold your global names, then putting your global names inside this
struct as static members:
// definition of a struct emulating a namespace
struct sdm {
static const double BOOK_VERSION;
class Handle { ... };
static Handle& getHandle();
};
const double sdm::BOOK_VERSION = 2.0;
// obligatory defn
// of static data
// member
Now when people want to access your global names, they simply prefix them with the struct name:
void f()
{
cout << sdm::BOOK_VERSION;
...
sdm::Handle h = sdm::getHandle();
...
}
If there are no name conflicts at the global level, clients of your library may find it cumbersome to use the fully
qualified names. Fortunately, there is a way you can let them have their scopes and ignore them, too.
For your type names, provide typedefs that remove the need for explicit scoping. That is, for a type name T in
your namespace-like struct S, provide a (global) typedef such that T is a synonym for S::T:
typedef sdm::Handle Handle;
For each (static) object X in your struct, provide a (global) reference X that is initialized with S::X:
const double& BOOK_VERSION = sdm::BOOK_VERSION;
Frankly, after you've read Item 47, the thought of defining a non-local static object like BOOK_VERSION will
probably make you queasy. (You'll want to replace such objects with the functions described in Item 47.)
Functions are treated much like objects, but even though it's legal to define references to functions, future
maintainers of your code will dislike you a lot less if you employ pointers to functions instead:
sdm::Handle& (* const getHandle)() =
// getHandle is a
sdm::getHandle;
// const pointer (see
// Item 21) to
// sdm::getHandle
Note that getHandle is a const pointer. You don't really want to let clients make it point to something other than
sdm::getHandle, do you?
(If you're dying to know how to define a reference to a function, this should revitalize you:
sdm::Handle& (&getHandle)() =
// getHandle is a reference
sdm::getHandle;
// to sdm::getHandle
Personally, I think this is kind of cool, but there's a reason you've probably never seen this before. Except for
how they're initialized, references to functions and const pointers to functions behave identically, and pointers to
functions are much more readily understood.)
Given these typedefs and references, clients not suffering from global name conflicts can just use the unqualified
type and object names, while clients who do have conflicts can ignore the typedef and reference definitions and
use fully qualified names. It's unlikely that all your clients will want to use the shorthand names, so you should
be sure to put the typedefs and references in a different header file from the one containing your
namespace-emulating struct.
structs are a nice approximation to namespaces, but they're a long trek from the real thing. They fall short in a
variety of ways, one of the most obvious of which is their treatment of operators. Simply put, operators defined
as static member functions of structs can be invoked only through a function call, never via the natural infix
syntax that operators are designed to support:
// define a namespace-emulating struct containing
// types and functions for Widgets. Widget objects
// support addition via operator+
struct widgets {
class Widget { ... };
// see Item 21 for why the return value is const
static const Widget operator+(const Widget& lhs,
const Widget& rhs);
...
};
// attempt to set up global (unqualified) names for
// Widget and operator+ as described above
typedef widgets::Widget Widget;
const Widget (* const operator+)(const Widget&,
const Widget&);
// error!
// operator+
// can't be a
// pointer name
Widget w1, w2, sum;
sum = w1 + w2; // error! no operator+
              // taking Widgets is
             // declared at this
            // scope
sum = widgets::operator+(w1, w2); // legal, but hardly
                                 // "natural" syntax
Such limitations should spur you to adopt real namespaces as soon as your compilers make it practical.

Comments

Popular posts from this blog

OWASP Top 10 Threats and Mitigations Exam - Single Select

Last updated 4 Aug 11 Course Title: OWASP Top 10 Threats and Mitigation Exam Questions - Single Select 1) Which of the following consequences is most likely to occur due to an injection attack? Spoofing Cross-site request forgery Denial of service   Correct Insecure direct object references 2) Your application is created using a language that does not support a clear distinction between code and data. Which vulnerability is most likely to occur in your application? Injection   Correct Insecure direct object references Failure to restrict URL access Insufficient transport layer protection 3) Which of the following scenarios is most likely to cause an injection attack? Unvalidated input is embedded in an instruction stream.   Correct Unvalidated input can be distinguished from valid instructions. A Web application does not validate a client’s access to a resource. A Web action performs an operation on behalf of the user without checking a shared sec

CKA Simulator Kubernetes 1.22

  https://killer.sh Pre Setup Once you've gained access to your terminal it might be wise to spend ~1 minute to setup your environment. You could set these: alias k = kubectl                         # will already be pre-configured export do = "--dry-run=client -o yaml"     # k get pod x $do export now = "--force --grace-period 0"   # k delete pod x $now Vim To make vim use 2 spaces for a tab edit ~/.vimrc to contain: set tabstop=2 set expandtab set shiftwidth=2 More setup suggestions are in the tips section .     Question 1 | Contexts Task weight: 1%   You have access to multiple clusters from your main terminal through kubectl contexts. Write all those context names into /opt/course/1/contexts . Next write a command to display the current context into /opt/course/1/context_default_kubectl.sh , the command should use kubectl . Finally write a second command doing the same thing into /opt/course/1/context_default_no_kubectl.sh , but without the use of k

标 题: 关于Daniel Guo 律师

发信人: q123452017 (水天一色), 信区: I140 标  题: 关于Daniel Guo 律师 关键字: Daniel Guo 发信站: BBS 未名空间站 (Thu Apr 26 02:11:35 2018, 美东) 这些是lz根据亲身经历在 Immigration版上发的帖以及一些关于Daniel Guo 律师的回 帖,希望大家不要被一些马甲帖广告帖所骗,慎重考虑选择律师。 WG 和Guo两家律师对比 1. fully refund的合约上的区别 wegreened家是case不过只要第二次没有file就可以fully refund。郭家是要两次case 没过才给refund,而且只要第二次pl draft好律师就可以不退任何律师费。 2. 回信速度 wegreened家一般24小时内回信。郭律师是在可以快速回复的时候才回复很快,对于需 要时间回复或者是不愿意给出确切答复的时候就回复的比较慢。 比如:lz问过郭律师他们律所在nsc区域最近eb1a的通过率,大家也知道nsc现在杀手如 云,但是郭律师过了两天只回复说让秘书update最近的case然后去网页上查,但是上面 并没有写明tsc还是nsc。 lz还问过郭律师关于准备ps (他要求的文件)的一些问题,模版上有的东西不是很清 楚,但是他一般就是把模版上的东西再copy一遍发过来。 3. 材料区别 (推荐信) 因为我只收到郭律师写的推荐信,所以可以比下两家推荐信 wegreened家推荐信写的比较长,而且每封推荐信会用不同的语气和风格,会包含lz写 的research summary里面的某个方面 郭家四封推荐信都是一个格式,一种语气,连地址,信的称呼都是一样的,怎么看四封 推荐信都是同一个人写出来的。套路基本都是第一段目的,第二段介绍推荐人,第三段 某篇或几篇文章的abstract,最后结论 4. 前期材料准备 wegreened家要按照他们的模版准备一个十几页的research summary。 郭律师在签约之前说的是只需要准备五页左右的summary,但是在lz签完约收到推荐信 ,郭律师又发来一个很长的ps要lz自己填,而且和pl的格式基本差不多。 总结下来,申请自己上心最重要。但是如果选律师,lz更倾向于wegreened,