web页面郁闷了Failed to convert parameter value from a String to a Int32

ruan_hg 2007-06-12 12:55:32
SqlConnection myConnection = new SqlConnection(@"user id=sa;password=z7;initial catalog=tempdb;data source=10.0.6.19;Connect Timeout=30");
string strDelete = "select count(id) from lianxi_dw where uid=@m and dw=@n ";
SqlCommand cmd = new SqlCommand(strDelete, myConnection);
cmd.Parameters.Add("@m", SqlDbType.Char).Value = Session["UserName"].ToString();
cmd.Parameters.Add("@n", SqlDbType.Int).Value = Request.QueryString["s"].ToString();
myConnection.Open();
string s = cmd.ExecuteScalar().ToString();
单步跟踪发现Failed to convert parameter value from a String to a Int32."
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zhulei2008 2007-06-12
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晕,慢了
zhulei2008 2007-06-12
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你可以试试强制转换:
cmd.Parameters.Add("@m", SqlDbType.Int32).Value = Convert.ToInt32(Session["UserName"].ToString());
zhulei2008 2007-06-12
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转换出现了错误
不能将String类型的转换成Int类型的
楼主的uid=@m
不知道uid是什么类型的?
如果是Int类型下面又将
cmd.Parameters.Add("@m", SqlDbType.Char).Value = Session["UserName"].ToString();
肯定会出现转化的错误
jinjazz 2007-06-12
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cmd.Parameters.Add("@n", SqlDbType.Int).Value = Request.QueryString["s"].ToString();

---
cmd.Parameters.Add("@n", SqlDbType.Int).Value = Convert.ToInt32(Request.QueryString["s"].ToString());
Table of Contents Header Files The #define Guard Header File Dependencies Inline Functions The -inl.h Files Function Parameter Ordering Names and Order of Includes Scoping Namespaces Nested Classes Nonmember, Static Member, and Global Functions Local Variables Static and Global Variables Classes Doing Work in Constructors Default Constructors Explicit Constructors Copy Constructors Structs vs. Classes Inheritance Multiple Inheritance Interfaces Operator Overloading Access Control Declaration Order Write Short Functions Google-Specific Magic Smart Pointers cpplint Other C++ Features Reference Arguments Function Overloading Default Arguments Variable-Length Arrays and alloca() Friends Exceptions Run-Time Type Information (RTTI) Casting Streams Preincrement and Predecrement Use of const Integer Types 64-bit Portability Preprocessor Macros 0 and NULL sizeof Boost C++0x Naming General Naming Rules File Names Type Names Variable Names Constant Names Function Names Namespace Names Enumerator Names Macro Names Exceptions to Naming Rules Comments Comment Style File Comments Class Comments Function Comments Variable Comments Implementation Comments Punctuation, Spelling and Grammar TODO Comments Deprecation Comments Formatting Line Length Non-ASCII Characters Spaces vs. Tabs Function Declarations and Definitions Function Calls Conditionals Loops and Switch Statements Pointer and Reference Expressions Boolean Expressions Return Values Variable and Array Initialization Preprocessor Directives Class Format Constructor Initializer Lists Namespace Formatting Horizontal Whitespace Vertical Whitespace Exceptions to the Rules Existing Non-conformant Code Windows Code Important Note Displaying Hidden Details in this Guide link ▶This style guide contains many details that are initially hidden from view. They are marked by the triangle icon, which you see here on your left. Click it now. You should see "Hooray" appear below. Hooray! Now you know you can expand points to get more details. Alternatively, there's an "expand all" at the top of this document. Background C++ is the main development language used by many of Google's open-source projects. As every C++ programmer knows, the language has many powerful features, but this power brings with it complexity, which in turn can make code more bug-prone and harder to read and maintain. The goal of this guide is to manage this complexity by describing in detail the dos and don'ts of writing C++ code. These rules exist to keep the code base manageable while still allowing coders to use C++ language features productively. Style, also known as readability, is what we call the conventions that govern our C++ code. The term Style is a bit of a misnomer, since these conventions cover far more than just source file formatting. One way in which we keep the code base manageable is by enforcing consistency. It is very important that any programmer be able to look at another's code and quickly understand it. Maintaining a uniform style and following conventions means that we can more easily use "pattern-matching" to infer what various symbols are and what invariants are true about them. Creating common, required idioms and patterns makes code much easier to understand. In some cases there might be good arguments for changing certain style rules, but we nonetheless keep things as they are in order to preserve consistency. Another issue this guide addresses is that of C++ feature bloat. C++ is a huge language with many advanced features. In some cases we constrain, or even ban, use of certain features. We do this to keep code simple and to avoid the various common errors and problems that these features can cause. This guide lists these features and explains why their use is restricted. Open-source projects developed by Google conform to the requirements in this guide. Note that this guide is not a C++ tutorial: we assume that the reader is familiar with the language. Header Files In general, every .cc file should have an associated .h file. There are some common exceptions, such as unittests and small .cc files containing just a main() function. Correct use of header files can make a huge difference to the readability, size and performance of your code. The following rules will guide you through the various pitfalls of using header files. The #define Guard link ▶All header files should have #define guards to prevent multiple inclusion. The format of the symbol name should be ___H_. To guarantee uniqueness, they should be based on the full path in a project's source tree. For example, the file foo/src/bar/baz.h in project foo should have the following guard: #ifndef FOO_BAR_BAZ_H_ #define FOO_BAR_BAZ_H_ ... #endif // FOO_BAR_BAZ_H_ Header File Dependencies link ▶Don't use an #include when a forward declaration would suffice. When you include a header file you introduce a dependency that will cause your code to be recompiled whenever the header file changes. If your header file includes other header files, any change to those files will cause any code that includes your header to be recompiled. Therefore, we prefer to minimize includes, particularly includes of header files in other header files. You can significantly minimize the number of header files you need to include in your own header files by using forward declarations. For example, if your header file uses the File class in ways that do not require access to the declaration of the File class, your header file can just forward declare class File; instead of having to #include "file/base/file.h". How can we use a class Foo in a header file without access to its definition? We can declare data members of type Foo* or Foo&. We can declare (but not define) functions with arguments, and/or return values, of type Foo. (One exception is if an argument Foo or const Foo& has a non-explicit, one-argument constructor, in which case we need the full definition to support automatic type conversion.) We can declare static data members of type Foo. This is because static data members are defined outside the class definition. On the other hand, you must include the header file for Foo if your class subclasses Foo or has a data member of type Foo. Sometimes it makes sense to have pointer (or better, scoped_ptr) members instead of object members. However, this complicates code readability and imposes a performance penalty, so avoid doing this transformation if the only purpose is to minimize includes in header files. Of course, .cc files typically do require the definitions of the classes they use, and usually have to include several header files. Note: If you use a symbol Foo in your source file, you should bring in a definition for Foo yourself, either via an #include or via a forward declaration. Do not depend on the symbol being brought in transitively via headers not directly included. One exception is if Foo is used in myfile.cc, it's ok to #include (or forward-declare) Foo in myfile.h, instead of myfile.cc. Inline Functions link ▶Define functions inline only when they are small, say, 10 lines or less. Definition: You can declare functions in a way that allows the compiler to expand them inline rather than calling them through the usual function call mechanism. Pros: Inlining a function can generate more efficient object code, as long as the inlined function is small. Feel free to inline accessors and mutators, and other short, performance-critical functions. Cons: Overuse of inlining can actually make programs slower. Depending on a function's size, inlining it can cause the code size to increase or decrease. Inlining a very small accessor function will usually decrease code size while inlining a very large function can dramatically increase code size. On modern processors smaller code usually runs faster due to better use of the instruction cache. Decision: A decent rule of thumb is to not inline a function if it is more than 10 lines long. Beware of destructors, which are often longer than they appear because of implicit member- and base-destructor calls! Another useful rule of thumb: it's typically not cost effective to inline functions with loops or switch statements (unless, in the common case, the loop or switch statement is never executed). It is important to know that functions are not always inlined even if they are declared as such; for example, virtual and recursive functions are not normally inlined. Usually recursive functions should not be inline. The main reason for making a virtual function inline is to place its definition in the class, either for convenience or to document its behavior, e.g., for accessors and mutators. The -inl.h Files link ▶You may use file names with a -inl.h suffix to define complex inline functions when needed. The definition of an inline function needs to be in a header file, so that the compiler has the definition available for inlining at the call sites. However, implementation code properly belongs in .cc files, and we do not like to have much actual code in .h files unless there is a readability or performance advantage. If an inline function definition is short, with very little, if any, logic in it, you should put the code in your .h file. For example, accessors and mutators should certainly be inside a class definition. More complex inline functions may also be put in a .h file for the convenience of the implementer and callers, though if this makes the .h file too unwieldy you can instead put that code in a separate -inl.h file. This separates the implementation from the class definition, while still allowing the implementation to be included where necessary. Another use of -inl.h files is for definitions of function templates. This can be used to keep your template definitions easy to read. Do not forget that a -inl.h file requires a #define guard just like any other header file. Function Parameter Ordering link ▶When defining a function, parameter order is: inputs, then outputs. Parameters to C/C++ functions are either input to the function, output from the function, or both. Input parameters are usually values or const references, while output and input/output parameters will be non-const pointers. When ordering function parameters, put all input-only parameters before any output parameters. In particular, do not add new parameters to the end of the function just because they are new; place new input-only parameters before the output parameters. This is not a hard-and-fast rule. Parameters that are both input and output (often classes/structs) muddy the waters, and, as always, consistency with related functions may require you to bend the rule. Names and Order of Includes link ▶Use standard order for readability and to avoid hidden dependencies: C library, C++ library, other libraries' .h, your project's .h. All of a project's header files should be listed as descentants of the project's source directory without use of UNIX directory shortcuts . (the current directory) or .. (the parent directory). For example, google-awesome-project/src/base/logging.h should be included as #include "base/logging.h" In dir/foo.cc, whose main purpose is to implement or test the stuff in dir2/foo2.h, order your includes as follows: dir2/foo2.h (preferred location — see details below). C system files. C++ system files. Other libraries' .h files. Your project's .h files. The preferred ordering reduces hidden dependencies. We want every header file to be compilable on its own. The easiest way to achieve this is to make sure that every one of them is the first .h file #included in some .cc. dir/foo.cc and dir2/foo2.h are often in the same directory (e.g. base/basictypes_test.cc and base/basictypes.h), but can be in different directories too. Within each section it is nice to order the includes alphabetically. For example, the includes in google-awesome-project/src/foo/internal/fooserver.cc might look like this: #include "foo/public/fooserver.h" // Preferred location. #include #include #include #include #include "base/basictypes.h" #include "base/commandlineflags.h" #include "foo/public/bar.h" Scoping Namespaces link ▶Unnamed namespaces in .cc files are encouraged. With named namespaces, choose the name based on the project, and possibly its path. Do not use a using-directive. Definition: Namespaces subdivide the global scope into distinct, named scopes, and so are useful for preventing name collisions in the global scope. Pros: Namespaces provide a (hierarchical) axis of naming, in addition to the (also hierarchical) name axis provided by classes. For example, if two different projects have a class Foo in the global scope, these symbols may collide at compile time or at runtime. If each project places their code in a namespace, project1::Foo and project2::Foo are now distinct symbols that do not collide. Cons: Namespaces can be confusing, because they provide an additional (hierarchical) axis of naming, in addition to the (also hierarchical) name axis provided by classes. Use of unnamed spaces in header files can easily cause violations of the C++ One Definition Rule (ODR). Decision: Use namespaces according to the policy described below. Unnamed Namespaces Unnamed namespaces are allowed and even encouraged in .cc files, to avoid runtime naming conflicts: namespace { // This is in a .cc file. // The content of a namespace is not indented enum { kUnused, kEOF, kError }; // Commonly used tokens. bool AtEof() { return pos_ == kEOF; } // Uses our namespace's EOF. } // namespace However, file-scope declarations that are associated with a particular class may be declared in that class as types, static data members or static member functions rather than as members of an unnamed namespace. Terminate the unnamed namespace as shown, with a comment // namespace. Do not use unnamed namespaces in .h files. Named Namespaces Named namespaces should be used as follows: Namespaces wrap the entire source file after includes, gflags definitions/declarations, and forward declarations of classes from other namespaces: // In the .h file namespace mynamespace { // All declarations are within the namespace scope. // Notice the lack of indentation. class MyClass { public: ... void Foo(); }; } // namespace mynamespace // In the .cc file namespace mynamespace { // Definition of functions is within scope of the namespace. void MyClass::Foo() { ... } } // namespace mynamespace The typical .cc file might have more complex detail, including the need to reference classes in other namespaces. #include "a.h" DEFINE_bool(someflag, false, "dummy flag"); class C; // Forward declaration of class C in the global namespace. namespace a { class A; } // Forward declaration of a::A. namespace b { ...code for b... // Code goes against the left margin. } // namespace b Do not declare anything in namespace std, not even forward declarations of standard library classes. Declaring entities in namespace std is undefined behavior, i.e., not portable. To declare entities from the standard library, include the appropriate header file. You may not use a using-directive to make all names from a namespace available. // Forbidden -- This pollutes the namespace. using namespace foo; You may use a using-declaration anywhere in a .cc file, and in functions, methods or classes in .h files. // OK in .cc files. // Must be in a function, method or class in .h files. using ::foo::bar; Namespace aliases are allowed anywhere in a .cc file, anywhere inside the named namespace that wraps an entire .h file, and in functions and methods. // Shorten access to some commonly used names in .cc files. namespace fbz = ::foo::bar::baz; // Shorten access to some commonly used names (in a .h file). namespace librarian { // The following alias is available to all files including // this header (in namespace librarian): // alias names should therefore be chosen consistently // within a project. namespace pd_s = ::pipeline_diagnostics::sidetable; inline void my_inline_function() { // namespace alias local to a function (or method). namespace fbz = ::foo::bar::baz; ... } } // namespace librarian Note that an alias in a .h file is visible to everyone #including that file, so public headers (those available outside a project) and headers transitively #included by them, should avoid defining aliases, as part of the general goal of keeping public APIs as small as possible. Nested Classes link ▶Although you may use public nested classes when they are part of an interface, consider a namespace to keep declarations out of the global scope. Definition: A class can define another class within it; this is also called a member class. class Foo { private: // Bar is a member class, nested within Foo. class Bar { ... }; }; Pros: This is useful when the nested (or member) class is only used by the enclosing class; making it a member puts it in the enclosing class scope rather than polluting the outer scope with the class name. Nested classes can be forward declared within the enclosing class and then defined in the .cc file to avoid including the nested class definition in the enclosing class declaration, since the nested class definition is usually only relevant to the implementation. Cons: Nested classes can be forward-declared only within the definition of the enclosing class. Thus, any header file manipulating a Foo::Bar* pointer will have to include the full class declaration for Foo. Decision: Do not make nested classes public unless they are actually part of the interface, e.g., a class that holds a set of options for some method. Nonmember, Static Member, and Global Functions link ▶Prefer nonmember functions within a namespace or static member functions to global functions; use completely global functions rarely. Pros: Nonmember and static member functions can be useful in some situations. Putting nonmember functions in a namespace avoids polluting the global namespace. Cons: Nonmember and static member functions may make more sense as members of a new class, especially if they access external resources or have significant dependencies. Decision: Sometimes it is useful, or even necessary, to define a function not bound to a class instance. Such a function can be either a static member or a nonmember function. Nonmember functions should not depend on external variables, and should nearly always exist in a namespace. Rather than creating classes only to group static member functions which do not share static data, use namespaces instead. Functions defined in the same compilation unit as production classes may introduce unnecessary coupling and link-time dependencies when directly called from other compilation units; static member functions are particularly susceptible to this. Consider extracting a new class, or placing the functions in a namespace possibly in a separate library. If you must define a nonmember function and it is only needed in its .cc file, use an unnamed namespace or static linkage (eg static int Foo() {...}) to limit its scope. Local Variables link ▶Place a function's variables in the narrowest scope possible, and initialize variables in the declaration. C++ allows you to declare variables anywhere in a function. We encourage you to declare them in as local a scope as possible, and as close to the first use as possible. This makes it easier for the reader to find the declaration and see what type the variable is and what it was initialized to. In particular, initialization should be used instead of declaration and assignment, e.g. int i; i = f(); // Bad -- initialization separate from declaration. int j = g(); // Good -- declaration has initialization. Note that gcc implements for (int i = 0; i < 10; ++i) correctly (the scope of i is only the scope of the for loop), so you can then reuse i in another for loop in the same scope. It also correctly scopes declarations in if and while statements, e.g. while (const char* p = strchr(str, '/')) str = p + 1; There is one caveat: if the variable is an object, its constructor is invoked every time it enters scope and is created, and its destructor is invoked every time it goes out of scope. // Inefficient implementation: for (int i = 0; i < 1000000; ++i) { Foo f; // My ctor and dtor get called 1000000 times each. f.DoSomething(i); } It may be more efficient to declare such a variable used in a loop outside that loop: Foo f; // My ctor and dtor get called once each. for (int i = 0; i < 1000000; ++i) { f.DoSomething(i); } Static and Global Variables link ▶Static or global variables of class type are forbidden: they cause hard-to-find bugs due to indeterminate order of construction and destruction. Objects with static storage duration, including global variables, static variables, static class member variables, and function static variables, must be Plain Old Data (POD): only ints, chars, floats, or pointers, or arrays/structs of POD. The order in which class constructors and initializers for static variables are called is only partially specified in C++ and can even change from build to build, which can cause bugs that are difficult to find. Therefore in addition to banning globals of class type, we do not allow static POD variables to be initialized with the result of a function, unless that function (such as getenv(), or getpid()) does not itself depend on any other globals. Likewise, the order in which destructors are called is defined to be the reverse of the order in which the constructors were called. Since constructor order is indeterminate, so is destructor order. For example, at program-end time a static variable might have been destroyed, but code still running -- perhaps in another thread -- tries to access it and fails. Or the destructor for a static 'string' variable might be run prior to the destructor for another variable that contains a reference to that string. As a result we only allow static variables to contain POD data. This rule completely disallows vector (use C arrays instead), or string (use const char []). If you need a static or global variable of a class type, consider initializing a pointer (which will never be freed), from either your main() function or from pthread_once(). Note that this must be a raw pointer, not a "smart" pointer, since the smart pointer's destructor will have the order-of-destructor issue that we are trying to avoid. Classes Classes are the fundamental unit of code in C++. Naturally, we use them extensively. This section lists the main dos and don'ts you should follow when writing a class. Doing Work in Constructors link ▶In general, constructors should merely set member variables to their initial values. Any complex initialization should go in an explicit Init() method. Definition: It is possible to perform initialization in the body of the constructor. Pros: Convenience in typing. No need to worry about whether the class has been initialized or not. Cons: The problems with doing work in constructors are: There is no easy way for constructors to signal errors, short of using exceptions (which are forbidden). If the work fails, we now have an object whose initialization code failed, so it may be an indeterminate state. If the work calls virtual functions, these calls will not get dispatched to the subclass implementations. Future modification to your class can quietly introduce this problem even if your class is not currently subclassed, causing much confusion. If someone creates a global variable of this type (which is against the rules, but still), the constructor code will be called before main(), possibly breaking some implicit assumptions in the constructor code. For instance, gflags will not yet have been initialized. Decision: If your object requires non-trivial initialization, consider having an explicit Init() method. In particular, constructors should not call virtual functions, attempt to raise errors, access potentially uninitialized global variables, etc. Default Constructors link ▶You must define a default constructor if your class defines member variables and has no other constructors. Otherwise the compiler will do it for you, badly. Definition: The default constructor is called when we new a class object with no arguments. It is always called when calling new[] (for arrays). Pros: Initializing structures by default, to hold "impossible" values, makes debugging much easier. Cons: Extra work for you, the code writer. Decision: If your class defines member variables and has no other constructors you must define a default constructor (one that takes no arguments). It should preferably initialize the object in such a way that its internal state is consistent and valid. The reason for this is that if you have no other constructors and do not define a default constructor, the compiler will generate one for you. This compiler generated constructor may not initialize your object sensibly. If your class inherits from an existing class but you add no new member variables, you are not required to have a default constructor. Explicit Constructors link ▶Use the C++ keyword explicit for constructors with one argument. Definition: Normally, if a constructor takes one argument, it can be used as a conversion. For instance, if you define Foo::Foo(string name) and then pass a string to a function that expects a Foo, the constructor will be called to convert the string into a Foo and will pass the Foo to your function for you. This can be convenient but is also a source of trouble when things get converted and new objects created without you meaning them to. Declaring a constructor explicit prevents it from being invoked implicitly as a conversion. Pros: Avoids undesirable conversions. Cons: None. Decision: We require all single argument constructors to be explicit. Always put explicit in front of one-argument constructors in the class definition: explicit Foo(string name); The exception is copy constructors, which, in the rare cases when we allow them, should probably not be explicit. Classes that are intended to be transparent wrappers around other classes are also exceptions. Such exceptions should be clearly marked with comments. Copy Constructors link ▶Provide a copy constructor and assignment operator only when necessary. Otherwise, disable them with DISALLOW_COPY_AND_ASSIGN. Definition: The copy constructor and assignment operator are used to create copies of objects. The copy constructor is implicitly invoked by the compiler in some situations, e.g. passing objects by value. Pros: Copy constructors make it easy to copy objects. STL containers require that all contents be copyable and assignable. Copy constructors can be more efficient than CopyFrom()-style workarounds because they combine construction with copying, the compiler can elide them in some contexts, and they make it easier to avoid heap allocation. Cons: Implicit copying of objects in C++ is a rich source of bugs and of performance problems. It also reduces readability, as it becomes hard to track which objects are being passed around by value as opposed to by reference, and therefore where changes to an object are reflected. Decision: Few classes need to be copyable. Most should have neither a copy constructor nor an assignment operator. In many situations, a pointer or reference will work just as well as a copied value, with better performance. For example, you can pass function parameters by reference or pointer instead of by value, and you can store pointers rather than objects in an STL container. If your class needs to be copyable, prefer providing a copy method, such as CopyFrom() or Clone(), rather than a copy constructor, because such methods cannot be invoked implicitly. If a copy method is insufficient in your situation (e.g. for performance reasons, or because your class needs to be stored by value in an STL container), provide both a copy constructor and assignment operator. If your class does not need a copy constructor or assignment operator, you must explicitly disable them. To do so, add dummy declarations for the copy constructor and assignment operator in the private: section of your class, but do not provide any corresponding definition (so that any attempt to use them results in a link error). For convenience, a DISALLOW_COPY_AND_ASSIGN macro can be used: // A macro to disallow the copy constructor and operator= functions // This should be used in the private: declarations for a class #define DISALLOW_COPY_AND_ASSIGN(TypeName) \ TypeName(const TypeName&); \ void operator=(const TypeName&) Then, in class Foo: class Foo { public: Foo(int f); ~Foo(); private: DISALLOW_COPY_AND_ASSIGN(Foo); }; Structs vs. Classes link ▶Use a struct only for passive objects that carry data; everything else is a class. The struct and class keywords behave almost identically in C++. We add our own semantic meanings to each keyword, so you should use the appropriate keyword for the data-type you're defining. structs should be used for passive objects that carry data, and may have associated constants, but lack any functionality other than access/setting the data members. The accessing/setting of fields is done by directly accessing the fields rather than through method invocations. Methods should not provide behavior but should only be used to set up the data members, e.g., constructor, destructor, Initialize(), Reset(), Validate(). If more functionality is required, a class is more appropriate. If in doubt, make it a class. For consistency with STL, you can use struct instead of class for functors and traits. Note that member variables in structs and classes have different naming rules. Inheritance link ▶Composition is often more appropriate than inheritance. When using inheritance, make it public. Definition: When a sub-class inherits from a base class, it includes the definitions of all the data and operations that the parent base class defines. In practice, inheritance is used in two major ways in C++: implementation inheritance, in which actual code is inherited by the child, and interface inheritance, in which only method names are inherited. Pros: Implementation inheritance reduces code size by re-using the base class code as it specializes an existing type. Because inheritance is a compile-time declaration, you and the compiler can understand the operation and detect errors. Interface inheritance can be used to programmatically enforce that a class expose a particular API. Again, the compiler can detect errors, in this case, when a class does not define a necessary method of the API. Cons: For implementation inheritance, because the code implementing a sub-class is spread between the base and the sub-class, it can be more difficult to understand an implementation. The sub-class cannot override functions that are not virtual, so the sub-class cannot change implementation. The base class may also define some data members, so that specifies physical layout of the base class. Decision: All inheritance should be public. If you want to do private inheritance, you should be including an instance of the base class as a member instead. Do not overuse implementation inheritance. Composition is often more appropriate. Try to restrict use of inheritance to the "is-a" case: Bar subclasses Foo if it can reasonably be said that Bar "is a kind of" Foo. Make your destructor virtual if necessary. If your class has virtual methods, its destructor should be virtual. Limit the use of protected to those member functions that might need to be accessed from subclasses. Note that data members should be private. When redefining an inherited virtual function, explicitly declare it virtual in the declaration of the derived class. Rationale: If virtual is omitted, the reader has to check all ancestors of the class in question to determine if the function is virtual or not. Multiple Inheritance link ▶Only very rarely is multiple implementation inheritance actually useful. We allow multiple inheritance only when at most one of the base classes has an implementation; all other base classes must be pure interface classes tagged with the Interface suffix. Definition: Multiple inheritance allows a sub-class to have more than one base class. We distinguish between base classes that are pure interfaces and those that have an implementation. Pros: Multiple implementation inheritance may let you re-use even more code than single inheritance (see Inheritance). Cons: Only very rarely is multiple implementation inheritance actually useful. When multiple implementation inheritance seems like the solution, you can usually find a different, more explicit, and cleaner solution. Decision: Multiple inheritance is allowed only when all superclasses, with the possible exception of the first one, are pure interfaces. In order to ensure that they remain pure interfaces, they must end with the Interface suffix. Note: There is an exception to this rule on Windows. Interfaces link ▶Classes that satisfy certain conditions are allowed, but not required, to end with an Interface suffix. Definition: A class is a pure interface if it meets the following requirements: It has only public pure virtual ("= 0") methods and static methods (but see below for destructor). It may not have non-static data members. It need not have any constructors defined. If a constructor is provided, it must take no arguments and it must be protected. If it is a subclass, it may only be derived from classes that satisfy these conditions and are tagged with the Interface suffix. An interface class can never be directly instantiated because of the pure virtual method(s) it declares. To make sure all implementations of the interface can be destroyed correctly, they must also declare a virtual destructor (in an exception to the first rule, this should not be pure). See Stroustrup, The C++ Programming Language, 3rd edition, section 12.4 for details. Pros: Tagging a class with the Interface suffix lets others know that they must not add implemented methods or non static data members. This is particularly important in the case of multiple inheritance. Additionally, the interface concept is already well-understood by Java programmers. Cons: The Interface suffix lengthens the class name, which can make it harder to read and understand. Also, the interface property may be considered an implementation detail that shouldn't be exposed to clients. Decision: A class may end with Interface only if it meets the above requirements. We do not require the converse, however: classes that meet the above requirements are not required to end with Interface. Operator Overloading link ▶Do not overload operators except in rare, special circumstances. Definition: A class can define that operators such as + and / operate on the class as if it were a built-in type. Pros: Can make code appear more intuitive because a class will behave in the same way as built-in types (such as int). Overloaded operators are more playful names for functions that are less-colorfully named, such as Equals() or Add(). For some template functions to work correctly, you may need to define operators. Cons: While operator overloading can make code more intuitive, it has several drawbacks: It can fool our intuition into thinking that expensive operations are cheap, built-in operations. It is much harder to find the call sites for overloaded operators. Searching for Equals() is much easier than searching for relevant invocations of ==. Some operators work on pointers too, making it easy to introduce bugs. Foo + 4 may do one thing, while &Foo + 4 does something totally different. The compiler does not complain for either of these, making this very hard to debug. Overloading also has surprising ramifications. For instance, if a class overloads unary operator&, it cannot safely be forward-declared. Decision: In general, do not overload operators. The assignment operator (operator=), in particular, is insidious and should be avoided. You can define functions like Equals() and CopyFrom() if you need them. Likewise, avoid the dangerous unary operator& at all costs, if there's any possibility the class might be forward-declared. However, there may be rare cases where you need to overload an operator to interoperate with templates or "standard" C++ classes (such as operator<<(ostream&, const T&) for logging). These are acceptable if fully justified, but you should try to avoid these whenever possible. In particular, do not overload operator== or operator< just so that your class can be used as a key in an STL container; instead, you should create equality and comparison functor types when declaring the container. Some of the STL algorithms do require you to overload operator==, and you may do so in these cases, provided you document why. See also Copy Constructors and Function Overloading. Access Control link ▶Make data members private, and provide access to them through accessor functions as needed (for technical reasons, we allow data members of a test fixture class to be protected when using Google Test). Typically a variable would be called foo_ and the accessor function foo(). You may also want a mutator function set_foo(). Exception: static const data members (typically called kFoo) need not be private. The definitions of accessors are usually inlined in the header file. See also Inheritance and Function Names. Declaration Order link ▶Use the specified order of declarations within a class: public: before private:, methods before data members (variables), etc. Your class definition should start with its public: section, followed by its protected: section and then its private: section. If any of these sections are empty, omit them. Within each section, the declarations generally should be in the following order: Typedefs and Enums Constants (static const data members) Constructors Destructor Methods, including static methods Data Members (except static const data members) Friend declarations should always be in the private section, and the DISALLOW_COPY_AND_ASSIGN macro invocation should be at the end of the private: section. It should be the last thing in the class. See Copy Constructors. Method definitions in the corresponding .cc file should be the same as the declaration order, as much as possible. Do not put large method definitions inline in the class definition. Usually, only trivial or performance-critical, and very short, methods may be defined inline. See Inline Functions for more details. Write Short Functions link ▶Prefer small and focused functions. We recognize that long functions are sometimes appropriate, so no hard limit is placed on functions length. If a function exceeds about 40 lines, think about whether it can be broken up without harming the structure of the program. Even if your long function works perfectly now, someone modifying it in a few months may add new behavior. This could result in bugs that are hard to find. Keeping your functions short and simple makes it easier for other people to read and modify your code. You could find long and complicated functions when working with some code. Do not be intimidated by modifying existing code: if working with such a function proves to be difficult, you find that errors are hard to debug, or you want to use a piece of it in several different contexts, consider breaking up the function into smaller and more manageable pieces. Google-Specific Magic There are various tricks and utilities that we use to make C++ code more robust, and various ways we use C++ that may differ from what you see elsewhere. Smart Pointers link ▶If you actually need pointer semantics, scoped_ptr is great. You should only use std::tr1::shared_ptr under very specific conditions, such as when objects need to be held by STL containers. You should never use auto_ptr. "Smart" pointers are objects that act like pointers but have added semantics. When a scoped_ptr is destroyed, for instance, it deletes the object it's pointing to. shared_ptr is the same way, but implements reference-counting so only the last pointer to an object deletes it. Generally speaking, we prefer that we design code with clear object ownership. The clearest object ownership is obtained by using an object directly as a field or local variable, without using pointers at all. On the other extreme, by their very definition, reference counted pointers are owned by nobody. The problem with this design is that it is easy to create circular references or other strange conditions that cause an object to never be deleted. It is also slow to perform atomic operations every time a value is copied or assigned. Although they are not recommended, reference counted pointers are sometimes the simplest and most elegant way to solve a problem. cpplint link ▶Use cpplint.py to detect style errors. cpplint.py is a tool that reads a source file and identifies many style errors. It is not perfect, and has both false positives and false negatives, but it is still a valuable tool. False positives can be ignored by putting // NOLINT at the end of the line. Some projects have instructions on how to run cpplint.py from their project tools. If the project you are contributing to does not, you can download cpplint.py separately. Other C++ Features Reference Arguments link ▶All parameters passed by reference must be labeled const. Definition: In C, if a function needs to modify a variable, the parameter must use a pointer, eg int foo(int *pval). In C++, the function can alternatively declare a reference parameter: int foo(int &val). Pros: Defining a parameter as reference avoids ugly code like (*pval)++. Necessary for some applications like copy constructors. Makes it clear, unlike with pointers, that NULL is not a possible value. Cons: References can be confusing, as they have value syntax but pointer semantics. Decision: Within function parameter lists all references must be const: void Foo(const string &in, string *out); In fact it is a very strong convention in Google code that input arguments are values or const references while output arguments are pointers. Input parameters may be const pointers, but we never allow non-const reference parameters. One case when you might want an input parameter to be a const pointer is if you want to emphasize that the argument is not copied, so it must exist for the lifetime of the object; it is usually best to document this in comments as well. STL adapters such as bind2nd and mem_fun do not permit reference parameters, so you must declare functions with pointer parameters in these cases, too. Function Overloading link ▶Use overloaded functions (including constructors) only if a reader looking at a call site can get a good idea of what is happening without having to first figure out exactly which overload is being called. Definition: You may write a function that takes a const string& and overload it with another that takes const char*. class MyClass { public: void Analyze(const string &text); void Analyze(const char *text, size_t textlen); }; Pros: Overloading can make code more intuitive by allowing an identically-named function to take different arguments. It may be necessary for templatized code, and it can be convenient for Visitors. Cons: If a function is overloaded by the argument types alone, a reader may have to understand C++'s complex matching rules in order to tell what's going on. Also many people are confused by the semantics of inheritance if a derived class overrides only some of the variants of a function. Decision: If you want to overload a function, consider qualifying the name with some information about the arguments, e.g., AppendString(), AppendInt() rather than just Append(). Default Arguments link ▶We do not allow default function parameters, except in a few uncommon situations explained below. Pros: Often you have a function that uses lots of default values, but occasionally you want to override the defaults. Default parameters allow an easy way to do this without having to define many functions for the rare exceptions. Cons: People often figure out how to use an API by looking at existing code that uses it. Default parameters are more difficult to maintain because copy-and-paste from previous code may not reveal all the parameters. Copy-and-pasting of code segments can cause major problems when the default arguments are not appropriate for the new code. Decision: Except as described below, we require all arguments to be explicitly specified, to force programmers to consider the API and the values they are passing for each argument rather than silently accepting defaults they may not be aware of. One specific exception is when default arguments are used to simulate variable-length argument lists. // Support up to 4 params by using a default empty AlphaNum. string StrCat(const AlphaNum &a, const AlphaNum &b = gEmptyAlphaNum, const AlphaNum &c = gEmptyAlphaNum, const AlphaNum &d = gEmptyAlphaNum); Variable-Length Arrays and alloca() link ▶We do not allow variable-length arrays or alloca(). Pros: Variable-length arrays have natural-looking syntax. Both variable-length arrays and alloca() are very efficient. Cons: Variable-length arrays and alloca are not part of Standard C++. More importantly, they allocate a data-dependent amount of stack space that can trigger difficult-to-find memory overwriting bugs: "It ran fine on my machine, but dies mysteriously in production". Decision: Use a safe allocator instead, such as scoped_ptr/scoped_array. Friends link ▶We allow use of friend classes and functions, within reason. Friends should usually be defined in the same file so that the reader does not have to look in another file to find uses of the private members of a class. A common use of friend is to have a FooBuilder class be a friend of Foo so that it can construct the inner state of Foo correctly, without exposing this state to the world. In some cases it may be useful to make a unittest class a friend of the class it tests. Friends extend, but do not break, the encapsulation boundary of a class. In some cases this is better than making a member public when you want to give only one other class access to it. However, most classes should interact with other classes solely through their public members. Exceptions link ▶We do not use C++ exceptions. Pros: Exceptions allow higher levels of an application to decide how to handle "can't happen" failures in deeply nested functions, without the obscuring and error-prone bookkeeping of error codes. Exceptions are used by most other modern languages. Using them in C++ would make it more consistent with Python, Java, and the C++ that others are familiar with. Some third-party C++ libraries use exceptions, and turning them off internally makes it harder to integrate with those libraries. Exceptions are the only way for a constructor to fail. We can simulate this with a factory function or an Init() method, but these require heap allocation or a new "invalid" state, respectively. Exceptions are really handy in testing frameworks. Cons: When you add a throw statement to an existing function, you must examine all of its transitive callers. Either they must make at least the basic exception safety guarantee, or they must never catch the exception and be happy with the program terminating as a result. For instance, if f() calls g() calls h(), and h throws an exception that f catches, g has to be careful or it may not clean up properly. More generally, exceptions make the control flow of programs difficult to evaluate by looking at code: functions may return in places you don't expect. This causes maintainability and debugging difficulties. You can minimize this cost via some rules on how and where exceptions can be used, but at the cost of more that a developer needs to know and understand. Exception safety requires both RAII and different coding practices. Lots of supporting machinery is needed to make writing correct exception-safe code easy. Further, to avoid requiring readers to understand the entire call graph, exception-safe code must isolate logic that writes to persistent state into a "commit" phase. This will have both benefits and costs (perhaps where you're forced to obfuscate code to isolate the commit). Allowing exceptions would force us to always pay those costs even when they're not worth it. Turning on exceptions adds data to each binary produced, increasing compile time (probably slightly) and possibly increasing address space pressure. The availability of exceptions may encourage developers to throw them when they are not appropriate or recover from them when it's not safe to do so. For example, invalid user input should not cause exceptions to be thrown. We would need to make the style guide even longer to document these restrictions! Decision: On their face, the benefits of using exceptions outweigh the costs, especially in new projects. However, for existing code, the introduction of exceptions has implications on all dependent code. If exceptions can be propagated beyond a new project, it also becomes problematic to integrate the new project into existing exception-free code. Because most existing C++ code at Google is not prepared to deal with exceptions, it is comparatively difficult to adopt new code that generates exceptions. Given that Google's existing code is not exception-tolerant, the costs of using exceptions are somewhat greater than the costs in a new project. The conversion process would be slow and error-prone. We don't believe that the available alternatives to exceptions, such as error codes and assertions, introduce a significant burden. Our advice against using exceptions is not predicated on philosophical or moral grounds, but practical ones. Because we'd like to use our open-source projects at Google and it's difficult to do so if those projects use exceptions, we need to advise against exceptions in Google open-source projects as well. Things would probably be different if we had to do it all over again from scratch. There is an exception to this rule (no pun intended) for Windows code. Run-Time Type Information (RTTI) link ▶We do not use Run Time Type Information (RTTI). Definition: RTTI allows a programmer to query the C++ class of an object at run time. Pros: It is useful in some unittests. For example, it is useful in tests of factory classes where the test has to verify that a newly created object has the expected dynamic type. In rare circumstances, it is useful even outside of tests. Cons: A query of type during run-time typically means a design problem. If you need to know the type of an object at runtime, that is often an indication that you should reconsider the design of your class. Decision: Do not use RTTI, except in unittests. If you find yourself in need of writing code that behaves differently based on the class of an object, consider one of the alternatives to querying the type. Virtual methods are the preferred way of executing different code paths depending on a specific subclass type. This puts the work within the object itself. If the work belongs outside the object and instead in some processing code, consider a double-dispatch solution, such as the Visitor design pattern. This allows a facility outside the object itself to determine the type of class using the built-in type system. If you think you truly cannot use those ideas, you may use RTTI. But think twice about it. :-) Then think twice again. Do not hand-implement an RTTI-like workaround. The arguments against RTTI apply just as much to workarounds like class hierarchies with type tags. Casting link ▶Use C++ casts like static_cast(). Do not use other cast formats like int y = (int)x; or int y = int(x);. Definition: C++ introduced a different cast system from C that distinguishes the types of cast operations. Pros: The problem with C casts is the ambiguity of the operation; sometimes you are doing a conversion (e.g., (int)3.5) and sometimes you are doing a cast (e.g., (int)"hello"); C++ casts avoid this. Additionally C++ casts are more visible when searching for them. Cons: The syntax is nasty. Decision: Do not use C-style casts. Instead, use these C++-style casts. Use static_cast as the equivalent of a C-style cast that does value conversion, or when you need to explicitly up-cast a pointer from a class to its superclass. Use const_cast to remove the const qualifier (see const). Use reinterpret_cast to do unsafe conversions of pointer types to and from integer and other pointer types. Use this only if you know what you are doing and you understand the aliasing issues. Do not use dynamic_cast except in test code. If you need to know type information at runtime in this way outside of a unittest, you probably have a design flaw. Streams link ▶Use streams only for logging. Definition: Streams are a replacement for printf() and scanf(). Pros: With streams, you do not need to know the type of the object you are printing. You do not have problems with format strings not matching the argument list. (Though with gcc, you do not have that problem with printf either.) Streams have automatic constructors and destructors that open and close the relevant files. Cons: Streams make it difficult to do functionality like pread(). Some formatting (particularly the common format string idiom %.*s) is difficult if not impossible to do efficiently using streams without using printf-like hacks. Streams do not support operator reordering (the %1s directive), which is helpful for internationalization. Decision: Do not use streams, except where required by a logging interface. Use printf-like routines instead. There are various pros and cons to using streams, but in this case, as in many other cases, consistency trumps the debate. Do not use streams in your code. Extended Discussion There has been debate on this issue, so this explains the reasoning in greater depth. Recall the Only One Way guiding principle: we want to make sure that whenever we do a certain type of I/O, the code looks the same in all those places. Because of this, we do not want to allow users to decide between using streams or using printf plus Read/Write/etc. Instead, we should settle on one or the other. We made an exception for logging because it is a pretty specialized application, and for historical reasons. Proponents of streams have argued that streams are the obvious choice of the two, but the issue is not actually so clear. For every advantage of streams they point out, there is an equivalent disadvantage. The biggest advantage is that you do not need to know the type of the object to be printing. This is a fair point. But, there is a downside: you can easily use the wrong type, and the compiler will not warn you. It is easy to make this kind of mistake without knowing when using streams. cout << this; // Prints the address cout << *this; // Prints the contents The compiler does not generate an error because << has been overloaded. We discourage overloading for just this reason. Some say printf formatting is ugly and hard to read, but streams are often no better. Consider the following two fragments, both with the same typo. Which is easier to discover? cerr << "Error connecting to '" hostname.first << ":" hostname.second << ": " hostname.first, foo->bar()->hostname.second, strerror(errno)); And so on and so forth for any issue you might bring up. (You could argue, "Things would be better with the right wrappers," but if it is true for one scheme, is it not also true for the other? Also, remember the goal is to make the language smaller, not add yet more machinery that someone has to learn.) Either path would yield different advantages and disadvantages, and there is not a clearly superior solution. The simplicity doctrine mandates we settle on one of them though, and the majority decision was on printf + read/write. Preincrement and Predecrement link ▶Use prefix form (++i) of the increment and decrement operators with iterators and other template objects. Definition: When a variable is incremented (++i or i++) or decremented (--i or i--) and the value of the expression is not used, one must decide whether to preincrement (decrement) or postincrement (decrement). Pros: When the return value is ignored, the "pre" form (++i) is never less efficient than the "post" form (i++), and is often more efficient. This is because post-increment (or decrement) requires a copy of i to be made, which is the value of the expression. If i is an iterator or other non-scalar type, copying i could be expensive. Since the two types of increment behave the same when the value is ignored, why not just always pre-increment? Cons: The tradition developed, in C, of using post-increment when the expression value is not used, especially in for loops. Some find post-increment easier to read, since the "subject" (i) precedes the "verb" (++), just like in English. Decision: For simple scalar (non-object) values there is no reason to prefer one form and we allow either. For iterators and other template types, use pre-increment. Use of const link ▶We strongly recommend that you use const whenever it makes sense to do so. Definition: Declared variables and parameters can be preceded by the keyword const to indicate the variables are not changed (e.g., const int foo). Class functions can have the const qualifier to indicate the function does not change the state of the class member variables (e.g., class Foo { int Bar(char c) const; };). Pros: Easier for people to understand how variables are being used. Allows the compiler to do better type checking, and, conceivably, generate better code. Helps people convince themselves of program correctness because they know the functions they call are limited in how they can modify your variables. Helps people know what functions are safe to use without locks in multi-threaded programs. Cons: const is viral: if you pass a const variable to a function, that function must have const in its prototype (or the variable will need a const_cast). This can be a particular problem when calling library functions. Decision: const variables, data members, methods and arguments add a level of compile-time type checking; it is better to detect errors as soon as possible. Therefore we strongly recommend that you use const whenever it makes sense to do so: If a function does not modify an argument passed by reference or by pointer, that argument should be const. Declare methods to be const whenever possible. Accessors should almost always be const. Other methods should be const if they do not modify any data members, do not call any non-const methods, and do not return a non-const pointer or non-const reference to a data member. Consider making data members const whenever they do not need to be modified after construction. However, do not go crazy with const. Something like const int * const * const x; is likely overkill, even if it accurately describes how const x is. Focus on what's really useful to know: in this case, const int** x is probably sufficient. The mutable keyword is allowed but is unsafe when used with threads, so thread safety should be carefully considered first. Where to put the const Some people favor the form int const *foo to const int* foo. They argue that this is more readable because it's more consistent: it keeps the rule that const always follows the object it's describing. However, this consistency argument doesn't apply in this case, because the "don't go crazy" dictum eliminates most of the uses you'd have to be consistent with. Putting the const first is arguably more readable, since it follows English in putting the "adjective" (const) before the "noun" (int). That said, while we encourage putting const first, we do not require it. But be consistent with the code around you! Integer Types link ▶Of the built-in C++ integer types, the only one used is int. If a program needs a variable of a different size, use a precise-width integer type from , such as int16_t. Definition: C++ does not specify the sizes of its integer types. Typically people assume that short is 16 bits, int is 32 bits, long is 32 bits and long long is 64 bits. Pros: Uniformity of declaration. Cons: The sizes of integral types in C++ can vary based on compiler and architecture. Decision: defines types like int16_t, uint32_t, int64_t, etc. You should always use those in preference to short, unsigned long long and the like, when you need a guarantee on the size of an integer. Of the C integer types, only int should be used. When appropriate, you are welcome to use standard types like size_t and ptrdiff_t. We use int very often, for integers we know are not going to be too big, e.g., loop counters. Use plain old int for such things. You should assume that an int is at least 32 bits, but don't assume that it has more than 32 bits. If you need a 64-bit integer type, use int64_t or uint64_t. For integers we know can be "big", use int64_t. You should not use the unsigned integer types such as uint32_t, unless the quantity you are representing is really a bit pattern rather than a number, or unless you need defined twos-complement overflow. In particular, do not use unsigned types to say a number will never be negative. Instead, use assertions for this. On Unsigned Integers Some people, including some textbook authors, recommend using unsigned types to represent numbers that are never negative. This is intended as a form of self-documentation. However, in C, the advantages of such documentation are outweighed by the real bugs it can introduce. Consider: for (unsigned int i = foo.Length()-1; i >= 0; --i) ... This code will never terminate! Sometimes gcc will notice this bug and warn you, but often it will not. Equally bad bugs can occur when comparing signed and unsigned variables. Basically, C's type-promotion scheme causes unsigned types to behave differently than one might expect. So, document that a variable is non-negative using assertions. Don't use an unsigned type. 64-bit Portability link ▶Code should be 64-bit and 32-bit friendly. Bear in mind problems of printing, comparisons, and structure alignment. printf() specifiers for some types are not cleanly portable between 32-bit and 64-bit systems. C99 defines some portable format specifiers. Unfortunately, MSVC 7.1 does not understand some of these specifiers and the standard is missing a few, so we have to define our own ugly versions in some cases (in the style of the standard include file inttypes.h): // printf macros for size_t, in the style of inttypes.h #ifdef _LP64 #define __PRIS_PREFIX "z" #else #define __PRIS_PREFIX #endif // Use these macros after a % in a printf format string // to get correct 32/64 bit behavior, like this: // size_t size = records.size(); // printf("%"PRIuS"\n", size); #define PRIdS __PRIS_PREFIX "d" #define PRIxS __PRIS_PREFIX "x" #define PRIuS __PRIS_PREFIX "u" #define PRIXS __PRIS_PREFIX "X" #define PRIoS __PRIS_PREFIX "o" Type DO NOT use DO use Notes void * (or any pointer) %lx %p int64_t %qd, %lld %"PRId64" uint64_t %qu, %llu, %llx %"PRIu64", %"PRIx64" size_t %u %"PRIuS", %"PRIxS" C99 specifies %zu ptrdiff_t %d %"PRIdS" C99 specifies %zd Note that the PRI* macros expand to independent strings which are concatenated by the compiler. Hence if you are using a non-constant format string, you need to insert the value of the macro into the format, rather than the name. It is still possible, as usual, to include length specifiers, etc., after the % when using the PRI* macros. So, e.g. printf("x = %30"PRIuS"\n", x) would expand on 32-bit Linux to printf("x = %30" "u" "\n", x), which the compiler will treat as printf("x = %30u\n", x). Remember that sizeof(void *) != sizeof(int). Use intptr_t if you want a pointer-sized integer. You may need to be careful with structure alignments, particularly for structures being stored on disk. Any class/structure with a int64_t/uint64_t member will by default end up being 8-byte aligned on a 64-bit system. If you have such structures being shared on disk between 32-bit and 64-bit code, you will need to ensure that they are packed the same on both architectures. Most compilers offer a way to alter structure alignment. For gcc, you can use __attribute__((packed)). MSVC offers #pragma pack() and __declspec(align()). Use the LL or ULL suffixes a
au3反编译源码 myAut2Exe - The Open Source AutoIT Script Decompiler 2.9 ======================================================== *New* full support for AutoIT v3.2.6++ :) ... mmh here's what I merely missed in the 'public sources 3.1.0' This program is for studying the 'Compiled' AutoIt3 format. AutoHotKey was developed from AutoIT and so scripts are nearly the same. Drag the compiled *.exe or *.a3x into the AutoIT Script Decompiler textbox. To copy text or to enlarge the log window double click on it. Supported Obfuscators: 'Jos van der Zande AutoIt3 Source Obfuscator v1.0.14 [June 16, 2007]' , 'Jos van der Zande AutoIt3 Source Obfuscator v1.0.15 [July 1, 2007]' , 'Jos van der Zande AutoIt3 Source Obfuscator v1.0.20 [Sept 8, 2007]' , 'Jos van der Zande AutoIt3 Source Obfuscator v1.0.22 [Oct 18, 2007]' , 'Jos van der Zande AutoIt3 Source Obfuscator v1.0.24 [Feb 15, 2008]' , 'EncodeIt 2.0' and 'Chr() string encode' Tested with: AutoIT : v3. 3. 0.0 and AutoIT : v2.64. 0.0 and AutoHotKey: v1.0.48.5 The options: =========== 'Force Old Script Type' Grey means auto detect and is the best in most cases. However if auto detection fails or is fooled through modification try to enable/disable this setting 'Don't delete temp files (compressed script)' this will keep *.pak files you may try to unpack manually with'LZSS.exe' as well as *.tok DeTokeniser files, tidy backups and *.tbl (<-Used in van Zande obfucation). If enable it will keep AHK-Scripts as they are and doesn't remove the linebreaks at the beginning Default:OFF 'Verbose LogOutput' When checked you get verbose information when decompiling(DeTokenise) new 3.2.6+ compiled Exe Default:OFF 'Restore Includes' will separated/restore includes. requires ';
DWR.xml配置文件说明书 1、 建立dwr.xml 配置文件 任何一个dwr.xml的文件都需要包含DWR DOCTYPE的声明行,格式如下: 整个配置文件的大体结构如下: ... 有几个术语有必要理解,参数叫做converted,远程Bean叫做created.如果远程Bean A有个方法A.blah(B),那么你需要为A建立一个created,为B建立一个converted. 配置文件init部分声明那些用于建立远程bean和在方法调用中转换bean的类.这部分是可选择性配置的,多数情况下可以不必使用它,如果你想定义一个新的creator或者converter那么就必须在部分中声明,but do double check on the ones that are currently available first. 在init部分的作用是告诉DWR一些类实例和关于这些类怎样运行的信息.实际上并不会使用.这有点向java中的import语句,多数类在使用之前需要引入,但引入了类并不意味着这些在使用,每个creator和converter需要有个id属性来允许以后进行引用. 配置文件的allow部分定义哪些类可以建立和转换,每个被准许的类都可以有一个'create'或者'convert'配置行.下面列出的类的转换在默认情况下不需要进一步的设置. 1、所有基本类型,boolean,int,double等等 2、基本类型的对象形式实现的类,Boolean,Integer等等 3、java.lang.String 4、java.util.date 和三个SQL形式的派生类 5、以上所有类型的数组形式 6、以上所有类型的集合,List,Set,Map(有些局限性) However nothing is added to the list of classes that can be created (i.e. put up for remoting) without you declaring it. 2、 The Converters DWR已经默认定义和初始化了常用的Converter,他们分别如下: 这里仅仅是定义了Converter并且简单的放在元素之内,任何的元素内容都有两个必须定义的属性.一个是对converter定义的引用和converter能够转换的类. 例如最简单的converter是null converter,它作用是把null和void值转换成javascript的null和undefined值.它是所有converter中最简单的,就象调用java的静态方法一样,所以并不需要创建对象. 默认的时候DWR将java void值转换成javascript的null值就是这样设置. 有时java.lang.Void也需要进行这样的转换,所以设置也是相似的.从java中传递null值到javascript是没有任何危险性的,所以DWR将这个作为默认的converter,所以你自己不用再把这个converter添加到配置文件的部分中去. 基本类型的converter转换int,boolean,double等.当然还包括对应的对象形式Integerv,Boolean等等.DWR中在allow预定义了16个配置项目分别用于所有基本类型的转换.就象这样. String类型和Date同样预先定义了Converter,这些converter都没有办法进行改变的,所有的String,Date和数值类型都统一采用默认的converter. 2.1 Array Converters Array的配置项目没有上面介绍的那么直观,默认情况下DWR装载所有的基本类型和可装载的对象,这些包括String,Date等先前介绍的类型.java高级程序员可能会理解为什么match的这行有点奇怪. *符号在上面没有提到,其实这是个可以表示任何字符的通配符号.这些数组可装载的的类型和其他可装载的类型是一样的. 2.2 Bean Converters 一种不能采用默认方式定义的converter就是Bean Converter,这个是将POJO对象转换成javascript相关的数组,反向也一样.基于安全因素的考虑这种类型的converter不能采用默认的方式实现. 假设有个bean并且通过语句设置成远程可用,有种类型的参数他本身是一个带有setter的java bean,但setter会产生严重的隐患.攻击者可能促使这隐患的发生.通过下面的语句就可以设置但个类的bean converter 要想允许转换指定包或子包下所有类的转换可以按照下面的设置 很明显,可以采用下面的方式来转换所有的java bean 2.3 Restricting Property Conversion(指定属性转换) 将象用exclude和incluce来通知DWR隔离creator的方法一样,converter也有一个类似的配置方法.因为指定属性转换只有针对bean才有效(基本类型的转换没有必要指定属性),这个功能只能应用与特定的converter即BeanConverter和从次类派生的所有类.相关配置语法如下 这样就可以限定DWR不能调用Fred对象的getProperty1()和getProperty2()方法,通常这被成为拒绝访问方式,当然你也可以采用下面的方式配置可以访问的方法(授权访问方式) 较好的安全控制大部分都是采用授权访问方式. 2.4 Collection Converters DWR最后两个默认的converter是Maps和Collections 通常converter是采用递归方法转换集合中的所有对象. 这里有两个地方需要注意: 仅仅通过反射方法没有办法知道集合元素中的类型,所以上面的两个converter能将任何集合转换成相对javascript而言有意义的对象.然而没有办法将不同的集合类类型分别采用不同的转换方法.因为没有办法完全自动进行转换,我们可以应用dwr.xml文件的special signatures syntax配置部分设置类型的转换处理过程. 2.5 DOM Objects DWR 自动将DOM、DOM4J、JDOM和XOM转换成DOM树,前面这几种类型都仅仅返回Document,Element,Node.DWR会自动将这些转换成浏览器DOM对象.通常在启动JDOM Converter时会有一个提示信息,除非你想采用JDOMconverter否则可以忽略. INFO: Missing classdef for converter 'jdom'. Failed to load uk.ltd.getahead.dwr.convert.JDOMConverter. Cause: org/jdom/Document 因为DWR没有办法知道你是否采用jdom converter,所以提示信息是info级别.如果你想采用jdom converter,你必须很清楚地知道jdom converter是否可以被加载.这就是DWR保留上面的提示信息的原因. 3 The Creators DWR共有三种Creator,最简单的”new”是调用bean的默认构造函数创建实例.”scripted”允许采用其他脚本语言创建实例.如BeanShell.在远程bean的默认构造函数不能进行进一步配置的情况下这种类型的creator比较有用.”Spring”类型允许你通过spring创建实例. 下面是关于creator的参考资料和配置参数说明. Creator Parameter User new class 类的全名称(包括包路径) scripted language BSF框架支持的脚本语言名称(BSF为apache项目) scripted script 返回远程对象的脚本,脚本可以指定一些属性,多数情况下一般只设置param节点配置.属性很少设置. spring Location* 任何以location开头的参数,每个参数都是指定一个spring的配置文件,在参数没有设置的情况下DWR会去读取spring的全局的配置文件. spring beanName 从配置文件中读取的bean的名称 “scope参数允许你配置creator的生命周期,共有以下几个选项:application,session,request,page.这些参数对于用过jsp或servlet的开发人员并不陌生. 3.1 Uing static methods 如果你想远程调用一个creator的静态方法,并且creator是new类型.因为调用远程bean的方法前DWR不会检测将要执行的方法是不是静态方法,如果是静态方法那么creator就不用创建.这种机制可以适用任何类型的creator,但new类型的creator是最简单配置的. 3.2 Security Creator可以配置类的成员函数的访问权限.creator有授权访问(指明可以被访问的方法)和拒绝访问(指明不允许访问的方法)两种配置方式. 如果要设置除了setWibble方法之外的所有方法都不可访问可以采用下面的设置. 如果采用j2ee访问角色控制的模式 3.3 The 'spring' Creator 3.4 The 'new' Creator DWR已经默认定义了new creator. DWR已经将这配置到了内置的dwr.xml文件中,并不需要进行额外的配置. Creator通过调用类的默认的构造方法创建实例.应用new creator有以下几个优点:  安全性 生命周期比较短的creator可以得到更好的安全性,通过不同的应用情况设置适合的生命周期.  低内存开销 在访问量比较大的情况下,可以不用担心发生内存泄露的情况. 配置一个creator的创建和远程方法调用设置: ... 上面的配置信息表示将java.util.date提供给客户端调用,并且引用名称是Blash.当你在客户端调用Blash.toString(reply)时,后台将采用java.util.date的默认构造方法创建一个实例.然后调用实例的tostring方法.客户端的javascript将返回给reply对象(此时reply是java.util.date的字符串形式) 3.5 The 'scripted' Creator DWR 已经默认配置了scripted creator配置, 这种类型的creator采用BSF执行脚本语言并返回bean.例如 ... import org.apache.commons.validator.EmailValidator; return EmailValidator.getInstance(); ... 4 Signatures in dwr.xml Signatures部分用于配置Collections中装载对象元素的类型.举个例子来说:下面的java代码没有办法对List集合中的对象进行转换. public class Check { public void setLotteryResults(List nos) { ... } } Singatures配置允许我们对DWR要操作的对象类型进行配置.对于了解JDK5泛型编程的开发人员来说下面的格式是很容易理解的. DWR有个专门用于解析上面配置语句的解析器,虽然上面的是JDK5中才有的特性,因为有解析器的原因这也可以应用与JDK5之前的版本. 解析规则是不可见的,但有两种例外情况. 一种情况是因为DWR1.0的解析器中有个Bug,在有些场合会无法处理返回值的类型.所以应该要避免这种情况的发生. 一种情况是因为解析器是一个语法宽松的解析器,他不象编译器一样对语法有非常严格的要求,所有有时可能一些重要的语句没有配置而无法事先发现. DWR的将来版本可能会采用符合java官方规范的解析器,这样可以避免许多出错的情况. Signature部分只用于泛型参数到基本类型参数的转换,对于其他的类型DWR采用反射机制或运行时类型来确定.在没有泛型参数的情况下可以不配置Signature. public void method(String p); public void method(String[] p); 下面的就需要配置,因为反射机制无法完成次类功能. public void method(List p); public void method(Map p); 下面可以不用配置,DWR可以自动完成转换. public void method(List p); public void method(Map p); 下面可以不用设置,DWR可以采用运行时转换. public List method(String p); 有一个值得注意的地方是在javascript中所有对象的keys都是一个字符串,你也可以把其他对象作为keys.他们在使用之前都会转换成字符串形式.DWR1.x将采用这个特性来转换成String.以后对象的转换将会在服务器端完成. 5 Scripting Introduction DWR生成的javascript代码和java代码很相似并通过dwr.xml配置输出.相比普通java异步调用之下,通过ajax生成远程接口和java 代码的最大挑战是AJAX异步功能. DWR通过引入一个回调函数,当数据从服务返回数据是调用这个函数。有两种推荐的方法使用回调函数。一在参数列表加入回调功能。二增加调用元数据对象调用。 也可以将回调的功能放在参数列表的前头,但是不建议使用这样的用法,因为在处理自动HTTP对象时候会出现问题。这些方法一般会保持向后兼容。 5.1 Simple Callback Functions 假设有个下面的java方法。 public class Remote { public String getData(int index) { ... } } 在javascript中就可以以下面的方式引用。 ... function handleGetData(str) { alert(str); } Remote.getData(42, handleGetData); “42”只是一个传给getdata方法的参数。当然你可以采用下面的写法。 Remote.getData(42, function(str) { alert(str); }); 5.2 Call Meta-Data Objects 另一种使用回调功能的方法是指定一个回调功能选项或其他可选项。上面的例子就变成下面的形式。 Remote.getData(42, { callback:function(str) { alert(str); } }); 这个方法具有以下几个优点:可以依照你的编码习惯来编写程序,更重要的是允许你增加额外的调用选项。 5.3 Timeouts and Handling Errors 除了使用回调功能你还可以指定超时时限和错误处理方法。例如: Remote.getData(42, { callback:function(str) { alert(str); }, timout:5000, errorHandler:function(message) { alert("Oops: " + message); } }); 5.4 Finding the callback method 下面有几个实例来说明回调功能各个参数选项的配置,因为javascript是不支持函数重载的。 Remote.method({ timeout:3 }, { errorHandler:somefunc }); 上面的两个参数一个是bean的参数一个是回调元数据对象。但是没有方法去区别这两种参数选项。在抛开特定的浏览器环境,我们假设null==undefined,所以具有以下规则: 一、 如果一个函数的每个调用都是回调函数,那么他就没有调用元数据对象,所有的参数都是普通java参数。 二、 如果一个最后一个参数具有一个回调功能,那么这个参数就是调用元数据对象。其余的就是普通java参数。 三、 如果第一个参数为null,我们就认为没有回调功能。其余的就是普通java参数。此外还要检查最后一个参数是否为null,如果是则会给予提示信息。 四、 如果最后一个参数为null,则没有回调功能。 五、 还有一个不是很好的约定格式,要表示错误信息。 6 Engin.js文件 这个文件是DWR的引擎文件,他承担着把后台自动生成的javascript接口与前台调用之间的衔接责任。所以任何使用DWR的地方都需要这个文件。 每个使用DWR的页面都必须引入这个文件: 6.1 Call Batching 应用批量功能可以一次性调用多个远程bean方法,因为他是将多个调用做为一次请求,这就减少了与服务器的交互。可以减少许多的开销。 一个批量方法调用以DWREngine.beginBatch()开始WREngine.endBatch()结束。当DWREngine.endBatch()被调用时就说明开始调用批量方法,DWR就将这些方法打包在一起作为一次请求发送给服务器。 DWR会确保所有的方法都回被调用,所以使用批量功能是要注意是否提交了批量调用,如果没有提交批量调用那么这些需要调用的方法将永远排在调用队列中直到提交批量调用。 注意:批量调用方法会有一些缺点,比如他不能在那些已经帮定在一起的方法调用顺序不能保证同步。 例如所有的调用元数据对象的接管函数,超时设定,错误处理等的调用都是在批量的级别上,而不是在调用的级别上。如果一个批量调用含有两个不同超时时间设定的方法,那么除了最后一个之外的所有其他方法的超时设定都被忽略。 6.2 Call Ordering 因为AJAX是个普通的异步远程方法调用模式,所以远程调用的返回结果的顺序可能和你发送请求的顺序不一致。DWREngine.setOrdered(boolean)方法允许你设置远程调用返回结果的顺序和你发送调用请求的顺序保持一致。DWR是通过一个远程方法调用已经结束后在发送下一个调用请求来实现这个功能的。 一般情况我们并不需要返回结果顺序和发送请求顺序保持一致。DWR默认是不保持一致的。 提示:因为保持上面的顺序会对应用程序的性能和响应时间,如果其中的一个消息发生丢失那么浏览器可能会有意想不到以外情况发生。在使用这个功能的时候必须认真考虑是否真的有必要使用。通常比较好的方法是使用异步模式调用。 6.3 Handling Errors and Warnings 对于一些服务器端发生的错误或警告情况DWR都回调用默认的错误和警告方法并且传递一个相关信息,通常这些发生的错误和异常对于用户来说是不可见的。 下面这个方法主要用于以消息框的方式或者在状态栏里显示一个错误或警告的消息。 要改变错误的处理方法可以使用这个方法:DWREngine.setErrorHandler(function), 改变警告的处理方法可以使用这个方法:DWREngine.setWarningHandler(function). 6.4 Remoting Hooks 参考 DWREngine.setPreHook(function) and DWREngine.setPostHook(function). 如果你想在执行远程方法调用之前或之后进行一些处理的话,你可以使用上面的两个方法。上面参数中设置的目标方法必须是没有参数的。如果你想限制特定的组件在一次方法调用没有结束之前不允许再次调用,那么使用上面的方法将很有用。 Post 执行Hooks通常是设置pre-hooks,一般用来撤消先前的操作。关于Hooks的例子可以参照;DWRUtil.useLoadingMessage() 函数。 6.5 Remoting Options(远程调用设置) 关于DWR处理远程调用有若干个设置选项,Method和Verbs对于用户来说是透明的,但对于不同的浏览器可能会有影响。通常DWR会选择正确的方法处理,如果想饶过某些浏览器产生的影响这些参数设置将非常有用。 DWREngine.setMethod(newmethod) 设置Method的实际执行方法,但被设置的方法不能确保被调用。只是DWR首先会尝试调用这个方法。newmethod 必须是DWREngine.XMLHttpRequest 或着 DWREngine.IFrame. DWREngine.setVerb(verb) 允许设置iframe 和 XMLHttpRequest提交数据时的方式,必须是POST或者GET,如果浏览器不支持POST形式,DWR会自动切换到GET方式。

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