I would consider whether you want value or reference semantics before you go worrying about optimizations. Generally you would pass by reference if you want the method you are calling to be able to modify the parameter. You can pass a pointer in this case, like you would in C, but idiomatic C++ tends to use references.
There is no rule that says that small types or enums should always be passed by value. There is plenty of code that passes int&
parameters, because they rely on the semantics of passing by reference. Also, you should keep in mind that for any relatively small data type, you won't notice a difference in speed between passing by reference and by value.
That said, if you have a very large structure, you probably don't want to make lots of copies of it. This is where const
references are handy. Do keep in mind though that const
in C++ is not strictly enforced (even if it's considered bad practice, you can always const_cast
it away). There is no reason to pass a const int&
over an int
, although there is a reason to pass a const ClassWithManyMembers&
over a ClassWithManyMembers
.
All of the structs that you listed I would say are fine to pass by value if you are intending them to be treated as values. Consider that if you call a function that takes one parameter of type struct Rectangle{int x, y, w, h}
, this is the same as passing those 4 parameters independently, which is really not a big deal. Generally you should be more worried about the work that the copy constructor has to do - for example, passing a vector
by value is probably not such a good idea, because it will have to dynamically allocate memory and iterate through a list whose size you don't know, and invoke many more copy constructors.
While you should keep all this in mind, a good general rule is: if you want refence semantics, pass by refence. Otherwise, pass intrinsics by value, and other things by const reference.
Also, C++11 introduced r-value references which complicate things even further. But that's a different topic.