1535 lines
		
	
	
		
			54 KiB
		
	
	
	
		
			HTML
		
	
	
	
			
		
		
	
	
			1535 lines
		
	
	
		
			54 KiB
		
	
	
	
		
			HTML
		
	
	
	
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| <title>drawElements Coding Guidelines</title>
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| 
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| <div class="body">
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| 
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| <div class="title">drawElements Coding Guidelines</div>
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| <hr width="50%" />
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| <div class="quote">"Always code as if the person who will maintain your code is a maniac serial killer that knows where you live."</div>
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| 
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| <div class="copyright">Copyright © 2014 The Android Open Source Project</div>
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| 
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| <ol class="h1">
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| 	<li><span class="heading">Table of Contents</span>
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| 		<ol class="h2">
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| 			TODO: fill in, with links (use JavaScript?)
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| 		</ol>
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| 	</li>
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| 
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| 	<li><span class="heading">Introduction</span>
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| 		<ol class="h2">
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| 			<li><span class="heading">Goal and philosophy</span>
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| 				<p>This document describes the drawElements coding style for C and C++ languages.</p>
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| 
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| 				<p>The intention of the drawElements coding guidelines is to allow us to produce code written in a
 | |
| 				consistent fashion, so that our product line will look similar throughout the line. The guiding
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| 				philosophy for choosing the described coding style is to avoid bugs when writing code, keep the code
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| 				maintainable, and also aim to make it beautiful. Some of the decisions are purely a matter of taste,
 | |
| 				but have been made to keep the code consistent overall (say, camelCasing versus underscore_usage in
 | |
| 				variable names.</p>
 | |
| 
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| 				<p>There are also many areas which are not covered by this document and there is some room to bring
 | |
| 				your own style into the soup. Some of the ways of writing code are just purely matters of opinion.
 | |
| 				The use of whitespace in code is a good example.</p>
 | |
| 
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| 				<p>This document is *not* the law of drawElements. If there is a good reason to deviate from it, you
 | |
| 				should do that. However, if the reason is purely a matter of taste, then please follow the rules set
 | |
| 				in here. Also, we want to encourage discussion about these guidelines and contributing to them, in
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| 				case you disagree or know a way of doing something better. This is meant to be an evolving document
 | |
| 				that follows us as we learn as a group.</p>
 | |
| 
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| 				<p>A lot of examples are included in this document to make things easily readable and unambiguous.
 | |
| 				For more source material, feel free to browse the source code of whichever drawElements projects
 | |
| 				you have visibility to. You should see at least <i>debase</i> and <i>depool</i> libraries, if nothing
 | |
| 				else.</p>
 | |
| 			</li>
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| 
 | |
| 			<li><span class="heading">Languages of choice</span>
 | |
| 				<p>The main languages at drawElements are Ansi C89 and ISO C++ 98. Ansi C is used for developing
 | |
| 				driver or middleware IP, while C++ can be used for stand-alone applications.</p>
 | |
| 
 | |
| 				<p>The reason for using C for middleware IP development is that we build software for
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| 				mobile devices and the compilers there are often of dubious quality, especially when it comes to
 | |
| 				support of C++. In addition C++ runtime library is a non-trivial dependency.</p>
 | |
| 
 | |
| 				<p>Stand-alone userspace applications can be written in ISO C++11.</p>
 | |
| 
 | |
| 				<p>For utility and tool development, other languages may also be used. So far, Python has been used
 | |
| 				for all such development and is encouraged to be used in future tools as well. If there are strong
 | |
| 				reasons, other languages may also be considered.</p>
 | |
| 			</li>
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| 
 | |
| 			<li><span class="heading">C code example</span>
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| 
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| 				<p>Let's get started with some sample drawElements code. The code files below show a simple random
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| 				"class" implemented in C89. The code is taken from the drawElements base portability library, debase.</p>
 | |
| 				<div class="codeTitle">deRandom.h: The header file.</div>
 | |
| <pre class="prettyprint">
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| #ifndef _DERANDOM_H
 | |
| #define _DERANDOM_H
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| /*-------------------------------------------------------------------------
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|  * drawElements Base Portability Library
 | |
|  * -------------------------------------
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|  *
 | |
|  * Copyright 2014 The Android Open Source Project
 | |
|  *
 | |
|  * Licensed under the Apache License, Version 2.0 (the "License");
 | |
|  * you may not use this file except in compliance with the License.
 | |
|  * You may obtain a copy of the License at
 | |
|  *
 | |
|  *      http://www.apache.org/licenses/LICENSE-2.0
 | |
|  *
 | |
|  * Unless required by applicable law or agreed to in writing, software
 | |
|  * distributed under the License is distributed on an "AS IS" BASIS,
 | |
|  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 | |
|  * See the License for the specific language governing permissions and
 | |
|  * limitations under the License.
 | |
|  *
 | |
|  * Id: $Id$
 | |
|  *//*!
 | |
|  * \file
 | |
|  * \brief Random number generation.
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| 
 | |
| #ifndef _DEDEFS_H
 | |
| #   include "deDefs.h"
 | |
| #endif
 | |
| 
 | |
| DE_BEGIN_EXTERN_C
 | |
| 
 | |
| /*--------------------------------------------------------------------*//*!
 | |
|  * \brief Random number generator.
 | |
|  *
 | |
|  * Uses the Xorshift algorithm for producing pseudo-random numbers. The
 | |
|  * values are generated based on an initial seed and the same seed always
 | |
|  * produces the same sequence of numbers.
 | |
|  *
 | |
|  * See: http://en.wikipedia.org/wiki/Xorshift
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| typedef struct deRandom_s
 | |
| {
 | |
|     deUint32	x;      /*!< Current random state.  */
 | |
|     deUint32	y;
 | |
|     deUint32	z;
 | |
|     deUint32	w;
 | |
| } deRandom;
 | |
| 
 | |
| void        deRandom_init           (deRandom* rnd, deUint32 seed);
 | |
| deUint32    deRandom_getUint32      (deRandom* rnd);
 | |
| float       deRandom_getFloat       (deRandom* rnd);
 | |
| deBool      deRandom_getBool        (deRandom* rnd);
 | |
| 
 | |
| DE_END_EXTERN_C
 | |
| 
 | |
| #endif /* _DERANDOM_H */
 | |
| </pre>
 | |
| 				<div class="codeTitle">deRandom.c: The implementation file.</div>
 | |
| <pre class="prettyprint">
 | |
| /*-------------------------------------------------------------------------
 | |
|  * drawElements Base Portability Library
 | |
|  * -------------------------------------
 | |
|  *
 | |
|  * Copyright 2014 The Android Open Source Project
 | |
|  * \todo insert legalese here.
 | |
|  *
 | |
|  * Id: $Id$
 | |
|  *//*!
 | |
|  * \file
 | |
|  * \brief Random number generation.
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| 
 | |
| #include "deRandom.h"
 | |
| 
 | |
| #include <float.h>
 | |
| #include <math.h>
 | |
| 
 | |
| DE_BEGIN_EXTERN_C
 | |
| 
 | |
| /*--------------------------------------------------------------------*//*!
 | |
|  * \brief Initialize a random number generator with a given seed.
 | |
|  * \param rnd	RNG to initialize.
 | |
|  * \param seed	Seed value used for random values.
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| void deRandom_init (deRandom* rnd, deUint32 seed)
 | |
| {
 | |
|     rnd->x = (deUint32)(-(int)seed ^ 123456789);
 | |
|     rnd->y = (deUint32)(362436069 * seed);
 | |
|     rnd->z = (deUint32)(521288629 ^ (seed >> 7));
 | |
|     rnd->w = (deUint32)(88675123 ^ (seed << 3));
 | |
| }
 | |
| 
 | |
| /*--------------------------------------------------------------------*//*!
 | |
|  * \brief Get a pseudo random uint32.
 | |
|  * \param rnd	Pointer to RNG.
 | |
|  * \return Random uint32 number.
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| deUint32 deRandom_getUint32 (deRandom* rnd)
 | |
| {
 | |
|     const deUint32  w = rnd->w;
 | |
|     deUint32        t;
 | |
| 
 | |
|     t = rnd->x ^ (rnd->x << 11);
 | |
|     rnd->x = rnd->y;
 | |
|     rnd->y = rnd->z;
 | |
|     rnd->z = w;
 | |
|     rnd->w = w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
 | |
|     return w;
 | |
| }
 | |
| 
 | |
| /*--------------------------------------------------------------------*//*!
 | |
|  * \brief Get a pseudo random float in range [0, 1[.
 | |
|  * \param rnd	Pointer to RNG.
 | |
|  * \return Random float number.
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| float deRandom_getFloat (deRandom* rnd)
 | |
| {
 | |
|     return (deRandom_getUint32(rnd) & 0xFFFFFFFu) / (float)(0xFFFFFFFu+1);
 | |
| }
 | |
| 
 | |
| /*--------------------------------------------------------------------*//*!
 | |
|  * \brief Get a pseudo random boolean value (DE_FALSE or DE_TRUE).
 | |
|  * \param rnd	Pointer to RNG.
 | |
|  * \return Random float number.
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| deBool deRandom_getBool (deRandom* rnd)
 | |
| {
 | |
|     deUint32 val = deRandom_getUint32(rnd);
 | |
|     return ((val & 0xFFFFFF) < 0x800000);
 | |
| }
 | |
| 
 | |
| DE_END_EXTERN_C
 | |
| </pre>
 | |
| 			</li>
 | |
| 			<li><span class="heading">C++ code example</span>
 | |
| 
 | |
| 				<p>The following code, taken from deutil demonstrates how C++ classes should look like.</p>
 | |
| 				<div class="codeTitle">deUniquePtr.hpp: Unique pointer template.</div>
 | |
| <pre class="prettyprint">
 | |
| #ifndef _DEUNIQUEPTR_HPP
 | |
| #define _DEUNIQUEPTR_HPP
 | |
| /*-------------------------------------------------------------------------
 | |
|  * drawElements C++ Base Library
 | |
|  * -----------------------------
 | |
|  *
 | |
|  * Copyright 2014 The Android Open Source Project
 | |
|  *
 | |
|  * Licensed under the Apache License, Version 2.0 (the "License");
 | |
|  * you may not use this file except in compliance with the License.
 | |
|  * You may obtain a copy of the License at
 | |
|  *
 | |
|  *      http://www.apache.org/licenses/LICENSE-2.0
 | |
|  *
 | |
|  * Unless required by applicable law or agreed to in writing, software
 | |
|  * distributed under the License is distributed on an "AS IS" BASIS,
 | |
|  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 | |
|  * See the License for the specific language governing permissions and
 | |
|  * limitations under the License.
 | |
|  *
 | |
|  *//*!
 | |
|  * \file
 | |
|  * \brief Unique pointer.
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| 
 | |
| #ifndef _DEDEFS_HPP
 | |
| #   include "deDefs.hpp"
 | |
| #endif
 | |
| 
 | |
| namespace de
 | |
| {
 | |
| 
 | |
| /*--------------------------------------------------------------------*//*!
 | |
|  * \brief Unique pointer
 | |
|  *
 | |
|  * UniquePtr is smart pointer that retains sole ownership of a pointer
 | |
|  * and destroys it when UniquePtr is destroyed (for example when UniquePtr
 | |
|  * goes out of scope).
 | |
|  *
 | |
|  * UniquePtr is not copyable or assignable. Pointer ownership cannot be
 | |
|  * transferred between UniquePtr's.
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| template<typename T, class Deleter = DefaultDeleter<T> >
 | |
| class UniquePtr
 | |
| {
 | |
| public:
 | |
|     explicit    UniquePtr       (T* const ptr, Deleter deleter = Deleter());
 | |
|                 ~UniquePtr      (void);
 | |
| 
 | |
|     T*          get             (void) const throw() { return m_ptr;    }   //!< Get stored pointer.
 | |
|     T*          operator->      (void) const throw() { return m_ptr;    }   //!< Get stored pointer.
 | |
|     T&          operator*       (void) const throw() { return *m_ptr;   }   //!< De-reference stored pointer.
 | |
| 
 | |
|     operator    bool            (void) const throw() { return !!m_ptr;  }
 | |
| 
 | |
| private:
 | |
|                 UniquePtr       (const UniquePtr<T>& other); // Not allowed!
 | |
|     UniquePtr   operator=       (const UniquePtr<T>& other); // Not allowed!
 | |
| 
 | |
|     T* const    m_ptr;
 | |
|     Deleter     m_deleter;
 | |
| };
 | |
| 
 | |
| /*--------------------------------------------------------------------*//*!
 | |
|  * \brief Construct unique pointer.
 | |
|  * \param ptr Pointer to be managed.
 | |
|  *
 | |
|  * Pointer ownership is transferred to the UniquePtr.
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| template<typename T, class Deleter>
 | |
| inline UniquePtr<T, Deleter>::UniquePtr (T* const ptr, Deleter deleter)
 | |
|     : m_ptr     (ptr)
 | |
|     , m_deleter (deleter)
 | |
| {
 | |
| }
 | |
| 
 | |
| template<typename T, class Deleter>
 | |
| inline UniquePtr<T, Deleter>::~UniquePtr (void)
 | |
| {
 | |
|     m_deleter(m_ptr);
 | |
| }
 | |
| 
 | |
| } // de
 | |
| 
 | |
| #endif // _DEUNIQUEPTR_HPP
 | |
| </pre>
 | |
| 			</li>
 | |
| 		</ol>
 | |
| 	</li>
 | |
| 
 | |
| 	<li><span class="heading">Naming conventions and formatting</span>
 | |
| 		<ol class="h2">
 | |
| 			<li><span class="heading">Basic naming conventions</span>
 | |
| 				<p>Each project should have a prefix of its own. For drawElements base libraries,
 | |
| 				the prefix <i>de</i> is used. Other projects should use a different, arbitrary prefix.
 | |
| 				For instance, the stitcher project uses the <i>xo</i> prefix.</p>
 | |
| 
 | |
| 				<p>Anything which has a reasonable possibility of causing a naming conflict should be
 | |
| 				prefixed. This includes files, structs, enums, functions (except private ones), macros, etc.
 | |
| 				In C projects, just about everything in the code needs to be prefixed (files, struct, enums,
 | |
| 				global functions, etc.), but in C++ code, namespaces remove the need for most prefixing.
 | |
| 				File names and macros should still be prefixed in C++ code as well. Note that members
 | |
| 				of classes (either C or C++), or structs or unions do not need to be prefixed with the
 | |
| 				package prefix.</p>
 | |
| 
 | |
| 				<p>Identifiers are generally typed in camelCase. This applies to file names, structs,
 | |
| 				enums, local variables, and struct members. In some cases, prefixes are used to clarify
 | |
| 				the behavior of a variable. Static variables are prefixed with <i>s_</i>, global variables
 | |
| 				with <i>g_</i>, and C++ class member variables with <i>m_</i>. Macros and enum entries should
 | |
| 				always be written in UPPER_CASE with underscores separating the words. Members of C classes
 | |
| 				don't need to be prefixed.</p>
 | |
| 
 | |
| 				<p>When emulating classes in C, the class name itself should be written in CamelCase, but
 | |
| 				starting with a upper-case letter. Usually the classes are prefixed: <i>xoArmEmu</i>,
 | |
| 				<i>deRandom</i>, but if the class only exists within a single .c file, the prefix can be
 | |
| 				omitted: <i>StringBuilder</i>. The member functions of the class should be prefixed with
 | |
| 				the full class name and an underscore, followed by a camelCased function name:
 | |
| 				<i>xoArmEmu_emulateCode().</i></p>
 | |
| 
 | |
| 				<p>Examples of correctly named identifiers:</p>
 | |
| 				<ul>
 | |
| 					<li><i>dePool.c, dePool.h, deUniquePtr.hpp, deThread.cpp</i> -- file names</li>
 | |
| 					<li><i>deRandom, xoStitcher</i> -- structs / classes</li>
 | |
| 					<li><i>deMemPoolFlag, xoConditionCode</i> -- enums</li>
 | |
| 					<li><i>DE_COMPILER_MSC</i> -- macros</li>
 | |
| 					<li><i>XO_BACKEND_NEON</i> -- enum entry</li>
 | |
| 					<li><i>setTableSize()</i> -- local (static) function</li>
 | |
| 					<li><i>xoArmEmu_emulateCode()</i> -- C class member function</li>
 | |
| 					<li><i>numVariables</i> -- local variable</li>
 | |
| 					<li><i>m_itemHash</i> -- member variable in a C++ class</li>
 | |
| 					<li><i>s_rcpTable</i> -- static variable in a function</li>
 | |
| 					<li><i>g_debugFlag</i> -- global variable</li>
 | |
| 				</ul>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Choosing good names</span>
 | |
| 				<p>Naming your variables is somewhat of a black art, but the main goal of giving a name should
 | |
| 				be clarity. You want to communicate what the contents of the variable mean. The more obscure
 | |
| 				the purpose of a variable is, the longer (and more descriptive) a name you should invent for it.
 | |
| 				Also, the longer the life time of a variable is, the longer a name it deserves. For example, a
 | |
| 				loop counter which is alive for page worth of code should be named something like <i>vertexNdx</i>,
 | |
| 				whereas a loop counter which lives only a couple of lines can be named simply <i>i</i> or <i>ndx</i>.</p>
 | |
| 
 | |
| 				<p>Most variables should be declared const and never changed (see coding philosophy section).
 | |
| 				Thus one often successful approach for variable naming is to give name for the value instead.
 | |
| 				For example when querying first child of node and storing it in variable, that should be named
 | |
| 				as <i>firstChild</i> instead of <i>node</i>.</p>
 | |
| 
 | |
| 				<p>Consistency is one important factor in naming variables. When a similar kind of name is needed
 | |
| 				in multiple places, choose a way of devising the name and stick to that. E.g., if you query the
 | |
| 				number of elements in an array to a local variable in several functions, always use the same name
 | |
| 				in each of the functions.</p>
 | |
| 
 | |
| 				<p>When dealing with counts or numbers (number of elements in an array, etc.), you should always
 | |
| 				clearly indicate with the name that this is the case, e.g., <i>numElements</i> (preferred),
 | |
| 				<i>elementCount</i>, etc. Which ever prefix or postfix you choose to use, stick to it.</p>
 | |
| 
 | |
| 				<p>Function parameters that have an unit of measure (e.g. seconds or bytes) should have the unit
 | |
| 				as part of the name, for example <i>timeLimitMs</i> and <i>chunkSizeKb</i>.</p>
 | |
| 
 | |
| 				<p>Use American English instead of English English. Choose gray over grey, color over colour,
 | |
| 				and so forth.</p>
 | |
| 			</li>
 | |
| 			<li><span class="heading">Canonical abbreviations</span>
 | |
| 			  <table border="0" cellspacing="0">
 | |
| 				<tr><td>buffer			</td>	<td>buf</td></tr>
 | |
| 				<tr><td>destination		</td>	<td>dst</td></tr>
 | |
| 				<tr><td>index			</td>	<td>ndx</td></tr>
 | |
| 				<tr><td>source			</td>	<td>src</td></tr>
 | |
| 				<tr><td>variable		</td>	<td>var</td></tr>
 | |
| 			  </table>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Struct and enum typedeffing</span>
 | |
| 				<p>For enums and structs, the types should always be typedeffed and used without the struct or
 | |
| 				enum prefix in actual code.</p>
 | |
| 
 | |
| 				<div class="codeTitle">Example.</div>
 | |
| <pre class="prettyprint">
 | |
| /* Declaration. */
 | |
| typedef enum xoConditionCode_e
 | |
| {
 | |
|     ...
 | |
| } xoConditionCode;
 | |
| 
 | |
| typedef struct deMempool_s
 | |
| {
 | |
|     ...
 | |
| } deMemPool;
 | |
| 
 | |
| /* Usage. */
 | |
| deMemPool*        memPool;
 | |
| xoConditionCode   condCode;
 | |
| </pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Header files and including</span>
 | |
| 				<p>All header files should have include guards in them to avoid processing them multiple times
 | |
| 				in case they are included from multiple places. The style used for the macro is <i>_FILENAME_H</i>,
 | |
| 				for example: <i>_DEDEFS_H</i>. Whenever including other headers from a header file, you should
 | |
| 				always use external include guards as well. The external include guards considerably reduce the
 | |
| 				number of file accesses that the compiler needs to make, resulting in faster compile times.</p>
 | |
| 
 | |
| 				<p>Each implementation file should have matching header file and vice versa. The implementation
 | |
| 				file must include the corresponding header file first. By doing that, it is guaranteed that the
 | |
| 				header file includes all of its dependencies.</p>
 | |
| 
 | |
| 				<p>Each header file should first include <i>deDefs.h</i>, or alternatively project-specific
 | |
| 				<i>xxDefs.h/hpp</i> file that in turn includes deDefs.h. That way all the usual types and macros
 | |
| 				are always properly defined.</p>
 | |
| 
 | |
| 				<div class="codeTitle">External include guard example.</div>
 | |
| <pre class="prettyprint">
 | |
| #ifndef _DEDEFS_H
 | |
| #   include "deDefs.h"
 | |
| #endif
 | |
| #ifndef _DEINT32_H
 | |
| #   include "deInt32.h"
 | |
| #endif
 | |
| #ifndef _DEUNIQUEPTR_HPP
 | |
| #   include "deUniquePtr.hpp"
 | |
| #endif
 | |
| </pre>
 | |
| 
 | |
| 				<p>The include order of files should start from <i>debase</i> (esp. <i>deDefs.h</i>), go thru
 | |
| 				other base libraries, then your own project header files, and lastly the system header files.
 | |
| 				Also, a <i>.c</i> file must include its own header file first. E.g., <i>deMemPool.c</i> must
 | |
| 				first include <i>deMemPool.h</i>.</p>
 | |
| 
 | |
| 				<p>Every include path must also end up including <i>deDefs.h</i> before any actual code is processed.
 | |
| 				This ensures that the basic portability macros (<i>DE_OS</i>, <i>DE_COMPILE</i>, etc.) have been
 | |
| 				defined.</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Indenting and whitespace</span>
 | |
| 				<p>Code should be indented with tabs (instead of spaces) and a tab-width of 4 characters should
 | |
| 				be used.</p>
 | |
| 
 | |
| 				<p>Always put braces on their own lines. This applies to functions, structs, enums, ifs, loops,
 | |
| 				everything. The only exception are single-line scopes. For one-statement ifs or loops, braces
 | |
| 				should not be used. Also, put <i>else</i> and <i>else if</i> on their own lines as well.</p>
 | |
| 
 | |
| 				<div class="codeTitle">Brace usage</div>
 | |
| <pre class="prettyprint">
 | |
| void main (int argc, const char** argv)
 | |
| {
 | |
|     if (argc > 1)
 | |
|         parseArgs(argv[1]);
 | |
|     else
 | |
|     {
 | |
|         printf("Usage:\n");
 | |
|         printf("...\n");
 | |
|     }
 | |
| }
 | |
| </pre>
 | |
| 
 | |
| 				<p>In addition to only indenting your code, things like variable names in a list of
 | |
| 				declarations or comments at the end of line, should also be aligned such that they start at
 | |
| 				the same column. Compare the following two examples of the same code, only with differing
 | |
| 				alignments in the text.</p>
 | |
| 
 | |
| 				<div class="codeTitle">Aligned variable declarations and comments.</div>
 | |
| <pre class="prettyprint">
 | |
| struct deMemPool_s
 | |
| {
 | |
|     deUint32        flags;         /*!< Flags.                                      */
 | |
|     deMemPool*      parent;        /*!< Pointer to parent (null for root pools).    */
 | |
|     deMemPoolUtil*  util;          /*!< Utilities (callbacks etc.).                 */
 | |
|     int             numChildren;   /*!< Number of child pools.                      */
 | |
|     deMemPool*      firstChild;    /*!< Pointer to first child pool in linked list. */
 | |
|     deMemPool*      prevPool;      /*!< Previous pool in parent's linked list.      */
 | |
|     deMemPool*      nextPool;      /*!< Next pool in parent's linked list.          */
 | |
|     ...
 | |
| };
 | |
| </pre>
 | |
| 
 | |
| 				<div class="codeTitle">No alignments used.</div>
 | |
| <pre class="prettyprint">
 | |
| struct deMemPool_s
 | |
| {
 | |
|     deUint32 flags; /*!< Flags. */
 | |
|     deMemPool* parent; /*!< Pointer to parent (null for root pools). */
 | |
|     deMemPoolUtil* util; /*!< Utilities (callbacks etc.). */
 | |
|     int numChildren; /*!< Number of child pools. */
 | |
|     deMemPool* firstChild; /*!< Pointer to first child pool in linked list. */
 | |
|     deMemPool* prevPool; /*!< Previous pool in parent's linked list. */
 | |
|     deMemPool* nextPool; /*!< Next pool in parent's linked list. */
 | |
|     ...
 | |
| };
 | |
| </pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Other formatting</span>
 | |
| 
 | |
| 				<p>Always use C-style comments in C code: /* This is a C comment. */ Only use
 | |
| 				the C++ // end-of-line comments in C++ code.</p>
 | |
| 
 | |
| 				<div class="codeTitle">Comment styles.</div>
 | |
| <pre class="prettyprint">
 | |
| /* Use this kind of comments in C code. */
 | |
| 
 | |
| // This kind of comments may only be used in C++ code.
 | |
| </pre>
 | |
| 
 | |
| 				<div class="codeTitle">Pointer and references.</div>
 | |
| <pre class="prettyprint">
 | |
| // Good: pointers and references are a part of the type
 | |
| void*          ptr;
 | |
| deInt32*       colorBuffer;
 | |
| xoArmEmu*      armEmu;
 | |
| Array<int>&    intArray;
 | |
| void doBlend (deUint32* dst, const deUint32* src);
 | |
| 
 | |
| // Bad: pointer symbol should not be a part of the name
 | |
| void *ptr;
 | |
| void doBlend (deUint32 *dst, const deUint32 * src);
 | |
| </pre>
 | |
| 
 | |
| 				<div class="codeTitle">Formatting of function declarations.</div>
 | |
| <pre class="prettyprint">
 | |
| // Good: void if empty param list, empty space after name, braces on own line
 | |
| void doStuff (void)
 | |
| {
 | |
| }
 | |
| 
 | |
| // Bad: horrible function name!
 | |
| void doStuff() {
 | |
| }
 | |
| 
 | |
| // Good: separate arguments with spaces, function name
 | |
| ShapeList getIntersectingShapes (float x, float y, float z)
 | |
| {
 | |
| }
 | |
| 
 | |
| // Bad: function name (list of what volumes?), no space after commas in arg list
 | |
| ShapeList getShapeList (float x,float y,float z)
 | |
| {
 | |
| }
 | |
| 
 | |
| // Exception: sometimes simple function are best written as one-liners
 | |
| float deFloatAbs (float f) { return (f < 0.0f) ? -f : f; }
 | |
| 
 | |
| </pre>
 | |
| 
 | |
| 				<div class="codeTitle">Formatting of control statements.</div>
 | |
| <pre class="prettyprint">
 | |
| // Good: no extra braces for one-liner if cases
 | |
| if (a.isZero)
 | |
|     result = 0.0f;
 | |
| else
 | |
|     result = a.value * (1.0 / 65536.0f);
 | |
| 
 | |
| // Bad: extraneous braces, bad whitespace usage
 | |
| if (a.isZero)
 | |
| {
 | |
|     result=0.0f;
 | |
| }
 | |
| else
 | |
| {
 | |
|     result=a.value*(1.0 / 65536.0f);
 | |
| }
 | |
| 
 | |
| // Good: expression easy to read
 | |
| if (a.isZero && b.isZero)
 | |
| {
 | |
|     ...
 | |
| }
 | |
| 
 | |
| // Bad: missing spaces around && operator, missing space after 'if'
 | |
| if(a.isZero&&b.isZero)
 | |
| {
 | |
|     ...
 | |
| }
 | |
| 
 | |
| // Good: else on its own line
 | |
| if (alpha == 0)
 | |
| {
 | |
|     ...
 | |
| }
 | |
| else if (alpha == 255)
 | |
| {
 | |
|     ...
 | |
| }
 | |
| else
 | |
| {
 | |
|     ...
 | |
| }
 | |
| 
 | |
| // Bad: else on same line as closing brace
 | |
| if (alpha == 0)
 | |
| {
 | |
|     ...
 | |
| } else if (...)
 | |
| {
 | |
|     ...
 | |
| } else
 | |
| {
 | |
|     ...
 | |
| }
 | |
| 
 | |
| // Good: note space after 'while'
 | |
| while (numTriangles--)
 | |
| {
 | |
|     ...
 | |
| }
 | |
| 
 | |
| // Bad: whitespace usage
 | |
| while(numTriangles --)
 | |
| {
 | |
|     ...
 | |
| }
 | |
| 
 | |
| // Good: while on same line as closing brace
 | |
| do
 | |
| {
 | |
|     ...
 | |
| } while (--numTriangles);
 | |
| 
 | |
| // Bad: while on its own line, missing whitespace after 'while'
 | |
| do
 | |
| {
 | |
|     ...
 | |
| }
 | |
| while(--numTriangles);
 | |
| 
 | |
| // Good: easy to read
 | |
| for (ndx = 0; ndx < numTriangles; ndx++)
 | |
| 
 | |
| // Bad: missing spaces all over (whitespace should be used to separate expressions)
 | |
| for(ndx=0;ndx<numTriangles;ndx ++)
 | |
| 
 | |
| // Good: note missing braces for while, correct usage of whitespace
 | |
| while (numTriangles--)
 | |
|     area += computeArea(triangle[ndx++]);
 | |
| 
 | |
| // Bad: don't put unnecessary braces, avoid extraneous whitespace in expressions
 | |
| while (numTriangles--)
 | |
| {
 | |
|     area+=computeArea( triangle [ndx++] );
 | |
| }
 | |
| </pre>
 | |
| 
 | |
| 				<div class="codeTitle">Formatting switch cases.</div>
 | |
| <pre class="prettyprint">
 | |
| // Good: case-statements indented, code indented another level (including breaks)
 | |
| switch (blendMode)
 | |
| {
 | |
|     case XX_BLENDMODE_NORMAL: // no variable declarations
 | |
|         ...
 | |
|         break;
 | |
| 
 | |
|     case XX_BLENDMODE_SRC_OVER: // need braces if declaring variables inside
 | |
|     {
 | |
|         int alpha = ...;
 | |
|         break;
 | |
|     }
 | |
| 
 | |
|     case XX_BLENDMODE_XYZ:
 | |
|         ...
 | |
|         // FALLTHRU! -- make non-breaked cases very explicit!
 | |
| 
 | |
|     default: // handles the final blendmode (DISABLED) with an assertion!
 | |
|         DE_ASSERT(blendMode == XX_BLENDMODE_DISABLED);
 | |
| 
 | |
|         break; // always put break!
 | |
| }
 | |
| 
 | |
| // Bad:
 | |
| switch(blendMode)
 | |
| {
 | |
| case XX_BLENDMODE_NORMAL: // always indent case labels
 | |
|     ...
 | |
| break; // put break on same level as indented code!
 | |
| 
 | |
| case XX_BLENDMODE_SRC_OVER:
 | |
|     {
 | |
|         ...
 | |
|         break;
 | |
|     }
 | |
| 
 | |
| case XX_BLENDMODE_XYZ:
 | |
|     ...
 | |
| 
 | |
| case XX_BLENDMODE_DISABLED: // always comment the case fall-through (like above)
 | |
|     ...
 | |
| } // default case missing! always need to handle it (and assert if illegal!)
 | |
| </pre>
 | |
| 
 | |
| 				<div class="codeTitle">Formatting of expressions.</div>
 | |
| <pre class="prettyprint">
 | |
| // Good: parenthesis or whitespace used to indicate evaluation order
 | |
| array[(a * b) + c];
 | |
| array[a*b + c];
 | |
| 
 | |
| // Bad: order unclear
 | |
| array[a*b+c];
 | |
| 
 | |
| // Good: parenthesis (or whitespace) makes evaluation order unambiguous
 | |
| array[(a && b) || (c == 0)]
 | |
| array[a==0 || b==0 || c==0] // in some cases spaces can be used instead of parenthesis
 | |
| 
 | |
| // Bad: unclear evaluation order
 | |
| array[a&&b || c==0] // does this even work?
 | |
| array[a == 0 || b == 0 || c == 0]
 | |
| 
 | |
| // Good: easy to see different parts of evaluation (whitespace where it matters)
 | |
| array[triangle->index0 - cache.baseIndex];
 | |
| 
 | |
| // Bad: hard to read (whitespace around brackets doesn't help readability!)
 | |
| array[ triangle->index0-cache.baseIndex ];
 | |
| array [triangle -> index0 - cache.baseIndex];
 | |
| 
 | |
| // Good: easy to see all function arguments
 | |
| computeArea(vtx0.x, vtx0.y, vtx1.x, vtx1.y, vtx2.x, vtx2.y);
 | |
| 
 | |
| // Bad: missing spaces makes it hard to read, no space after function name when calling
 | |
| computeArea ( vtx0.x,vtx0.y,vtx1.x,vtx1.y,vtx2.x,vtx2.y );
 | |
| 
 | |
| // Good: readable (the code itself is a made-up example and thus incomprehensible)
 | |
| // Consider: would probably make more readable code to use temporary variables here
 | |
| if (sizeArray[a+5] > getSize(getFoo()+2))
 | |
| if (sizeArray[a + 5] > getSize(getFoo() + 2))
 | |
| 
 | |
| // Bad: whitespace usage confuses rather than helps
 | |
| if(sizeArray[a+5]>getSize(getFoo()+2))
 | |
| if ( sizeArray [ a + 5 ] > getSize ( getFoo () + 2 ) )
 | |
| 
 | |
| // Bad: unclear (and wrong) evaluation order
 | |
| if (bitMask & (1<<bit) == 0)
 | |
| </pre>
 | |
| 
 | |
| 				<div class="codeTitle">Other formatting.</div>
 | |
| <pre class="prettyprint">
 | |
| #if defined(DE_DEBUG)      // prefer #if defined() to #ifdef
 | |
|     ...
 | |
| #endif /* DE_DEBUG */      // only put ending comment if #if is far away
 | |
| 
 | |
| </pre>
 | |
| 			</li>
 | |
| 		</ol>
 | |
| 	</li>
 | |
| 
 | |
| 	<li><span class="heading">Base library services</span>
 | |
| 		<p>TODO: explain all of these</p>
 | |
| 
 | |
| 		<ol class="h2">
 | |
| 			<li><span class="heading"><b>debase</b>/deDefs.h</span>
 | |
| 				<pre>
 | |
| - DE_COMPILER, DE_OS, DE_CPU
 | |
| - basic types (deUint8, deIntptr, deBool==int, ..)
 | |
| - DE_NULL
 | |
| - DE_DEBUG -- #if defined(DE_DEBUG)
 | |
| - DE_INLINE
 | |
| - DE_ASSERT(), DE_VERIFY(), DE_TEST_ASSERT(), DE_STATIC_ASSERT()
 | |
| - DE_BREAKPOINT()
 | |
| - DE_SWAP()
 | |
| - DE_LENGTH_OF_ARRAY()
 | |
| - DE_OFFSET_OF()
 | |
| - DE_UNREF()
 | |
| - DE_BEGIN_EXTERN_C, DE_END_EXTERN_C
 | |
| - DE_NULL_STATEMENT</pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Other <b>debase</b> headers</span>
 | |
| 				<pre>
 | |
| - deInt32.h: deInRange32(), deInBounds32(), hashing
 | |
| - deFloat16.h: fp16<->fp32
 | |
| - deMath.h: generic float math
 | |
| - deRandom.h: random number generation
 | |
| - deMemory.h: allocating memory, deMemset(), deMemcpy(), DE_NEW(), DE_DELETE()
 | |
| - deString.h:</pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading"><b>depool</b> services</span>
 | |
| 				<pre>
 | |
| - memory pools (deMemPool)
 | |
| - pooled data structures
 | |
|   * Array
 | |
|   * Set
 | |
|   * Hash
 | |
|   * HashArray
 | |
|   * HashSet</pre>
 | |
| 			</li>
 | |
| 		</ol>
 | |
| 	</li>
 | |
| 
 | |
| 	<li><span class="heading">Commenting code</span>
 | |
| 		<ol class="h2">
 | |
| 			<li><span class="heading">File comment boxes</span>
 | |
| 				<p>Each source file should contain the following comment box. In header files the comment is placed after
 | |
| 				the #ifdef-#endif pair. On implementation files the comment box is placed at the beginning.</p>
 | |
| <pre class="prettyprint">
 | |
| /*-------------------------------------------------------------------------
 | |
|  * Full Module Name
 | |
|  * ----------------
 | |
|  *
 | |
|  * Copyright 2014 The Android Open Source Project
 | |
|  *
 | |
|  * Licensed under the Apache License, Version 2.0 (the "License");
 | |
|  * you may not use this file except in compliance with the License.
 | |
|  * You may obtain a copy of the License at
 | |
|  *
 | |
|  *      http://www.apache.org/licenses/LICENSE-2.0
 | |
|  *
 | |
|  * Unless required by applicable law or agreed to in writing, software
 | |
|  * distributed under the License is distributed on an "AS IS" BASIS,
 | |
|  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 | |
|  * See the License for the specific language governing permissions and
 | |
|  * limitations under the License.
 | |
|  *
 | |
|  *//*!
 | |
|  * \file
 | |
|  * \brief Short description of the contents.
 | |
|  *
 | |
|  * Followed by longer description if necessary (such as high-level algorithm
 | |
|  * description).
 | |
|  *//*--------------------------------------------------------------------*/
 | |
| <pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Structs/classes/enums comment boxes</span>
 | |
| 				<p>TODO: </p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Other Doxygen comment boxes (/** ... */ and /*!< ... */)</span>
 | |
| 				<p>TODO: single-line, multi-line</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Code comments</span>
 | |
| 			  <p>Below and example of code commenting for C. When doing C++, you can replace C-style comments with C++-comments.</p>
 | |
| 			  <pre class="prettyprint">
 | |
| callFoo(&a);
 | |
| 
 | |
| /* Comment about following block (Note empty line before and after)*/
 | |
| 
 | |
| callBar(&b);
 | |
| c = a + b; /* Why we need to do this op */
 | |
| doItAll(a, b, c);
 | |
| 
 | |
| /* Badness starts with this comment */
 | |
| callBar(&b);
 | |
| /* Why we need to do this op */
 | |
| c = a + b;
 | |
| doItAll(a, b, c);
 | |
| 
 | |
| 			  </pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Tags</span>
 | |
| 				<p>Todo-comments should use the following syntax:</p>
 | |
| <pre class="prettyprint">
 | |
| /* \todo [2012-01-26 pyry] Give a longer description of todo-usage in code. */
 | |
| </pre>
 | |
| 				<p>If you wish to communicate to fellow developer about some unexpected behavior or corner-case
 | |
| 				that is not obvious, <i>\note</i> tag can be used.</p>
 | |
| <pre class="prettyprint">
 | |
| /* \note Tangent may be zero. */
 | |
| </pre>
 | |
| 			</li>
 | |
| 		</ol>
 | |
| 	</li>
 | |
| 
 | |
| 	<li><span class="heading">Generic programming</span>
 | |
| 		<ol class="h2">
 | |
| 			<li><span class="heading">Classes in C</span>
 | |
| 				<p>TODO: explain</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Const correctness</span>
 | |
| 				<p>When declaring function arguments, local variables, or class members, all non-mutable ones
 | |
| 				must be declared const. Declaring variable const communicates clearly your intent to not modify
 | |
| 				the given value. This is especially important in function argument lists.</p>
 | |
| 
 | |
| 				<p>Declaring local variables, or function arguments that are passed by value, const, may be a bit
 | |
| 				controversial. There are indeed a lots of existing code that doesn't follow this rule. However,
 | |
| 				adding extra constness has proven to improve code readability a quite bit and thus all new code
 | |
| 				must use const correctly. The only exception is function arguments passed by value; for those
 | |
| 				const keyword can be omitted. By-value function arguments are however considered to be const
 | |
| 				for all purposes.</p>
 | |
| 
 | |
| 				<div class="codeTitle">Example.</div>
 | |
| <pre class="prettyprint">
 | |
| // Function example. Note const qualifier on maxDepth as well which is passed by value.
 | |
| static glu::VarType generateRandomType (const int maxDepth, int& curStructIdx, vector<const StructType*>& structTypesDst, Random& rnd)
 | |
| {
 | |
|     const bool isStruct     = maxDepth > 0 && rnd.getFloat() < 0.2f;
 | |
|     const bool isArray      = rnd.getFloat() < 0.3f;
 | |
| 
 | |
|     ...
 | |
| }
 | |
| 
 | |
| // Class members
 | |
| class Node
 | |
| {
 | |
| public:
 | |
|                    Node      (Node* const parent);
 | |
|                    ~Node     (void);
 | |
| 
 | |
|     ...
 | |
| private:
 | |
|     Node* const    m_parent;
 | |
| };
 | |
| 
 | |
| Node::Node (Node* const parent)
 | |
|     : m_parent(parent) // Const members can be initialized
 | |
| {
 | |
| }
 | |
| </pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Declaring variables</span>
 | |
| 				<p>All variables should be declared at the beginning of a block. If variables are introduced in
 | |
| 				the middle of code, nested block must be used. This is what ANSI C requires, and the same style must
 | |
| 				be used in C++ code as well. The only exception for this is loop counters in C++; they may be
 | |
| 				declared in loop init expression.</p>
 | |
| 
 | |
| 				<p>Having variable declarations always at the beginning of the block makes code easier to read
 | |
| 				as no new state is introduced in the middle of code. It also guides towards writing smaller
 | |
| 				functions that don't use too many variables.</p>
 | |
| 
 | |
| 				<div class="codeTitle">Example.</div>
 | |
| <pre class="prettyprint">
 | |
| static void logTransformFeedbackVaryings (TestLog& log, const glw::Functions& gl, const deUint32 program)
 | |
| {
 | |
|     int numTfVaryngs    = 0;
 | |
|     int	maxNameLen      = 0;
 | |
| 
 | |
|     gl.getProgramiv(program, GL_TRANSFORM_FEEDBACK_VARYINGS, &numTfVaryngs);
 | |
|     gl.getProgramiv(program, GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, &maxNameLen);
 | |
|     GLU_EXPECT_NO_ERROR(gl.getError(), "Query TF varyings");
 | |
| 
 | |
|     {
 | |
|         vector<char> nameBuf(maxNameLen+1);
 | |
| 
 | |
|         for (int ndx = 0; ndx < numTfVaryngs; ndx++)
 | |
|         {
 | |
|             ...
 | |
| </pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Variable life-time</span>
 | |
| 				<p>TODO: minimize life-time of a variable (may sometimes need additional scopes in C)</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Enumerations</span>
 | |
| 				<p>TODO: assign zero to first, let compiler assign others (in typical lists)</p>
 | |
| 				<p>TODO: use ENUM_LAST</p>
 | |
| 				<p>TODO: mask values</p>
 | |
| 				<p>TODO: use instead of #defines</p>
 | |
| 				<p>TODO: typedef xxEnumName_e trick (already explained above?)</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Error handling</span>
 | |
| 				<p>There are generally two types of errors that can occur in code; errors that stem from environment
 | |
| 				or bad input, and errors that are caused by logic error in the code. Former ones are typically
 | |
| 				outside our control (such as running into a network error) and latter are simply programming mistakes.</p>
 | |
| 
 | |
| 				<p>External errors must be handled in a graceful way. Depending on the project it may include handling
 | |
| 				out-of-memory situations as well (most certainly when doing drivers or middleware). In C function return
 | |
| 				value should be used for communicating whether external error was hit. In C++ code exceptions can
 | |
| 				be used as well. Assertions must not be used for checking external error conditions.</p>
 | |
| 
 | |
| 				<p>Internal logic errors must be checked with assertions. See next section.</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Assertions</span>
 | |
| 				<p>Assertions are a form of code documentation. They explicitly declare what the code expects from
 | |
| 				input values or current state. They are tremendously useful when trying to understand how certain
 | |
| 				piece of code should be used. In addition they are a very nice debugging aid as they help catch logic
 | |
| 				errors early on before those errors get chance to corrupt program state.</p>
 | |
| 
 | |
| 				<p>Functions should assert all non-trivial input data and conditions. The one notorious exception is
 | |
| 				that pointer validity doesn't need to be asserted if the pointer is dereferenced immediately.
 | |
| 				Non-trivial computation results should also be checked with assertions.</p>
 | |
| 
 | |
| 				<div class="codeTitle">Example.</div>
 | |
| <pre class="prettyprint">
 | |
| // Examples of good assertions:
 | |
| void* deMemPool_alignedAlloc (deMemPool* pool, int numBytes, deUint32 alignBytes)
 | |
| {
 | |
|     void* ptr;
 | |
|     DE_ASSERT(pool); // Must be asserted since not dereferenced but passed to another function
 | |
|     DE_ASSERT(numBytes > 0); // Assertion on input data condition
 | |
|     DE_ASSERT(deIsPowerOfTwo32((int)alignBytes)); // Non-trivial input condition
 | |
|     ptr = deMemPool_allocInternal(pool, numBytes, alignBytes);
 | |
|     DE_ASSERT(deIsAlignedPtr(ptr, alignBytes)); // Assertion on computation result
 | |
|     return ptr;
 | |
| }
 | |
| 
 | |
| // Badness starts here
 | |
| 
 | |
| void getTextureWidth (const Texture* texture)
 | |
| {
 | |
|     DE_ASSERT(texture); // Bad: unnecessary, will crash anyway if texture is null
 | |
|     return texture->width;
 | |
| }
 | |
| 
 | |
| void doStuff (void)
 | |
| {
 | |
|     int i = 3;
 | |
|     i += 2;
 | |
|     DE_ASSERT(i == 5); // Bad: assertion on trivial computation result
 | |
| 
 | |
|     FILE* f = fopen("myfile.txt", "rb");
 | |
|     DE_ASSERT(f); // Bad: there are legitimate reasons for failure
 | |
| }
 | |
| </pre>
 | |
| 
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Lookup tables</span>
 | |
| 				<p>TODO: DE_STATIC_ASSERT lookup table size - should usually match to ENUM_TYPE_LAST</p>
 | |
| 
 | |
| <pre class="prettyprint">
 | |
| typedef enum xxBlendEquation_e
 | |
| {
 | |
|     XX_BLEND_EQUATION_ADD = 0,
 | |
|     XX_BLEND_EQUATION_SUBTRACT,
 | |
|     XX_BLEND_EQUATION_REVERSE_SUBTRACT,
 | |
| 
 | |
|     XX_BLEND_EQUATION_LAST
 | |
| } xxBlendEquation;
 | |
| 
 | |
| // Note: size is left for compiler to figure out
 | |
| static const s_blendModeMap[] =
 | |
| {
 | |
|     GL_FUNC_ADD,                // XX_BLEND_EQUATION_ADD
 | |
|     GL_FUNC_SUBTRACT,           // XX_BLEND_EQUATION_SUBTRACT
 | |
|     GL_FUNC_REVERSE_SUBTRACT    // XX_BLEND_EQUATION_REVERSE_SUBTRACT
 | |
| };
 | |
| // This will cause compilation failure lookup table size gets out of date
 | |
| DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(s_blendModeMap) == XX_BLEND_EQUATION_LAST);
 | |
| </pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Struct size</span>
 | |
| 				<p>TODO: DE_STATIC_ASSERT of struct sizes</p>
 | |
| 				<p>TODO: use small datatypes (deUint8 instead of deBool) when size matters.</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Extraneous code</span>
 | |
| 				<p>TODO: avoid too verbose code.</p>
 | |
| 
 | |
| 				<div class="codeTitle">Example.</div>
 | |
| <pre class="prettyprint">
 | |
| // Good: compact without sacrificing readability
 | |
| return (a < 0.0f) ? -a : a;
 | |
| 
 | |
| // Bad: waste of space
 | |
| float result;
 | |
| if (a < 0.0f)
 | |
| {
 | |
|     result = -a;
 | |
| }
 | |
| else
 | |
| {
 | |
|     result = a;
 | |
| }
 | |
| return result;
 | |
| </pre>
 | |
| 
 | |
| 			</li>
 | |
| 		</ol>
 | |
| 	</li>
 | |
| 
 | |
| 	<li><span class="heading">C++ topics</span>
 | |
| 		<ol class="h2">
 | |
| 			<li><span class="heading">Class declarations</span>
 | |
| 				<p>TODO: how declaration looks like (already shown in example..)</p>
 | |
| 				<p>TODO: function definitions inside class ok if single-line, other special cases</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Class boilerplate</span>
 | |
| 				<p>TODO: copy ctor, assignment operator</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Code Formatting</span>
 | |
| <pre class="prettyprint">
 | |
| 
 | |
| // Constructors
 | |
| FooAtom::FooAtom(int proton, float electron)
 | |
| 	: m_proton    (proton)   // Note aligning member initializers.
 | |
| 	, m_electron  (electron)
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| // Remember to add the name of the namespace at the end of the namespace
 | |
| namespace foo
 | |
| {
 | |
| 
 | |
| // Namespaces aren't indented
 | |
| class Proton;
 | |
| 
 | |
| ...
 | |
| } // foo
 | |
| </pre>
 | |
| 			</li>
 | |
| 			<li><span class="heading">RAII</span>
 | |
| 				<p>Everyone should get familiar with RAII. In a nutshell, "resource acquisition is initialization"
 | |
| 				means that a class destructor must always release all resources (such as memory or OS handles)
 | |
| 				that have been allocated during the whole lifetime of the object.</p>
 | |
| 
 | |
| 				<p>RAII is essential for exception-safe code. You should always make sure that if an exception is
 | |
| 				thrown, including out-of-memory cases, your code behaves properly and releases all allocated resources.</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Pointers and references</span>
 | |
| 				<p>In C++ references should be generally preferred over pointers. The main difference between pointers
 | |
| 				and references is that references can not change, and are not expected to be null. References should be
 | |
| 				used instead of pointers for passing objects when both conditions hold; object can not be null nor
 | |
| 				reference won't be modified once initialized.</p>
 | |
| 				<p>Pointers are used when there is need to change the address, or it can be null for a valid reason.
 | |
| 				Additionally, pointers are always used for passing basic type or object arrays.</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Containers</span>
 | |
| 				<p>TODO: describe stl container usage policies</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Exceptions</span>
 | |
| 				<p>TODO: exceptions can be used, custom ones must be based on std::exception</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Polymorphism</span>
 | |
| 				<p>TODO: when to use virtual functions, virtual destructor</p>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Namespaces</span>
 | |
| 				<p>TODO: namespace naming</p>
 | |
| 				<p>TODO: using statement, never using in headers</p>
 | |
| 			</li>
 | |
| 
 | |
| 		</ol>
 | |
| 	</li>
 | |
| 
 | |
| 	<li><span class="heading">Tools</span>
 | |
| 		<ol class="h2">
 | |
| 			<li><span class="heading">Git</span>
 | |
| 				<p>Git is currently the weapon of choice for source control management. Even though it is
 | |
| 				not the perfect solution, it gets job done well, or at least better than most other solutions.</p>
 | |
| 
 | |
| 				<p>Our repositories are hosted on github.com. You are allowed and encouraged to push any number
 | |
| 				of new branches to the github repositories. Remember to clean up the obsolete ones after they
 | |
| 				have been merged to master. But never delete a remote branch that hasn't been created by you.</p>
 | |
| 
 | |
| 				<p>Before you commit anything, make sure <i>user.name</i> and <i>user.email</i> are properly set up.</p>
 | |
| <pre class="prettyprint">
 | |
| git config --global user.name "Veijo Elements"
 | |
| git config --global user.email "veijo.elements@drawelements.com"
 | |
| </pre>
 | |
| 
 | |
| 				<p>The standard line ending format for all text files is Unix-style. The best way to handle
 | |
| 				line endings on Windows systems is to set <i>core.autocrlf</i> to <i>input</i>. That causes
 | |
| 				conversion to Unix-style line endings on commit only (i.e. not in checkout).</p>
 | |
| <pre class="prettyprint">
 | |
| git config --global core.autocrlf input
 | |
| </pre>
 | |
| 
 | |
| 				<p>In order to keep trailing whitespace out of source tree, a standard pre-commit hook must
 | |
| 				be placed in each local clone of any source repositories.</p>
 | |
| <pre class="prettyprint">
 | |
| # in repository directory
 | |
| cp ~/Dropbox/drawElements/Misc/git/pre-commit .git/hooks/
 | |
| </pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Build systems and IDEs</span>
 | |
| 				<p>CMake is used as an official project file generator. CMake can be used to generate makefiles
 | |
| 				or project files for most IDEs. Unless there is a good reason, you should use project files
 | |
| 				generated by CMake.</p>
 | |
| 
 | |
| 				<p>You are free to choose any IDE or editor you like. At least Visual Studio, vim and
 | |
| 				emacs have been successfully used in the past. Good debugger integration is strongly recommended.</p>
 | |
| 			</li>
 | |
| 		</ol>
 | |
| 	</li>
 | |
| 
 | |
| 	<li><span class="heading">Coding philosophy</span>
 | |
| 		<ol class="h2">
 | |
| 			<li><span class="heading">Designing classes</span>
 | |
| 				<p>Each class should have only a single purpose to fulfill, and it should encapsulate that
 | |
| 				entirely. All functionality that is secondary and doesn't require access to classes' internal
 | |
| 				implementation should not be part of that class. This is called <a href="http://en.wikipedia.org/wiki/Single_responsibility_principle">
 | |
| 				single responsibility principle</a>. It is probably easier to grasp it with an example.</p>
 | |
| 
 | |
| 				<p>Consider a <i>Texture2D</i> class that manages 2D-dimensional texture data. Such class is clearly
 | |
| 				responsible for managing lifetime of the associated memory, and storing properties such as
 | |
| 				size and format. Now, one could need a function for blitting (copying) portion of one texture
 | |
| 				to some position in an another texture. This could be added as a method to texture class, but
 | |
| 				it most certainly isn't core responsibility of that class. So correct way to implement that
 | |
| 				is either as a plain function operating on publicly accessible methods of <i>Texture2D</i> class,
 | |
| 				or as a separate <i>Blitter</i> class. Same applies to things such as reading texture from a file,
 | |
| 				clearing the texture to a certain color and so forth.</p>
 | |
| 
 | |
| 				<div class="codeTitle">Texture class example.</div>
 | |
| <pre class="prettyprint">
 | |
| class Texture2D
 | |
| {
 | |
| public:
 | |
|                         Texture2D       (const TextureFormat format, const int width, const int height);
 | |
|                         Texture2D       (const char* const filename); // Bad: not core functionality
 | |
|                         ~Texture2D      (void);
 | |
| 
 | |
|     // Good methods: essential functionality
 | |
|     Vec4                getPixel        (const int x, const int y) const;
 | |
|     void                setPixel        (const int x, const int y, const Vec4& c);
 | |
|     const deUint8*      getPixelPtr     (void) const;
 | |
| 
 | |
|     // Bad: non-essential
 | |
|     void                clear           (const Vec4& c);
 | |
|     bool                containsColor   (const Vec4& c) const;
 | |
|     void                setInitialized  (void); // Why texture would store bit that belongs outside?
 | |
| 
 | |
| private:
 | |
|     // Good: essential, minimum data set
 | |
|     vector<deUint8>     m_pixels;
 | |
|     TextureFormat       m_format;
 | |
|     int                 m_width;
 | |
|     int                 m_height;
 | |
| 
 | |
| //  deUint8*            m_pixels; // Bad: explicit mem. mgmt, not core functionality
 | |
|     bool                m_initialized; // Bad: extraneous information
 | |
| };
 | |
| 
 | |
| // Good: independent functions operating on textures
 | |
| void        clearTexture    (Texture2D& texture, const Vec4& color);
 | |
| Texture2D*  createFromFile  (const char* const filename);
 | |
| </pre>
 | |
| 				<p>One sign of a successful class design is that the interface feels natural to use. Thus when
 | |
| 				designing a new class from a scratch, you should start by writing the use cases first. Class
 | |
| 				interface can be refined until it suits the most important use cases, and only then the
 | |
| 				implementation is filled in. Doing things in reverse order often leads to interfaces that are
 | |
| 				later found to be inadequate.</p>
 | |
| 
 | |
| 				<p>When writing the internal implementation a lot of thought should be put on maintaining
 | |
| 				consistent state, or more formally, <a href="http://en.wikipedia.org/wiki/Class_invariant">class invariant</a>.
 | |
| 				Member variables in a class are a form of global state and thus special care must be taken
 | |
| 				when manipulating that state. If class requires a lot of state, it can be helpful to group
 | |
| 				some of the members into separate state-only classes whose sole responsibility is maintaining
 | |
| 				the class invariant for that set of members. Another good pattern is to write a state validation
 | |
| 				function that is called in debug builds after each non-trivial state change.</p>
 | |
| 
 | |
| 				<p>Only a minimal set of class member variables should ever be used. If some value can be derived
 | |
| 				with a relatively little effort from the minimal set of members, it must not be stored as a
 | |
| 				member variable. In the <i>Texture2D</i> class example, length of a pixel row or image size can
 | |
| 				be derived from size and format and thus member variables must not be used for them.</i>
 | |
| 
 | |
| 				<!-- TODO: code example -->
 | |
| 
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Global state</span>
 | |
| 				<p>Pretty much everyone can agree that relying on global state is undesirable. However, what
 | |
| 				is not always obvious is what counts as a global state. Global variables are clearly such state,
 | |
| 				but many more can be considered as well. For example state encapsulated in shared objects, state
 | |
| 				retained in library API, or even state passed in member variables between member functions
 | |
| 				could be counted as a form global state. Another way to define global state is that it is anything
 | |
| 				that can be passed from one function to another without including it in function call arguments.</p>
 | |
| 
 | |
| 				<p>All forms of global state should be used only when necessary. Excluding some very rare cases,
 | |
| 				mutable global variables are never necessary. Singletons are really just a fancier version of
 | |
| 				global variables. Instead of using for example singleton for application log object, it should be
 | |
| 				passed in explicitly to all objects and functions that require logging.</p>
 | |
| 
 | |
| 
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Variables vs. immutable values</span>
 | |
| 				<p>Traditional imperative programming puts emphasis on variables. They are thought of being
 | |
| 				limited resource, used for storing immediate computation results for brief periods of time.
 | |
| 				In early C days it was even common to declare variable <i>register</i> in order to communicate
 | |
| 				the compiler that it should place the variable into a register. Things have changed a lot since
 | |
| 				then, and it is no longer necessary to limit use of variables for performance reasons.</p>
 | |
| 
 | |
| 				<p>Functional languages declare variables immutable, i.e. they are not really <i>var</i>ying
 | |
| 				values, but instead named values. This often greatly improves code clarity and correctness,
 | |
| 				as variables can not change unexpectedly. While imperative languages certainly need some amout
 | |
| 				of mutability, the concept of immutable values certainly has advantages.</p>
 | |
| 
 | |
| 				<p>As discussed in variable naming section, you often should name a single value, not some
 | |
| 				storage slot for arbitrary set of values. In such case it makes a lot of sense to treat that
 | |
| 				as immutable named value, not mutable varibale. In C and C++ that can be explicitly declared
 | |
| 				with use of <i>const</i> qualifier.</p>
 | |
| 
 | |
| 				<p>In general the amount of state that is considered mutable in any given context should be
 | |
| 				minimized. Understanding code is a much more easier if number of things that can change is
 | |
| 				small. This also guides code towards natural separation into smaller functions.</p>
 | |
| 
 | |
| 				<p>Limiting number of mutable variables leads to a more functional programming style, where a
 | |
| 				lot of computation done in initializer expressions at the beginning of a block. This is not
 | |
| 				necessarily a bad thing as it requires separating any non-trivial computation into separate
 | |
| 				functions. Most often we only need the result of such computation anyway, and how the
 | |
| 				value itself is computed is not important for the problem at hand.</i>
 | |
| 
 | |
| 				<div class="codeTitle">Complex code example.</div>
 | |
| <pre class="prettyprint">
 | |
| std::vector<Node*> topologicalSortFromRoot (Node* const root)
 | |
| {
 | |
|     // Returning containers is OK if called functions are local and compiler
 | |
|     // can easily do return value optimization.
 | |
|     const std::vector<Node*>    allNodes    = collectAllNodesFromRoot(root); // Reduce number of mutables by computing outside
 | |
|     std::map<Node*, int>        useCounts   = computeUseCounts(allNodes); // Uses allNodes value, mutable
 | |
|     std::vector<Node*>          liveSet;        // Mutable as well
 | |
|     std::vector<Node*>          sortedNodes;    // Used as return value - only appended to
 | |
| 
 | |
|     // We have multiple mutables here. Invariant is that each node that has zero in useCount
 | |
|     // must be either in liveSet or sortedNodes, but not in both.
 | |
| 
 | |
|     for (std::vector<Node*>::iterator nodeIter = allNodes.begin();
 | |
|          nodeIter != allNodes.end();
 | |
|          ++nodeIter)
 | |
|     {
 | |
|         // Note that nodeIter is not considered mutable here - instead it is iteration-specific
 | |
|         // immutable value.
 | |
|         if (useCounts[*nodeIter] == 0)
 | |
|             liveSet.push_back(*nodeIter); // liveSet is used as return value here
 | |
|     }
 | |
| 
 | |
|     while (!liveSet.empty())
 | |
|     {
 | |
|         Node* const curNode = liveSet.back();
 | |
|         liveSet.pop_back();
 | |
| 
 | |
|         sortedNodes.push_back(curNode);
 | |
| 
 | |
|         ...
 | |
|     }
 | |
| 
 | |
|     return sortedNodes;
 | |
| }
 | |
| </pre>
 | |
| 			</li>
 | |
| 
 | |
| 			<li><span class="heading">Pure functions</span>
 | |
| 				<p>Pure functions have two properties. Firstly, the result depends only on the input values and
 | |
| 				always produces same output value given same set of input values. Secondly, the function does not
 | |
| 				cause any observable side effects or changes to global state. For example <i>sin(x)</i> is pure
 | |
| 				function as it always returns the same value for same argument value and does not cause any side effects.</p>
 | |
| 
 | |
| 				<p>As much of the code as possible should be kept pure. Moving pure parts of logic and computation
 | |
| 				into separate functions is recommended. Unit testing those pure functions is then much easier.</p>
 | |
| 
 | |
| 				<p>Mutating objects passed in counts as a side effect. Instead pure functions must return a completely
 | |
| 				new value. This may not always be feasible and some functions may need to be impure for performance
 | |
| 				reasons. One way to work around that while remaining as pure as possible is to use separate output-only
 | |
| 				argument for output value. Perhaps the most ubiquitous example of such function is <i>memcpy()</i>.</p>
 | |
| 
 | |
| 				<div class="codeTitle">Examples</div>
 | |
| <pre class="prettyprint">
 | |
| // Good: pure function (assuming that it doesn't touch global state)
 | |
| vector<int> findUniqueNumbers (const vector<int>& numbers);
 | |
| 
 | |
| // Good: single output-only parameter
 | |
| void        findUniqueNumbers (vector<int>& dst, const vector<int>& numbers);
 | |
| 
 | |
| // Bad: copying a lot of data for sake of pureness
 | |
| LargeStateObject setStateX (const LargeStateObject& state, const int value);
 | |
| 
 | |
| // Bad: manipulates input for no reason
 | |
| void        removeDuplicates  (vector<string>& words);
 | |
| 
 | |
| </pre>
 | |
| 			</li>
 | |
| 		</ol>
 | |
| 
 | |
| <!--
 | |
| Coding philosophy TODO:
 | |
|  - composition vs. inheritance
 | |
|  - dependency injection
 | |
|  - function design
 | |
|  - do not duplicate state (local or remote)
 | |
| 
 | |
| Patterns TODO:
 | |
|  - iterator pattern
 | |
|  - iterate() pattern for long computation
 | |
|    + state machines for interactive processing?
 | |
|  - accessor class pattern
 | |
| -->
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| 
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| 	</li>
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| 
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| <!---
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| 	<li><span class="heading">Something else</span>
 | |
| 	</li>
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| -->
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| 
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| </ol> <!-- h1 -->
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| 
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| </div> <!-- body -->
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| 
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| </body>
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| 
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| </html>
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