DarkRadiant coding standards: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
OrbWeaver (talk | contribs)
Initial article
 
OrbWeaver (talk | contribs)
No edit summary
Line 6: Line 6:
* Class names should begin with a capital letter and capitalise each word: '''RenderablePicoModel''', '''TextMenuItem'''
* Class names should begin with a capital letter and capitalise each word: '''RenderablePicoModel''', '''TextMenuItem'''
* Classes represent "things", therefore they should be named after nouns not verbs: '''ModuleLoader''' rather than '''LoadModule'''.
* Classes represent "things", therefore they should be named after nouns not verbs: '''ModuleLoader''' rather than '''LoadModule'''.
* Each new class should be contained within its own file pair: '''MyClass''' is contained in '''MyClass.h''' and '''MyClass.cpp'''. This rule does not apply to tightly-bound local classes, such as a functor class which is used by only a single method in a .cpp file. It is also acceptable to define trivial data structures returned by methods in the header file declaring the method, if that data structure is not used elsewhere.
* Method names and local variables should start with a small letter.
* Method names and local variables should start with a small letter.
* Member variables should begin with an underscore: '''_widget'''. Do not use the "m_name" convention in new code, as this is harder to read.
* Member variables should begin with an underscore: '''_widget'''. Do not use the "m_name" convention in new code, as this is harder to read.
Line 12: Line 13:


* Always use Object-Oriented design methods wherever possible. Think in terms of objects which define methods to act on those objects, rather than C-style functions that process data structures passed as arguments. Non-member functions are OK for minor tasks, as long as they are within a namespace rather than at global scope.
* Always use Object-Oriented design methods wherever possible. Think in terms of objects which define methods to act on those objects, rather than C-style functions that process data structures passed as arguments. Non-member functions are OK for minor tasks, as long as they are within a namespace rather than at global scope.
* Always use STL or Boost objects, rather than home-grown reinventions of the same thing. Use '''std::string''' not '''CopiedString''', and '''std::map''' in favour of '''HashedCache'''.
* Never use global variables.
* Never use global variables.
* If a static variable is required, encapsulate it within a small method that returns a reference to the static.
 
===Static variables===
 
If a static variable is required, encapsulate it within a small method that returns a reference to the static, e.g.
MyObject& staticInstance() {
    static MyObject _instance;
    return _instance;
}
This ensures that the static instance will be initialised when the method is first called, which avoids problems with the undefinability of static initialisation.
 
===Access===
 
* All data members should be private, except in data structures which provide no methods (other than constructors).
* Members which need to be accessed externally should be provided with get/set methods.

Revision as of 09:44, 28 October 2006

Although DarkRadiant was forked from GTKRadiant, there are new coding standards which should be used for new code, in order to maximise readability for developers.

Naming conventions

  • All new code should be in a namespace, such as ui for UI-related code or model for code dealing with models.
  • Class names should begin with a capital letter and capitalise each word: RenderablePicoModel, TextMenuItem
  • Classes represent "things", therefore they should be named after nouns not verbs: ModuleLoader rather than LoadModule.
  • Each new class should be contained within its own file pair: MyClass is contained in MyClass.h and MyClass.cpp. This rule does not apply to tightly-bound local classes, such as a functor class which is used by only a single method in a .cpp file. It is also acceptable to define trivial data structures returned by methods in the header file declaring the method, if that data structure is not used elsewhere.
  • Method names and local variables should start with a small letter.
  • Member variables should begin with an underscore: _widget. Do not use the "m_name" convention in new code, as this is harder to read.

General code structure

  • Always use Object-Oriented design methods wherever possible. Think in terms of objects which define methods to act on those objects, rather than C-style functions that process data structures passed as arguments. Non-member functions are OK for minor tasks, as long as they are within a namespace rather than at global scope.
  • Always use STL or Boost objects, rather than home-grown reinventions of the same thing. Use std::string not CopiedString, and std::map in favour of HashedCache.
  • Never use global variables.

Static variables

If a static variable is required, encapsulate it within a small method that returns a reference to the static, e.g.

MyObject& staticInstance() {
    static MyObject _instance;
    return _instance;
}

This ensures that the static instance will be initialised when the method is first called, which avoids problems with the undefinability of static initialisation.

Access

  • All data members should be private, except in data structures which provide no methods (other than constructors).
  • Members which need to be accessed externally should be provided with get/set methods.