Fixed typos (#1876)

This commit is contained in:
Hyuk Myeong
2022-01-21 06:10:52 +09:00
committed by GitHub
parent 5f393d53af
commit 1a57ff0226

View File

@@ -12814,11 +12814,11 @@ consider `gsl::finally()` as a cleaner and more reliable alternative to `goto ex
switch(x) {
case 1 :
while (/* some condition */) {
//...
// ...
break;
} //Oops! break switch or break while intended?
} // Oops! break switch or break while intended?
case 2 :
//...
// ...
break;
}
@@ -12858,14 +12858,14 @@ Often, a loop that requires a `break` is a good candidate for a function (algori
Often, a loop that uses `continue` can equivalently and as clearly be expressed by an `if`-statement.
for (int item : vec) { //BAD
for (int item : vec) { // BAD
if (item%2 == 0) continue;
if (item == 5) continue;
if (item > 10) continue;
/* do something with item */
}
for (int item : vec) { //GOOD
for (int item : vec) { // GOOD
if (item%2 != 0 && item != 5 && item <= 10) {
/* do something with item */
}
@@ -12953,7 +12953,7 @@ Flag all implicit fallthroughs from non-empty `case`s.
##### Example
enum E { a, b, c , d };
enum E { a, b, c, d };
void f1(E x)
{
@@ -13107,10 +13107,10 @@ Helps make style consistent and conventional.
By definition, a condition in an `if`-statement, `while`-statement, or a `for`-statement selects between `true` and `false`.
A numeric value is compared to `0` and a pointer value to `nullptr`.
// These all mean "if `p` is not `nullptr`"
// These all mean "if p is not nullptr"
if (p) { ... } // good
if (p != 0) { ... } // redundant `!=0`; bad: don't use 0 for pointers
if (p != nullptr) { ... } // redundant `!=nullptr`, not recommended
if (p != 0) { ... } // redundant !=0, bad: don't use 0 for pointers
if (p != nullptr) { ... } // redundant !=nullptr, not recommended
Often, `if (p)` is read as "if `p` is valid" which is a direct expression of the programmers intent,
whereas `if (p != nullptr)` would be a long-winded workaround.
@@ -13167,10 +13167,10 @@ would not in itself save you.
The opposite condition is most easily expressed using a negation:
// These all mean "if `p` is `nullptr`"
// These all mean "if p is nullptr"
if (!p) { ... } // good
if (p == 0) { ... } // redundant `== 0`; bad: don't use `0` for pointers
if (p == nullptr) { ... } // redundant `== nullptr`, not recommended
if (p == 0) { ... } // redundant == 0, bad: don't use 0 for pointers
if (p == nullptr) { ... } // redundant == nullptr, not recommended
##### Enforcement
@@ -17479,7 +17479,7 @@ The rule supports the view that a concept should reflect a (mathematically) cohe
// ... and the other comparison operators ...
Minimal operator+(const Convenient&, const Convenient&);
// .. and the other arithmetic operators ...
// ... and the other arithmetic operators ...
void f(const Convenient& x, const Convenient& y)
{
@@ -17950,14 +17950,14 @@ Most uses support that anyway.
explicit X(int);
X(const X&); // copy
X operator=(const X&);
X(X&&) noexcept; // move
X(X&&) noexcept; // move
X& operator=(X&&) noexcept;
~X();
// ... no more constructors ...
};
X x {1}; // fine
X y = x; // fine
X x {1}; // fine
X y = x; // fine
std::vector<X> v(10); // error: no default constructor
##### Note
@@ -18381,7 +18381,7 @@ There are three major ways to let calling code customize a template.
void test2(T t)
// Call a non-member function without qualification
{
f(t); // require f(/*T*/) be available in caller's scope or in T's namespace
f(t); // require f(/*T*/) be available in caller's scope or in T's namespace
}
template<class T>
@@ -18980,7 +18980,7 @@ You can't partially specialize a function template per language rules. You can f
##### Reason
If you intend for a class to match a concept, verifying that early saves users pain.
If you intend for a class to match a concept, verifying that early saves users' pain.
##### Example
@@ -19519,7 +19519,7 @@ For example:
#include <random>
#include <vector>
a user can now get that set of declarations with a single `#include`"
a user can now get that set of declarations with a single `#include`
#include "basic_std_lib.h"
@@ -19745,7 +19745,7 @@ For a variable-length array, use `std::vector`, which additionally can change it
int v[SIZE]; // BAD
std::array<int, SIZE> w; // ok
std::array<int, SIZE> w; // ok
##### Example
@@ -22295,7 +22295,7 @@ Never allow an error to be reported from a destructor, a resource deallocation f
void test()
{
std::array<Nefarious, 10> arr; // this line can std::terminate(!)
std::array<Nefarious, 10> arr; // this line can std::terminate()
}
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.