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Fixed typos (#1876)
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@@ -13107,10 +13107,10 @@ Helps make style consistent and conventional.
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By definition, a condition in an `if`-statement, `while`-statement, or a `for`-statement selects between `true` and `false`.
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By definition, a condition in an `if`-statement, `while`-statement, or a `for`-statement selects between `true` and `false`.
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A numeric value is compared to `0` and a pointer value to `nullptr`.
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A numeric value is compared to `0` and a pointer value to `nullptr`.
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// These all mean "if `p` is not `nullptr`"
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// These all mean "if p is not nullptr"
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if (p) { ... } // good
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if (p) { ... } // good
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if (p != 0) { ... } // redundant `!=0`; bad: don't use 0 for pointers
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if (p != 0) { ... } // redundant !=0, bad: don't use 0 for pointers
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if (p != nullptr) { ... } // redundant `!=nullptr`, not recommended
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if (p != nullptr) { ... } // redundant !=nullptr, not recommended
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Often, `if (p)` is read as "if `p` is valid" which is a direct expression of the programmers intent,
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Often, `if (p)` is read as "if `p` is valid" which is a direct expression of the programmers intent,
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whereas `if (p != nullptr)` would be a long-winded workaround.
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whereas `if (p != nullptr)` would be a long-winded workaround.
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@@ -13167,10 +13167,10 @@ would not in itself save you.
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The opposite condition is most easily expressed using a negation:
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The opposite condition is most easily expressed using a negation:
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// These all mean "if `p` is `nullptr`"
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// These all mean "if p is nullptr"
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if (!p) { ... } // good
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if (!p) { ... } // good
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if (p == 0) { ... } // redundant `== 0`; bad: don't use `0` for pointers
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if (p == 0) { ... } // redundant == 0, bad: don't use 0 for pointers
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if (p == nullptr) { ... } // redundant `== nullptr`, not recommended
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if (p == nullptr) { ... } // redundant == nullptr, not recommended
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##### Enforcement
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##### Enforcement
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@@ -17479,7 +17479,7 @@ The rule supports the view that a concept should reflect a (mathematically) cohe
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// ... and the other comparison operators ...
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// ... and the other comparison operators ...
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Minimal operator+(const Convenient&, const Convenient&);
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Minimal operator+(const Convenient&, const Convenient&);
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// .. and the other arithmetic operators ...
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// ... and the other arithmetic operators ...
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void f(const Convenient& x, const Convenient& y)
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void f(const Convenient& x, const Convenient& y)
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{
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{
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@@ -18980,7 +18980,7 @@ You can't partially specialize a function template per language rules. You can f
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##### Reason
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##### Reason
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If you intend for a class to match a concept, verifying that early saves users pain.
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If you intend for a class to match a concept, verifying that early saves users' pain.
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##### Example
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##### Example
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@@ -19519,7 +19519,7 @@ For example:
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#include <random>
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#include <random>
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#include <vector>
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#include <vector>
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a user can now get that set of declarations with a single `#include`"
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a user can now get that set of declarations with a single `#include`
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#include "basic_std_lib.h"
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#include "basic_std_lib.h"
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@@ -22295,7 +22295,7 @@ Never allow an error to be reported from a destructor, a resource deallocation f
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void test()
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void test()
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{
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{
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std::array<Nefarious, 10> arr; // this line can std::terminate(!)
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std::array<Nefarious, 10> arr; // this line can std::terminate()
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}
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}
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The behavior of arrays is undefined in the presence of destructors that throw because there is no reasonable rollback behavior that could ever be devised. Just think: What code can the compiler generate for constructing an `arr` where, if the fourth object's constructor throws, the code has to give up and in its cleanup mode tries to call the destructors of the already-constructed objects ... and one or more of those destructors throws? There is no satisfactory answer.
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The behavior of arrays is undefined in the presence of destructors that throw because there is no reasonable rollback behavior that could ever be devised. Just think: What code can the compiler generate for constructing an `arr` where, if the fourth object's constructor throws, the code has to give up and in its cleanup mode tries to call the destructors of the already-constructed objects ... and one or more of those destructors throws? There is no satisfactory answer.
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