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Merge pull request #708 from tkruse/fix-code-indentation
style: fix code indentation
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commit
f6d6ffeb7e
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@ -523,8 +523,8 @@ Some language constructs express intent better than others.
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If two `int`s are meant to be the coordinates of a 2D point, say so:
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draw_line(int, int, int, int); // obscure
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draw_line(Point, Point); // clearer
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draw_line(int, int, int, int); // obscure
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draw_line(Point, Point); // clearer
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##### Enforcement
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@ -3287,16 +3287,16 @@ This was primarily to avoid code of the form `(a = b) = c` -- such code is not c
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##### Example
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class Foo
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{
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public:
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...
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Foo& operator=(const Foo& rhs) {
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// Copy members.
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...
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return *this;
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}
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};
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class Foo
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{
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public:
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...
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Foo& operator=(const Foo& rhs) {
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// Copy members.
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...
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return *this;
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}
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};
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##### Enforcement
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@ -4653,16 +4653,16 @@ A class with members that all have default constructors implicitly gets a defaul
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Beware that built-in types are not properly default constructed:
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struct X {
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string s;
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int i;
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string s;
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int i;
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};
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void f()
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{
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X x; // x.s is initialized to the empty string; x.i is uninitialized
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X x; // x.s is initialized to the empty string; x.i is uninitialized
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cout << x.s << ' ' << x.i << '\n';
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++x.i;
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cout << x.s << ' ' << x.i << '\n';
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++x.i;
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}
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Statically allocated objects of built-in types are by default initialized to `0`, but local built-in variables are not.
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@ -4671,8 +4671,8 @@ Thus, code like the example above may appear to work, but it relies on undefined
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Assuming that you want initialization, an explicit default initialization can help:
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struct X {
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string s;
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int i {}; // default initialize (to 0)
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string s;
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int i {}; // default initialize (to 0)
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};
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##### Enforcement
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@ -5960,7 +5960,7 @@ Interfaces should normally be composed entirely of public pure virtual functions
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unique_ptr<Goof> p {new Derived{"here we go"}};
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f(p.get()); // use Derived through the Goof interface
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g(p.get()); // use Derived through the Goof interface
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} // leak
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} // leak
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The `Derived` is `delete`d through its `Goof` interface, so its `string` is leaked.
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Give `Goof` a virtual destructor and all is well.
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@ -6176,8 +6176,8 @@ the more benefits we gain - and the less stable the hierarchy is.
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This Shape hierarchy can be rewritten using interface inheritance:
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class Shape { // pure interface
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public:
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class Shape { // pure interface
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public:
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virtual Point center() const = 0;
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virtual Color color() const = 0;
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@ -6187,7 +6187,7 @@ This Shape hierarchy can be rewritten using interface inheritance:
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virtual void redraw() = 0;
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// ...
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};
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};
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Note that a pure interface rarely have constructors: there is nothing to construct.
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@ -6256,8 +6256,8 @@ Now `Shape` is a poor example of a class with an implementation,
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but bear with us because this is just a simple example of a technique aimed at more complex hierarchies.
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class Impl::Circle : public Circle, public Impl::Shape { // implementation
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public:
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class Impl::Circle : public Circle, public Impl::Shape { // implementation
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public:
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// constructors, destructor
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int radius() { /* ... */ }
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@ -8801,7 +8801,7 @@ comment.
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##### Example, bad
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char *p, c, a[7], *pp[7], **aa[10]; // yuck!
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char *p, c, a[7], *pp[7], **aa[10]; // yuck!
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**Exception**: a function declaration can contain several function argument declarations.
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@ -9124,8 +9124,8 @@ The rules for `{}` initialization are simpler, more general, less ambiguous, and
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##### Example
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int x {f(99)};
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vector<int> v = {1, 2, 3, 4, 5, 6};
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int x {f(99)};
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vector<int> v = {1, 2, 3, 4, 5, 6};
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##### Exception
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@ -9590,15 +9590,15 @@ Readability: the complete logic of the loop is visible "up front". The scope of
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##### Example
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for (int i = 0; i < vec.size(); i++) {
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// do work
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// do work
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}
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##### Example, bad
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int i = 0;
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while (i < vec.size()) {
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// do work
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i++;
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// do work
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i++;
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}
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##### Enforcement
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@ -10799,7 +10799,7 @@ the same memory. Concurrent programming is tricky for many reasons, most
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importantly that it is undefined behavior to read data in one thread after it
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was written by another thread, if there is no proper synchronization between
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those threads. Making existing single-threaded code execute concurrently can be
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as trivial as adding `std::async` or `std::thread` strategically, or it can
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as trivial as adding `std::async` or `std::thread` strategically, or it can
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necessitate a full rewrite, depending on whether the original code was written
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in a thread-friendly way.
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@ -11276,7 +11276,7 @@ If a `thread` joins, we can safely pass pointers to objects in the scope of the
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auto q = make_unique<int>(99);
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raii_thread t3(f, q.get()); // OK
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// ...
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}
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}
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An `raii_thread` is a `std::thread` with a destructor that joined and cannot be `detached()`.
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By "OK" we mean that the object will be in scope ("live") for as long as a `thread` can use the pointer to it.
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@ -11321,7 +11321,7 @@ If a `thread` is detached, we can safely pass pointers to static and free store
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t2.detach();
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t3.detach();
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// ...
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}
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}
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By "OK" we mean that the object will be in scope ("live") for as long as a `thread` can use the pointers to it.
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By "bad" we mean that a `thread` may use a pointer after the pointed-to object is destroyed.
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@ -11567,7 +11567,7 @@ Thread creation is expensive.
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void master(istream& is)
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{
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for (Message m; is >> m; )
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for (Message m; is >> m; )
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run_list.push_back(new thread(worker, m));
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}
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@ -11579,14 +11579,14 @@ Instead, we could have a set of pre-created worker threads processing the messag
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void master(istream& is)
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{
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for (Message m; is >> m; )
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for (Message m; is >> m; )
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work.put(n);
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}
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void worker()
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{
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for (Message m; m = work.get(); ) {
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// process
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// process
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}
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}
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@ -12752,20 +12752,20 @@ In such cases, "crashing" is simply leaving error handling to the next level of
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void f(int n)
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{
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// ...
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p = static_cast<X*>(malloc(n, X));
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if (p == nullptr) abort(); // abort if memory is exhausted
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// ...
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}
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// ...
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p = static_cast<X*>(malloc(n, X));
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if (p == nullptr) abort(); // abort if memory is exhausted
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// ...
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}
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Most programs cannot handle memory exhaustion gracefully anyway. This is roughly equivalent to
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void f(int n)
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{
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// ...
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p = new X[n]; // throw if memory is exhausted (by default, terminate)
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// ...
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}
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// ...
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p = new X[n]; // throw if memory is exhausted (by default, terminate)
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// ...
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}
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Typically, it is a good idea to log the reason for the "crash" before exiting.
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@ -14230,7 +14230,7 @@ Semiregular requires default constructible.
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vector<int> v(10);
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bool b = 1 == bad;
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bool b2 = v.size() == bad;
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}
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}
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}
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This prints `T0` and `Bad`.
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@ -14587,27 +14587,27 @@ When `concept`s become widely available such alternatives can be distinguished d
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There are three major ways to let calling code customize a template.
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template<class T>
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// Call a member function
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void test1(T t)
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{
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t.f(); // require T to provide f()
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}
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template<class T>
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// Call a member function
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void test1(T t)
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{
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t.f(); // require T to provide f()
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}
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template<class T>
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void test2(T t)
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// Call a nonmember 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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}
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template<class T>
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void test2(T t)
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// Call a nonmember 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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}
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template<class T>
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void test3(T t)
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// Invoke a "trait"
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{
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test_traits<T>::f(t); // require customizing test_traits<>
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// to get non-default functions/types
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}
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template<class T>
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void test3(T t)
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// Invoke a "trait"
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{
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test_traits<T>::f(t); // require customizing test_traits<>
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// to get non-default functions/types
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}
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A trait is usually a type alias to compute a type,
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a `constexpr` function to compute a value,
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@ -16291,10 +16291,10 @@ Candidates include:
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To suppress enforcement of a profile check, place a `suppress` annotation on a language contract. For example:
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[[suppress(bounds)]] char* raw_find(char* p, int n, char x) // find x in p[0]..p[n-1]
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{
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// ...
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}
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[[suppress(bounds)]] char* raw_find(char* p, int n, char x) // find x in p[0]..p[n-1]
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{
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// ...
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}
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Now `raw_find()` can scramble memory to its heart's content.
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Obviously, suppression should be very rare.
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