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CodeGuidelines
To keep the source consistent, readable, modifiable, and easy to merge, we use a fairly rigid coding style. All patches are expected to conform to this style, with the exception of third-party modules, or patches to existing files that are already using a different style.
MuseScore's C++ style and conventions are mostly based on the Qt code style and conventions, but there are some differences.
The guidelines for other languages are based on common practice in those languages, defaulting to a similar style to our C++ style when no consensus is available.
The style described here is valid for the master
branch (and all branches derived from it) since MuseScore 4.0. The 3.x
branch (and its derivatives) use the old coding style.
On the master branch, this style is enforced in pull requests by the codestyle CI check, which uses Uncrustify to format the code according to this config file, and gives an error if any style violations were detected.
You can run Uncrustify on your own machine to have your code formatted to this style automatically.
- 4 spaces are used for indentation
- Spaces, not tabs!
- All namespaces must be child to the global namespace
mu
- Namespaces names must be lowercase so they can be easily distinguished from class names
// Wrong
namespace Cool {
...
}
// Correct
namespace mu::cool {
...
}
To keep compile times to a minimum, you should only #include
what you actually use.
Tip
If you delete code, check whether the remaining includes are still needed. Qt Creator highlights includes that are not used.
Important
Wherever practicable, avoid using #include
in header files. Instead, use a forward declaration in the header and put the #include
in the implementation file. This helps because headers may themselves be included in other files, causing compile times to grow exponentially.
Includes should be specified in this order:
- Corresponding header file (only relevant in implementation files)
- System
- Qt
- Framework
- IOC
- Framework
- Other modules
- Current module
- Current module (Note: files from other modules should only be included via framework or IOC)
- Current class
Leave a blank line between each category of include. Includes in the same category should be specified in alphabetical order to reduce the likelihood of merge conflicts.
// System
#include <string>
// Qt
#include <QObject>
#include <QRect>
// Framework
#include "actions/actionable.h"
#include "async/asyncable.h"
// IOC
#include "ioc.h"
#include "global/isomeclass.h" // Framework
#include "context/iglobalcontext.h" // Other module
#include "ianotherclass.h" // Current module
// Current module
#include "types.h"
- Header files use the
.h
extension. Source/implementation files use.cpp
. - Each header and implementation file must have license text at the top.
- The header file must have a
#pragma once
guard immediately below the license. - Header files should only contain declarations, not definitions/implementations, except when necessary (e.g. function-template definitions).
Important
Don't put a singleton's implementation in the header file.
The class declaration should be in this order:
- Licence
- Guard (we use
#pragma once
) - Includes
- Forward declarations
- Namespace
- Class declaration
- Qt macro (Q_OBJECT, Q_PROPERTY, Q_ENUMS...)
- Public methods (first constructor and destructor if they public)
- Public slots
- Signals
- Protected
- Private slots
- Private methods
- Private members
// Correct
{LICENCE}
#pragma once
{INCLUDES}
namespace mu::cool {
class Rect : public QObject
{
Q_OBJECT
public:
explicit Rect(QObject* parent = nullptr);
~Rect();
int width() const;
int height() const;
int square() const;
public slots:
void setWidth(int w);
void setHeight(int h);
signals:
void squareChanged(int sq);
private:
void updateSquare();
QRect m_rect;
int m_square = 0;
};
}
// Correct
{LICENCE}
#include "rect.h"
Rect::Rect(QObject* parent)
: QObject(parent)
{
}
Rect::~Rect()
{
}
void Rect::updateSquare()
{
int s = width() * height();
if (s != m_square) {
m_square = s;
emit squareChanged(s);
}
}
void Rect::setWidth(int w)
{
m_rect.setWidth(w);
updateSquare();
}
int Rect::width() const
{
return m_rect.width();
}
void Rect::setHeight(int h)
{
m_rect.setHeight(h);
updateSquare();
}
int Rect::height() const
{
return m_rect.height();
}
int Rect::square() const
{
return m_square;
}
- If there is initialization in constructors, always put a colon on a new line
// Wrong
ClassName::ClassName(int arg) : Base(), m_param(arg) {}
ClassName::ClassName(int arg) : Base(), m_param(arg)
{}
ClassName::ClassName(int arg) :
Base(), m_param(arg)
{
}
// Correct
ClassName::ClassName(int arg)
: Base(), m_param(arg)
{
}
- Declare each variable on a separate line
- Avoid short or meaningless names (e.g. "a", "rbarr", "nughdeget")
- Single character variable names are only okay for counters and temporaries, where the purpose of the variable is obvious
- Wait when declaring a variable until it is needed
- For pointers or references, no space between the '*' or '&' and type (different from Qt)
- Always initialize the variable with the initial value.
- Use
nullptr
, rather than0
, to initialize pointers.
// Wrong
int a, b;
char *c, *d;
const Type &val = ...
void func(const Type &val);
// Correct
int height = 0;
int width = 0;
char* nameOfThis = nullptr;
char* nameOfThat = nullptr;
const Type& val = ...
void foo(const Type& val);
- Variables and functions start with a lower-case letter. Each consecutive word in a variable's name starts with an upper-case letter (camelCase)
- Constants all uppercase letters and underscore to separate words
- Avoid abbreviations
// Wrong
short Cntr;
int panel_height = 0;
char ITEM_DELIM = ' ';
// Correct
short counter = 0;
int panelHeight = 0;
const char ITEM_DELIMITER = ' ';
- Classes and structures always start with an upper-case letter.
- Acronyms are camel-cased (e.g. XmlReader, not XMLReader).
- Data members of classes are named like ordinary nonmember variables, but with a prefix
m_
. - Public members of struct (POD) are named like ordinary nonmember variables, with out any prefix.
// Wrong
class counter
{
...
private:
int count;
}
class HTMLParser
{
...
private:
char* _data;
}
// Correct
class Counter
{
...
private:
int m_count = 0;
}
class HtmlParser
{
...
private:
char* m_data = nullptr;
}
- Use blank lines to group statements together where suited
- Always use only one blank line
- Always use a single space after a keyword and before a curly brace:
// Wrong
if(foo){
...
}
// Correct
if (foo) {
...
}
- Surround binary operators with spaces
- Leave a space after each comma
- No space after a cast, avoid C-style casts when possible
// Wrong
char *blockOfMemory = (char* ) malloc(data.size());
// Correct
char* blockOfMemory = reinterpret_cast<char*>(malloc(data.size()));
Use safer type conversion when possible:
// Wrong
Chord* chord = static_cast<Chord*>(e);
// Correct
Chord* chord = toChord(e);
- Use attached braces: The opening brace goes on the same line as the start of the statement. If the closing brace is followed by another keyword, it goes into the same line as well:
// Wrong
if (codec)
{
...
}
else
{
...
}
if (codec) {
...
}
// Correct
if (codec) {
...
} else {
...
}
- Exception: Function implementations (but not lambdas) and class declarations always have the left brace on the start of a line:
static void foo(int g)
{
...
}
class Moo
{
...
};
- Do not put multiple statements on one line
- If the body of the expression consists of one line, add braces anyway (different from Qt)
// Wrong
if (foo) bar();
if (foo)
bar();
// Correct
if (foo) {
bar();
}
- Do not put 'else' after jump statements:
// Wrong
if (thisOrThat)
return;
else
somethingElse();
// Correct
if (thisOrThat) {
return;
}
somethingElse();
- Use parentheses to group expressions:
// Wrong
if (a && b || c)
// Correct
if ((a && b) || c)
// Wrong
a + b & c
// Correct
(a + b) & c
- Keep lines shorter than 120 characters; wrap if necessary
- Commas go at the end of wrapped lines; operators start at the beginning of the new lines. An operator at the end of the line is easy to miss if the editor is too narrow.
// Wrong
if (longExpression +
otherLongExpression +
otherOtherLongExpression) {
}
// Correct
if (longExpression
+ otherLongExpression
+ otherOtherLongExpression) {
}
Important
Never use C-style casts in C++ code.
int foo = (int)5.3; // Wrong
Dog* dog = (Dog*)animal; // Wrong
Always use static_cast
when converting between fundamental data types, such as:
- Integral types (
bool
,char
,int
,long
,size_t
, etc.) - Floating-point types (
float
,double
, etc.)
Also use static_cast
with:
- Aliases of fundamental types (e.g.
qreal
andstaff_idx_t
) - Enumerated types (
enum
andenum class
)
auto foo = static_cast<int>(5.3); // Valid: foo is 5
auto bar = static_cast<float>(2); // Valid: bar is 2.0
Important
Be careful when casting to a smaller or lower-precision type, such as from int
to char
, or from double
to float
. The conversion will succeed, but some information is lost in the process.
Similarly, be careful when converting from signed
to unsigned
, or from unsigned
to signed
. These cover different ranges of possible values, so conversion can give unexpected results in either direction, although technically no information is lost (assuming both types are otherwise the same).
Converting from float
to int
discards the fractional portion like in the example above. Also, the integer portion may overflow or underflow since floating-point types can represent a greater range of values than integral types with the same bit width. Doing the reverse, i.e. converting from int
to float
, may also lose information if the integer in question is of sufficient magnitude. A 32-bit floating point number can only represent integers continuously in the range ±2^24.
static_cast
is also the preferred option for converting pointers of composite types (i.e. class
and struct
). Use it whenever you can be certain that it will succeed.
At compile time, static_cast
gives an error if neither type is an ancestor (via inheritance) of the other type.
auto dog = new Dog();
auto cat = static_cast<Cat*>(dog); // Compiler error!
// Error because Cat class is neither an ancestor nor a descendent of Dog class.
The error is useful, but its absence doesn't guarantee success. The program can give very strange behavior at runtime if you down-cast to a derived type when the object in question isn't actually an instance of the derived type.
// Dog class inherits from Animal class (directly or indirectly).
// This means every Dog is an Animal, but not every Animal is a Dog.
auto dog1 = getRandomDog();
auto animal1 = static_cast<Animal*>(dog1); // Up-cast, always safe.
animal1->move(); // Calls Animal::move() instead of Dog::move().
auto animal2 = getRandomAnimal();
auto dog2 = static_cast<Dog*>(animal2); // Down-cast, potentially unsafe.
dog2->fetch(); // Dog::fetch(), gives strange result if animal2 isn't a Dog.
The strange behavior can be predicted (see reinterpret_cast
) but it's probably not what you want. Instead, you can avoid it by manually checking one of the object's properties prior to conversion.
if (animal2->sound() == "Woof!") { // Definitely a Dog, so now
auto dog2 = static_cast<Dog*>(animal2); // it's safe to down-cast and
dog2->fetch(); // access Dog-specific members.
}
static_cast
performs no checks at runtime, so it has little to no impact on performance. However, manual checks may impact performance.
Note
If the manual check involves calling a virtual method, or anything that's slow to compute, you might as well use dynamic_cast
instead.
If the type conversion isn't guaranteed to succeed, you could use static_cast
with a manual check as mentioned above, or one of the following options.
When converting to a more specific subclass of MuseScore's EngravingObject
, use the dedicated isType()
and toType()
functions:
if (chordrest->isChord()) {
Chord* ch = toChord(chordrest);
// Do something with `ch`
}
When converting to a more specific subclass of QObject
, use Qt's dedicated qobject_cast
, which returns nullptr
at runtime if the cast is not possible:
if (auto *dialog = qobject_cast<QDialog*>(widget)) {
// Do something with `dialog`
}
Otherwise, there is dynamic_cast
, which performs a runtime check via RTTI and returns nullptr
if the cast is not possible.
if (auto dog = dynamic_cast<Dog*>(animal)) {
// Do something with `dog`
}
However, RTTI is slow, so the other options are preferred where possible. Also, RTTI relies on the types in question having at least one virtual method. Fortunately, the compiler gives an error if this condition is not satisfied. It also gives errors in all situations that would give errors with static_cast
.
Use reinterpret_cast
when neither type is an ancestor of the other type. It performs no checks and has no performance overhead.
auto dog = new Dog();
auto cat = reinterpret_cast<Cat*>(dog); // No error.
std::cout << cat->sound(); // Could print "Woof!", "Meow!", junk data, or crash.
// Technically, the actual outcome could be predicted if we
// had complete knowledge of how both types are implemented.
reinterpret_cast
is equivalent to a C-style cast, but it sends a different message to other developers:
-
Using a C-style cast means "I'm a C programmer and I don't know how to write C++ code."
-
Whereas using
reinterpret_cast
means "Trust me, I know what I'm doing. I tried all other options and none of them work here."
Most programmers will never have to use reinterpret_cast
, and nor should they! It's really best avoided.
When the type is repeated in the line (e.g. after a cast), use the auto
keyword to avoid repetition.
// Wrong (too verbose)
AudioPluginsScannerMock* mock = dynamic_cast<AudioPluginsScannerMock*>(scanner.get());
// Correct (more readable)
auto mock = dynamic_cast<AudioPluginsScannerMock*>(scanner.get());
When the type is long (30+ chars?), e.g. due to long nesting and templateisation: If it's recurrent, create a descriptive alias with "using" keyword.
using ClipConstHolders = std::vector<std::shared_ptr<const ClipInterface> >;
If it only happens once, or e.g. if it is a verbose iterator:
IteratorRange<IntervalIterator<WaveClipChannel> >
auto will keep the code more readable:
for (const auto& clip : Intervals()) {
(...)
}
- When strictly following a rule makes your code look bad, feel free to break it.
- If there is a dispute in any given code, create a pull request with the proposed changes to the style code.
Tip
Don't fight the automatic code formatter (i.e. Uncrustify for C++ code). Either reconfigure it in a PR to give the desired output, or learn to deal with its current output. It's rarely worth sacrificing the overall consistency and readibility these tools provide, particularly for viewing diffs and resolving merge conflicts, in order to micromanage the few places where they fall short.
In general, the same style as for C++
- Property names as well as C ++ variable names
- Private property must be a separate object
// Wrong
Item {
property var cntr
property var internal_data
...
}
// Correct
Item {
property var counter: 0
QObject {
id: prv
property var data: null
}
...
}
- The opening brace goes on the same line as the start of the statement (with no exceptions)
// Wrong
Rectangle
{
width: 40
height: 20
...
}
function do_something()
{
...
}
// Correct
Rectangle {
width: 40
height: 20
...
}
function doSomeThing() {
...
}
- This is the order of properties in a QML item
Object {
id: someID
// newline here
anchors.someProperty: ...
anchors.another: ...
// Or:
Layout.someProperty: ...
// newline here
someRegularProperty: ...
anotherOne: ...
// newline here
navigation.someProperty: ...
// newline here
onSomeSignal: {
doSomething()
}
onSomeSignalWithParameter: function(param) {
soSomethingWith(param)
}
}
//! TODO need to write like this
In general, a mix of our C++ style and Google's shell style, with some modifications.
#!/usr/bin/env bash
((${BASH_VERSION%%.*} >= 4)) || { echo >&2 "$0: Error: Please upgrade Bash."; exit 1; }
set -euxo pipefail # omit 'x' in most scripts (it's mainly for debugging)
readonly FOO_BAR="Foo Bar" # global shell constant
export BAR_BAZ="Bar Baz" # environment variable
my_num=3 # global shell variable
if (($# >= 1)); then
# Remember to print messages on STDERR.
echo >&2 "Do something"
my_num=7 # modify the variable
fi
function print_something()
{
local arg1="$1" # local shell variable
local -r arg2="$2" # local shell constant
shift 2
# Prefer 'printf' to 'echo' when arguments are unknown.
printf >&2 '%s\n' "${arg1}" "${arg2}" "$@"
}
print_something "one" "two" "three"
Use PascalCase
for class names and snake_case
for everything else, including methods and variables within classes, i.e. FooBar.baz_qux()
.