Call it overselling, but we'll tell you up front: we have killer material for this article. This is only because I convinced my good friend Petru Marginean to be my coauthor. Petru has developed a library facility that is helpful with exceptions. Together, we streamlined the implementation until we obtained a lean, mean library that can make writing exception-safe code much easier.
Let's face it, writing correct code in the presence of exceptions is a not an easy task. Exceptions establish a separate control flow that has little to do with the main control flow of the application. Figuring out the exception flow requires a different way of thinking, as well as new tools.
Let's say you are developing one of those trendy instant messaging servers. Users can log on and off the system and can send messages to each other. You hold a server-side database of users, plus in-memory information for users who are logged on. Each user can have friends. The list of friends is also kept both in the database and in memory.
When a user adds or removes a friend, you need to do two things: update the database and update the in-memory cache that you keep for that user. It's that simple.
Assuming that you model per-user information with a class called User and the user database with a UserDatabase class, the code for adding a friend might look like this:
class User
{
...
string GetName();
void AddFriend(User& newFriend);
private:
typedef vector<User*> UserCont;
UserCont friends_;
UserDatabase* pDB_;
};
void User::AddFriend(User& newFriend)
{
// Add the new friend to the database
pDB_->AddFriend(GetName(), newFriend.GetName());
// Add the new friend to the vector of friends
friends_.push_back(&newFriend);
}
Surprisingly, the two-liner User::AddFriend hides a pernicious bug. In an out-of-memory condition, vector::push_back
can fail by throwing an exception. In that case, you will end up having
the friend added to the database, but not to the in-memory information.
Now we've got a problem, haven't we? In any circumstance, this
inconsistent information is dangerous. It is likely that many parts of
your application are based on the assumption that the database is in
sync with the in-memory information.
A simple approach to the problem is to switch the two lines of code:
void User::AddFriend(User& newFriend)
{
// Add the new friend to the vector of friends
// If this throws, the friend is not added to
// the vector, nor the database
friends_.push_back(&newFriend);
// Add the new friend to the database
pDB_->AddFriend(GetName(), newFriend.GetName());
}
This definitely causes consistency in the case of vector::push_back failing. Unfortunately, as you consult UserDatabase::AddFriend's documentation, you discover with annoyance that it
can throw an exception, too! Now you might end up with the friend in
the vector, but not in the database!
It's time to interrogate the database folks: "Why don't you guys return
an error code instead of throwing an exception?" "Well," they say,
"we're using a highly reliable cluster of XYZ database servers on a TZN
network, so failure is extremely rare. Being this rare, we thought it's
best to model failure with an exception, because exceptions appear only
in exceptional conditions, right?"
It makes sense, but you still need to address failure. You don't want a
database failure to drag the whole system towards chaos. This way you
can fix the database without having to shut down the whole server.
In essence, you must do two operations, either of which can fail. If
either fails, you must undo the whole thing. Let's see how this can be
done.
void User::AddFriend(User& newFriend)
{
friends_.push_back(&newFriend);
try
{
pDB_->AddFriend(GetName(), newFriend.GetName());
}
catch (...)
{
friends_.pop_back();
throw;
}
}
If vector::push_back fails, that's okay because UserDatabase::AddFriend is never reached. If UserDatabase::AddFriend fails, you catch the exception (no matter what it is), you undo the push_back operation with a call to vector::pop_back,
and you nicely re-throw the exact same exception.
The code works, but at the cost of increased size and clumsiness. The
two-liner just became a ten-liner. This technique isn't appealing;
imagine littering all of your code with such try-catch statements.
Moreover, this technique doesn't scale well. Imagine you have a third operation to do. In that case, things suddenly become much clumsier. You can choose between equally awkward solutions: nested try
statements or a more complicated control flow featuring additional
flags. These solutions raise code bloating issues, efficiency issues,
and, most important, severe understandability and maintenance issues.
class VectorInserter
{
public:
VectorInserter(std::vector& v, User& u)
: container_(v), commit_(false)
{
container_.push_back(&u);
}
void Commit() throw()
{
commit_ = true;
}
~VectorInserter()
{
if (!commit_) container_.pop_back();
}
private:
std::vector& container_;
bool commit_;
};
Maybe the most important thing in the above code is the throw() specification next to Commit. It documents the reality that Commit always succeeds, because you already did the work — Commit just tells VectorInserter: "Everything's fine, don't roll back anything."
You use the whole machinery like this:
void User::AddFriend(User& newFriend)
{
VectorInserter ins(friends_, &newFriend);
pDB_->AddFriend(GetName(), newFriend.GetName());
// Everything went fine, commit the vector insertion
ins.Commit();
}
AddFriend now has two distinct parts: the activity phase, in which the operations occur, and the commitment phase, which doesn't throw — it only stops the undo from happening.
The way AddFriend
works is simple: if any operation fails, the point of commitment is not
reached and the whole operation is called off. The inserter pop_backs the data entered, so the program remains in the state it was before calling AddFriend.
The idiom works nicely in all cases. If, for example, the vector insertion fails, the destructor of ins is not called, because ins
isn't constructed. (If you designed C++, would you have called the
destructor for an object whose very construction failed?)
This approach works just fine, but in the real world, it turns out not
to be that neat. You must write a bunch of little classes to support
this idiom. Extra classes mean extra code to write, intellectual
overhead, and additional entries to your class browser. Moreover, it
turns out there are lots of places where you must deal with exception
safety. Let's face it, adding a new class every so often just for
undoing an arbitrary operation in its destructor is not the most
productive.
Also, VectorInserter has a bug. Did you notice it? VectorInserter's copy constructor does very bad things. Defining classes is hard; that's another reason for avoiding writing lots of them.
void User::AddFriend(User& newFriend)
{
friends_.push_back(&newFriend);
pDB_->AddFriend(GetName(), newFriend.GetName());
}
It's a solution based upon not so scientific arguments.
"Who said memory's going to exhaust? There's half a gig in this box!"
"Even if memory does exhaust, the paging system will slow the program down to a crawl way before the program crashes."
"The database folks said AddFriend
cannot possibly fail. They're using XYZ and TZN!"
"It's not worth the trouble. We'll think of it at a later review."
Solutions that require a lot of discipline and grunt work are not very
attractive. Under schedule pressure, a good but clumsy solution loses
its utility. Everybody knows how things must be done by the book, but
will consistently take the shortcut. The one true way is to provide
reusable solutions that are correct and
easy to use.
You check in the code, having an unpleasant feeling of imperfection,
which gradually peters out as all tests run just fine. As time goes on
and schedule pressure builds up, the spots that can "in theory" cause
problems crop up.
You know you have a big problem: you have given up controlling the
correctness of your application. Now when the server crashes, you don't
have a clue about where to start: is it a hardware failure, a genuine
bug, or an amok state due to an exception? Not only are you exposed to
involuntary bugs, you deliberately introduced them!
Life is change. The number of users can grow, stressing memory to its
limits. Your network administrator might disable paging for the sake of
performance. Your database might not be so infallible. And you are
unprepared for any of these.
void User::AddFriend(User& newFriend)
{
friends_.push_back(&newFriend);
ScopeGuard guard = MakeObjGuard(
friends_, &UserCont::pop_back);
pDB_->AddFriend(GetName(), newFriend.GetName());
guard.Dismiss();
}
guard's only job is to call friends_.pop_back when it exits its scope. That is, unless you Dismiss it. If you do that, guard no longer does anything.
ScopeGuard implements automatic calls to functions or member
functions in its destructor. It can be helpful when you want to
implement automatic undoing of atomic operations in the presence of
exceptions.
You use ScopeGuard like so: if you need to do several operations in an "all-or-none" fashion, you put a ScopeGuard after each operation. The execution of that ScopeGuard nullifies the effect of the operation above it:
friends_.push_back(&newFriend);
ScopeGuard guard = MakeObjGuard(
friends_, &UserCont::pop_back);
ScopeGuard works with regular functions, too:
void* buffer = std::malloc(1024);
ScopeGuard freeIt = MakeGuard(std::free, buffer);
FILE* topSecret = std::fopen("cia.txt");
ScopeGuard closeIt = MakeGuard(std::fclose, topSecret);
If all atomic operations succeed, you Dismiss all guards. Otherwise, each constructed ScopeGuard will diligently call the function with which you initialized it.
With ScopeGuard
you can easily arrange to undo various operations without having to
write special classes for removing the last element of a vector,
freeing some memory, and closing a file. This makes ScopeGuard a very useful reusable solution for writing exception-safe code, easily.
class ScopeGuardImplBase
{
public:
void Dismiss() const throw()
{ dismissed_ = true; }
protected:
ScopeGuardImplBase() : dismissed_(false)
{}
ScopeGuardImplBase(const ScopeGuardImplBase& other)
: dismissed_(other.dismissed_)
{ other.Dismiss(); }
~ScopeGuardImplBase() {} // nonvirtual (see below why)
mutable bool dismissed_;
private:
// Disable assignment
ScopeGuardImplBase& operator=(
const ScopeGuardImplBase&);
};
ScopeGuardImplBase manages the dismissed_ flag, which controls whether derived classes perform cleanup or not. If dismissed_ is true, then derived classes will not do anything during their destruction.
This brings us to the missing virtual in the definition of ScopeGuardImplBase's
destructor. What polymorphic behavior of the destructor would you
expect if it's not virtual? Hold your curiosity for a second; we have
an ace up our sleeves that allows us to obtain polymorphic behavior
without the overhead of virtual functions.
For now, let's see how to implement an object that calls a function or
functor taking one argument in its destructor. However, if you call Dismiss, the function/functor is no longer invoked.
template <typename Fun, typename Parm>
class ScopeGuardImpl1 : public ScopeGuardImplBase
{
public:
ScopeGuardImpl1(const Fun& fun, const Parm& parm)
: fun_(fun), parm_(parm)
{}
~ScopeGuardImpl1()
{
if (!dismissed_) fun_(parm_);
}
private:
Fun fun_;
const Parm parm_;
};
To make it easy to use ScopeGuardImpl1, let's write a helper function.
template <typename Fun, typename Parm>
ScopeGuardImpl1<Fun, Parm>
MakeGuard(const Fun& fun, const Parm& parm)
{
return ScopeGuardImpl1<Fun, Parm>(fun, parm);
}
MakeGuard relies on the compiler's ability to deduce template
arguments for template functions. This way you don't need to specify
the template arguments to ScopeGuardImpl1 — actually, you don't need to explicitly create ScopeGuardImpl1 objects. This trick is used by standard library functions, such as make_pair and bind1st.
Still curious about how to achieve polymorphic behavior of the destructor without a virtual destructor? It's time to write the definition of ScopeGuard, which, surprisingly, is a mere typedef:
typedef const ScopeGuardImplBase& ScopeGuard;Now we'll disclose the whole mechanism. According to the C++ Standard, a reference initialized with a temporary value makes that temporary value live for the lifetime of the reference itself. Let's explain this with an example. If you write:
FILE* topSecret = std::fopen("cia.txt");
ScopeGuard closeIt = MakeGuard(std::fclose, topSecret);
then MakeGuard creates a temporary variable of type (deep breath here):
ScopeGuardImpl1<int (&)(FILE*), FILE*>This is because the type of std::fclose is a function taking a FILE* and returning an int. The temporary variable of the type above is assigned to the const reference closeIt. As stated in the language rule above, the temporary variable lives as long as the reference — and when it is destroyed, the correct destructor is called. In turn, the destructor closes the file. ScopeGuardImpl1 supports functions (or functors) taking one parameter. It is very simple to build classes that accept zero, two, or more parameters (ScopeGuardImpl0, ScopeGuardImpl2...). Once you have these, you overload MakeGuard to achieve a nice, unified syntax:
template <typename Fun>
ScopeGuardImpl0<Fun>
MakeGuard(const Fun& fun)
{
return ScopeGuardImpl0<Fun >(fun);
}
...
We already have a powerful means of expressing automatic calls to functions. MakeGuard is an excellent tool especially when it comes to interfacing with C APIs without having to write lots of wrapper classes.
What's even better is the preservation of efficiency, as there's no virtual call involved.
template <class Obj, typename MemFun>
class ObjScopeGuardImpl0 : public ScopeGuardImplBase
{
public:
ObjScopeGuardImpl0(Obj& obj, MemFun memFun)
: obj_(obj), memFun_(memFun)
{}
~ObjScopeGuardImpl0()
{
if (!dismissed_) (obj_.*fun_)();
}
private:
Obj& obj_;
MemFun memFun_;
};
ObjScopeGuardImpl0 is a bit more exotic because it uses the lesser-known pointers to member functions and operator.*. To understand how it works, let's take a look at MakeObjGuard's implementation. (We availed ourselves of MakeObjGuard in the opening section.)
template <class Obj, typename MemFun>
ObjScopeGuardImpl0<Obj, MemFun, Parm>
MakeObjGuard(Obj& obj, Fun fun)
{
return ObjScopeGuardImpl0<Obj, MemFun>(obj, fun);
}
Now if you call:
ScopeGuard guard = MakeObjGuard(
friends_, &UserCont::pop_back);
then an object of the following type is created:
ObjScopeGuardImpl0<UserCont, void (UserCont::*)()>Fortunately, MakeObjGuard saves you from having to write types that look like uninspired emoticons. The mechanism is the same — when guard leaves its scope, the destructor of the temporary object is called. The destructor invokes the member function via a pointer to a member. To achieve that, we use operator.*.
template <class Obj, typename MemFun>
class ObjScopeGuardImpl0 : public ScopeGuardImplBase
{
...
public:
~ScopeGuardImpl1()
{
if (!dismissed_)
try { (obj_.*fun_)(); }
catch(...) {}
}
}
The catch(...)
block does nothing. This is not a hack. In the realm of exceptions, it
is fundamental that you can do nothing if your "undo/recover" action
fails. You attempt an undo operation, and you move on regardless
whether the undo operation succeeds or not.
A possible sequence of actions in our instant messaging example is: you
insert a friend in the database, you try to insert it in the friends_
vector and fail, and consequently you try to delete the user from the
database. There is a small chance that somehow the deletion from the
database fails, too, which leads to a very unpleasant state of affairs.
In general, you should put guards on operations that you are the most
sure you can undo successfully.
void Decrement(int& x) { --x; }
void UseResource(int refCount)
{
++refCount;
ScopeGuard guard = MakeGuard(Decrement, refCount);
...
}
The guard object above ensures that the value of refCount is preserved upon exiting UseResource. (This idiom is useful in some resource sharing cases.)
In spite of its usefulness, the code above does not work. The problem is, ScopeGuard stores a copy of refCount (see the definition of ScopeGuardImpl1, member variable parm_) and not a reference to it. In this case, we need to store a reference to refCount so that Decrement can operate on it.
One solution would be to implement additional classes, such as ScopeGuardImplRef and MakeGuardRef. This is a lot of duplication, and it gets nasty as you implement classes for multiple parameters.
The solution we settled on consists of a little helper class that transforms a reference into a value:
template <class T>
class RefHolder
{
T& ref_;
public:
RefHolder(T& ref) : ref_(ref) {}
operator T& () const
{
return ref_;
}
};
template <class T>
inline RefHolder<T> ByRef(T& t)
{
return RefHolder<T>(t);
}
RefHolder and its companion helper function ByRef are ingenious; they seamlessly adapt a reference to a value and allow ScopeGuardImpl1 to work with references without any modification. All you have to do is to wrap your references in calls to ByRef, like so:
void Decrement(int& x) { --x; }
void UseResource(int refCount)
{
++refCount;
ScopeGuard guard = MakeGuard(Decrement, ByRef(refCount));
...
}
We find this solution to be pretty expressive and suggestive.
The nicest part of reference support is the const modifier used in ScopeGuardImpl1. Here's the relevant excerpt:
template <typename Fun, typename Parm>
class ScopeGuardImpl1 : public ScopeGuardImplBase
{
...
private:
Fun fun_;
const Parm parm_;
};
This little const is very important. It prevents code that uses non-const references from compiling and running incorrectly. In other words, if you forget to use ByRef with a function, the compiler will not allow incorrect code to compile.
{
FILE* topSecret = fopen("cia.txt");
ON_BLOCK_EXIT(std::fclose, topSecret);
... use topSecret ...
} // topSecret automagically closed
ON_BLOCK_EXIT says: "I want this action to be performed when the current block exists." Similarly, ON_BLOCK_EXIT_OBJ implements the same feature for a member function call.
These macros use non-orthodox (albeit legal) macro wizardry, which shall go undisclosed. The curious can look them up in the code.
Maybe the coolest thing about ScopeGuard is its ease of use and conceptual simplicity. This article has detailed the entire implementation, but explaining ScopeGuard's usage only takes a couple of minutes. Amongst our colleagues, ScopeGuard has spread like wildfire. Everybody takes ScopeGuard for granted as a valuable tool that helps in various situations, from premature returns to exceptions. With ScopeGuard, you can finally write exception-safe code with reasonable ease and understand and maintain it just as easily.
Every tool comes with a use recommendation, and ScopeGuard is no exception. You should use ScopeGuard as it was intended — as an automatic variable in functions. You should not hold ScopeGuard objects as member variables, try to put them in vectors, or allocate them on the heap. For these purposes, the downloadable code contains a Janitor class, which does exactly what ScopeGuard does, but in a more general way — at the expense of some efficiency.
We have presented the issues that arise in writing exception-safe code. After discussing a couple of ways of achieving exception safety, we have introduced a generic solution. ScopeGuard uses several generic programming techniques to let you prescribe function and member function calls when a ScopeGuard variable exits a scope. Optionally, you can dismiss the ScopeGuard object.
ScopeGuard is useful when you need to perform automatic cleanup of resources. This idiom is important when you want to assemble an operation out of several atomic operations, each of which could fail.
The authors would like to thank to Mihai Antonescu for reviewing this paper and for making useful corrections and suggestions.
[1] Bjarne Stroustrup. The C++ Programming Language, 3rd Edition (Addison Wesley, 1997), page 366.
[2] Herb Sutter. Exceptional C++: 47 Engineering Puzzles, Programming Problems, and Solutions (Addison-Wesley, 2000).
Andrei Alexandrescu is a development manager at RealNetworks Inc. (www.realnetworks.com), based in Seattle, WA. He may be contacted at www.moderncppdesign.com.
Petru Marginean is senior C++ developer for Plural, New York. He can be reached at petrum@hotmail.com.