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https://github.com/isocpp/CppCoreGuidelines.git
synced 2025-12-17 04:44:34 +03:00
Fixed typos (#1876)
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@@ -12814,11 +12814,11 @@ consider `gsl::finally()` as a cleaner and more reliable alternative to `goto ex
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switch(x) {
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case 1 :
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while (/* some condition */) {
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//...
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// ...
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break;
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} //Oops! break switch or break while intended?
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} // Oops! break switch or break while intended?
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case 2 :
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//...
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// ...
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break;
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}
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@@ -12858,14 +12858,14 @@ Often, a loop that requires a `break` is a good candidate for a function (algori
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Often, a loop that uses `continue` can equivalently and as clearly be expressed by an `if`-statement.
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for (int item : vec) { //BAD
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for (int item : vec) { // BAD
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if (item%2 == 0) continue;
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if (item == 5) continue;
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if (item > 10) continue;
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/* do something with item */
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}
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for (int item : vec) { //GOOD
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for (int item : vec) { // GOOD
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if (item%2 != 0 && item != 5 && item <= 10) {
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/* do something with item */
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}
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@@ -12953,7 +12953,7 @@ Flag all implicit fallthroughs from non-empty `case`s.
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##### Example
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enum E { a, b, c , d };
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enum E { a, b, c, d };
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void f1(E x)
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{
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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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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 != 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 != 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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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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@@ -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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// 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 == 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 == 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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##### 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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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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{
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@@ -17950,14 +17950,14 @@ Most uses support that anyway.
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explicit X(int);
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X(const X&); // copy
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X operator=(const X&);
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X(X&&) noexcept; // move
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X(X&&) noexcept; // move
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X& operator=(X&&) noexcept;
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~X();
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// ... no more constructors ...
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};
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X x {1}; // fine
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X y = x; // fine
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X x {1}; // fine
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X y = x; // fine
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std::vector<X> v(10); // error: no default constructor
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##### Note
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@@ -18381,7 +18381,7 @@ There are three major ways to let calling code customize a template.
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void test2(T t)
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// Call a non-member function without qualification
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{
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f(t); // require f(/*T*/) be available in caller's scope or in T's namespace
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f(t); // require f(/*T*/) be available in caller's scope or in T's namespace
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}
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template<class T>
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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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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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@@ -19519,7 +19519,7 @@ For example:
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#include <random>
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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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@@ -19745,7 +19745,7 @@ For a variable-length array, use `std::vector`, which additionally can change it
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int v[SIZE]; // BAD
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std::array<int, SIZE> w; // ok
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std::array<int, SIZE> w; // ok
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##### Example
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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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{
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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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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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