-
Eike Ziller authored
And adapt the other API respectively. Change-Id: I1e04e555409be09242db6890f9e013396f83aeed Reviewed-by:
Bill King <bill.king@nokia.com> Reviewed-by:
Eike Ziller <eike.ziller@nokia.com>
Eike Ziller authoredAnd adapt the other API respectively. Change-Id: I1e04e555409be09242db6890f9e013396f83aeed Reviewed-by:
Bill King <bill.king@nokia.com> Reviewed-by:
Eike Ziller <eike.ziller@nokia.com>
coding-style.qdoc 33.39 KiB
/****************************************************************************
**
** This file is part of Qt Creator
**
** Copyright (c) 2012 Nokia Corporation and/or its subsidiary(-ies).
**
** Contact: Nokia Corporation (qt-info@nokia.com)
**
**
** GNU Free Documentation License
**
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of this
** file.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
****************************************************************************/
/*!
\contentspage{index.html}{Qt Creator}
\previouspage qtcreator-ui-text.html
\page coding-style.html
\nextpage qtcreator-api.html
\title Qt Creator Coding Rules
\note This document is work in progress.
The coding rules aim to guide Qt Creator developers, to help them write
understandable and maintainable code, and to minimize confusion and surprises.
As usual, rules are not set in stone. If you have a good reason to break one,
do so. But first make sure that at least some other developers agree with you.
To contribute to the main Qt Creator source, you should comply to the
following rules:
\list
\o The most important rule is: KISS (keep it short and simple). Always
choose the simpler implementation option over the more complicated one.
This makes maintenance a lot easier.
\o Write good C++ code. That is, readable, well commented when necessary,
and object-oriented.
\o Take advantage of Qt. Do not re-invent the wheel. Think about which parts
of your code are generic enough that they might be incorporated into
Qt instead of Qt Creator.
\o Adapt the code to the existing structures in Qt Creator.
If you have improvement ideas, discuss them with other developers
before writing the code.
\o Follow the guidelines in \l{Code Constructs}, \l{Formatting}, and
\l{Patterns and Practices}.
\o Document interfaces. Right now we use qdoc, but changing to doxygen
is being considered.
\endlist
\section1 Submitting Code
To submit code to Qt Creator, you must understand the tools and mechanics as well as
the philosophy behind Qt development. For more information about how to set up
the development environment for working on Qt Creator and how to submit code
and documentation for inclusion, see
\l{http://wiki.qt-project.org/index.php/Main_Page}{Guidelines for Contributions to the Qt Project}.
\section1 Binary and Source Compatibility
The following list describes how the releases are numbered and defines
\e {binary compatibility} and \e {source code compatibility} between
releases:
\list
\o Qt Creator 2.0.0 is a \e {major release}, Qt Creator 2.1.0 is a \e {minor
release}, and Qt Creator 2.1.3 is a \e {patch release}.
\o \e {Backward binary compatibility} means that code linked to an
earlier version of the library still works.
\o \e {Forward binary compatibility} means that code linked to a
newer version of the library works with an older library.
\o \e {Source code compatibility} means that code compiles without
modification.
\endlist
We do not currently guarantee API nor ABI
(\l{http://en.wikipedia.org/wiki/Application_binary_interface}{application binary interface})
compatibility between major releases and minor releases.
However, we try to preserve backward and forward binary compatibility and forward and
backward source code compatibility in patch releases, so:
\list
\o Do not add or remove any public API (e.g. global functions,x
public/protected/private methods).
\o Do not reimplement methods (not even inlines,
nor protected or private methods).
\o Check
\l {http://wiki.qt-project.org/index.php/Binary_Compatibility_Workarounds}{Binary Compatibility Workarounds}
for ways to preserve binary compatibility.
\endlist
\note This is not yet mandatory.
For more information on binary compatibility, see
\l{http://techbase.kde.org/Policies/Binary_Compatibility_Issues_With_C++}{Binary Compatibility Issues With C++}.
\section1 Code Constructs
Follow the guidelines for code constructs to make the code faster and
clearer. In addition, the guidelines allow you to take advantage of the strong
type checking in C++.
\list
\o Prefer preincrement to postincrement whenever possible.
Preincrement is potentially faster than postincrement. Just
think about the obvious implementations of pre/post-increment. This
rule applies to decrement too:
\code
++T;
--U;
-NOT-
T++;
U--;
\endcode
\o Try to minimize evaluation of the same code over and over. This is
aimed especially at loops:
\code
Container::iterator end = large.end();
for (Container::iterator it = large.begin(); it != end; ++it) {
...;
}
-NOT-
for (Container::iterator it = large.begin();
it != large.end(); ++it) {
...;
}
\endcode
\o You can use the Qt \c foreach loop in non-time-critical code with a Qt
container. It is a nice way to keep line noise down and to give the
loop variable a proper name:
\code
foreach (QWidget *widget, container)
doSomething(widget);
-NOT-
Container::iterator end = container.end();
for (Container::iterator it = container.begin(); it != end; ++it)
doSomething(*it);
\endcode
Make the loop variable const, if possible. This might prevent
unnecessary detaching of shared data:
\code
foreach (const QString &name, someListOfNames)
doSomething(name);
- NOT -
foreach (QString name, someListOfNames)
doSomething(name);
\endcode
\endlist
\section1 Formatting
\section2 Capitalizing Identifiers
Use \l{http://en.wikipedia.org/wiki/CamelCase}{camel case} in identifiers.
Capitalize the first word in an identifier as follows:
\list
\o Class names begin with a capital letter.
\o Function names begin with a lower case letter.
\o Variable names begin with a lower case letter.
\o Enum names begin with a capital letter. Enum values use lower case and
contain some part of the name of the enum type.
\endlist
\section2 Whitespace
\list
\o Use four spaces for indentation, no tabs.
\o Use blank lines to group statements together where suited.
\o Always use only one blank line.
\endlist
\section3 Pointers and References
For pointers or references, always use a single space before an asterisk (*)
or an ampersand (&), but never after.
Avoid C-style casts when possible:
\code
char *blockOfMemory = (char *)malloc(data.size());
char *blockOfMemory = reinterpret_cast<char *>(malloc(data.size()));
-NOT-
char* blockOfMemory = (char* ) malloc(data.size());
\endcode
Of course, in this particulare case, using \c new might be an even better
option.
\section3 Operator Names and Parentheses
Do not use spaces between operator names and function names. The equation
marks (==) are a part of the function name, and therefore, spaces make the
declaration look like an expression:
\code
operator==(type)
-NOT-
operator == (type)
\endcode
\section3 Function Names and Parentheses
Do not use spaces between function names and parentheses:
\code
void mangle()
-NOT-
void mangle ()
\endcode
\section3 Keywords
Always use a single space after a keyword, and before a curly brace:
\code
if (foo) {
}
-NOT-
if(foo){
}
\endcode
\section2 Braces
As a base rule, place the left curly brace on the same line as the
start of the statement:
\code
if (codec) {
}
-NOT-
if (codec)
{
}
\endcode
Exception: Function implementations and class declarations always have
the left brace in the beginning of a line:
\code
static void foo(int g)
{
qDebug("foo: %i", g);
}
class Moo
{
};
\endcode
Use curly braces when the body of a conditional statement contains more
than one line, and also if a single line statement is somewhat complex.
Otherwise, omit them:
\code
if (address.isEmpty())
return false;
for (int i = 0; i < 10; ++i)
qDebug("%i", i);
-NOT-
if (address.isEmpty()) {
return false;
}
for (int i = 0; i < 10; ++i) {
qDebug("%i", i);
}
\endcode
Exception 1: Use braces also if the parent statement covers several
lines or if it wraps:
\code
if (address.isEmpty()
|| !isValid()
|| !codec) {
return false;
}
\endcode
\note This could be re-written as:
\code
if (address.isEmpty())
return false;
if (!isValid())
return false;
if (!codec)
return false;
\endcode
Exception 2: Use braces also in if-then-else blocks where either the
if-code or the else-code covers several lines:
\code
if (address.isEmpty()) {
--it;
} else {
qDebug("%s", qPrintable(address));
++it;
}
-NOT-
if (address.isEmpty())
--it;
else {
qDebug("%s", qPrintable(address));
++it;
}
\endcode
\code
if (a) {
if (b)
...
else
...
}
-NOT-
if (a)
if (b)
...
else
...
\endcode
Use curly braces when the body of a conditional statement is empty:
\code
while (a) {}
-NOT-
while (a);
\endcode
\section2 Parentheses
Use parentheses to group expressions:
\code
if ((a && b) || c)
-NOT-
if (a && b || c)
\endcode
\code
(a + b) & c
-NOT-
a + b & c
\endcode
\section2 Line Breaks
\list
\o Keep lines shorter than 100 characters.
\o Insert line breaks if necessary.
\o Commas go at the end of a broken line.
\o Operators start at the beginning of the new line.
\code
if (longExpression
|| otherLongExpression
|| otherOtherLongExpression) {
}
-NOT-
if (longExpression ||
otherLongExpression ||
otherOtherLongExpression) {
}
\endcode
\endlist
\section2 Declarations
\list
\o Use this order for the access sections of your class: public,
protected, private. The public section is interesting for every
user of the class. The private section is only of interest for the
implementors of the class (you).
\o Avoid declaring global objects in the declaration file of the class.
If the same variable is used for all objects, use a static member.
\o Use \c{class} instead of \c{struct}. Some compilers mangle that
difference into the symbol names and spit out warnings if a struct
declaration is followed by a class definition. To avoid ongoing
changes from one to the other we declare \c{class} the prefered way.
\endlist
\section3 Declaring Variables
\list
\o Avoid global variables of class type to rule out initialization order problems.
Consider using \c Q_GLOBAL_STATIC if they cannot be avoided.
\o Declare global string literals as
\code
const char aString[] = "Hello";
\endcode
\o Avoid short names (such as, a, rbarr, nughdeget) whenever possible.
Use single-character variable names only for counters and
temporaries, where the purpose of the variable is obvious.
\o Declare each variable on a separate line:
\code
QString a = "Joe";
QString b = "Foo";
-NOT-
QString a = "Joe", b = "Foo";
\endcode
\note \c{QString a = "Joe"} formally calls a copy constructor on a
temporary that is constructed from a string literal. Therefore, it is
potentially more expensive than direct construction by
\c {QString a("Joe")}. However, the compiler is allowed to elide the
copy (even if this has side effects), and modern compilers typically do
so. Given these equal costs, Qt Creator code favours the '=' idiom as
it is in
line with the traditional C-style initialization, it cannot be
mistaken as function declaration, and it reduces the level of nested
parantheses in more initializations.
\o Avoid abbreviations:
\code
int height;
int width;
char *nameOfThis;
char *nameOfThat;
-NOT-
int a, b;
char *c, *d;
\endcode
\o Wait with declaring a variable until it is needed. This is especially
important when initialization is done at the same time.
\endlist
\section2 Namespaces
\list
\o Put the left curly brace on the same line as the \namespace keyword.
\o Do not indent declarations or definitions inside.
\o Optional, but recommended if the namespaces spans more than a few lines:
Add a comment after the right curly brace repeating the namespace.
\code
namespace MyPlugin {
void someFunction() { ... }
} // namespace MyPlugin
\endcode
\o As an exception, if there is only a single class declaration inside
the namespace, all can go on a single line:
\code
namespace MyPlugin { class MyClass; }
\endcode
\endlist
\section1 Patterns and Practices
\target coding-rules-namespacing
\section2 Namespacing
Read \l {http://wiki.qt-project.org/index.php/Qt_In_Namespace}{Qt In Namespace}
and keep in mind that all of Qt Creator is \e{namespace aware} code.
The namespacing policy within Qt Creator is as follows:
\list
\o Classes/Symbols of a library or plugin that are exported for use of
other libraries or plugins are in a namespace specific to that
library/plugin, e.g. \c{MyPlugin}.
\o Classes/Symbols of a library or plugin that are not exported are in
an additional \c{Internal} namespace, e.g. \c{MyPlugin::Internal}.
\endlist
\section2 Passing File Names
Qt Creator API expects file names in portable format, that is, with slashes (/)
instead of backslashes (\\) even on Windows. To pass a file name from the user
to the API, convert it with QDir::fromNativeSeparators first. To present a file
name to the user, convert it back to native format with
QDir::toNativeSeparators.
When comparing file names, consider using DocumentManager::fixFileName which
makes sure that paths are clean and absolute and also takes Windows
case-insensitivity into account (even if it is an expensive operation).
\section2 Plugin Extension Points
A plugin extension point is an interface that is provided by one plugin
to be implemented by others. The plugin then retrieves all
implementations of the interface and uses them. That is, they \e extend the
functionality of the plugin. Typically, the
implementations of the interface are put into the global object pool
during plugin initialization, and the plugin retrieves them from the
object pool at the end of plugin initialization.
For example, the Find plugin provides the FindFilter interface for
other plugins to implement. With the FindFilter interface, additional search
scopes can be added, that appear in the \gui {Advanced Search} dialog. The
Find plugin retrieves all FindFilter implementations from the global
object pool and presents them in the dialog. The plugin forwards the
actual search request to the correct FindFilter implementation, which
then performs the search.
\section2 Using the Global Object Pool
You can add objects to the global object pool via
\l{ExtensionSystem::PluginManager::addObject()}, and retrieve objects
of a specific type again via
\l{ExtensionSystem::PluginManager::getObjects()}. This should mostly
be used for implementations of \l{Plugin Extension Points}.
\note Do not put a singleton into the pool, and do not retrieve
it from there. Use the singleton pattern instead.
\section2 C++ Features
\list
\o Do not use exceptions, unless you know what you do.
\o Do not use RTTI (Run-Time Type Information; that is, the typeinfo
struct, the dynamic_cast or the typeid operators, including throwing
exceptions), unless you know what you do.
\o Do not use virtual inheritance, unless you know what you do.
\o Use templates wisely, not just because you can.
Hint: Use the compile autotest to see whether a C++ feature is supported
by all compilers in the test farm.
\o All code is ASCII only (7-bit characters only, run \c {man ascii} if unsure)
\list
\o Rationale: We have too many locales inhouse and an unhealthy
mix of UTF-8 and Latin1 systems. Usually, characters > 127 can
be broken without you even knowing by clicking Save in your
favourite editor.
\o For strings: Use \\nnn (where nnn is the octal representation
of whatever locale you want your string in) or \xnn (where nn
is hexadecimal).
For example: QString s = QString::fromUtf8("\\213\\005");
\o For umlauts in documentation, or other non-ASCII characters,
either use the qdoc \c {\unicode} command or use the relevant macro.
For example: \c{\uuml} for \uuml.
\endlist
\o Use static keywords instead of anonymous namespaces whenever possible.
A name localized to the compilation unit with static is
guaranteed to have internal linkage. For names declared in anonymous
namespaces, the C++ standard unfortunately mandates external linkage
(ISO/IEC 14882, 7.1.1/6, or see various discussions about this on the gcc
mailing lists).
\endlist
\section3 Null Pointers
Using a plain zero (0) for null pointer constants is always correct and
least effort to type.
\code
void *p = 0;
-NOT-
void *p = NULL;
-NOT-
void *p = '\0';
-NOT-
void *p = 42 - 7 * 6;
\endcode
\note As an exception, imported third party code as well as code
interfacing the native APIs (src/support/os_*) can use NULL.
\section2 Using QObject
\list
\o Every QObject subclass must have a Q_OBJECT macro, even if it
does not have signals or slots, if it is intended to be used
with qobject_cast<>. See also \l{Casting}.
\o Normalize the arguments for signals and slots
(see \l{http://doc.qt.nokia.com/4.7/qmetaobject.html#normalizedSignature}{QMetaObject::normalizedSignature}
inside connect statements
to safely make signal and slot lookup a few cycles faster.
You can use $QTDIR/util/normalize to normalize existing code.
\endlist
\section2 File Headers
If you create a new file, the top of the file should include a
header comment equal to the one found in other source files of Qt Creator.
\section2 Including Headers
\list
\o Use the following format to include Qt headers:
\c{#include <QtCore/QWhatEver>}.
\o Arrange includes in an order that goes from specific to generic to
ensure that the headers are self-contained. For example:
\list
\o \c{#include "myclass.h"}
\o \c{#include "otherclassinplugin.h"}
\o \c{#include <otherplugin/someclass.h>}
\o \c{#include <QtModule/QtClass>}
\o \c{#include <stdthing>}
\o \c{#include <system.h>}
\endlist
\o Enclose headers from other plugins in square brackets (<>) rather than
quotation marks ("") to make it easier to spot external dependencies in
the sources.
\o Add empty lines between long blocks of \e peer headers and try to
arrange the headers in alphabetic order within a block.
\endlist
\section2 Casting
\list
\o Avoid C casts, prefer C++ casts (\c static_cast, \c const_cast,
\c reinterpret_cast) Both \c reinterpret_cast and
C-style casts are dangerous, but at least \c reinterpret_cast
will not remove the const modifier.
\o Do not use \c dynamic_cast, use \c {qobject_cast} for QObjects, or
refactor your design, for example by introducing a \c {type()}
method (see QListWidgetItem), unless you know what you do.
\endlist
\section2 Compiler and Platform-specific Issues
\list
\o Be extremely careful when using the question mark operator.
If the returned types are not identical, some compilers generate
code that crashes at runtime (you will not even get a compiler warning):
\code
QString s;
// crash at runtime - QString vs. const char *
return condition ? s : "nothing";
\endcode
\o Be extremely careful about alignment.
Whenever a pointer is cast such that the required alignment of
the target is increased, the resulting code might crash at runtime
on some architectures. For example, if a \c {const char *} is cast to a
\c {const int *}, it will crash on machines where integers have to be
aligned at two-byte or four-byte boundaries.
Use a union to force the compiler to align variables correctly.
In the example below, you can be sure that all instances of
AlignHelper are aligned at integer-boundaries:
\code
union AlignHelper
{
char c;
int i;
};
\endcode
\o Anything that has a constructor or needs to run code to be
initialized cannot be used as global object in library code,
since it is undefined when that constructor or code will be run
(on first usage, on library load, before \c {main()} or not at all).
Even if the execution time of the initializer is defined for
shared libraries, you will get into trouble when moving that code
in a plugin or if the library is compiled statically:
\code
// global scope
-NOT-
// Default constructor needs to be run to initialize x:
static const QString x;
-NOT-
// Constructor that takes a const char * has to be run:
static const QString y = "Hello";
-NOT-
QString z;
-NOT-
// Call time of foo() undefined, might not be called at all:
static const int i = foo();
\endcode
Things you can do:
\code
// global scope
// No constructor must be run, x set at compile time:
static const char x[] = "someText";
// y will be set at compile time:
static int y = 7;
// Will be initialized statically, no code being run.
static MyStruct s = {1, 2, 3};
// Pointers to objects are OK, no code needed to be run to
// initialize ptr:
static QString *ptr = 0;
// Use Q_GLOBAL_STATIC to create static global objects instead:
Q_STATIC_GLOBAL(QString, s)
void foo()
{
s()->append("moo");
}
\endcode
\note Static objects in function scope are no problem. The constructor
will be run the first time the function is entered. The code is not
reentrant, though.
\o A \c char is signed or unsigned dependent on the architecture. Use signed
\c char or \c uchar if you explicitely want a signed or unsigned char.
The following code will break on PowerPC, for example:
\code
// Condition is always true on platforms where the
// default is unsigned:
if (c >= 0) {
...
}
\endcode
\o Avoid 64-bit enum values. The AAPCS (Procedure Call Standard
for the ARM Architecture) embedded ABI hard codes
all enum values to a 32-bit integer.
\o Do not mix const and non-const iterators. This will silently crash
on broken compilers.
\code
for (Container::const_iterator it = c.constBegin(); it != c.constEnd(); ++it)
-NOT-
for (Container::const_iterator it = c.begin(); it != c.end(); ++it)
\endcode
\endlist
\section2 Esthetics
\list
\o Prefer enums to define const over static const int or defines.
Enumeration values will be replaced by the compiler at compile time,
resulting in faster code. Defines are not namespace safe.
\o Prefer verbose argument names in headers.
Qt Creator will show the argument names in their completion box.
It will look better in the documentation.
\endlist
\section2 Inheriting from Template or Tool Classes
Inheriting from template or tool classes has the following potential
pitfalls:
\list
\o The destructors are not virtual, which can lead to memory leaks.
\o The symbols are not exported (and mostly inline), which can lead to
symbol clashes.
\endlist
For example, library A has class \c {Q_EXPORT X: public QList<QVariant> {};}
and library B has class \c {Q_EXPORT Y: public QList<QVariant> {};}.
Suddenly, QList symbols are exported from two libraries which results in a
clash.
\section2 Conventions for Public Header Files
Our public header files have to survive the strict settings of
some of our users. All installed headers have to follow these rules:
\list
\o No C style casts (\c{-Wold-style-cast}). Use \c static_cast, \c const_cast
or \c reinterpret_cast, for basic types, use the constructor form:
\c {int(a)} instead of \c {(int)a}. For more information, see \l{Casting}.
\o No float comparisons (\c{-Wfloat-equal}). Use \c qFuzzyCompare to compare
values with a delta. Use \c qIsNull to check whether a float is
binary 0, instead of comparing it to 0.0, or, prefered, move
such code into an implementation file.
\o Do not hide virtual methods in subclasses (\{-Woverloaded-virtual}).
If the baseclass A has a virtual \c {int val()} and subclass B an
overload with the same name, \c {int val(int x)}, the A \c val function
is hidden. Use the \c using keyword to make it visible again, and
add the following silly workaround for broken compilers:
\code
class B: public A
{
#ifdef Q_NO_USING_KEYWORD
inline int val() { return A::val(); }
#else
using A::val;
#endif
};
\endcode
\o Do not shadow variables (\c{-Wshadow}).
\o Avoid things like \c {this->x = x;} if possible.
\o Do not give variables the same name as functions declared in
your class.
\o To improve code readability, always check whether a preprocessor
variable is defined before probing its value (\c{-Wundef}).
\code
#if defined(Foo) && Foo == 0
-NOT-
#if Foo == 0
-NOT-
#if Foo - 0 == 0
\endcode
\o When checking for a preprocessor define using the \c{defined}
operator, always include the variable name in parentheses.
\code
#if defined(Foo)
-NOT-
#if defined Foo
\endcode
\endlist
\section1 Class Member Names
We use the "m_" prefix convention, except for public struct members
(typically in *Private classes and the very rare cases of really
public structures). The \c{d} and \c{q} pointers are exempt from
the "m_" rule.
The \c{d} pointers ("Pimpls") are named "d", not "m_d". The type of the
\c{d} pointer in \c{class Foo} is \c{FooPrivate *}, where \c{FooPrivate}
is declared in the same namespace as \c{Foo}, or if \c{Foo} is
exported, in the corresponding \{Internal} namespace.
If needed (for example when the private object needs to emit signals of
the proper class), \c{FooPrivate} can be a friend of \c{Foo}.
If the private class needs a backreference to the real class,
the pointer is named \c{q}, and its type is \c{Foo *}. (Same convention
as in Qt: "q" looks like an inverted "d".)
Do not use smart pointers to guard the \c{d} pointer as it imposes
a compile and link time overhead and creates fatter object
code with more symbols, leading, for instance to slowed down
debugger startup:
\code
############### bar.h
#include <QScopedPointer>
//#include <memory>
struct BarPrivate;
struct Bar
{
Bar();
~Bar();
int value() const;
QScopedPointer<BarPrivate> d;
//std::auto_ptr<BarPrivate> d;
};
############### bar.cpp
#include "bar.h"
struct BarPrivate { BarPrivate() : i(23) {} int i; };
Bar::Bar() : d(new BarPrivate) {}
Bar::~Bar() {}
int Bar::value() const { return d->i; }
############### baruser.cpp
#include "bar.h"
int barUser() { Bar b; return b.value(); }
############### baz.h
struct BazPrivate;
struct Baz
{
Baz();
~Baz();
int value() const;
BazPrivate *d;
};
############### baz.cpp
#include "baz.h"
struct BazPrivate { BazPrivate() : i(23) {} int i; };
Baz::Baz() : d(new BazPrivate) {}
Baz::~Baz() { delete d; }
int Baz::value() const { return d->i; }
############### bazuser.cpp
#include "baz.h"
int bazUser() { Baz b; return b.value(); }
############### main.cpp
int barUser();
int bazUser();
int main() { return barUser() + bazUser(); }
\endcode
Results:
\code
Object file size:
14428 bar.o
4744 baz.o
8508 baruser.o
2952 bazuser.o
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00000000 W _ZN14QScopedPointerIN3Foo10BarPrivateENS_21QScopedPointerDeleterIS2_EEED1Ev
00000000 W _ZN21QScopedPointerDeleterIN3Foo10BarPrivateEE7cleanupEPS2_
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Symbols in baz.o:
00000000 W _ZN3Foo10BazPrivateC1Ev
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00000000 T _ZN3Foo3BazC2Ev
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\endcode
\section1 Documentation
The documentation is generated from source and header files. You document
for the other developers, not for yourself. In the header files, document
interfaces. That is, what the function does, not the implementation.
In the .cpp files, you can document the implementation if the
implementation is not obvious.
*/