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为什么VC++中 老是出现(c++文件) this file does not exist,do you want to build it?
cracker9527
2011-06-09 07:50:34
为什么VC++中 老是出现(c++文件) this file does not exist,do you want to build it?
点yes以后 出现 can nor excute program
这是怎么回事?
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为什么VC++中 老是出现(c++文件) this file does not exist,do you want to build it?
为什么VC++中 老是出现(c++文件) this file does not exist,do you want to build it? 点yes以后 出现 can nor excute program 这是怎么回事?
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FrankHB1989
2011-06-09
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被360了?
自由
2011-06-09
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外部文件不在了,看看是不是忘了从proj文件里Del掉了
tulipcaicai
2011-06-09
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[Quote=引用 6 楼 bjtbjt 的回复:]
我认为有几种情况
1 文件不存在
2 路径不正确
3 VC配置路径出错
4 部分文件丢失
[/Quote]
++
5t4rk
2011-06-09
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我认为有几种情况
1 文件不存在
2 路径不正确
3 VC配置路径出错
4 部分文件丢失
Defonds
2011-06-09
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文件不存在
harleypang
2011-06-09
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学计算机的英语还是要懂点的
ryfdizuo
2011-06-09
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看一下工程文件夹中有没该文件。
国风
2011-06-09
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[Quote=引用 1 楼 llxxhm 的回复:]
你的文件不存在。
[/Quote]
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QQ515311445
2011-06-09
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你的文件不存在。
Google
C++
Style Guide(Google
C++
编程规范)高清PDF
Table of Contents Header
File
s The #define Guard Header
File
Dependencies Inline Functions The -inl.h
File
s 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 Const
ant
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
Exist
ing Non-conform
ant
Code Windows Code Import
ant
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 import
ant
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 invari
ant
s 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
File
s In general, every .cc
file
should have an associated .h
file
. There are some common exceptions, such as unittests and small .cc
file
s containing just a main() function. Correct use of header
file
s 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
file
s. The #define Guard link ▶All header
file
s should have #define guards to prevent multiple inclusion. The format of the symbol name should be ___H_. To guar
ant
ee 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
file
s, any change to those
file
s will cause any code that includes your header to be recompiled. Therefore, we prefer to minimize includes, particularly includes of header
file
s in other header
file
s. You can signific
ant
ly minimize the number of header
file
s you need to include in your own header
file
s 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
file
s. Of course, .cc
file
s typically do require the definitions of the classes they use, and usually have to include several header
file
s. 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 my
file
.cc, it's ok to #include (or forward-declare) Foo in my
file
.h, instead of my
file
.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 import
ant
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
File
s 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
file
s, and we do not like to have much actual code in .h
file
s unless there is a readability or performance adv
ant
age. 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
file
s 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
file
s should be listed as descent
ant
s 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
file
s.
C++
system
file
s. Other libraries' .h
file
s. Your project's .h
file
s. The preferred ordering reduces hidden dependencies. We w
ant
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
file
s 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
file
s 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
file
s, 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
file
s. 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
file
s. // OK in .cc
file
s. // Must be in a function, method or class in .h
file
s. 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
file
s. 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
file
s 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 relev
ant
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 signific
ant
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
exist
ing 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 sem
ant
ic 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 const
ant
s, 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
exist
ing 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 w
ant
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 inst
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iated 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 import
ant
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 relev
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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 w
ant
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 Const
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s (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
exist
ing code: if working with such a function proves to be difficult, you find that errors are hard to debug, or you w
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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 sem
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ics, 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 sem
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ics. 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 eleg
ant
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 sem
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ics. 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 w
ant
an input parameter to be a const pointer is if you w
ant
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 sem
ant
ics of inheritance if a derived class overrides only some of the vari
ant
s of a function. Decision: If you w
ant
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 w
ant
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
exist
ing 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 import
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ly, 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 Foo
Build
er 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 w
ant
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
exist
ing function, you must examine all of its transitive callers. Either they must make at least the basic exception safety guar
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ee, 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
exist
ing 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
exist
ing exception-free code. Because most
exist
ing
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
exist
ing code is not exception-toler
ant
, 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 signific
ant
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 relev
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file
s. 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 w
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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 w
ant
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 adv
ant
age of streams they point out, there is an equivalent disadv
ant
age. The biggest adv
ant
age 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 adv
ant
ages and disadv
ant
ages, 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 guar
ant
ee 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 qu
ant
ity 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 adv
ant
ages 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-const
ant
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 w
ant
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
VclZip pro v3.10.1
VCLZip Native Delphi Zip/UnZip Component! (VCLZip Lite: Version 2.23 April 14th, 2002) (VCLZip Pro: Version 3.10 Buid 1 - November 25th, 2007) IMPORT
ANT
: If installing the registered version, please be sure to always re-install/re
build
the components (VCLZip and VCLUnZip) to the component pallette (or re
build
the design time package) so that the ThisVersion property and any other new properties will be properly updated. If your application still does not run without the IDE, open up VCLZip's package, click on options and look at the Directories/Conditionals tab. If KPDEMO is defined, remove it and recompile the package. ***IMPORT
ANT
: Please remember do not install these components into a package by the name of either VCLZip or VCLUnZip. You will receive an error if you do. PLEASE TAKE A LOOK AT THE "WHAT's NEW IN THIS VERSION" LINK IN THE HELP
FILE
AS IT HAS CONVENIENT LINKS TO ALL OF THE NEW TOPICS. ==================== Version 3.10
Build
1 - Several bug fixes. - Added support for Delphi 2006, 2007 - Added support for BCB 2006, 2007 - Improved memory performance when working with archives containing extremely high number of compressed
file
s. ==================== Version 3.06
Build
2 Made Delphi 2005 compatible Other assorted fixes ==================== Version 3.05
Build
1 Fixed a lot of incompatabilities between VCLZip and WinZip Other assorted fixes ==================== Version 3.04
Build
1 New ZLib methods for optimized compression and decompression of single entities of data in standard ZLib format, without the overhead of the PKZip format. This is excellent for compression of data to be sent across the net, compressing web pages (http compli
ant
compression), blobs, etc. - ZLibCompressStream - ZLibDecompressStream - ZLibCompressBuffer - ZLibDecompressBuffer - ZLibCompressString - ZLibDecompressString Overloaded TStream Methods for Delphi 4,5, BCB 4, and 5 - UnZipToStream - UnZipToStreamByIndex - ZipFromStream Special OnGetNextTStream Event for Delphi 4,5, BCB 4, and 5 - Allows zipping multiple TStreams in one process - More efficient than calling ZipFromStream multiple times Capability to use the latest version of ZLib 1.2.1. - VCLZip currently uses 1.4.1 by default. - By defining ZLIB121, VCLZip will use the latest version of ZLib which is included with the registered version. Some optimization improvements which should show some improvement in zipping and unzipping speed when using TkpStreams with D4, D5, BCB4, and BCB5. ============ Version 3.03 (VCLZip Pro) - Please test your application thoroughly with this new version of VCLZip Pro. While it has been tested and has even been used in at least two production applications for several months now prior to initial release, there are so many combinations of property settings, environment differences, and ways to use VCLZip that you should always test VCLZip completely in your application before deploying. *** New Zip64 capabilities, properties, methods and events: - Uncompressed, Compressed, and Archive
file
sizes can be up to 2^63-1 bytes in length. - You can compress up to 2147483647
file
s into an archive. This is compatible with PKZip's Zip64 format. - If a
file
does not extend beyond any of the original limitations (
file
sizes of 4 gig or 65535
file
s) then no Zip64 format information is included in the archive. - property isZip64 - tells you when you are working with a zip
file
that is using Zip64 format. Much faster processing due to linking to Zlib object
file
s for compression and decompression routines. Blocked Zip
File
s (spanned zip archives split onto hard drive) - Now completely compatible with PKZip and WinZip split archives
file
naming format. - For backwards compatability you can tell VCLZip to use the old VCLZip
file
naming format by using the BlockMode property. - New method On
File
NameForSplitPart called just before each split
file
part is created. VCLZip supplies a default implementation of this method so for most purposes you won't need your own. - method Default
File
NameForSplitPart - VCLZip calls this internally if you don't define your own On
File
NameForSplitPart. You can also call it from your own On
File
NameForSplitPart if you wish to add some processing to the default behavior. - property BlockMode - determines whether VCLZip uses PKZip/WinZip standard naming convention or VCLZip classic method. - method DefaultGetNextDisk - VCLZip calls this internally if you don't define your own OnGetNextDisk. You can also call it from your own OnGetNextDisk event if you wish to add some processing to the default behavior. - Properties for controlling which
file
s are zipped... - IncludeHidden
File
s - default False; - IncludeSys
File
s: - default False; - IncludeReadOnly
File
s: - default True; - IncludeArchive
File
s: - default True; - Event OnGetNextStream - Allows you to zip from multiple streams when using the ZipFromStream method. This improves performance since repeated calls to ZipFromStream causes the archive to be updated on each subsequent call. - property This
Build
- Tells you the current
build
. See also ThisVersion - property OnHandleMessage - Handles interactive messages with VCLZip. There is a default, so you don't need to define your own unless you wish to eliminate interactive messages and handle them on your own. This is helpful if you are using VCLZip as a service or on a webserver for instance. ******** Upgrading
exist
ing applications that use VCLZip 2.X ********** For the most part,
exist
ing applications will work as-is. Just install VCLZip 3.X and recompile your code. Here are some things to be aware of though... 1) If your app currently creates mmBlock archives (spanned directly to hard drive) and you define your own OnGetNextDisk in VCLZip 2.X, you should move your code from this event that handles mmBlock events to the new event On
File
NameForSplitPart. However, if you simply rely on VCLZip's default OnGetNextDisk then you don't have to worry about this. 2) If your app creates mmBlock archives, the default naming convention has changed to match the PKZip/WinZip standard. If you wish to keep the same naming convention then set BlockMode := mbClassic. 3) OnGetNextDisk and OnPrepareNextDisk events are called for the 1st disk now. VCLZip 2.X only calls these events starting with the 2nd disk. 4) properties CompressedSize[Index], UncompressedSize[Index], ZipSize are now Int64 types. 5) Delphi 4, Delphi 5, BCB 4, and BCB5 are all capable of using the Zip64 format. However they use the TkpHugeStream decend
ant
s which act just like TStreams except they handle
file
s/stream sizes larger than 2gig. There is a TkpHuge
File
Stream and a TkpHugeMemoryStream which should handle 99% of all necessary actions. If you currently work with VCLZip 2.X with TBlobStreams or some other type of streams, you can either define your own TkpBlobStream for instance which inherits from TkpHugeStream, or use the TkpHugeStream.CopyFrom(TStream, Count) and the TkpHugeStream.GetStream: TStream methods to give VCLZip your stream and get it back. Ofcourse when using regular TStream decend
ant
s in D4,4,BCB4,and 5, you cannot create Zip64 archives. If you use Delphi 6, 7, or BCB 6, you don't have to worry about any of this as the normal TSTream is used by VCLZip and handles large
file
/stream sizes. ============ Version 2.23 (VCLZip Lite) Added the OEMConvert property.
File
names stored in a PKZip compatible archive normally go through an OEM conversion to make them ascii compatible. When opening the zip
file
the conversion is undone. If you do not plan on having other zip utilities opening up your archives this conversion process is not really necessary. Setting this property to False will eliminate this process. The default value for this property is True for normal PKZip compatability. Added OnEncrypt and OnDecrypt events. These allow you to replace the standard pkzip encryption with your own. Data is passed to these events a buffer at a time. Use this with care as this is still somewhat experimental and I'm not sure how useful it is yet. You must make all changes within the buffer sent in to you. Treat the entire
file
as a stream. Byte for byte replacement only. No additional keys can be saved. Added OnRecursing
File
event. Sometimes when using wildcards and recursing directories, there was no reporting of progress. This will be fired each time a
file
matches as the
file
list is being built while recursing directories. Added the EncryptBeforeCompress boolean property. The default for this property is False and if left like this VCLZip will behave like normal. If set to True, VCLZip will encrypt each buffer prior to compressing it instead of afterwards. This will cause
file
s to not be decryptable by normal zip utilities thereby adding a bit of extra security. Bugs Fixed: IMPORT
ANT
!!! Behavior of freeing the ArchiveStream (compressed stream) has been modified. VCLZip will now no longer try to free ArchiveStream, you must free it yourself. This was due to a problem where it would be freed automatically if there was a problem with the ArchiveStream when trying to open it as a zip
file
(possibly corrupt). Best practice is that ArchiveStream should always point toward a TMemoryStream that you create anyway. Modified the SFX code (the code used to create the SFX stub distributed with VCLZip) so that it handles
file
names that have been run through an OEM Conversion. The SFX was losing accented characters. This modification means that if you are creating zip
file
s to be used as SFX's you will w
ant
to leave the OEMConvert property mentioned above, set to it's default value of True. Modified so that when cursor is changed to hourglass by VCLZip, previous cursor is saved correctly instead of just changing it back to default cursor. Now saves Central Directory Extra Fields correctly. Fixed the SFX code so that it works properly if you use Copy /B to concatenate a zip
file
to the stub. Due to a Delphi strange behavior sometimes path names for directory only entries would become corrupted. Removed reference to QConsts, replaced with RTLConsts. Sometimes a GPF would result if a corrupt zip
file
was opened. Using a wildcard in pathname added to
File
sList did not work. Using '*.*' as a wildcard in
file
s added to
File
sList now is the same as using '*'. VCLZip will now check for CancelTheOperation during initial
build
ing of the
file
slist instead of just during compression processing. Added a final call to OnTotalPercentDone with 100% because this didn't always happen. Attributes were not getting set correctly for directory-only entries. Fixed a problem that was not allowing ZipComment's to be added correctly to spanned or blocked zip
file
s. Not the same fix as in 2.22. Directories (directory-only entries) were not being restored properly unless DoAll was True. You were unable to delete a directory from which
file
s were recursively zipped until exiting your application. ============ Version 2.22 Now Delphi 6 compatible. New event called {link=93,OnRecursing
File
} which gets called as VCLZip recurses directories searching for
file
s that match a wildcard that is entered in the
File
sList. This gets called each time a
file
matches the wildcard. Fixed a bug which kept diskettes from being labeled when creating spanned zip
file
s on WIN31. Fixed a bug which sometimes did not allow zip comments to be added to blocked zip sets. Fixed a bug which caused VCLZip to not properly handle the IncompleteZip exception on spanned zip sets unless you called ReadZip prior to calling UnZip. Version 2.21 (Changes are shown in the
build
stages as they were implemented) Pre-Release
Build
5: When working with temporary
file
s, VCLZip will now rename, instead of copy, the temp
file
if the destination is on the same drive. This will speed up the adding of
file
s to an
exist
ing zip
file
when the resulting zip
file
is very large. Pre-Release
Build
4: New event called OnPrepareNextDisk which is an event that will allow you, when creating spanned zip
file
s across diskettes, to do things like format a diskette that has just been inserted, or to add or delete
file
s from the diskette before continuing with the zipping process. Fixed a problem that was causing the CancelTheOperation Method to not work properly. Pre-Release
Build
3: Fixed bug which caused VCLZip to miscalculate space needed for zfc
file
if wildcards are put into the
File
sList. Fixed bug so you could have
File
PercentDone without needing TotalPercentDone when creating spanned zip
file
s Fixed so relative_offset set correctly for spanned zips. Side effect of removing needless write of header. Added code to read local
file
headers if exception thrown when reading a central
file
header. Fixed problem where directories couldn't be created from directory entries because the fullpath wasn't known yet. Result of having moved this code to earlier. Fixed typo in creation of LOC header values which could cause error if reading local headers. Changed so Zip Comment starting position is calculated based on end of central record instead of end of
file
. Pre-Release
Build
2: IMPORT
ANT
: Changed default for
File
OpenMode back to fmShareDenyNone as it had been for all but version 2.20. Fixed a problem where drivepart (i.e. C:\) was not being stripped when saving relative paths. Added a BufferedStreamSize property which can increase the speed of creating zips to floppy (and other slow media) dramatically. The new default for this should increase the speed by as much as 3 times, but you can now tweak this especially for your application! Added an ImproperZip property which gets set when VCLZip detects an inconsistency with the zip. This can be useful for detecting when VCLZip was able to open the zip in spite of an inconsistency found. There was no way to know this in the past. Fixed a problem where zip comments in zfc
file
s were not being read correctly. Added a setZipSignatures procedure which allows you to modify the signatures of your zip
file
. This will cause other zip utilities to not be able to recognize or read your zip
file
s created with VCLZip. Useful if you w
ant
to add further security to your zip
file
s. Pre-Release
Build
1: Some zip
file
s would not open correctly, throwing an incomplete zip
file
exception due to an erroneous "extra field length" identifier in headers of some compressed
file
s. These zip
file
s are rare, but a very few people seemed to have several of them. This problem would not affect zip
file
s created by VCLZip, and this problem should only occur in VCLZip 2.20, not in any previous version. If you had Range Checking turned on, VCLZip would get a range check error when using a wildcard that ended with a * as in 'some
file
.*'. Under certain circumstances, drive information would not be stripped from path information if zipping recursively (including subdirectories) "Retrying" to zip a
file
that could not be opened using the OnSkipping
File
event would not always work correctly. Creating spanned zip set to floppy should be faster now due to removing a needless header write to disk for each
file
. VCLZip would not compile correctly with MAKESMALL defined. Added code to make VCLZip work with BCB5. Haven't tested this yet though since I don't have BCB5 myself yet. Added readonly boolean ImproperZip property which will be set to True when some sort of problem is found when opening the zip
file
, even if recoverable. This property will be enhanced and refined in the future. If KeepZipOpen is set to True, when putting in the wrong disk in a spanned zip set, VCLZip would not always properly close the
file
on the old diskette before trying to open the
file
on the next diskette. Added EC
ant
WriteUCF exception which will be thrown if VCLZip runs out of room to write the uncompressed
file
when unzipping. Timestamp was not being set properly when unzipping readonly
file
s. Moved setting of the timestamp to before the attributes get set. ============ Version 2.20 Changes have been made in the following areas: --Performance There are a few code optimizations that should speed up the zipping process slightly. --Spanned Zip
File
s A new feature, turned on with the SaveZipInfoOnFirstDisk allows VCLZip to create and read spanned zip
file
s starting with the first disk instead of the normally required last disk of the spanned disk set by saving a Zip Configuration
File
on the first disk. This feature can be used even if creating the spanned zip
file
directly to your hard drive. A new property, SaveOnFirstDisk, allows you to save room on the first disk when creating a spanned zip
file
, to allow room for other
file
s, such as setup programs, data
file
s, or a Zip Configuration
File
. Spanned zip
file
s can now be directed toward disks greater than 2 gig in size as long as you are using Delphi 5 or BCB 4. --UnZipping The new Selected indexed property offers another way to flag
file
s to be unzipped.
File
s that have the Selected property set to True can be unzipped using the UnZipSelected method. The Selected property will be cleared (set to False) for each
file
as it is unzipped, but you can also call the ClearSelected method to clear them all. At anytime the NumSelected property can be checked to see how many
file
s have been selected. Also, the UnZipToBufferByIndex and UnZipToStreamByIndex methods allow you to unzip
file
s specified by their index instead of by name or wildcard. The BufferLength property allows buffered output (buffer smaller than the total uncompressed
file
size) when unzipping directly to memory (see UnZipToBuffer and UnZipToBufferByIndex). This will cause the OnGetNextBuffer Event to be called everytime BufferLength bytes have been output by VCLZip. Modified to work in all ways with zip
file
s that have "extra fields" in their headers. These tend to be quite rare, but they do show up from time to time. --Zipping Added a property called
File
OpenMode which allows you to define the
file
open mode for
file
s when they are opened to be zipped. Added a Retry parameter to the OnSkipping
File
Event that can be used to re-attempt to open a
file
for zipping that is open by another process. This gives the chance to close the
file
and continue with the zipping process rather than having to start over again. Added a ENotEnoughRoom exception which will be thrown if there is not enough room to write to the archive, i.e. out of disk space. The new OnUpdate Event gets fired when updating or freshening an
exist
ing archive. It is triggered for each
file
that already
exist
s in the archive as it is either replaced or kept in the updated archive. The AddDirEntriesOnRecurse will cause separate directory entries to be included in archives when doing recursive zips through subdirectories. --Integrity Checking A new method, CheckArchive, will perform an integrity check on all
file
s in an archive. This is much faster than using
File
IsOK on each
file
if testing all
file
s in an archive with VERY MANY
file
s. Further improved checking for corrupted zip
file
s when opening zip
file
s. --Encryption The following new properties and methods allow lower level work with password encrypted archives: DecryptHeader Gets the decryption header for a particular compressed
file
in an archive GetDecryptHeaderPtr Same as DecryptHeader but easier to use in BCB. DecryptHeaderByte Method Tests a password against the decryption header found in the DecryptHeader property. GetDecryptHeaderByteByPtr Same as DecryptHeaderByte but easier to use in BCB. --Self Extracting Executables Changes were made to the ZIPSFX32.BIN stub itself: - Modified to work with zip
file
s containing "extra fields" in their headers. - Modified to change mouse cursor to an hour glass during processing. - Check for correct
file
size is now done automatically - Now uses the end of central and central headers to find the first local header. - Added a progress meter - Better checking for corrupted zip
file
s. - Added an information window that can optionally be shown when the sfx is initially started up. - Added an AutoRun option to make the sfx stub run automatially when double clicked with no other interaction from the user. For the new modified sfx stub, ZIPSFX32.BIN, instead of using kpSFXOpt, you should now use the TSfxConfig component to set the options for the sfx stub. The new sfx can be found in the sfx\ subdirectory as usual and is called ZIPSFX32.BIN and the original sfx can be found in the same subdirectory except it is now called ORGSFX32.bin. Just rename it if you prefer that one (use KPSFXOPT instead of TSfxConfig with the old stub). --Miscellaneous The installation is now easier, atleast for first time installers of the source code. The .DPK
file
s for Delphi and .CPP
file
s for BCB are now included. Now these
file
s simply have to be compiled and that's it. There is a separate option in the installation for installing to the different versions of Delphi and BCB. Added a property called Flush
File
sOnClose which will cause all
file
s opened for write by VCLZip to have their disk buffers flushed to disk when closed. Added the capability to delete Selected
file
s from an archive using the DeleteEntries Method. The behavior of the OnInCompleteZip Event has been greatly improved. You can now use this event to ask the user to insert the last disk of a spanned disk set rather than having to handle this situation from outside VCLZip. The register procedures were changed so that the components now get installed to the "VCLZip" tab on the palette. I found that for all but Delphi 1 I had to actually manually move the components to the "VCLZip" tab. You may find that you have to do this too if you have already installed VCLZip before. The components now use new bitmaps in place of the old ones on the component palette. Separated many compiler defines into a new
file
called KPDEFS.INC. ==================================== Version 2.18: 1) Thanks to the hard work of a fellow registered user, added the capability to remove all dependencies on the Dialogs, Forms, Controls, and
File
Ctrl units by defining the conditional MAKESMALL, which results in a smaller footprint. This can be quite useful when putting VCLZip into a DLL for instance. In order to make this work, go into your Project | Options and select the Directories/Conditionals tab and enter MAKESMALL in the conditional defines text box. In Delphi you can add this conditinal define to the project options of your application that uses VCLZip and then do a "
build
all". In BCB you will have to add this to the project options of the package that contains VCLZip and then re
build
the package. If you define MAKESMALL, the only things you lose are: a) ZIP
file
open dialog box that appears when the ZipName is set to "?" b) Select Directory dialog box that appears when the DestDir is set to "?" c) Changing the cursor to an hour glass during some operations. d) No long
file
name support in Delphi 1 2) Made VCLZip completely BCB4 compatible. 3) Added some exception handling to KPUNZIPP and KPINFLT, mainly to handle unexpected situations when wrong passwords are entered. This fixes the problem with PRP, the password recovery program. 4) For Borland
C++
Build
er, changed any COMP types to double, getting rid of the compiler warnings for unsupported comp type. This affects the OnStartZipInfo and OnStartUnZipInfo events, so you'll have to change the comp parameter to double in these events if you use them (in both your header
file
s and in the CPP
file
s). 5) Modified OnStartUnZip event so that FName (the
file
name of the
file
that is about to be unzipped along with complete path) is now a VAR parameter and can be modified. This allows you to change the path and name of a
file
that is about to be unzipped. This is especially helpfull in applications like Install Programs. NOTE: You will need to change your current code to add the VAR to the event definition and implementation if you already use this event in your application. (In BCB, add a & just before the parameter instead of VAR) 6) Moved many type definitions to VCLUNZIP.PAS so that kpZipObj won't have to be included in your USES list. 7) Fixed bug that caused GPF when setting Zip Comment to '' (empty string). 8) Moved strings in VCLZip/VCLUnZip into a string table, making the code size a little smaller as well as making it much easier to localize string information. However you have the option of not using the new string table, for whatever reason, by defining NO_RES in your project options (in the conditional defines text box on the Directories/Conditionals tab). 9) Removed the need for several
file
s. No longer included are kpstrm.res, kpstrm.rc, kpsconst.res, kpsconst.rc, kpstres.pas, and for Delphi 1, kpdrvs.pas. In some cases the need for these
file
s was eliminated and in other cases just rolled into the newly included kpzcnst.rc, kpzcnst.pas, and kpzcnst.res. Definining NO_RES in your project options will elimiate the need for these new
file
s but will make your code size slightly larger and you won't be able to localize your application without changing VCLZip source code. 10) Modified the On
File
PercentDone and OnTotalPercentDone progress events to work better when creating spanned disk sets and blocked zip sets. They no longer report 100% when the compressed
file
still has to be copied to disk. 11) Added the ReplaceReadOnly property. Setting this to true will allow
file
s with the ReadOnly attribute to be replaced during the unzip process. 12) Added the ifNewer and ifOlder options to the OverwriteMode property. (This had somehow made it into the help
file
but not into VCLUnZip) 13) Added the SFXToZip method which will convert an SFX
file
to a regular zip
file
. The header pointers will be properly adjusted during the conversion. 14) Fixed a problem where the OnGetNextDisk event would always revert to the DefaultGetNextDisk method instead of what you entered into the Object Inspector each time your project was re-opened. 15) Fixed a bug that caused CRC errors when unzipping
file
s from spanned disk sets if they were STORED (no compression) and spanned across disks. 16) Added the OnZipComplete and OnUnZipComplete events. If defined, these will fire at the very end of a zip or unzip operation (after all
file
s have been processed, not after each
file
). These events will rarely be used since, normally you will be able to do the same thing at the point that the call to Zip or UnZip returns, but these events can be useful when using VCLZip in threads where in certain circumstances the return from the Zip or UnZip methods are not seen. 17) Creation of SFX
file
s has never been easier!!! The addition of the MakeNewSFX method allows you to create Self Extracting Executables without the need to create a zip
file
first. The
file
s that you specify in the
File
sList property will be zipped, using all the normal VCLZip property settings, and the SFX will be created, all in one step! In addition, you can create configurable SFX
file
s using this method, and you can do this especially easy by adding the new unit kpSFXOpt to your application's USES list and using the new 32bit SFX stub that is now distributed with VCLZip. This allows you to easily set things like SFX Dialog caption, default target extraction directory,
file
to launch after extraction, etc. 18) Fixed a memory leak that only affects applications using VCLZip that are compiled with Delphi 2, and that use wildcard specifications in the
File
sList property. Version 2.17a: 1) Fixed a bug that was keeping VCLZip from reading truncated zip
file
s or sfx
file
s that did not have their headers adjusted. 2) Fixed a bug that was causing a directory to be created on the C drive when doing integrity checking with the
File
IsOK property. 3) Added {$V-} to kpZipObj.PAS 4) Moved two AssignTo methods to public instead of private in kpZipObj.PAS Version 2.17: 1) Added Memory zipping and unzipping capabilities through the UnZipToBuffer and ZipFromBuffer methods. See the documentation for these methods in the Help
File
for more information. 2) New
File
IsOK Property allows you to check for the integrity of individual
file
s within an archive without actually unzipping the
file
. 3) Fixed a bug that kept checking of volume labels from working on WIN31 when working with spanned disk sets. 4) Removed all references to ChDirectory so that VCLZip will be more thread safe allowing separate instances of VCLZip in separate threads to be performing zip/unzip operations at the same time. 5) A new public property PreserveStubs allows you to make modifications to sfx archives and have the archive remain an SFX rather than revert back to a normal zip
file
. 6) Added a default OnGetNextDisk event. If one is not defined, then the default event will be called when the situation arises that a new disk is needed when zipping or unzipping a spanned or blocked zip archive. 7) Added more power to the wildcard capabilities. Now you can qualify the * wildcard character, for instance: * would satisfy any number of contiguous characters as long as they are all a thru e. * would satisfy any number of contiguous characters as long as none of them were a thru e. This allows you to do things like include
file
s in specific direcories into your ExcludeList. For instance: VCLZip1.ExcludeList.Add('c:\test\*.txt') would exclude the zipping of all .txt
file
s in the test directory but not in any subdirectories. 8) Fixed other minor bugs and made other code enhancements. Version 2.16: ***Please be aware that if you currently use the OnSkipping
File
event in any of your applications, version 2.16 will require a small modification as this event has an added parameter and one of the current parameters is used a little differently when being called by the zip operation. Please see the help
file
for more information. 1) The OnSkipping
File
Event has been changed slightly, adding a parameter for the
file
name. 2) OnSkipping
File
is now called when a
file
to be zipped is skipped because it is locked by another application. See the Help
File
for more information. 3) Fixed a bug with the Exclude and NoCompressList where they were ignoring entries with anything before the extention (i.e. 'some
file
.*' as opposed to '*.zip') if you were saving directory information. 4) Fixed a bug that caused an error if you added a wildcard with a non-
exist
ent directory to the
File
sList. 5) A few other minor bug fixes. Modifications for 2.15 include: 1) PackLevel can now be set to 0 (zero) which means no compression at all (STORED only). 2) New property ExcludeList is a new stringlist that you can add
file
names and wildcards to in order to specify
file
s that you do not wish to be included in an archive. 3) New property NoCompressList is a new stringlist that you can add
file
names and wildcards to in order to specify
file
s that you wish to be STORED with a PackLevel of 0 (zero), no compression. 4) All compiler warnings and hints were removed. Modifications for 2.14 include: 1) Delphi 4 compatability. 2) Added ability to use complex wildcards when specifying which
file
s are to be zipped. This includes wildcard characters not only in the
file
name but also in the pathname. This allows you to specify directories using wildcards, for instance: VCLZip1.
File
sList.add('c:\test\w*\mycode*.pas'); would get all PAS
file
s beginning with mycode in subdirectories under TEST that begin with the letter w. Wilcards may be much more complex than this. Please see the help
file
for more information. 3) Added the ability to override the RECURSE property setting when specifying
file
s to be zipped. By adding the following characters to the beginning of the
file
names being added, you can override whatever the current setting is for the RECURSE property: '>' will force recursion into subdirectories '|' will force NO-recursion For instance: VCLZip1.
File
sList.add('>c:\windows\*.ini'); will get all .ini
file
s in and below the windows directory reguardless of what the recurse property setting is. and: VCLZip1.
File
sList.add('|c:\windows\sys*\*.dll'); will get all .dll
file
s in subdirectories of the windows directories that start with 'sys' but will not recurse into any directories below the sys* directories. 4) The [ and ] characters previously used as special wildcard characters have been changed to since [ and ] are valid
file
name characters. If you still need to use the previous characters for backward compatability, I can show registered users how to easily modify a couple of const
ant
s in the source code in order to go back to the old style. See "Using Wildcards" in the help
file
for more information. 5) A few bug fixes. Modifications for 2.13 include: 1) New property ResetArchiveBitOnZip causes each
file
's archive bit to be turned off after being zipped. 2) New Property SkipIfArchiveBitNotSet causes
file
s who's archive bit is not set to be skipped during zipping operations. 3) A few modifications were made to allow more compatibility with BCB 1. 4) Cleaned up the Help
File
some. 5) KWF
file
now works for Delphi 1 and Delphi 2 again. Still can't get context sensitive help in Delphi 3. 6) Cleaned up some of the code that was causing compiler warnings and hints. Modifications for 2.12 include: 1) Added a TempPath property to allow the temporary
file
s path to be different from the Windows default. 2) Modified VCLZip so that any temporary
file
s that are created receive a unique temporary
file
name so as not to clash with any other
file
s in the temporary directory. This also allows working with zip
file
s residing in the temporary directory. 3) Fixed a bug in the relative path feature. 4) Fixed a bug that caused a "list out of bounds" error if a
file
in the
File
sList did not actually
exist
. Modifications for 2.11 include: 1) Fixed password encryption bug for 16 bit. 2) Fixed "invalid pointer operation" when closing application bug. 3) Fixed path device truncation bug which caused inability to modify
exist
ing archives in 16 bit. 4) Fixed inability to cancel during wilcard expansion bug. 5) Added capability to better handle corrupted timestamps. 6) Added capability to open and work with SFX
file
s that were created with the COPY/B method (header
file
s not adjusted). 7) Other small bug fixes. I'm still working on a bug which causes a GPF when continually unzipping the same
file
thousands to millions of times. This mainly affects programs like the Password Recovery Program (PRP) which uses the brute force method of searching for an archive's password. Modifications for 2.10 include: 1) Capability for 16bit VCLZip to store long
file
/path names when running on a 32bit OS. 2) New property (Store83Names) which allows you to force DOS 8.3
file
and path names to be stored. 3) Better UNC path support. 4) Fixed a bug to allow
file
s to be added to an empty archive. Modifications for 2.03 include: 1) Volume labels now get written correctly to spanned disk sets in Delphi 1 for all versions of Windows. 2) Delphi 1 VCLZip now correctly recognizes when it is running on Windows NT. 3) Fixed a problem with zipping
file
s in the root directory when StorePaths = True. 4)
File
and Zip Comments are now read correctly from spanned/blocked zip archives. 5) Fixed a buf that was causing "Duplicate Object" errors. Modifications for 2.02 include: 1) Fix for
file
comments which were supposed to be fixed in version 2.01 but weren't. 2) Fix for stream zipping. Version 2.01 would not create a new archive if using a stream. (The Stream Demo now allows creating new zip
file
s to streams too) 3) A few other minor modifications to further solidify the code. 4) A modification to the Zip Utility Demo which allows unzipping from Blocked zip
file
s as if they were single zip
file
s. 5) Added a read-only, published ThisVersion property which reflects the version of the VCLZip/VCLUnZip that you are currently working with. Modifications for 2.01 include: 1) Fixes for exceptions that were caused when CANCELING a zip or unzip of a spanned zip
file
. 2) Fix for a possible problem when zipping or unzipping a spanned zip
file
when one or more of the compressed
file
s resided on more than 2 of the spanned parts. 3) Fix for
file
comments which were broken in version 2.00. Additional features for version 2.00 include: 1) Modify/Add internal
file
details (
file
name, pathname, timestamp, comment) for any
file
while zipping, in the OnStartZip event. 2) Add an Archive Comment while zipping in the OnStartZipInfo event. 3) Delphi 1 compatiblity for VCLZip. 4) Stream to Stream Zipping - Archives themselves can now be TStreams! 5) New Relative Path Information option. 6) Unzip archives that weren't zipped with the Relative Path option turned on as if they had been by determining how much path information to use with the Rootpath property. 7) Modify timestamps for
file
s in
exist
ing archives (you could already modify
file
names and pathnames for
file
s in
exist
ing archives) 8) The OnBadPassword event now allows you to supply a new password and try the same
file
again when unzipping. 9) Source code has been cleaned up so that it will compile under Borland
C++
Build
er with no modifications. Also some bugs were fixed, most import
ant
ly: 1) An empty
file
, that had been compressed into an archive would cause any
file
added to the archive to cause the archive to approximately double in size. Any archives containing empty
file
s are not corrupted, they are OK. This was simply a fix to the way the archive was processed. 2) After creating an SFX
file
, you had to close the zip
file
before you could modify it in any way, otherwise a stream read error was encountered. See the Help
file
for more information on new features. This zip
file
is part of a self contained installation program. Just run it and the installation program will begin. Contact vclzip@bigfoot.com for further information Thanks! Kevin Boylan
It seems that this
file
has not been built yet.Do you w
ant
to
build
it now? Codeblocks能构建
build
不能运run
安装codeblocks之后编写了一个简单程序不能运行,弹出提示框 It seems that this
file
has not been built yet.Do you w
ant
to
build
it now? 在编辑的时候可以构建,点击
build
可以运行。点击run的时候不能运行 解决方案: 重新设置环境变量路径。 找到Settings,之后点击Com
VScode运行
C++
代码报错:The executable you w
ant
to run does not (yet)
exist
. You need to
build
it first.
2. 卸载C/
C++
Runner,卸载后选择C/
C++
下的“重新扩展**”选项(很遗憾忘记了后面两个字)(该选项就在“安装”旁边),可以观察到页面进行了更新。1. 首先检查,发现
文件
建在.code以外的
文件
夹
中
。对
文件
进行了转移,仍然
出现
相同形式的报错。1. 开学伊始,已经很久没有打开电脑跑代码,已经完全忘了VScode之前的种种设置。(运行.code
文件
夹下和不在.code
文件
夹下的.cpp
文件
,均显示编译成功)3. 再次运行代码,报错不再
出现
,编译成功。
OpenCV+VS, tell you how it really works
How to
build
applications with OpenCV inside the Microsoft Visual Studio Everything I describe here will apply to the C\
C++
interface of OpenCV. I start out from the assumption that you have read a
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