A class is a user-defined type where the programmer can specify the representation, the operations, and the interface. The C++ core guidelines have a lot of rules for user-defined types.
The guidelines start with general rules but also include special rules for constructors and destructors, class hierarchies, overloading of operators, and unions.
Before I write about the special rules that are way more interesting, here are the eight general rules.
I will only write as much to the general class rules to make their intention clear.
General rules for classes

If data is related, you should put it into a struct or class; therefore, the second function is straightforward to comprehend.
void draw(int x, int y, int x2, int y2); // BAD: unnecessary implicit relationships
void draw(Point from, Point to); // better
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An invariant is a logical condition that a constructor typically establishes.
struct Pair { // the members can vary independently
string name;
int volume;
};
class Date {
public:
// validate that {yy, mm, dd} is a valid date and initialize
Date(int yy, Month mm, char dd);
// ...
private:
int y;
Month m;
char d; // day
};
The class Date has the invariants y, m, and d. They are initialized and checked in the constructor. The data type Pair has no invariant; therefore, it is a struct.
Due to the invariance, the class is easier to use. This is precisely the aim of the following rule.
The public methods are, in this case, the interface of a class, and the private part is the implementation.
class Date {
// ... some representation ...
public:
Date();
// validate that {yy, mm, dd} is a valid date and initialize
Date(int yy, Month mm, char dd);
int day() const;
Month month() const;
// ...
};
From a maintainability perspective, the implementations of the class Date can be changed without affecting the user.
If a function needs no access to the internals of the class, it should not be a member. Hence you get loose coupling, and a change in the internals of the class will not affect the function.
Such a helper function should be in the namespace of the class.
namespace Chrono { // here we keep time-related services
class Date { /* ... */ };
// helper functions:
bool operator==(Date, Date);
Date next_weekday(Date);
// ...
}
...
if (date1 == date2){ ... // (1)
Thanks to argument-dependent lookup (ADL), the comparison in (1) will additionally look for the identity operator in the Chrono namespace.
I admit: defining a class and declaring a variable of its type in the same statement confuses me.
// bad
struct Data { /*...*/ } data{ /*...*/ };
// good
struct Data { /*...*/ };
Data data{ /*...*/ };
This is quite a valid and often-used convention. If a data type has private or protected members, make it a class.
This rule, also called data hiding, is one of the cornerstones of object-oriented class design. It means that you should think about two interfaces for your class. A public interface for the general use case and a protected interface for derived classes. The remaining members should be private.
I will continue with the more special rules. Here is an overview:
Let's continue with the two rules to concrete types.
Concrete types
First of all, I have to write about concrete types and regular types.
A concrete type is "the simplest kind of a class". It is often called a value type and is not part of a type hierarchy. Of course, an abstract type can not be concrete.
A regular type is a type that "behaves like an int" and has, therefore, to support copy and assignment, equality, and order. To be more formal. A regular type Regular supports the following operations.
Regular a;
Regular a = b;
~Regular(a);
a = b;
The built-in types are regular such as the container of the standard template library.
Use a concrete type if you have no use case for a class hierarchy. A concrete type is way easier to implement, smaller, and faster. You do have not to think about inheritance, virtuality, references, or pointers, including memory allocation and deallocation. There will be no virtual dispatch and, therefore, no runtime overhead.
You have value.
Regular types (ints) are easier to understand. They are, per see, intuitive. If you have a concrete type think about upgrading it to a regular type.
What's next
The next post will be about the lifetime of objects: create, copy, move, and destroy.
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