Storing dynamically created objects - c++

Lets say I have a class Obj, and instances of them are created at run time, can I store them without new like this?
Obj my_obj;
std::vector<Obj> my_vec;
my_vec.push_back(my_obj);
Or do I have to use new?
std::vector<Obj*> my_vec;
my_vec.push_back(new Obj);
And what if I have pointers inside of my class Obj? Also, what if use the second option, do I have to clean up everything?

The question is related to heap allocated objects vs. stack objects.
There are already a few good resources on that in Stackoverflow:
Stack Memory vs Heap Memory
Stack vs Heap C++
C++ stack vs heap allocation
Why should I use a pointer rather than the object itself?
(you may want to look at all the above, each has its own angle).
But, your question is specifically about a container holding objects or pointers to objects. For this there are a few other resources:
Should I store entire objects, or pointers to objects in containers?
Is it better to save object pointer in STL container rather than object itself?
Let me summarize shortly:
Usually working with values and not pointers should be your preferred option. They are much easier to maintain and less bug-prone. Before C++11 performance considerations could be a reason for considering working with container of pointers, but since move semantics came in C++11, if you design your code properly, working with containers of values should not be costly.
Another reason for working with pointers might be polymorphism. You want your container to hold and manage different types which share the same base class. Though it seems that a container of pointers should be the solution in such a case, which is used in many examples for polymorphism in C++, this still should not be your preferred choice. The first alternative for raw pointers should be holding unique_ptr which is a smart pointer type introduced in the C++ standard library in C++11.
The other option is to model the data that you want to manage withing a class that would hide and manage your polymorphism without exposing it to the container or to the user. Let's take an example: suppose you want to manage a container of Command objects, where Command is a base class for many different actual commands. Instead of having a container of Command* or unique_ptr<Command>, rename Command to be CommandBase, then hold (wrap, hide) unique_ptr<CommandBase> inside class Command and hold in your container objects of type Command.
Another alternative would be to avoid inheritance altogether. So for different callables (our Command example) you can just use std::function.
You can also use std::variant to manage the different types (e.g. using Shape = std::variant<Circle, Triangle>;).
Hiding the fact that you are using polymorphism, or avoiding polymorphism altogether, can become quite useful in your API, with the benefits of being able to preserve proper value semantics.
More on value semantics and its benefits can be found in CppCon 2022 talk by Klaus Iglberger: Back to Basics: Cpp Value Semantics and in C++Now 2022 talk by Dave Abrahams: A Future of Value Semantics and Generic Programming, Part 1 and Part 2. The original talk on the subject, by Sean Parent: Value Semantics and Concepts-based Polymorphism, from C++Now 2012.
You can also read about value semantics in the following links:
C++ classes as value types a Microsoft blog post
Reference and Value Semantics in ISO-CPP FAQ
Value Semantics and Polymorphism a blog post by Dean Berris

Related

Explicitly expressing ownership in Delphi

I'm primarily a C++ programmer, and I've grown used to having class templates like std::unique_ptr, std::shared_ptr, etc for expressing ownership of my objects. Does Delphi have anything that is similar in its standard library? Are there any best-practices out there for expressing object ownership that I should be following as I write my code?
Edit: Since C++11 became standard, there are two lightweight helper classes, std::shared_ptr and std::unique_ptr.
If I create a variable of type std::shared_ptr<int>, it represents a pointer to an int with shared ownership: under the hood is reference-counted, and when the ref-count reaches zero then the pointer is automatically freed. This type expresses a kind of "shared ownership", where many objects share the responsibility of destroying the resource when they are done with it.
In contrast, std::unique_ptr expresses single ownership. When the unique_ptr goes out of scope, the resource is automatically freed. std::unique_ptr cannot be copied: there can be exactly one object owning this resource at a time, and there is exactly one object who is responsible to clean the object up.
Contrast these lightweight classes with a naked pointer to int, where it can represent either shared ownership, unique ownership, or it can just be a reference to an object somewhere else! The type tells you nothing.
My question is: as Delphi supports holding references to objects, are there any mechanisms for explicitly stating "I am the sole owner of this object, when I'm done with it, I will free it", vs "I am merely keeping a reference to this object around for the purpose of interacting with it, but somebody else will clean it up" vs "I share this object with many other objects, and whoever has it last gets to clean it up."
I know that Collections.Generics has different collections such as TList vs TObjectList, where TObjectList will free the members stored within it, but TList won't. You can say that TObjectList "owns" it's elements, whereas TList doesn't. This is the essence of my question, really. When designing my own classes, are there ways of directly expressing these kinds of ownership issues within the language? Or are there any best practices/naming conventions that are common amongst developers?
I am not aware of any language constructs that can help, nor of any "standard naming conventions".
However, long ago, I have adopted the following naming convention to make it easier to check whether classes clean up behind themselves properly:
As per the standard Delphi convention all field names start with an "F".
Object references for which the class has / takes on life time management responsibility, start with "FMy".
Interface references the class should release explicitly, by setting the reference to nil in the destructor (for performance, to break a cyclic dependency, etc.) start with "FMi"
Very crude, but it works, and has helped a lot when going through code you haven't seen in a while to prevent those "Wait, shouldn't that reference be freed or nilled?" searches.
std::unique_ptr cannot be copied: there can be exactly one object owning this resource at a time
In the Delphi language, there is no type nor mechanism that prevents to share 'ownership'. A copy of any reference can always be made. (Read: there's nothing in Delphi that allows you to block assignment, as David nicely put it.)
When the unique_ptr goes out of scope, the resource is automatically freed.
In Delphi, this is only possible with (or via) interfaces. Delphi has no garbage collector.
And there is exactly one object who is responsible to clean the object up.
Responsibility for cleaning up you have to enforce by yourself. Or delegate that task to a(nother) framework. For example, the default Delphi VCL class TComponent implements automatic ownership (and destruction) that can optionally be exchanged/controlled with RemoveComponent and InsertComponent.
When designing my own classes, are there ways of directly expressing these kinds of ownership issues within the language? Or are there any best practices/naming conventions that are common amongst developers?
Not exactly on topic, but certainly related: there are multiple 'singleton' design pattern implementations that enforce single-time creation of objects.
Regarding naming conventions: the term "Owner" (or "OwnsObjects" from your own example) definitely expresses ownership in the sense that that owner will take care of destruction when necessary. Thus a button created with a form as owner (the single parameter of the button's default constructor) needs no manual destruction.
The concepts in Delphi differ from C++ in many occasions. Both languages are third generation, but Delphi likes to work on a higher level of abstraction than C++. For instance, Delphi supports pointers but they are rarely used when campared to the concept of reference, which is not precisely the same one as in C++.
In Delphi, object variables are in fact references (or in a lower level of abstraction, they are pointers). In C++, when you declare an object variable, the constructor is invokated imediatly, in Delphi it´s not and you have to call it in a given moment, what will allocate memory and run the constructor. So, the memory management of objects in C++ and Delphi are conditionated to different life cycles.
All this was said just to tell you that the memory management design style in Delphi is different than C++. That´s why Delphi doesn´t have any helper class that does precisely what you want. However, Delphi provides a concept named Interfaces, that do not exist in C++ (at least, it didn´t when I used to work with C++, ages ago). Interfaces are similar to an abstract class in the sense they do not have code. You have to provide a class implementor to a interface and that class will provide the code. However, Interfaces provide a reference-count memory management that, I believe, is close to what your are looking for.
So, my answer to you is: the closest language construct that Delphi has to offer you in terms of memory management that can be used to your purposes is Interfaces. So, I suggest that you study it at least a bit to get your own conclusions.

How to store class member objects in C++

I am trying to write a simple game using C++ and SDL. My question is, what is the best practice to store class member variables.
MyObject obj;
MyObject* obj;
I read a lot about eliminating pointers as much as possible in similar questions, but I remember that few years back in some books I read they used it a lot (for all non trivial objects) . Another thing is that SDL returns pointers in many of its functions and therefor I would have to use "*" a lot when working with SDL objects.
Also am I right when I think the only way to initialize the first one using other than default constructor is through initializer list?
Generally, using value members is preferred over pointer members. However, there are some exceptions, e.g. (this list is probably incomplete and only contains reason I could come up with immediately):
When the members are huge (use sizeof(MyObject) to find out), the difference often doesn't matter for the access and stack size may be a concern.
When the objects come from another source, e.g., when there are factory function creating pointers, there is often no alternative to store the objects.
If the dynamic type of the object isn't known, using a pointer is generally the only alternative. However, this shouldn't be as common as it often is.
When there are more complicated relations than direct owner, e.g., if an object is shared between different objects, using a pointer is the most reasonable approach.
In all of these case you wouldn't use a pointer directly but rather a suitable smart pointer. For example, for 1. you might want to use a std::unique_ptr<MyObject> and for 4. a std::shared_ptr<MyObject> is the best alternative. For 2. you might need to use one of these smart pointer templates combined with a suitable deleter function to deal with the appropriate clean-up (e.g. for a FILE* obtained from fopen() you'd use fclose() as a deleter function; of course, this is a made up example as in C++ you would use I/O streams anyway).
In general, I normally initialize my objects entirely in the member initializer list, independent on how the members are represented exactly. However, yes, if you member objects require constructor arguments, these need to be passed from a member initializer list.
First I would like to say that I completely agree with Dietmar Kühl and Mats Petersson answer. However, you have also to take on account that SDL is a pure C library where the majority of the API functions expect C pointers of structs that can own big chunks of data. So you should not allocate them on stack (you shoud use new operator to allocate them on the heap). Furthermore, because C language does not contain smart pointers, you need to use std::unique_ptr::get() to recover the C pointer that std::unique_ptr owns before sending it to SDL API functions. This can be quite dangerous because you have to make sure that the std::unique_ptr does not get out of scope while SDL is using the C pointer (similar problem with std::share_ptr). Otherwise you will get seg fault because std::unique_ptr will delete the C pointer while SDL is using it.
Whenever you need to call pure C libraries inside a C++ program, I recommend the use of RAII. The main idea is that you create a small wrapper class that owns the C pointer and also calls the SDL API functions for you. Then you use the class destructor to delete all your C pointers.
Example:
class SDLAudioWrap {
public:
SDLAudioWrap() { // constructor
// allocate SDL_AudioSpec
}
~SDLAudioWrap() { // destructor
// free SDL_AudioSpec
}
// here you wrap all SDL API functions that involve
// SDL_AudioSpec and that you will use in your program
// It is quite simple
void SDL_do_some_stuff() {
SDL_do_some_stuff(ptr); // original C function
// SDL_do_some_stuff(SDL_AudioSpec* ptr)
}
private:
SDL_AudioSpec* ptr;
}
Now your program is exception safe and you don't have the possible issue of having smart pointers deleting your C pointer while SDL is using it.
UPDATE 1: I forget to mention that because SDL is a C library, you will need a custom deleter class in order to proper manage their C structs using smart pointers.
Concrete example: GSL GNU scientific library. Integration routine requires the allocation of a struct called "gsl_integration_workspace". In this case, you can use the following code to ensure that your code is exception safe
auto deleter= [](gsl_integration_workspace* ptr) {
gsl_integration_workspace_free(ptr);
};
std::unique_ptr<gsl_integration_workspace, decltype(deleter)> ptr4 (
gsl_integration_workspace_alloc (2000), deleter);
Another reason why I prefer wrapper classes
In case of initialization, it depends on what the options are, but yes, a common way is to use an initializer list.
The "don't use pointers unless you have to" is good advice in general. Of course, there are times when you have to - for example when an object is being returned by an API!
Also, using new will waste quite a bit of memory and CPU-time if MyObject is small. Each object created with new has an overhead of around 16-48 bytes in a typical modern OS, so if your object is only a couple of simple types, then you may well have more overhead than actual storage. In a largeer application, this can easily add up to a huge amount. And of course, a call to new or delete will most likely take some hundreds or thousands of cycles (above and beyond the time used in the constructor). So, you end up with code that runs slower and takes more memory - and of course, there's always some risk that you mess up and have memory leaks, causing your program to potentially crash due to out of memory, when it's not REALLY out of memory.
And as that famous "Murphy's law states", these things just have to happen at the worst possible and most annoying times - when you have just done some really good work, or when you've just succeeded at a level in a game, or something. So avoiding those risks whenever possible is definitely a good idea.
Well, creating the object is a lot better than using pointers because it's less error prone. Your code doesn't describe it well.
MyObj* foo;
foo = new MyObj;
foo->CanDoStuff(stuff);
//Later when foo is not needed
delete foo;
The other way is
MyObj foo;
foo.CanDoStuff(stuff);
less memory management but really it's up to you.
As the previous answers claimed the "don't use pointers unless you have to" is a good advise for general programming but then there are many issues that could finally make you select the pointers choice. Furthermore, in you initial question you are not considering the option of using references. So you can face three types of variable members in a class:
MyObject obj;
MyObject* obj;
MyObject& obj;
I use to always consider the reference option rather than the pointer one because you don't need to take care about if the pointer is NULL or not.
Also, as Dietmar Kühl pointed, a good reason for selecting pointers is:
If the dynamic type of the object isn't known, using a pointer is
generally the only alternative. However, this shouldn't be as common
as it often is.
I think this point is of particular importance when you are working on a big project. If you have many own classes, arranged in many source files and you use them in many parts of your code you will come up with long compilation times. If you use normal class instances (instead of pointers or references) a simple change in one of the header file of your classes will infer in the recompilation of all the classes that include this modified class. One possible solution for this issue is to use the concept of Forward declaration, which make use of pointers or references (you can find more info here).

Storing objects in vector

Is it possible to have a vector without specializing it?
My problem is: I have an abstract class N4GestureRecognizer
and a couple of subclasses of it.
So in a Controller class I want to have a vector<N4GestureRecognizer> recognizers_ but since it is abstract I cannot.
How can I store this recognizers in a vector or collection or list or whatever is loop-able in standard c++?
Store them as pointers. Either pure pointers or some smart pointer class.
EXTRA
Actually, pointers are the only way even if the class is not abstracts, but is subclassed and child classes are intended to be used in the vector. Why: std::vector allocates sizeof(T) bytes for each element, but sizeof(derivedFromT) could be bigger than sizeof(T). You will be able to push a child object into the vector, but it can cause unpredictable issues at run time.
Managing vectors of pointers is a pain, of course, but as far as I remember, boost contains some smart pointers to simplify the task.
What you need is a std::vector< std::shared_ptr<N4GestureRecognizer> >.
If your std lib comes without std::shared_ptr (it's part of the next C++ standard, expected to be published next year), it might come with std::tr1::shared_ptr, which is the same (as a addition to the current C++ standard by the official Technical Report 1). If that also fails, there's always boost, which has boost:shared_ptr (which is the predecessor of std::tr1::shared_ptr and std::shared_ptr).
Note: Don't use naked pointers (std::vector<N4GestureRecognizer*>). There's almost no way to make this safe so that it doesn't leak.

What is the best way to implement smart pointers in C++?

I've been evaluating various smart pointer implementations (wow, there are a LOT out there) and it seems to me that most of them can be categorized into two broad classifications:
1) This category uses inheritance on the objects referenced so that they have reference counts and usually up() and down() (or their equivalents) implemented. IE, to use the smart pointer, the objects you're pointing at must inherit from some class the ref implementation provides.
2) This category uses a secondary object to hold the reference counts. For example, instead of pointing the smart pointer right at an object, it actually points at this meta data object... Who has a reference count and up() and down() implementations (and who usually provides a mechanism for the pointer to get at the actual object being pointed to, so that the smart pointer can properly implement operator ->()).
Now, 1 has the downside that it forces all of the objects you'd like to reference count to inherit from a common ancestor, and this means that you cannot use this to reference count objects that you don't have control over the source code to.
2 has the problem that since the count is stored in another object, if you ever have a situation that a pointer to an existing reference counted object is being converted into a reference, you probably have a bug (I.E., since the count is not in the actual object, there is no way for the new reference to get the count... ref to ref copy construction or assignment is fine, because they can share the count object, but if you ever have to convert from a pointer, you're totally hosed)...
Now, as I understand it, boost::shared_pointer uses mechanism 2, or something like it... That said, I can't quite make up my mind which is worse! I have only ever used mechanism 1, in production code... Does anyone have experience with both styles? Or perhaps there is another way thats better than both of these?
"What is the best way to implement smart pointers in C++"
Don't! Use an existing, well tested smart pointer, such as boost::shared_ptr or std::tr1::shared_ptr (std::unique_ptr and std::shared_ptr with C++ 11)
If you have to, then remember to:
use safe-bool idiom
provide an operator->
provide the strong exception guarantee
document the exception requirements your class makes on the deleter
use copy-modify-swap where possible to implement the strong exception guarantee
document whether you handle multithreading correctly
write extensive unit tests
implement conversion-to-base in such a way that it will delete on the derived pointer type (policied smart pointers / dynamic deleter smart pointers)
support getting access to raw pointer
consider cost/benifit of providing weak pointers to break cycles
provide appropriate casting operators for your smart pointers
make your constructor templated to handle constructing base pointer from derived.
And don't forget anything I may have forgotten in the above incomplete list.
Just to supply a different view to the ubiquitous Boost answer (even though it is the right answer for many uses), take a look at Loki's implementation of smart pointers. For a discourse on the design philosophy, the original creator of Loki wrote the book Modern C++ Design.
I've been using boost::shared_ptr for several years now and while you are right about the downside (no assignment via pointer possible), I think it was definitely worth it because of the huge amount of pointer-related bugs it saved me from.
In my homebrew game engine I've replaced normal pointers with shared_ptr as much as possible. The performance hit this causes is actually not so bad if you are calling most functions by reference so that the compiler does not have to create too many temporary shared_ptr instances.
Boost also has an intrusive pointer (like solution 1), that doesn't require inheriting from anything. It does require changing the pointer to class to store the reference count and provide appropriate member functions. I've used this in cases where memory efficiency was important, and didn't want the overhead of another object for each shared pointer used.
Example:
class Event {
public:
typedef boost::intrusive_ptr<Event> Ptr;
void addRef();
unsigned release();
\\ ...
private:
unsigned fRefCount;
};
inline void Event::addRef()
{
fRefCount++;
}
inline unsigned Event::release(){
fRefCount--;
return fRefCount;
}
inline void intrusive_ptr_add_ref(Event* e)
{
e->addRef();
}
inline void intrusive_ptr_release(Event* e)
{
if (e->release() == 0)
delete e;
}
The Ptr typedef is used so that I can easily switcth between boost::shared_ptr<> and boost::intrusive_ptr<> without changing any client code
If you stick with the ones that are in the standard library you will be fine.
Though there are a few other types than the ones you specified.
Shared: Where the ownership is shared between multiple objects
Owned: Where one object owns the object but transfer is allowed.
Unmovable: Where one object owns the object and it can not be transferred.
The standard library has:
std::auto_ptr
Boost has a couple more than have been adapted by tr1 (next version of the standard)
std::tr1::shared_ptr
std::tr1::weak_ptr
And those still in boost (which in relatively is a must have anyway) that hopefully make it into tr2.
boost::scoped_ptr
boost::scoped_array
boost::shared_array
boost::intrusive_ptr
See:
Smart Pointers: Or who owns you baby?
It seems to me this question is kind of like asking "Which is the best sort algorithm?" There is no one answer, it depends on your circumstances.
For my own purposes, I'm using your type 1. I don't have access to the TR1 library. I do have complete control over all the classes I need to have shared pointers to. The additional memory and time efficiency of type 1 might be pretty slight, but memory usage and speed are big issues for my code, so type 1 was a slam dunk.
On the other hand, for anyone who can use TR1, I'd think the type 2 std::tr1::shared_ptr class would be a sensible default choice, to be used whenever there isn't some pressing reason not to use it.
The problem with 2 can be worked around. Boost offers boost::shared_from_this for this same reason. In practice, it's not a big problem.
But the reason they went with your option #2 is that it can be used in all cases. Relying on inheritance isn't always an option, and then you're left with a smart pointer you can't use for half your code.
I'd have to say #2 is best, simply because it can be used in any circumstances.
Our project uses smart pointers extensively. In the beginning there was uncertainty about which pointer to use, and so one of the main authors chose an intrusive pointer in his module and the other a non-intrusive version.
In general, the differences between the two pointer types were not significant. The only exception being that early versions of our non-intrusive pointer implicitly converted from a raw pointer and this can easily lead to memory problems if the pointers are used incorrectly:
void doSomething (NIPtr<int> const &);
void foo () {
NIPtr<int> i = new int;
int & j = *i;
doSomething (&j); // Ooops - owned by two pointers! :(
}
A while ago, some refactoring resulted in some parts of the code being merged, and so a choice had to be made about which pointer type to use. The non-intrusive pointer now had the converting constructor declared as explicit and so it was decided to go with the intrusive pointer to save on the amount of code change that was required.
To our great surprise one thing we did notice was that we had an immediate performance improvement by using the intrusive pointer. We did not put much research into this, and just assumed that the difference was the cost of maintaining the count object. It is possible that other implementations of non-intrusive shared pointer have solved this problem by now.
What you are talking about are intrusive and non-intrusive smart pointers. Boost has both. boost::intrusive_ptr calls a function to decrease and increase the reference count of your object, everytime it needs to change the reference count. It's not calling member functions, but free functions. So it allows managing objects without the need to change the definition of their types. And as you say, boost::shared_ptr is non-intrusive, your category 2.
I have an answer explaining intrusive_ptr: Making shared_ptr not use delete. In short, you use it if you have an object that has already reference counting, or need (as you explain) an object that is already referenced to be owned by an intrusive_ptr.

C++ Memory management

I've learned in College that you always have to free your unused Objects but not how you actually do it. For example structuring your code right and so on.
Are there any general rules on how to handle pointers in C++?
I'm currently not allowed to use boost. I have to stick to pure c++ because the framework I'm using forbids any use of generics.
I have worked with the embedded Symbian OS, which had an excellent system in place for this, based entirely on developer conventions.
Only one object will ever own a pointer. By default this is the creator.
Ownership can be passed on. To indicate passing of ownership, the object is passed as a pointer in the method signature (e.g. void Foo(Bar *zonk);).
The owner will decide when to delete the object.
To pass an object to a method just for use, the object is passed as a reference in the method signature (e.g. void Foo(Bat &zonk);).
Non-owner classes may store references (never pointers) to objects they are given only when they can be certain that the owner will not destroy it during use.
Basically, if a class simply uses something, it uses a reference. If a class owns something, it uses a pointer.
This worked beautifully and was a pleasure to use. Memory issues were very rare.
Rules:
Wherever possible, use a
smart pointer. Boost has some
good ones.
If you
can't use a smart pointer, null out
your pointer after deleting it.
Never work anywhere that won't let you use rule 1.
If someone disallows rule 1, remember that if you grab someone else's code, change the variable names and delete the copyright notices, no-one will ever notice. Unless it's a school project, where they actually check for that kind of shenanigans with quite sophisticated tools. See also, this question.
I would add another rule here:
Don't new/delete an object when an automatic object will do just fine.
We have found that programmers who are new to C++, or programmers coming over from languages like Java, seem to learn about new and then obsessively use it whenever they want to create any object, regardless of the context. This is especially pernicious when an object is created locally within a function purely to do something useful. Using new in this way can be detrimental to performance and can make it all too easy to introduce silly memory leaks when the corresponding delete is forgotten. Yes, smart pointers can help with the latter but it won't solve the performance issues (assuming that new/delete or an equivalent is used behind the scenes). Interestingly (well, maybe), we have found that delete often tends to be more expensive than new when using Visual C++.
Some of this confusion also comes from the fact that functions they call might take pointers, or even smart pointers, as arguments (when references would perhaps be better/clearer). This makes them think that they need to "create" a pointer (a lot of people seem to think that this is what new does) to be able to pass a pointer to a function. Clearly, this requires some rules about how APIs are written to make calling conventions as unambiguous as possible, which are reinforced with clear comments supplied with the function prototype.
In the general case (resource management, where resource is not necessarily memory), you need to be familiar with the RAII pattern. This is one of the most important pieces of information for C++ developers.
In general, avoid allocating from the heap unless you have to. If you have to, use reference counting for objects that are long-lived and need to be shared between diverse parts of your code.
Sometimes you need to allocate objects dynamically, but they will only be used within a certain span of time. For example, in a previous project I needed to create a complex in-memory representation of a database schema -- basically a complex cyclic graph of objects. However, the graph was only needed for the duration of a database connection, after which all the nodes could be freed in one shot. In this kind of scenario, a good pattern to use is something I call the "local GC idiom." I'm not sure if it has an "official" name, as it's something I've only seen in my own code, and in Cocoa (see NSAutoreleasePool in Apple's Cocoa reference).
In a nutshell, you create a "collector" object that keeps pointers to the temporary objects that you allocate using new. It is usually tied to some scope in your program, either a static scope (e.g. -- as a stack-allocated object that implements the RAII idiom) or a dynamic one (e.g. -- tied to the lifetime of a database connection, as in my previous project). When the "collector" object is freed, its destructor frees all of the objects that it points to.
Also, like DrPizza I think the restriction to not use templates is too harsh. However, having done a lot of development on ancient versions of Solaris, AIX, and HP-UX (just recently - yes, these platforms are still alive in the Fortune 50), I can tell you that if you really care about portability, you should use templates as little as possible. Using them for containers and smart pointers ought to be ok, though (it worked for me). Without templates the technique I described is more painful to implement. It would require that all objects managed by the "collector" derive from a common base class.
G'day,
I'd suggest reading the relevant sections of "Effective C++" by Scott Meyers. Easy to read and he covers some interesting gotchas to trap the unwary.
I'm also intrigued by the lack of templates. So no STL or Boost. Wow.
BTW Getting people to agree on conventions is an excellent idea. As is getting everyone to agree on conventions for OOD. BTW The latest edition of Effective C++ doesn't have the excellent chapter about OOD conventions that the first edition had which is a pity, e.g. conventions such as public virtual inheritance always models an "isa" relationship.
Rob
When you have to use manage memory
manually, make sure you call delete
in the same
scope/function/class/module, which
ever applies first, e.g.:
Let the caller of a function allocate the memory that is filled by it,
do not return new'ed pointers.
Always call delete in the same exe/dll as you called new in, because otherwise you may have problems with heap corruptions (different incompatible runtime libraries).
you could derive everything from some base class that implement smart pointer like functionality (using ref()/unref() methods and a counter.
All points highlighted by #Timbo are important when designing that base class.