diff --git a/CppCoreGuidelines.md b/CppCoreGuidelines.md index e0fdf3d..3e7df8c 100644 --- a/CppCoreGuidelines.md +++ b/CppCoreGuidelines.md @@ -7296,15 +7296,57 @@ Casting to a reference expresses that you intend to end up with a valid object, ##### Reason -??? +A failure to find the required class will cause `dynamic_cast` to return a null value, and de-referencing a null-valued pointer will lead to undefined behaviour. +Therefore the result of the `dynamic_cast` should always be treated as if it may contain a null value, and tested. + +If such a failure is contrary to your design, it should be an error; See [C.147](#Rh-ptr-cast). ##### Example - ??? +The example below describes a `ShapeOwner` that takes ownership of constructed `Shape` objects. The objects are also sorted into views, according to their geometric attributes. + + #include + #include + + struct GeometricAttribute { virtual ~GeometricAttribute() { } }; + + class TrilaterallySymmetrical : public GeometricAttribute { }; + class EvenSided : public GeometricAttribute { }; + + struct Shape { virtual ~Shape() { } }; + + class Triangle : public Shape, public TrilaterallySymmetrical { }; + class Square : public Shape, public EvenSided { }; + class Hexagon : public Shape, public EvenSided, public TrilaterallySymmetrical { }; + + class ShapeOwner { + std::vector> owned; + + std::vector view_of_evens; + std::vector view_of_trisyms; + + void add( Shape * const item ) + { + // Ownership is always taken + owned.emplace_back( item ); + + // Check the GeometricAttributes and add the shape to none/one/some/all of the views + + if( auto even = dynamic_cast( item ) ) + { + view_of_evens.emplace_back( even ); + } + + if( auto trisym = dynamic_cast( item ) ) + { + view_of_trisyms.emplace_back( trisym ); + } + } + }; ##### Enforcement -??? +* (Complex) Unless there is a null test on the result of a `dynamic_cast` of a pointer type, warn upon dereference of the pointer. ### C.149: Use `unique_ptr` or `shared_ptr` to avoid forgetting to `delete` objects created using `new`