What are all the common undefined behaviours that a C++ programmer should know about?
Say, like:
a[i] = i++;
What are all the common undefined behaviours that a C++ programmer should know about?
Say, like:
a[i] = i++;
NULL pointermemcpy to copy overlapping buffers.int64_t i = 1; i <<= 72 is undefined)int i; i++; cout << i;)volatile or sig_atomic_t at the receipt of a signallong int#if expressionThe order that function parameters are evaluated is unspecified behavior. (This won't make your program crash, explode, or order pizza... unlike undefined behavior.)
The only requirement is that all parameters must be fully evaluated before the function is called.
This:
// The simple obvious one.
callFunc(getA(),getB());
Can be equivalent to this:
int a = getA();
int b = getB();
callFunc(a,b);
Or this:
int b = getB();
int a = getA();
callFunc(a,b);
It can be either; it's up to the compiler. The result can matter, depending on the side effects.
The compiler is free to re-order the evaluation parts of an expression (assuming the meaning is unchanged).
From the original question:
a[i] = i++;
// This expression has three parts:
(a) a[i]
(b) i++
(c) Assign (b) to (a)
// (c) is guaranteed to happen after (a) and (b)
// But (a) and (b) can be done in either order.
// See n2521 Section 5.17
// (b) increments i but returns the original value.
// See n2521 Section 5.2.6
// Thus this expression can be written as:
int rhs = i++;
int lhs& = a[i];
lhs = rhs;
// or
int lhs& = a[i];
int rhs = i++;
lhs = rhs;
Double Checked locking. And one easy mistake to make.
A* a = new A("plop");
// Looks simple enough.
// But this can be split into three parts.
(a) allocate Memory
(b) Call constructor
(c) Assign value to 'a'
// No problem here:
// The compiler is allowed to do this:
(a) allocate Memory
(c) Assign value to 'a'
(b) Call constructor.
// This is because the whole thing is between two sequence points.
// So what is the big deal.
// Simple Double checked lock. (I know there are many other problems with this).
if (a == null) // (Point B)
{
Lock lock(mutex);
if (a == null)
{
a = new A("Plop"); // (Point A).
}
}
a->doStuff();
// Think of this situation.
// Thread 1: Reaches point A. Executes (a)(c)
// Thread 1: Is about to do (b) and gets unscheduled.
// Thread 2: Reaches point B. It can now skip the if block
// Remember (c) has been done thus 'a' is not NULL.
// But the memory has not been initialized.
// Thread 2 now executes doStuff() on an uninitialized variable.
// The solution to this problem is to move the assignment of 'a'
// To the other side of the sequence point.
if (a == null) // (Point B)
{
Lock lock(mutex);
if (a == null)
{
A* tmp = new A("Plop"); // (Point A).
a = tmp;
}
}
a->doStuff();
// Of course there are still other problems because of C++ support for
// threads. But hopefully these are addresses in the next standard.
Assigning to a constant after stripping constness using const_cast<>:
const int i = 10;
int *p = const_cast<int*>( &i );
*p = 1234; //Undefined
My favourite is "Infinite recursion in the instantiation of templates" because I believe it's the only one where the undefined behaviour occurs at compile time.
Besides undefined behaviour, there is also the equally nasty implementation-defined behaviour.
Undefined behaviour occurs when a program does something the result of which is not specified by the standard.
Implementation-defined behaviour is an action by a program the result of which is not defined by the standard, but which the implementation is required to document. An example is "Multibyte character literals", from Stack Overflow question Is there a C compiler that fails to compile this?.
Implementation-defined behaviour only bites you when you start porting (but upgrading to new version of compiler is also porting!)
Variables may only be updated once in an expression (technically once between sequence points).
int i =1;
i = ++i;
// Undefined. Assignment to 'i' twice in the same expression.
The only type for which C++ guarantees a size is char. And the size is 1. The size of all other types is platform dependent.
Namespace-level objects in a different compilation units should never depend on each other for initialization, because their initialization order is undefined.