Bjarne stroustrup's advice to C ++ programmers

Source: Internet
Author: User

The C ++ programming language (Special

Edition.

Chapter 1 to readers
[1] When writing a program, you are creating a specific idea for your solution to a problem.

. Let the program structure reflect these ideas as directly as possible:
[A] If you can think of "it" as an independent concept, you can make it into a class.
[B] If you can regard "it" as an independent entity, you can make it an object of a class.
[C] If two classes have a common interface, make the interface an abstract class.
[D] if the implementation of the two classes has something remarkable in common, let alone these commonalities to form a base class.
[E] If a class is a container of an object, make it a template.
[F] If a function implements an algorithm for a container, it is implemented as a module available to a family of containers.

Board function.
[G] if a group of classes and templates have a logical relationship with each other, put them into a namespace.
[2] When you define a class that does not implement a mathematical object such as a matrix or a complex number, or define

When a low-level location type is like a chain table:
[A] Do not use global data (use members ).
[B] Do not use global functions.
[C] Do not use public data members.
[D] Do not use friends unless [a] or [c] is avoided.
[E] do not place "type fields" in a class; use virtual functions.
[F] Do not use online functions unless the seat effect is significantly optimized.

Chapter 3 C ++ Overview

[1] Don't be afraid. Everything will become clearer over time.
[2] You do not need to write a good C ++ program after knowing all the details of C ++.
[3] pay special attention to programming technologies, rather than language features.

Chapter 2 standard library concepts

[1] Do not try to do everything as you re-invent the wheel; use the database.
[2] do not believe in miracles; understand what your libraries can do, how they are done, and how costly they are.

.
[3] when you have a choice, you should first select the standard library instead of other libraries.
[4] do not consider the standard library as ideal for everything.
[5] Remember # include the header file of the feature you are using.
[6] Remember, the features of the standard library are defined in the namespace STD.
[7] use string instead of char *.
[8] If you suspect, use a vector that checks the range.
[9] vector <t>, list <t>, and Map <key, value> are better than T.
[10] to add an element to a container, use push_back () or back_insert ().
[11] Use push_back () for the vector instead of realloc ().
[12] Catch Common exceptions in main.

Chapter 1 Types and declarations

[1] maintain a small scope.
[2] do not use the same name in a scope and its peripheral scope.
[3] declare a name in a declaration (only.
[4] short common and local names and long names that are not commonly used and global.
[5] avoid seemingly similar names.
[6] Maintain a Uniform Naming style.
[7] carefully select a name to reflect its meaning rather than the implementation method.
[8] If the internal type used represents a value that may change, use typdef to define a meaningful value for it.

.
[9] Use typedef as the type definition synonym and use enumeration or class to define a new type.
[10] Remember that each declaration must describe a type (no implicit INT ).
[11] avoid unnecessary assumptions about character values.
[12] avoid unnecessary assumptions about the integer size.
[13] avoid unnecessary assumptions about the range of floating point types.
[14] General int instead of short Int or long int is preferred.
[15] Double instead of float or long double is preferred.
[16] General char instead of signed Char or unsigned char is preferred.
[17] avoid unnecessary assumptions about object size.
[18] avoid unsigned arithmetic.
[19] consider the conversion from signed to unsigned or from unsigned to singed with questions.
[20] You should look at the conversion from floating point to integer with questions.
[21] You should look at the conversion to a smaller type with doubts, such as converting an int to a char.

Chapter 2 pointers, arrays, and structures

[1] avoid non-trivial pointer arithmetic.
[2] Be careful not to write beyond the limits of the function.
[3] Try to use 0 instead of null.
[4] Use Vector and valarrray instead of an internal (c-style) array.
[5] Try to use a string instead of a char array ending with 0.
[6] use as few common referenced parameters as possible.
[7] avoid void * except for some low-level proxies.
[8] avoid using non-trivial texts ("mysterious number") in the code "). Instead, define and use

Symbol constants.

Chapter 1 expressions and statements

[1] Try to use a standard library instead of other libraries and "manually created code ".
[2] avoid overly complex expressions.
[3] If you have doubts about the operator's priority, enclose brackets.
[4] avoid explicit type conversion.
[5] If explicit type conversion is required, special forced operators are recommended instead of the mandatory C-style operators.
[6] use the T (e) Notation only for well-defined structures.
[7] avoid expressions with undefined order of value.
[8] avoid Goto.
[9] avoid do statements.
[10] do not declare a variable before you initialize it.
[11] annotations are concise, clear, and meaningful.
[12] consistent indent orchestration style.
[13] tends to define a member function operator new () to replace the global operator new ().
[14] when reading input, we should always consider input in a pathological form.

Chapter 2 Functions

[1] Question those non-const reference parameters. If you want a function to modify its parameters, use a pointer.

Or return value.
[2] When you need to minimize parameter replication, you should use const to reference parameters.
[3] Wide and consistent use of Const.
[4] avoid macros.
[5] avoid uncertain number of parameters.
[6] Do not return pointers or references to local variables.
[7] Use overload when some functions perform the same jobs for different types.
[8] When you overload integers, You can provide functions to eliminate common ambiguities.
[9] when using a pointer to a function, consider whether the virtual function or template is a better choice.
[10] If you must use macros, use ugly names with many uppercase letters.

Chapter 2 namespace and exceptions

[1] Use namespace to represent the logical structure.
[2] place a non-local name in a namespace, except main.
[3] namespace design should make it easy for you to use it without visiting other users.

Specify the namespace.
[4] avoid using a short name for a namespace.
[5] if necessary, use the namespace alias to mitigate the impact of a long namespace.
[6] avoid adding too much burden to the user of your namespace.
[7] namespace: Member is used to define a namespace member.
[8] Using namespace is used only during conversion or in a local scope.
[9] use exceptions to relax the connection between "error" processing code and normal processing code.
[10] use a user-defined type as an exception, rather than an internal type.
[11] when the local control structure is sufficient to cope with problems, do not use exceptions.

Chapter 4 source files and programs

[1] Using header files to represent the interface and emphasize the logical structure.
[2] Use # include to include the header file in the source file that implements relevant functions.
[3] do not define global variables with the same name in different compilation units.
[4] avoid defining non-inline functions in the header file.
[5] Use # include only in the global scope or namespace.
[6] Only # include contains the complete definition.
[7] use a protected character.
[8] Use # include to include the C header file to the namespace to avoid global names.
[9] Make the header file self-sufficiency.
[10] differentiate between user interfaces and implementation interfaces.
[11] differentiate between general user interfaces and expert user interfaces.
[12] avoid non-local codes that are intended to be used in non-C ++ components during runtime.

Object.

Chapter 1 category

[1] use classes to represent concepts.
[2] Only use public data (struct) when it actually kills the data, and

There is no such thing as a member.
[3] a specific type belongs to the simplest class. If it is useful, use the specific type as much as possible,

Instead of using a more complex Alibaba Cloud or a simple data structure.
[4] only functions that need to be directly represented by the struct class are used as member functions.
[5] namespace is used to clarify the relationship between classes and helper functions.
[6] convert member functions without modifying object values into const member functions.
[7] convert the member functions that need to be represented by the struct class, but do not need to be called for a specific object into static

Member function.
[8] create a class's variant through the constructor.
[9] If a constructor applies for a resource, the Destructor should release a resource.
[10] If there is a pointer member in a class, it requires a copy operation (including copying constructor and copying

Value ).
[11] If a referenced member exists in a class, it may need a copy operation (including the copy constructor and

Copy value assignment ).
[12] If a class requires a copy operation or destructor, most of it also requires constructors, destructor,

Copy the value assignment function and the copy constructor.
[13] You need to check self-assignment in the copy assignment function.
[14] When writing a copy constructor, Please carefully copy each element to be copied (beware of the default initial formula

).
[15] When adding a new member function to a class, check carefully to see if there is a need to update the function.

User-Defined constructor to enable it to initialize new members.
[16] Use enumeration when you need to define an integer constant in the class declaration.
[17] sequence dependency should be avoided when constructing global and namespace objects.
[18] use the first switch to ease the order dependency problem.
[19] Remember that temporary objects will be destroyed at the end of the complete expression that creates them.

Chapter 4 Operator Overloading

[1] The definition operator is mainly used to simulate Regular usage.
[2] for large computing objects, use const to reference the parameter type.
[3] for large results, consider optimizing the return method.
[4] if the default copy operation is applicable to a class, it is best to use it directly.
[5] if the default copy operation is inappropriate for a class, redefine it or disable it.
[6] for operations that need to be accessed and represented, it is preferred to act as a member function rather than as a non-member function.
[7] for operations that do not access the representation, it is preferred to act as a non-member function rather than a member function.
[8] Using namespaces to associate functions with their classes.
[9] use non-member functions for symmetric operators.
[10] Use () as the subscript of a multi-dimensional array.
[11] only one "size parameter" constructor is used as an explicit function.
[12] for non-special use, it is best to use a standard string instead of your own exercises.
[13] introduce implicit conversions.
[14] use a member function to express operators that require the left value as their left operation object.

Chapter 4 Derived classes

[1] avoid type fields.
[2] Use pointers and references to avoid cutting problems.
[3] using abstract classes to centralize the design to provide a clear interface.
[4] abstract classes are used to minimize the interface size.
[5] exclude implementation details from the interface using abstract classes.
[6] using virtual functions is a new implementation that can be added without affecting user code.
[7] use abstract classes to minimize re-Compilation of user code.
[8] Different implementations of abstract classes can coexist.
[9] a class with virtual functions should have a virtual destructor.
[10] abstract classes do not require constructors.
[11] different concepts are represented differently.

Chapter 4 Template

[1] using templates to describe algorithms that require many parameter types.
[2] use a template to express the container.
[3] provides specialization for pointer containers to reduce code size.
[4] the general form of the template is always declared before the specialization.
[5] declare it before using the specialization.
[6] minimize the dependence of template definitions on the instantiated environment.
[7] define each specialization you declare.
[8] consider whether a template needs to be specialized for C-style strings and arrays.
[9] parameterization with objects expressing policies.
[10] provides a unified interface for different types of implementations with the same concept of specialization and overloading.
[11] provides a simple interface for simple situations, and uses overload and default parameters to express uncommon situations.
[12] exclude program errors on a specific instance before modifying it to a common template.
[13] If the template definition needs to be accessed in other compilation units, remember to write export.
[14] large templates and templates with non-trivial environment dependencies should be compiled separately.
[15] use a template to indicate conversions, but be very careful when defining these conversions.
[16] if necessary, use the constraint () member function to limit the real parameters of the template.
[17] reduces compilation and connection time through explicit instantiation.
[18] If the runtime efficiency is very important, it is best to use a template instead of a derived class.
[19] It is important to add various variants without re-Compiling. It is best to use a derived class instead of a template.
[20] If a public base class cannot be defined, it is best to use a template instead of a derived class.
[21] when the internal types and structures with compatibility constraints are very important, it is best to use a template instead of a derived class.

Chapter 4 Exception Handling

[1] handle errors with exceptions.
[2] Do not use exceptions when more local control agencies are sufficient.
[3] use the "resource application is initialized" technology to manage resources.
[4] Not all American programs require security in case of exceptions.
[5] The "resource application is initialized" technology and exception processor are used to maintain the variant.
[6] use as few try blocks as possible, and use the "resource application is initialized" technology instead of explicit processor code.
[7] Not all functions in the united states need to handle every possible error.
[8] failure indicated by throwing an exception in the constructor.
[9] before an exception is thrown from the assignment, the operation object is in a valid state.
[10] avoid throwing an exception from the destructor.
[11] Let main () capture and report all exceptions.
[12] separating normal and error handling codes.
[13] before throwing an exception in the constructor, ensure that all resources applied for in this constructor are released.
[14] Hierarchical Resource Management.
[15] abnormal description of the main interface.
[16] Be careful that the storage is lost due to an exception in the new allocation.
[17] If a function may throw an exception, it should be assumed that it will throw the exception.
[18] Do not assume that all exceptions are derived from the ion class.
[19] the database should not unilaterally terminate the program. Instead, an exception should be thrown for the caller to make a decision.
[20] the database should not generate error messages for end users. Instead, it should throw an exception for the caller

Make decisions.
[21] An error handling policy was developed before the design.

Chapter 2 class hierarchy

[1] using conventional multi-inheritance to express feature merging.
[2] Using Multi-inheritance to separate details from interfaces.
[3] using a virtual base class to express something that is common to some classes (not all classes) in the class hierarchy.
[4] avoid explicit type conversion (forced ).
[5] Use dynamic_cast where the hierarchy of roaming classes is inevitable.
[6] Use dynamic_cast instead of typeid whenever possible.
[7] Try to use private instead of protected.
[8] do not declare a protected data member.
[9] If a class defines operator Delete (), it should also have a virtual destructor.
[10] Do not call virtual functions during constructor and destructor.
[11] use as few explicit qualifiers as possible to resolve Member names. It is best to use them in the overwrite function.

Chapter 4 database organization and container

[1] use the standard library function to maintain portability.
[2] The features of the standard library must not be defined separately.
[3] never consider a standard database better than anything else.
[4] when defining a new function, consider whether it can be included in the framework provided by the standard library.
[5] Remember that the standard library function is defined in the namespace STD.
[6] do not explicitly declare its functions by including the quasi-card header file.
[7] advantages of subsequent abstraction.
[8] interface to avoid hypertrophy.
[9] It is better to write an algorithm that uses the reverse iterator than to write an explicit loop in reverse order.
[10] extract iterator from reverse_iterator using base.
[11] Passing containers through references.
[12] use the iterator type, such as list <char>: iterator, instead of using the pointer of the index container element.
[13] use the const iterator when you do not need to modify container elements.
[14] if you want to check the access range, use at () directly or indirectly ().
[15] use multiple containers, push_back () or resize (), and use less arrays and realloc ().
[16] After the vector size is changed, do not use the iterator pointing to it.
[17] use reserve () to avoid making the iterator invalid.
[18] When necessary, reserve () can make execution easier to predict.

Chapter 4 standard library container

[1] to use a container, use vector first.
[2] understand the cost of each operation you often use (complexity, large O measurement ).
[3] The container interface, implementation, and representation make different concepts. Do not confuse them.
[4] You can sort and search based on different criteria.
[5] do not use a C-style string as the key code unless you provide an appropriate comparison criterion.
[6] You can define such a comparison criterion to map equivalent but different key code values to the same level.

Key code.
[7] when inserting and deleting elements, the sequence end operation (back operation) is used best ).
[8] When you need to insert and delete many objects in front or middle of the container, use list.
[9] use map or multimap when you access elements through key codes.
[10] use the smallest set of operations to achieve maximum flexibility.
[11] to maintain the sequence of elements, select map instead of hash_map.
[12] If the search speed is extremely important, select hash_map instead of map.
[13] If the element definition cannot be smaller than the operation, select hash_map instead of map.
[14] Use Find () when you need to check whether a key code is in the associated container ().
[15] Use performance_range () to locate all elements with a given key code in the associated container.
[16] multimap is used when multiple values with the same key code need to be in order.
[17] When the key code itself is the value you need to save, use set or Multiset.

Chapter 3 algorithms and function objects

[1] use multiple algorithms and use less loops.
[2] When writing a loop, consider whether it can be expressed as a common algorithm.
[3] routinely repeat the algorithm set to see if the card can make new applications clearer.
[4] ensure that a pair of iterator parameters indeed express a sequence.
[5] The most frequently used operations should be simple and safe during design.
[6] bar testing is expressed as a form that can be used as a predicate.
[7] Remember that predicates are functions and objects, not types.
[8] You can use the constructor to create a one-dimensional predicate from a binary predicate.
[9] Use mem_fun () and mem_fun_ref () to apply the algorithm to containers.
[10] When you need to constrain a parameter to a function, use ptr_fun ().
[11] Remember that srrcmp () uses 0 to indicate "equal", which is different from =.
[12] for_each () and Tranform () are used only when no special algorithms are available ().
[13] Use predicates to use algorithms based on various comparison criteria and equality criteria.
[14] Using predicates and other function objects, the standard algorithm can be used to indicate a wide range of meanings.
[15] operators <and = are rarely used in standard algorithms because of their default meanings on pointers.
[16] algorithms do not directly add or remove elements to or from their parameter sequences.
[17] the smaller and equal predicates used for the same sequence must match each other.
[18] Sometimes sorted sequences are more effective and elegant to use.
[19] qsort () and bsearch () are used only for compatibility purposes ().

Chapter 2 iterator and distributor

[1] When writing an algorithm, try to determine which iterator is needed to provide acceptable efficiency, and (only

) Use the operators supported by this iterator to express the algorithm.
[2] When the given iterator parameter provides more than the minimum support required by the algorithm, reload the algorithm

Provides more efficient implementations.
[3] Use istream_traits to describe an appropriate algorithm for different iterator categories.
[4] Remember to use ++ before accessing istream_iterator and ostream_iterator.
[5] use the plug-in to avoid container overflow.
[6] use additional checks for troubleshooting, which will be deleted only when necessary.
[7] Use ++ P and use less ++.
[8] Use uninitialized storage to improve the algorithm performance of those extended data structures.
[9] use a temporary buffer to Improve the Performance of algorithms that require a temporary data structure.
[10] Think twice before writing your own distributor.
[11] avoid malloc (), free (), realloc () and so on.
[12] You can simulate the template typedef using the technology used for rebind.

Chapter 2 string

[1] use string operations as much as possible, and use less C-style string functions.
[2] using string as a variable or member, not as a base class.
[3] You can use string as the parameter value or return value to let the system care about storage management issues.
[4] When you want to perform a range check, use at () instead of the iterator or [].
[5] When you want to optimize the speed, use an iterator or [] instead of ().
[6] directly or indirectly use substr () to read substrings and use Replace () to write substrings.
[7] using the find () operation to determine the value position in the string (instead of writing an explicit loop ).
[8] When you need to efficiently add characters, please append them after the string.
[9] use string as the character input destination without extreme time requirements.
[10] use string: NPOs to represent the rest of the sring ".
[11] if necessary, use low-level operations to implement strng that is extremely frequently used (instead of using low-level operations everywhere

Data structure ).
[12] If you use string, capture length_error and out_of_rang exceptions in some places,
[13] Be careful not to pass the char * with a value of 0 to the string function.
[14] only when it is necessary (and), c_str () is used to generate the string C style representation.
[15] when you need to know the string category, use functions such as isalpha () and isdigit ().

Write detection of character values.

Chapter 4 stream

[1] when defining a user-defined type value <and>, a clear text expression should be used.
[2] brackets must be used to print expressions containing low-priority operators.
[3] When adding new <and> operators, you do not have to modify istream or ostream.
[4] You can define a function based on the second (or later) parameter.

Such behavior.
[5] Remember to follow the default conventions> skip all spaces.
[6] using low-level input functions (such as get () and read () is mainly used to implement advanced input functions.
[7] Pay Attention to the termination rules when using get (), Getline (), and read.
[8] When controlling I/O, try to use the operator and use fewer status signs.
[9] (only) catch rare I/O errors with exceptions.
[10] linking a stream for interactive I/O.
[11] use a flag to centralize the entry and exit code of many functions in one place.
[12] Do not write parentheses at the end of the parameter-free operator.
[13] Remember to write # include <iomanip> when using a standard operator.
[14] You can get the effect (and efficiency) of a ternary operator by defining a simple function object ).
[15] Remember that the width description applies only to the next I/O operation.
[16] Remember that the precision description is only valid for all subsequent floating point output operations.
[17] use a string stream for memory formatting.
[18] You can describe the mode of a file stream.
[19] when expanding the I/O system, it should be clear that the region is divided into the format (iostream) and the buffer (streambuf)

.
[20] implement the non-standard mode of transmission value as stream buffer.
[21] convert formatted values to stream operations in a non-standard manner.
[22] You can use a pair of functions to isolate and encapsulate calls to user-defined code.
[23] Before reading, you can use in_avail () to determine whether the input operation will be blocked.
[24] clearly dividing simple operations that require efficiency and operations that implement certain policies (turning the former into an inline

The latter is made virtual ).
[25] Use locale to localize "Cultural Differences.
[26] Use sync_with_stdio (X) to mix C and C ++ I/O, or separate C and C ++

Grid I/O.
[27] Be careful when the C-style I/O type is incorrect.

Chapter 2 values

[1] numerical problems are often and subtle. If you are not 100% sure about the mathematical aspect of the numerical problem, please go

Experts or do experiments.
[2] Use numberic_limits to determine the nature of the internal type.
[3] numberic_limits, which is a user-defined scalar type.
[4] If the running validity rate is more important than the flexibility of operations and elements, use valarray

Perform numerical calculation.
[5] Operations expressed on a part of the array by cutting, rather than loops.
[6] Using aggregators, efficiency is achieved by clearing the temporary amount and better algorithms.
[7] Using STD: complex for plural arithmetic.
[8] You can convert the old code using the complex class to the STR: complex template using a typedef.
[9] before a write loop computes a value from a table, consider accumulate (),

Inner_produce (), partial_sum (), and adjacent_difference ().
[10] it is best to use a random number with a specific distribution, instead of using rand () directly ().
[11] note that your random number is random.

Chapter 2 Development and Design

[1] Know what you are trying to do.
[2] Remember that software development is a human activity.
[3] Using analogy to prove intentional deception.
[4] maintaining a specific real goal.
[5] Do not try to solve social problems in technical ways.
[6] There should be long-term considerations in designing and treating people.
[7] it makes sense to design programs before coding, and there is no lower limit on program scale.
[8] feedback should be encouraged during the design process.
[9] Do not take everything as progress.
[10] do not promote things that exceed your needs, that you already have direct experience, or that you have tested.
[11] describe the concept as a class.
[12] The system also has some properties that should not be expressed using classes.
[13] hierarchical relationships between concepts are represented by class hierarchies.
[14] Take the initiative to look for commonalities between concepts in the application and implementation, and express the resulting general concepts as the basis

Class.
[15] classification methods in other fields may not be suitable for the classification of inheritance models in applications.
[16] behavior-based and non-variant design class hierarchy.
[17] Consider use cases.
[18] CRC cards are considered.
[19] using existing systems as the source and starting point of model and inspiration.
[20] Be aware of the importance of visual graphics engineering.
[21] abandon a prototype when it becomes a burden.
[22] designed for change, focus on flexibility, scalability, portability, and reuse.
[23] focus on component design.
[24] Let each interface represent a concept in an abstract level.
[25] Change-oriented design for stability.
[26] The design is stable by minimizing, most common, and abstracting frequently used interfaces.
[27] Keep as small as possible and do not add new features for "special needs.
[28] other representations of classes are always considered. If there cannot be other methods, this class may not represent

A clear concept.
[29] repeated review, refined design and implementation.
[30] use the best tools for debugging and problem analysis, design, and implementation.
[31] conduct tests, analyses and tests as soon as possible and as frequently as possible.
[32] Do not forget the efficiency.
[33] Maintain a standard level suitable for the project scale.
[34] ensure that someone is responsible for the overall design of the project.
[35] documents, recommendations, and support for reusable components.
[36] Write the goal and details into the document.
[37] the teaching materials provided for new developers will be part of the document.
[38] encourage the reuse of designs, libraries, and classes, and reward them.

Chapter 2 design and programming

[1] data abstraction and object-oriented design should be developed.
[2] (only) use the features and technologies of C ++ as needed.
[3] The design should match the programming style.
[4] taking classes/concepts as the most basic focus in design, rather than functions/processing.
[5] use classes to represent concepts.
[6] Using inheritance (only) to represent the hierarchical relationship between concepts.
[7] use static types on the application layer to provide enhanced interface guarantee.
[8] use a program generator and a direct interface operation tool to complete well-defined work.
[9] Do not use program generators or

User Interface tool.
[10] separated abstraction at different levels.
[11] focus on component design.
[12] ensure that virtual functions have a well-defined meaning, and each overwriting function achieves the expected behavior.
[13] The public interface indicates "A" link.
[14] A member represents a "relationship.
[15] it is best to use a direct member to indicate simple inclusion without pointing to a pointer to a separately allocated object.
[16] try to ensure that the dependency is easy to understand, as far as possible, there is no loop, and the minimum.
[17] All classes are well defined.
[18] explicitly expresses the prefix, post condition, and other assertions as assertions (assert () may be used ()).
[19] The defined interface should only expose as little information as possible.
[20] minimize the dependence of one interface on other interfaces.
[21] The interface must be of a strong type.
[22] use the application layer type to express the interface.
[23] express the interface so that requests can be passed to the remote server.
[24] interface for avoiding hypertrophy.
[25] use private data and member functions whenever possible.
[26] use protected/private to distinguish the designer of the derived class from the general user.
[27] Use templates for general program design.
[28] Use templates to parameterize algorithm policies.
[29] If type Parsing is required during compilation, use the template.
[30] If you need to perform type resolution at runtime, use a hierarchy.

Chapter 1 Functions of Classes

[1] You should make a conscious decision on the use of a class (as a designer or user ).
[2] considerations should be noted regarding the trade-offs between classes of different types.
[3] using specific types to represent simple independent concepts.
[4] express the best results and key concepts with specific types.
[5] do not derive from a specific class.
[6] using abstract classes to represent interfaces with objects that may change.
[7] An abstract class is used to represent interfaces with multiple objects indicating coexistence.
[8] use abstract classes to represent New interfaces of existing types.
[9] node classes should be used when similar concepts share many implementation details.
[10] Gradually expand an implementation using node classes.
[11] Get the interface from object with runtime type recognition.
[12] use classes to represent actions with associated status information.
[13] use classes to indicate actions that require storage, transfer, or delayed execution.
[14] use the interface class to adjust a class for a new usage (without modifying this class ).
[15] Add a check using the interface class.
[16] using a handle to avoid direct use of pointers and references.
[17] Using handles to manage shared representations.
[18] use application frameworks in application fields that can pre-define control structures.
 

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