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vcmi/docs/developers/Coding_Guidelines.md

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## C++ Standard
VCMI implementation bases on C++14 standard. Any feature is acceptable
as long as it's will pass build on our CI, but there is list below on
what is already being used.
Any compiler supporting C++14 should work, but this has not been
thoroughly tested. You can find information about extensions and
compiler support at
[1](http://en.cppreference.com/w/cpp/compiler_support).
## Style Guidelines
In order to keep the code consistent, please use the following
conventions. From here on \`good' and \`bad' are used to attribute
things that would make the coding style match, or not match. It is not a
judgment call on your coding abilities, but more of a style and look
call. Please try to follow these guidelines to ensure prettiness.
### Indentation
Use tabs for indentation. If you are modifying someone else's code, try
to keep the coding style similar.
### Where to put braces
Inside a code block put the opening brace on the next line after the
current statement:
Good:
``` cpp
if(a)
{
code();
code();
}
```
Bad:
``` cpp
if(a) {
code();
code();
}
```
Avoid using unnecessary open/close braces, vertical space is usually
limited:
Good:
``` cpp
if(a)
code();
```
Bad:
``` cpp
if(a) {
code();
}
```
Unless there are either multiple hierarchical conditions being used or
that the condition cannot fit into a single line.
Good:
``` cpp
if(a)
{
if(b)
code();
}
```
Bad:
``` cpp
if(a)
if(b)
code();
```
If there are brackets inside the body, outside brackets are required.
Good:
``` cpp
if(a)
{
for(auto elem : list)
{
code();
}
}
```
Bad:
``` cpp
if(a)
for(auto elem : list)
{
code();
}
```
If "else" branch has brackets then "if" should also have brackets even
if it is one line.
Good:
``` cpp
if(a)
{
code();
}
else
{
for(auto elem : list)
{
code();
}
}
```
Bad:
``` cpp
if(a)
code();
else
{
for(auto elem : list)
{
code();
}
}
```
If you intentionally want to avoid usage of "else if" and keep if body
indent make sure to use braces.
Good:
``` cpp
if(a)
{
code();
}
else
{
if(b)
code();
}
```
Bad:
``` cpp
if(a)
code();
else
if(b)
code();
```
When defining a method, use a new line for the brace, like this:
Good:
``` cpp
void method()
{
}
```
Bad:
``` cpp
void Method() {
}
```
### Use whitespace for clarity
Use white space in expressions liberally, except in the presence of
parenthesis.
**Good:**
``` cpp
if(a + 5 > method(blah('a') + 4))
foo += 24;
```
**Bad:**
``` cpp
if(a+5>method(blah('a')+4))
foo+=24;
```
Between if, for, while,.. and the opening brace there shouldn't be a
whitespace. The keywords are highlighted, so they don't need further
separation.
### Where to put spaces
Use a space before and after the address or pointer character in a
pointer declaration.
Good:
``` cpp
CIntObject * images[100];
```
Bad:
``` cpp
CIntObject* images[100]; or
CIntObject *images[100];
```
Do not use spaces before parentheses.
Good:
``` cpp
if(a)
code();
```
Bad:
``` cpp
if (a)
code();
```
Do not use extra spaces around conditions inside parentheses.
Good:
``` cpp
if(a && b)
code();
if(a && (b || c))
code();
```
Bad:
``` cpp
if( a && b )
code();
if(a && ( b || c ))
code();
```
Do not use more than one space between operators.
Good:
``` cpp
if((a && b) || (c + 1 == d))
code();
```
Bad:
``` cpp
if((a && b) || (c + 1 == d))
code();
if((a && b) || (c + 1 == d))
code();
```
### Where to use parentheses
When allocating objects, don't use parentheses for creating stack-based
objects by zero param c-tors to avoid c++ most vexing parse and use
parentheses for creating heap-based objects.
Good:
``` cpp
std::vector<int> v;
CGBoat btn = new CGBoat();
```
Bad:
``` cpp
std::vector<int> v(); // shouldn't compile anyway
CGBoat btn = new CGBoat;
```
Avoid overuse of parentheses:
Good:
``` cpp
if(a && (b + 1))
return c == d;
```
Bad:
``` cpp
if((a && (b + 1)))
return (c == d);
```
### Class declaration
Base class list must be on same line with class name.
``` cpp
class CClass : public CClassBaseOne, public CClassBaseOne
{
int id;
bool parameter;
public:
CClass();
~CClass();
};
```
When 'private:', 'public:' and other labels are not on the line after
opening brackets there must be a new line before them.
Good:
``` cpp
class CClass
{
int id;
public:
CClass();
};
```
Bad:
``` cpp
class CClass
{
int id;
public:
CClass();
};
```
Good:
``` cpp
class CClass
{
protected:
int id;
public:
CClass();
};
```
Bad:
``` cpp
class CClass
{
protected:
int id;
public:
CClass();
};
```
### Constructor base class and member initialization
Constructor member and base class initialization must be on new line,
indented with tab with leading colon.
``` cpp
CClass::CClass()
: CClassBaseOne(true, nullptr), id(0), bool parameters(false)
{
code();
}
```
### Switch statement
Switch statements have the case at the same indentation as the switch.
Good:
``` cpp
switch(alignment)
{
case EAlignment::EVIL:
do_that();
break;
case EAlignment::GOOD:
do_that();
break;
case EAlignment::NEUTRAL:
do_that();
break;
default:
do_that();
break;
}
```
Bad:
``` cpp
switch(alignment)
{
case EAlignment::EVIL:
do_that();
break;
default:
do_that();
break;
}
switch(alignment)
{
case EAlignment::EVIL:
do_that();
break;
default:
do_that();
break;
}
switch(alignment)
{
case EAlignment::EVIL:
{
do_that();
}
break;
default:
{
do_that();
}
break;
}
```
### Lambda expressions
Good:
``` cpp
auto lambda = [this, a, &b](int3 & tile, int index) -> bool
{
do_that();
};
```
Bad:
``` cpp
auto lambda = [this,a,&b](int3 & tile, int index)->bool{do_that();};
```
Empty parameter list is required even if function takes no arguments.
Good:
``` cpp
auto lambda = []()
{
do_that();
};
```
Bad:
``` cpp
auto lambda = []
{
do_that();
};
```
Do not use inline lambda expressions inside if-else, for and other
conditions.
Good:
``` cpp
auto lambda = []()
{
do_that();
};
if(lambda)
{
code();
}
```
Bad:
``` cpp
if([]()
{
do_that();
})
{
code();
}
```
Do not pass inline lambda expressions as parameter unless it's the last
parameter.
Good:
``` cpp
auto lambda = []()
{
do_that();
};
obj->someMethod(lambda, true);
```
Bad:
``` cpp
obj->someMethod([]()
{
do_that();
}, true);
```
Good:
``` cpp
obj->someMethod(true, []()
{
do_that();
});
```
### Serialization
Serialization of each element must be on it's own line since this make
debugging easier.
Good:
``` cpp
template <typename Handler> void serialize(Handler & h, const int version)
{
h & identifier;
h & description;
h & name;
h & dependencies;
}
```
Bad:
``` cpp
template <typename Handler> void serialize(Handler & h, const int version)
{
h & identifier & description & name & dependencies;
}
```
Save backward compatibility code is exception when extra brackets are
always useful.
Good:
``` cpp
template <typename Handler> void serialize(Handler & h, const int version)
{
h & identifier;
h & description;
if(version >= 123)
{
h & totalValue;
}
else if(!h.saving)
{
totalValue = 200;
}
h & name;
h & dependencies;
}
```
Bad:
``` cpp
template <typename Handler> void serialize(Handler & h, const int version)
{
h & identifier;
h & description;
if(version >= 123)
h & totalValue;
else if(!h.saving)
totalValue = 200;
h & name;
h & dependencies;
}
```
### File headers
For any new files, please paste the following info block at the very top
of the source file:
``` cpp
/*
* Name_of_File.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
```
The above notice have to be included both in header and source files
(.h/.cpp).
### Code order in files
For any header or source file code must be in following order:
1. Licensing information
2. pragma once preprocessor directive
3. include directives
4. Forward declarations
5. All other code
``` cpp
/*
* Name_of_File.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "Header.h"
class CGObjectInstance;
struct CPackForClient;
```
### Where and how to comment
If you comment on the same line with code there must be one single space
between code and slashes.
Good:
``` cpp
if(a)
{
code(); //Do something
}
else // Do something.
{
code(); // Do something.
}
```
Bad:
``` cpp
if(a)
{
code();//Do something
}
else // Do something.
{
code(); // TODO:
}
```
If you add single-line comment on own line slashes must have same indent
as code around:
Good:
``` cpp
// Do something
if(a)
{
//Do something
for(auto item : list)
code();
}
```
Bad:
``` cpp
// Do something
if(a)
{
//Do something
for(auto item : list)
code();
}
```
Avoid comments inside multi-line if-else conditions. If your conditions
are too hard to understand without additional comments this usually
means that code need refactoring. Example given below is need
improvement though. **FIXME**
Good:
``` cpp
bool isMyHeroAlive = a && b || (c + 1 > 15);
bool canMyHeroMove = myTurn && hero.movePoints > 0;
if(isMyHeroAlive && canMyHeroMove)
{
code();
}
```
Bad:
``` cpp
if((a && b || (c + 1 > 15)) //Check if hero still alive
&& myTurn && hero.movePoints > 0) //Check if hero can move
{
code();
}
```
You should write a comment before the class definition which describes
shortly the class. 1-2 sentences are enough. Methods and class data
members should be commented if they aren't self-describing only.
Getters/Setters, simple methods where the purpose is clear or similar
methods shouldn't be commented, because vertical space is usually
limited. The style of documentation comments should be the three
slashes-style: ///.
``` cpp
/// Returns true if a debug/trace log message will be logged, false if not.
/// Useful if performance is important and concatenating the log message is a expensive task.
bool isDebugEnabled() const;
bool isTraceEnabled() const;
```
The above example doesn't follow a strict scheme on how to comment a
method. It describes two methods in one go. Comments should be kept
short.
If you need a more detailed description for a method you can use such
style:
``` cpp
/// <A short one line description>
///
/// <Longer description>
/// <May span multiple lines or paragraphs as needed>
///
/// @param Description of method's or function's input parameter
/// @param ...
/// @return Description of the return value
```
A good essay about writing comments:
[2](http://ardalis.com/when-to-comment-your-code)
### Casing
Local variables and methods start with a lowercase letter and use the
camel casing. Classes/Structs start with an uppercase letter and use the
camel casing as well. Macros and constants are written uppercase.
### Line length
The line length for c++ source code is 120 columns. If your function
declaration arguments go beyond this point, please align your arguments
to match the opening brace. For best results use the same number of tabs
used on the first line followed by enough spaces to align the arguments.
### Warnings
Avoid use of #pragma to disable warnings. Compile at warning level 3.
Avoid commiting code with new warnings.
### File/directory naming
Compilation units(.cpp,.h files) start with a uppercase letter and are
named like the name of a class which resides in that file if possible.
Header only files start with a uppercase letter. JSON files start with a
lowercase letter and use the camel casing.
Directories start with a lowercase letter and use the camel casing where
necessary.
### Logging
Outdated. There is separate entry for [Logging
API](Logging_API "wikilink")
If you want to trace the control flow of VCMI, then you should use the
macro LOG_TRACE or LOG_TRACE_PARAMS. The first one prints a message when
the function is entered or leaved. The name of the function will also be
logged. In addition to this the second macro, let's you specify
parameters which you want to print. You should print traces with
parameters like this:
``` cpp
LOG_TRACE_PARAMS(logGlobal, "hero '%s', spellId '%d', pos '%s'.", hero, spellId, pos);
```
When using the macro every "simple" parameter should be logged. The
parameter can be a number, a string or a type with a ostream
operator\<\<. You should not log contents of a whole text file, a byte
array or sth. like this. If there is a simple type with a few members
you want to log, you should write an ostream operator\<\<. The produced
message can look like this:
`{BattleAction: side '0', stackNumber '1', actionType 'Walk and attack', destinationTile '{BattleHex: x '7', y '1', hex '24'}', additionalInfo '7', selectedStack '-1'}`
The name of the type should be logged first, e.g. {TYPE_NAME:
members...}. The members of the object will be logged like logging trace
parameters. Collection types (vector, list, ...) should be logged this
way: \[{BattleHex: ...}, {...}\] There is no format which has to be
followed strictly, so if there is a reason to format members/objects in
a different way, then this is ok.
## Best practices
### Avoid code duplication
Avoid code duplication or don't repeat yourself(DRY) is the most
important aspect in programming. Code duplication of any kind can lead
to inconsistency and is much harder to maintain. If one part of the
system gets changed you have to change the code in several places. This
process is error-prone and leads often to problems. Here you can read
more about the DRY principle:
[<http://en.wikipedia.org/wiki/Don%27t_repeat_yourself>](http://en.wikipedia.org/wiki/Don%27t_repeat_yourself)
### Do not use uncommon abbrevations
Do not use uncommon abbrevations for class, method, parameter and global
object names.
Bad:
``` cpp
CArt * getRandomArt(...)
class CIntObject
```
Good:
``` cpp
CArtifact * getRandomArtifact(...)
class CInterfaceObject
```
### Loop handling
Use range-based for loops. It should be used in any case except you
absolutely need iterator, then you may use a simple for loop.
The loop counter should be of type int, unless you are sure you won't
need negative indices -- then use size_t.
### Include guards
Use #pragma once instead of the traditional #ifndef/#define/#endif
include guards.
### Pre compiled header file
The header StdInc.h should be included in every compilation unit. It has
to be included before any C macro and before any c++ statements. Pre
compiled header should not be changed, except any important thing is
missing. The StdInc includes most Boost libraries and nearly all
standard STL and C libraries, so you don’t have to include them by
yourself.
### Enumeration handling
Do not declare enumerations in global namespace. It is better to use
strongly typed enum or to wrap them in class or namespace to avoid
polluting global namespace:
``` cpp
enum class EAlignment
{
GOOD,
EVIL,
NEUTRAL
};
namespace EAlignment
{
enum EAlignment
{
GOOD, EVIL, NEUTRAL
};
}
```
### Avoid senseless comments
If the comment duplicates the name of commented member, it's better if
it wouldn't exist at all. It just increases maintenance cost. Bad:
``` cpp
size_t getHeroesCount(); //gets count of heroes (surprise?)
```
### Class handling
There is no definitive rule which has to be followed strictly. You can
freely decide if you want to pack your own classes, where you are
programming on, all in one file or each in one file. It's more important
that you feel comfortable with the code, than consistency overall the
project. VCMI has several container class files, so if you got one
additional class to them than just add it to them instead of adding new
files.
### Functions and interfaces
Don't return const objects or primitive types from functions -- it's
pointless. Also, don't return pointers to non-const game data objects
from callbacks to player interfaces.
Bad:
``` cpp
const std::vector<CGObjectInstance *> guardingCreatures(int3 pos) const;
```
Good:
``` cpp
std::vector<const CGObjectInstance *> guardingCreatures(int3 pos) const;
```
## Sources
[Mono project coding
guidelines](http://www.mono-project.com/Coding_Guidelines)