If there's already a bug, it's not surprising that there's a possibility for error
It's great to think about all the things that can go wrong
but you also have to think about the situations that could lead to
those bad things.
In particular,
you have to recognize when you are trying to avoid a bug that is
ultimately outside your component and which you can't fix anyway.
For example, consider
this multithreaded race condition:
Why
is InterlockedDecrement used in the implementation of
IUnknown::Release?
The only reason I can think of is for multithread safety.
But that Release function
doesn't look multithread safe—what
if another thread was about to increment m_cRef?
Does the AddRef refcount incrementer have a special
interlocked check for zero to catch this case?
What if another thread was about to increment m_cRef?
In other words,
what if another thread was about to call IUnknown::AddRef?
In other words, you have two threads
and an object with a refcount of one.
One thread calls Release and the other thread
calls AddRef.
The concern is that the thread calling AddRef may
execute after the thread that calls Release,
thereby "rescuing" the reference count from zero back to one.
But this scenario you're worried about
is already a bug.
Suppose the second thread runs just a smidgen slower than the
scenario you described,
calling AddRef after the Release returns
instead of while it is executing.
Well, now, that's obviously a bug in the caller, isn't it?
It's using a pointer after destroying it.
This happens a lot:
You're worrying about not introducing a bug into a hypothetical
situation that is already a bug.
The answer to that is "Fix the original bug."
In this specific situation of reference counting, a useful rule of thumb
is "If you're worrying about the possibility of a reference count
incrementing from zero to one, then you already have a bug somewhere else."