Should classes manage dynamic memory on their own? - c++

If a class needs to allocate memory dynamically (e.g. std::vector), is it acceptable for the class to simply allocate and deallocate the memory internally, using operator new or malloc?
The answer isn't entirely obvious to me. The lack of a system managing the memory allocation like in garbage collected languages is obviously empowering; but on the other hand, it is precisely this lack of coordination that ends up wasting memory. For instance, it would be quite trivial to make a 'fake' allocator that just passes stack memory to an object which would, under normal circumstances, require dynamic memory, but which the programmer can assert will never need more than X amount of bytes.
Perhaps you think that this issue is irrelevant in the days of large address spaces, but it feels a bit lame to fall back on the hardware, this is C++ after all.
EDIT
I realize now how cryptic I was with the question... Let me explain it a bit better.
When I say 'wasting memory', I specifically mean the kind of memory-wasting that happens with heap fragmentation. Reducing heap fragmentation is the most compelling point of making a memory managing system in C++, since (as many comments have pointed out) destructors already handle the resource management side of things. When your allocations are essentially random (you don't know where your new memory is in relation to other allocated memory) and every class could potentially allocate, you run into the sort of problem that data oriented design tries to fix: poor data locality.
So the question is: would it make sense for there to be a class that does the memory management, object management, heap compaction, and maybe statistics tracking (for debugging purposes) to make the most efficient use of memory and data locality?
[In this view, every class or function that allocates memory dynamically has to get a reference to that class, somehow.]
Or is it better to let every class be able to allocate without necessarily making it part of the interface of that class?

If a class needs to allocate memory dynamically (e.g. std::vector), is it acceptable for the class to simply allocate and deallocate the memory internally, using operator new or malloc?
Usually, we have two kinds of classes:
managers of resources (including dynamic memory);
"business logic" classes.
Most of the times we shouldn't mix the layers of resource management and domain logic.
So, if your class is a manager of a raw resource, it allocates/deallocates, initializes/deinitializes its only resource and does nothing else. In this case, new is OK and even necessary (e.g. you can't instead use std::vector when writing your own dynamic array, otherwise you don't need to write it at all). See RAII.
If your class contains some app logic, it is not permitted to explicitly allocate dynamic memory, open sockets etc., but it uses other RAII-classes for that. At this high level C++ provides you with something that GC languages don't: it makes RAII-owners manage files, sockets etc. - any kind of resource, not just raw bytes of heap memory, so you don't need manual Java/C#-style try-with-resources everywhere you create a not-of-raw-memory manager object - the compiler does it for you as soon as you have a RAII class for that.

Related

Why use custom dynamic memory allocation over memory from stack?

Context: I'm working on a project where a client needs us to use custom dynamic memory allocation instead of allocating objects from the stack. Note that the objects in question have size known during compilation and doesn't even require dynamic allocation. Which makes me wonder,
What are some contexts where custom dynamic memory allocation of objects can be better than allocating objects from the stack? (where size is known during compilation)
An example. If Dog is a class, then instead of just declaring Dog puppy; they want us to do
Dog* puppy = nullptr;
custom_alloc(puppy);
new(puppy) Dog(); // the constructor
// do stuff
puppy->~Dog(); // the destructor
custom_free(puppy)
The real custom_alloc function is not known to us. To make the program run, the given custom_alloc function would be a wrapper of malloc. And custom_free would be a wrapper of free
I do not like this approach and was wondering when this can be actually useful or what they are really trying to solve by doing this.
Possible reasons:
Stack size is limited; while typical thread libraries allocate 1-10 MB for each thread's stack, it's not uncommon for the limit to be set lower for applications where hundreds or thousands of threads are expected to be launched concurrently (e.g. high traffic webservers; Microsoft IIS used to use a 256 KB limit, and only upped it to 512 KB for 64 bit setups).
You may want to keep an object around after the function has returned (without using globals). While NRVO and/or move semantics does mean it's often relatively cheap to return the object by value, when NRVO doesn't apply, copying around a single pointer is cheaper than just about anything else.
Auditing/tracing: They may want to use their custom function for specific types to keep track of memory allocation patterns
Persistent storage: The allocator may be backed by a memory mapped file; for structured data, that file may double as long term storage
Performance: Custom allocators (e.g. Intel's TBB) have been known to dramatically reduce runtime in certain circumstances. This is more a justification for using a custom allocator instead of the default allocator; custom allocators generally won't beat stack storage (except in really niche cases where memory locality might be improved by removing large objects from the stack and putting them in their own dedicated storage).
(Likely a terrible idea) Avoiding exception handling cleanup overhead. If your classes are RAII, then code has to be generated to clean them up along various code paths in case of an exception. Raw pointers don't generate any such code. Of course, if you don't take measures to perform the cleanup on exception yourself, this means memory leaks, but in rare cases (e.g. when you expect the program to exit completely, and you want the OS to handle memory cleanup) this might provide a minor "benefit".
A combination of the above: They may want to be able to swap between a tracing allocator and a performance allocator by linking different runtime libraries to provide custom_alloc
All that said, their approach to do this is pretty awful; requiring manual placement new and destructor invocation is unpleasant (std::unique_ptr/std::shared_ptr could help a bit by providing custom deleter functors that do this work for you, but it's ugly even so). Typically if you need a custom allocator, you'd define appropriate overloads for operator new/operator delete. That way, avoiding stack allocation (for whatever reason) isn't nearly so unpleasant; you just replace logically stack allocated variables with std::unique_ptrs (created via std::make_unique), and your code remains fairly simple.

Why use new and delete at all?

I'm new to C++ and I'm wondering why I should even bother using new and delete? It can cause problems (memory leaks) and I don't get why I shouldn't just initialize a variable without the new operator. Can someone explain it to me? It's hard to google that specific question.
For historical and efficiency reasons, C++ (and C) memory management is explicit and manual.
Sometimes, you might allocate on the call stack (e.g. by using VLAs or alloca(3)). However, that is not always possible, because
stack size is limited (depending on the platform, to a few kilobytes or a few megabytes).
memory need is not always FIFO or LIFO. It does happen that you need to allocate memory, which would be freed (or becomes useless) much later during execution, in particular because it might be the result of some function (and the caller - or its caller - would release that memory).
You definitely should read about garbage collection and dynamic memory allocation. In some languages (Java, Ocaml, Haskell, Lisp, ....) or systems, a GC is provided, and is in charge of releasing memory of useless (more precisely unreachable) data. Read also about weak references. Notice that most GCs need to scan the call stack for local pointers.
Notice that it is possible, but difficult, to have quite efficient garbage collectors (but usually not in C++). For some programs, Ocaml -with a generational copying GC- is faster than the equivalent C++ code -with explicit memory management.
Managing memory explicitly has the advantage (important in C++) that you don't pay for something you don't need. It has the inconvenience of putting more burden on the programmer.
In C or C++ you might sometimes consider using the Boehm's conservative garbage collector. With C++ you might sometimes need to use your own allocator, instead of the default std::allocator. Read also about smart pointers, reference counting, std::shared_ptr, std::unique_ptr, std::weak_ptr, and the RAII idiom, and the rule of three (in C++, becoming the rule of 5). The recent wisdom is to avoid explicit new and delete (e.g. by using standard containers and smart pointers).
Be aware that the most difficult situation in managing memory are arbitrary, perhaps circular, graphs (of reference).
On Linux and some other systems, valgrind is a useful tool to hunt memory leaks.
The alternative, allocating on the stack, will cause you trouble as stack sizes are often limited to Mb magnitudes and you'll get lots of value copies. You'll also have problems sharing stack-allocated data between function calls.
There are alternatives: using std::shared_ptr (C++11 onwards) will do the delete for you once the shared pointer is no longer being used. A technique referred to by the hideous acronym RAII is exploited by the shared pointer implementation. I mention it explicitly since most resource cleanup idioms are RAII-based. You can also make use of the comprehensive data structures available in the C++ Standard Template Library which eliminate the need to get your hands too dirty with explicit memory management.
But formally, every new must be balanced with a delete. Similarly for new[] and delete[].
Indeed in many cases new and delete are not needed, you can just use standard containers instead and leaving to them the allocation/deallocation management.
One of the reasons for which you may need to use allocation explicitly is for objects where the identity is important (i.e. they are not just values that can be copied around).
For example if you have a gui "window" object then making copies probably doesn't make sense and thus you're more or less ruling out all standard containers (they're designed for objects that can be copied and assigned). In this case if the object needs to survive the function that creates it probably the simplest solution is to just allocate explicitly it on the heap, possibly using a smart pointer to avoid leaks or use-after-delete.
In other cases it may be important to avoid copies not because they're illegal, but just not very efficient (big objects) and explicitly handling the instance lifetime may be a better (faster) solution.
Another case where explicit allocation/deallocation may be the best option are complex data structures that cannot be represented by the standard library (for example a tree in which each node is also part of a doubly-linked list).
Modern C++ styles often frown on explicit calls to new and delete outside of specialized resource management code.
This is not because the stack/automatic storage is sufficient, but rather because RAII smart resource owners (be they containers, shared pointers, or something else) make almost all direct memory wrangling unnessecary. And as the problem of memory management is often error prone, this makes your code more robust, easier to read, and sometimes faster (as the fancy resource owners can use techniques you might not bother with everywhere).
This is exemplified by the rule of zero: write no destructor, copy/move assign, copy/move constructor. Store state in smart storage, and have it handle it for you.
None of the above applies when you yourself are writing smart memory owning classes. This is a rare thing to need to do, however. It also requires C++14 (for make_unique) to get rid of the penultimate excuse to call new.
Now, the free store is still used, just not directly, under the above style. The free store (aka heap) is needed because automatic storage (aka the stack) only supports really simple object lifetime rules (scope based, compile time deterministic size and count, FILO order). As runtime sized and counted data is common, and object lifetime is often not that simple, the free store is used by most programs. Sometimes copying an object around on the stack is enough to make the simple lifetime less of a problem, but at other times identity is important.
The final reason is stack overflow. On some C++ implementations the stack/automatic storage is seriously constrained in size. What more is that there is rarely if ever a reliable failure mode when you put to much stuff in it. By storing large data on the free store, we can reduce the chance the stack will overflow.
First, if you don't need dynamic allocation, don't use it.
The most frequent reason for needing dynamic allocation is that
the object will have a lifetime which is determined by the
program logic rather than lexical scope. The new and
delete operators are designed to support explicitly managed
lifetimes.
Another common reason is that the size or structure of the
"object" is determined at runtime. For simple cases (arrays,
etc.) there are standard classes (std::vector) which will
handle this for you, but for more complicated structures (e.g.
graphs and trees), you'll have to do this yourself. (The usual
technique here is to create a class representing the graph or
tree, and have it manage the memory.)
And there is the case where the object must be polymorphic, and
the actual type won't be known until runtime. (There are some
tricky ways of handling this without dynamic allocation in the
simplest cases, but in general, you'll need dynamic allocation.)
In this case, std::unique_ptr might be appropriate to handle
the delete, or if the object must be shared, std::shared_ptr
(although usually, objects which must be shared fall into the
first category, above, and so smart pointers aren't
appropriate).
There are probably other reasons as well, but these are the
three that I've encountered the most often.
Only on simple programs you can know beforehand how much memory you'd use. In general you can not foresee how much memory you'd use.
However with modern C++11 you generally rely on standard libraries like vector and map for memory allocation, and the use of smart pointers helps you avoid memory leaks, so you don't really need to use new and delete explicitly by hand.
When you are using New then your object stores in Heap, and it remains there until you don't manually delete it. but in the case without using new your object goes in Stack and it destroys automatically when it goes out of scope.
Stack is set to a fix size, so if there is no any block for assign a new object then Stack Overflow occurs. This often happens when a lot of nested functions are being called, or if there is an infinite recursive call. If the current size of the heap is too small to accommodate new memory, then more memory can be added to the heap by the operating system.
Another reason may be if you are explicitly calling an external library or API with a C-style interface. Setting up a callback in such cases often means context data must be supplied and returned in the callback, and such an interface usually provides only a 'simple' void* or int*. Allocating an object or struct with new is appropriate for such actions, (you can delete it later in the callback, should you need to).

C++ using a Garbage Collector is overkill, what is a better solution?

I am currently using Boehm Garbage Collector for a large application in C++. While it works, it seems to me that the GC is overkill for my purpose (I do not like having this as a dependency and I have to continually make allowances and think about the GC in everything I do so as to not step on its toes). I would like to find a better solution that is more suited to my needs, rather than a blanket solution that happens to cover it.
In my situation I have one specific class (and everything that inherits from that class) that I want to "collect". I do not need general garbage collection, in all situations except for this particular class I can easily manage my own memory.
Before I started using the GC, I used reference counting, but reference cycles and the frequent updates made this a less than ideal solution.
Is there a better way for me to keep track of this class? One that does not involve additional library dependancies like boost.
Edit:
It is probably best if I give a rundown on the potential lifespan of my object(s).
A function creates a new instance of my class and may (or may not) use it. Regardless, it passes this new instance back to the caller as a return value. The caller may (or may not) use it as well, and again it passes it back up the stack, eventually getting to the top level function which just lets the pointer fade into oblivion.
I cannot just delete the pointer in the top level, because part of the "possible use", involves passing the pointer to other functions which may (or may not) store the pointer for use somewhere else, at some future time.
I hope this better illustrates the problem that I am trying to solve. I currently solve it with Boehm Garbage Collector, but would like simpler, non dependency involving, solution if possible.
In the Embedded Systems world, or programs that are real-time event critical, garbage collection is frowned upon. The point of using dynamic memory is bad.
With dynamic memory allocation, fragmentation occurs. A Garbage Collector is used to periodically arrange memory to reduce the fragmentation, such as combining sequential freed blocks. The primary issue is when to perform this defragmentation or running of the GC.
Some suggested alternatives:
Redesign your system to avoid dynamic memory allocation.
Allocate static buffers and use them. For example in an RTOS system, preallocate space for messages, rather than dynamically allocating them.
Use the Stack, not the Heap.
Use the stack for dynamically allocated variables, if possible. This is not a good idea if variables need a lifetime beyond the function execution.
Place limits on variable sized data.
Along with static buffers, place limits on variable length data or incoming data of unknown size. This may mean that the incoming data must be paused or multiple buffering when the input cannot be stopped.
Create your own memory allocator.
Create many memory pools that allocate different sized blocks. This will reduce fragmentation. For example, for small blocks, maybe a bitset could be used to determine which bytes are in use and which are available. Maybe another pool for 64 byte blocks is necessary. All depends on your system's needs.
If you really just need special handling for the memory allocations associated with a single class, then you should look at overloading the new operator for that class.
class MyClass
{
public:
void *operator new(size_t);
void operator delete(void *);
}
You can implement these operators to do whatever you need to track the memory: allocate it from a special pool, place references on a linked list for tracking, etc.
void* MyClass::operator new(size_t size)
{
void *p = my_allocator(size); // e.g., instead of malloc()
// place p on a linked list, etc.
return p;
}
void MyClass::operator delete(void *p)
{
// remove p from list...
my_free(p);
}
You can then write external code that can walk through the list you are keeping to inspect every currently-allocated instance of MyClass, GC'ing instances as appropriate for your situation.
With memory, you should always try and have clear ownership and knowledge of lifetime. Lifetime determines where you take the memory from (as do other factors), ie stack for scope lived, pool for reused, etc. Ownership will tell you when and if to free memory. In your case, the GC has the ownership and makes the decision when to free. With ref counting, the wrapper class does this logic. Unclear ownership leads to hard to maintain code if manual memory management is used. You must avoid use after free, double frees, and memory leaking.
To solve your problem, figure out who should keep ownership. This will dictate the algoritm to use. GC and ref counting are popular choices, but there are infinetly many. If ownership is unclear, give it to a 3rd party whose job it is to keep track of it. If ownership is shared, make sure all parties are aware of it perhaps by enforcing it via specialized classes. This can also be enforced by simple convention, ie objects of type foo should never keep ptrs of type bar internally as they do not own them and if they do they cannot assume them always valid and might have to check for validity first. Etc.
If you find this hard to determine, it could be a sign that the code is very complex. Could it be made in a more simple manner?
Understanding how your memory is used and accessed is key to writing clean code for maintenance and performance optimizations. This is true regardless of language used.
Best of luck.

C++ memory management and Misra

I need some clarification about c++ memory management and MISRA guidelines..
I have to implement one program that it's MISRA compatible so I have to respect a important rule: is not possible to use 'new' operator (dynamic memory heap).
In this case, for any custom object, I must use static allocation:
For example:
I have my class Student with a constructor Student(int age).
Whenever I have to instantiate a Student object I must do it this way:
int theAge = 18;
Student exampleOfStudent(theAge);
This creates an Student object exampleOfStudent.
In this way I do not to have to worry about I do not use destructors.
Is this correct all this?
Are there other ways to use static memory management?
Can I use in the same way std::vector or other data structure?
Can I add, for example, a Student instance (that I created as Student exampleOfStudent(theAge)) into a std::vector.
Student exampleOfStudent(theAge); is an automatic variable, not static.
As far as I remember, MISRA rules disallow all forms of dynamic memory. This includes both malloc and new and std::vector (with the default allocator).
You are left with only automatic variables and static variables.
If your system has a limited amount of RAM you don't want to use dynamic memory because of the risk you will ask for more memory than is available. Heap fragmentation is also an issue. This prevents you from writing provably correct code. If you use variables with automatic or static storage a static analysis application can, for instance, output the maximum amount of memory your application will use. This number you can check against your system RAM.
The idea behind the rule is not that malloc and new, specifically, are unsafe, but that memory allocation is (usually) a lazy workaround for not understanding, or managing, the memory requirements of your program.
pre-allocating your calculated maximum input, and trapping overruns
providing a packet, stream, or other line-oriented means of managing input
use of an alternative pre-allocated data structure to manage non-uniform elements
Particularly in the context of a small, non-MMU, embedded system that lack of design depth frequently leads to an unstable system, that crashes outright in those odd, "corner case" exceptions. Small memory, short stack, is a system killer.
A few, of many, strategies that avoid the assumption that you do not have infinite memory, or even much memory in that inexpensive, embedded system - and force you to deal with the faults that might be important in your application.
Don't write your own malloc.
For MISRA compliance, placement-new is not a problem, as there is no dynamic allocation happening.
A library could be written (like an STL allocator) in such a way as to reference a statically allocated memory region as it's memory pool for such a purpose.
Advantages: deterministic, fast.
Disadvantages: memory inefficient.
A favorable trade off for deterministic real-time systems.
All needed RAM has to be there at program startup, or the program won't run.
If the program starts, it's unaffected by available heap size, fragmentation etc..
Writing ones own allocator can be complex and out-of-memory conditions (static memory pool size is fixed after all) still have to be dealt with.
I once wrote a library that had to comply to the MISRA rules. I needed dynamic memory as well, so I came up with a trick:
My lib was written in C, but my trick may work for you.
Part of the header-file looked like this:
/* declare two function pointers compatible to malloc and free: */
typedef void * (*allocatorFunc)(size_t size);
typedef void (*freeFunc) (void * data);
/* and let the library user pass them during lib-init: */
int library_init (allocatorFunc allocator, freeFunc deallocator);
Inside the library I never called malloc/free directly. I always used the supplied function-pointers. So I delegated the problem how to the dynamic memory allocation should look like to someone else.
The customer actually liked this solution. He was aware of the fact that my library would not work without dynamic memory allocation and it gave him freedom to implement his own memory scheme using preallocated pools or whatnot.
In C++ you can do the same, just use the malloc function and do the object creation using placement new.

Why should C++ programmers minimize use of 'new'?

I stumbled upon Stack Overflow question Memory leak with std::string when using std::list<std::string>, and one of the comments says this:
Stop using new so much. I can't see any reason you used new anywhere you did. You can create objects by value in C++ and it's one of the huge advantages to using the language. You do not have to allocate everything on the heap. Stop thinking like a Java programmer.
I'm not really sure what he means by that.
Why should objects be created by value in C++ as often as possible, and what difference does it make internally? Did I misinterpret the answer?
There are two widely-used memory allocation techniques: automatic allocation and dynamic allocation. Commonly, there is a corresponding region of memory for each: the stack and the heap.
Stack
The stack always allocates memory in a sequential fashion. It can do so because it requires you to release the memory in the reverse order (First-In, Last-Out: FILO). This is the memory allocation technique for local variables in many programming languages. It is very, very fast because it requires minimal bookkeeping and the next address to allocate is implicit.
In C++, this is called automatic storage because the storage is claimed automatically at the end of scope. As soon as execution of current code block (delimited using {}) is completed, memory for all variables in that block is automatically collected. This is also the moment where destructors are invoked to clean up resources.
Heap
The heap allows for a more flexible memory allocation mode. Bookkeeping is more complex and allocation is slower. Because there is no implicit release point, you must release the memory manually, using delete or delete[] (free in C). However, the absence of an implicit release point is the key to the heap's flexibility.
Reasons to use dynamic allocation
Even if using the heap is slower and potentially leads to memory leaks or memory fragmentation, there are perfectly good use cases for dynamic allocation, as it's less limited.
Two key reasons to use dynamic allocation:
You don't know how much memory you need at compile time. For instance, when reading a text file into a string, you usually don't know what size the file has, so you can't decide how much memory to allocate until you run the program.
You want to allocate memory which will persist after leaving the current block. For instance, you may want to write a function string readfile(string path) that returns the contents of a file. In this case, even if the stack could hold the entire file contents, you could not return from a function and keep the allocated memory block.
Why dynamic allocation is often unnecessary
In C++ there's a neat construct called a destructor. This mechanism allows you to manage resources by aligning the lifetime of the resource with the lifetime of a variable. This technique is called RAII and is the distinguishing point of C++. It "wraps" resources into objects. std::string is a perfect example. This snippet:
int main ( int argc, char* argv[] )
{
std::string program(argv[0]);
}
actually allocates a variable amount of memory. The std::string object allocates memory using the heap and releases it in its destructor. In this case, you did not need to manually manage any resources and still got the benefits of dynamic memory allocation.
In particular, it implies that in this snippet:
int main ( int argc, char* argv[] )
{
std::string * program = new std::string(argv[0]); // Bad!
delete program;
}
there is unneeded dynamic memory allocation. The program requires more typing (!) and introduces the risk of forgetting to deallocate the memory. It does this with no apparent benefit.
Why you should use automatic storage as often as possible
Basically, the last paragraph sums it up. Using automatic storage as often as possible makes your programs:
faster to type;
faster when run;
less prone to memory/resource leaks.
Bonus points
In the referenced question, there are additional concerns. In particular, the following class:
class Line {
public:
Line();
~Line();
std::string* mString;
};
Line::Line() {
mString = new std::string("foo_bar");
}
Line::~Line() {
delete mString;
}
Is actually a lot more risky to use than the following one:
class Line {
public:
Line();
std::string mString;
};
Line::Line() {
mString = "foo_bar";
// note: there is a cleaner way to write this.
}
The reason is that std::string properly defines a copy constructor. Consider the following program:
int main ()
{
Line l1;
Line l2 = l1;
}
Using the original version, this program will likely crash, as it uses delete on the same string twice. Using the modified version, each Line instance will own its own string instance, each with its own memory and both will be released at the end of the program.
Other notes
Extensive use of RAII is considered a best practice in C++ because of all the reasons above. However, there is an additional benefit which is not immediately obvious. Basically, it's better than the sum of its parts. The whole mechanism composes. It scales.
If you use the Line class as a building block:
class Table
{
Line borders[4];
};
Then
int main ()
{
Table table;
}
allocates four std::string instances, four Line instances, one Table instance and all the string's contents and everything is freed automagically.
Because the stack is faster and leak-proof
In C++, it takes but a single instruction to allocate space—on the stack—for every local scope object in a given function, and it's impossible to leak any of that memory. That comment intended (or should have intended) to say something like "use the stack and not the heap".
The reason why is complicated.
First, C++ is not garbage collected. Therefore, for every new, there must be a corresponding delete. If you fail to put this delete in, then you have a memory leak. Now, for a simple case like this:
std::string *someString = new std::string(...);
//Do stuff
delete someString;
This is simple. But what happens if "Do stuff" throws an exception? Oops: memory leak. What happens if "Do stuff" issues return early? Oops: memory leak.
And this is for the simplest case. If you happen to return that string to someone, now they have to delete it. And if they pass it as an argument, does the person receiving it need to delete it? When should they delete it?
Or, you can just do this:
std::string someString(...);
//Do stuff
No delete. The object was created on the "stack", and it will be destroyed once it goes out of scope. You can even return the object, thus transfering its contents to the calling function. You can pass the object to functions (typically as a reference or const-reference: void SomeFunc(std::string &iCanModifyThis, const std::string &iCantModifyThis). And so forth.
All without new and delete. There's no question of who owns the memory or who's responsible for deleting it. If you do:
std::string someString(...);
std::string otherString;
otherString = someString;
It is understood that otherString has a copy of the data of someString. It isn't a pointer; it is a separate object. They may happen to have the same contents, but you can change one without affecting the other:
someString += "More text.";
if(otherString == someString) { /*Will never get here */ }
See the idea?
Objects created by new must be eventually deleted lest they leak. The destructor won't be called, memory won't be freed, the whole bit. Since C++ has no garbage collection, it's a problem.
Objects created by value (i. e. on stack) automatically die when they go out of scope. The destructor call is inserted by the compiler, and the memory is auto-freed upon function return.
Smart pointers like unique_ptr, shared_ptr solve the dangling reference problem, but they require coding discipline and have other potential issues (copyability, reference loops, etc.).
Also, in heavily multithreaded scenarios, new is a point of contention between threads; there can be a performance impact for overusing new. Stack object creation is by definition thread-local, since each thread has its own stack.
The downside of value objects is that they die once the host function returns - you cannot pass a reference to those back to the caller, only by copying, returning or moving by value.
C++ doesn't employ any memory manager by its own. Other languages like C# and Java have a garbage collector to handle the memory
C++ implementations typically use operating system routines to allocate the memory and too much new/delete could fragment the available memory
With any application, if the memory is frequently being used it's advisable to preallocate it and release when not required.
Improper memory management could lead memory leaks and it's really hard to track. So using stack objects within the scope of function is a proven technique
The downside of using stack objects are, it creates multiple copies of objects on returning, passing to functions, etc. However, smart compilers are well aware of these situations and they've been optimized well for performance
It's really tedious in C++ if the memory being allocated and released in two different places. The responsibility for release is always a question and mostly we rely on some commonly accessible pointers, stack objects (maximum possible) and techniques like auto_ptr (RAII objects)
The best thing is that, you've control over the memory and the worst thing is that you will not have any control over the memory if we employ an improper memory management for the application. The crashes caused due to memory corruptions are the nastiest and hard to trace.
I see that a few important reasons for doing as few new's as possible are missed:
Operator new has a non-deterministic execution time
Calling new may or may not cause the OS to allocate a new physical page to your process. This can be quite slow if you do it often. Or it may already have a suitable memory location ready; we don't know. If your program needs to have consistent and predictable execution time (like in a real-time system or game/physics simulation), you need to avoid new in your time-critical loops.
Operator new is an implicit thread synchronization
Yes, you heard me. Your OS needs to make sure your page tables are consistent and as such calling new will cause your thread to acquire an implicit mutex lock. If you are consistently calling new from many threads you are actually serialising your threads (I've done this with 32 CPUs, each hitting on new to get a few hundred bytes each, ouch! That was a royal p.i.t.a. to debug.)
The rest, such as slow, fragmentation, error prone, etc., have already been mentioned by other answers.
Pre-C++17:
Because it is prone to subtle leaks even if you wrap the result in a smart pointer.
Consider a "careful" user who remembers to wrap objects in smart pointers:
foo(shared_ptr<T1>(new T1()), shared_ptr<T2>(new T2()));
This code is dangerous because there is no guarantee that either shared_ptr is constructed before either T1 or T2. Hence, if one of new T1() or new T2() fails after the other succeeds, then the first object will be leaked because no shared_ptr exists to destroy and deallocate it.
Solution: use make_shared.
Post-C++17:
This is no longer a problem: C++17 imposes a constraint on the order of these operations, in this case ensuring that each call to new() must be immediately followed by the construction of the corresponding smart pointer, with no other operation in between. This implies that, by the time the second new() is called, it is guaranteed that the first object has already been wrapped in its smart pointer, thus preventing any leaks in case an exception is thrown.
A more detailed explanation of the new evaluation order introduced by C++17 was provided by Barry in another answer.
Thanks to #Remy Lebeau for pointing out that this is still a problem under C++17 (although less so): the shared_ptr constructor can fail to allocate its control block and throw, in which case the pointer passed to it is not deleted.
Solution: use make_shared.
To a great extent, that's someone elevating their own weaknesses to a general rule. There's nothing wrong per se with creating objects using the new operator. What there is some argument for is that you have to do so with some discipline: if you create an object you need to make sure it's going to be destroyed.
The easiest way of doing that is to create the object in automatic storage, so C++ knows to destroy it when it goes out of scope:
{
File foo = File("foo.dat");
// Do things
}
Now, observe that when you fall off that block after the end-brace, foo is out of scope. C++ will call its destructor automatically for you. Unlike Java, you don't need to wait for the garbage collection to find it.
Had you written
{
File * foo = new File("foo.dat");
you would want to match it explicitly with
delete foo;
}
or even better, allocate your File * as a "smart pointer". If you aren't careful about that it can lead to leaks.
The answer itself makes the mistaken assumption that if you don't use new you don't allocate on the heap; in fact, in C++ you don't know that. At most, you know that a small amount of memory, say one pointer, is certainly allocated on the stack. However, consider if the implementation of File is something like:
class File {
private:
FileImpl * fd;
public:
File(String fn){ fd = new FileImpl(fn);}
Then FileImpl will still be allocated on the stack.
And yes, you'd better be sure to have
~File(){ delete fd ; }
in the class as well; without it, you'll leak memory from the heap even if you didn't apparently allocate on the heap at all.
new() shouldn't be used as little as possible. It should be used as carefully as possible. And it should be used as often as necessary as dictated by pragmatism.
Allocation of objects on the stack, relying on their implicit destruction, is a simple model. If the required scope of an object fits that model then there's no need to use new(), with the associated delete() and checking of NULL pointers.
In the case where you have lots of short-lived objects allocation on the stack should reduce the problems of heap fragmentation.
However, if the lifetime of your object needs to extend beyond the current scope then new() is the right answer. Just make sure that you pay attention to when and how you call delete() and the possibilities of NULL pointers, using deleted objects and all of the other gotchas that come with the use of pointers.
When you use new, objects are allocated to the heap. It is generally used when you anticipate expansion. When you declare an object such as,
Class var;
it is placed on the stack.
You will always have to call destroy on the object that you placed on the heap with new. This opens the potential for memory leaks. Objects placed on the stack are not prone to memory leaking!
One notable reason to avoid overusing the heap is for performance -- specifically involving the performance of the default memory management mechanism used by C++. While allocation can be quite quick in the trivial case, doing a lot of new and delete on objects of non-uniform size without strict order leads not only to memory fragmentation, but it also complicates the allocation algorithm and can absolutely destroy performance in certain cases.
That's the problem that memory pools where created to solve, allowing to to mitigate the inherent disadvantages of traditional heap implementations, while still allowing you to use the heap as necessary.
Better still, though, to avoid the problem altogether. If you can put it on the stack, then do so.
I tend to disagree with the idea of using new "too much". Though the original poster's use of new with system classes is a bit ridiculous. (int *i; i = new int[9999];? really? int i[9999]; is much clearer.) I think that is what was getting the commenter's goat.
When you're working with system objects, it's very rare that you'd need more than one reference to the exact same object. As long as the value is the same, that's all that matters. And system objects don't typically take up much space in memory. (one byte per character, in a string). And if they do, the libraries should be designed to take that memory management into account (if they're written well). In these cases, (all but one or two of the news in his code), new is practically pointless and only serves to introduce confusions and potential for bugs.
When you're working with your own classes/objects, however (e.g. the original poster's Line class), then you have to begin thinking about the issues like memory footprint, persistence of data, etc. yourself. At this point, allowing multiple references to the same value is invaluable - it allows for constructs like linked lists, dictionaries, and graphs, where multiple variables need to not only have the same value, but reference the exact same object in memory. However, the Line class doesn't have any of those requirements. So the original poster's code actually has absolutely no needs for new.
I think the poster meant to say You do not have to allocate everything on the heap rather than the the stack.
Basically, objects are allocated on the stack (if the object size allows, of course) because of the cheap cost of stack-allocation, rather than heap-based allocation which involves quite some work by the allocator, and adds verbosity because then you have to manage data allocated on the heap.
Two reasons:
It's unnecessary in this case. You're making your code needlessly more complicated.
It allocates space on the heap, and it means that you have to remember to delete it later, or it will cause a memory leak.
Many answers have gone into various performance considerations. I want to address the comment which puzzled OP:
Stop thinking like a Java programmer.
Indeed, in Java, as explained in the answer to this question,
You use the new keyword when an object is being explicitly created for the first time.
but in C++, objects of type T are created like so: T{} (or T{ctor_argument1,ctor_arg2} for a constructor with arguments). That's why usually you just have no reason to want to use new.
So, why is it ever used at all? Well, for two reasons:
You need to create many values the number of which is not known at compile time.
Due to limitations of the C++ implementation on common machines - to prevent a stack overflow by allocating too much space creating values the regular way.
Now, beyond what the comment you quoted implied, you should note that even those two cases above are covered well enough without you having to "resort" to using new yourself:
You can use container types from the standard libraries which can hold a runtime-variable number of elements (like std::vector).
You can use smart pointers, which give you a pointer similar to new, but ensure that memory gets released where the "pointer" goes out of scope.
and for this reason, it is an official item in the C++ community Coding Guidelines to avoid explicit new and delete: Guideline R.11.
The core reason is that objects on heap are always difficult to use and manage than simple values. Writing code that are easy to read and maintain is always the first priority of any serious programmer.
Another scenario is the library we are using provides value semantics and make dynamic allocation unnecessary. Std::string is a good example.
For object oriented code however, using a pointer - which means use new to create it beforehand - is a must. In order to simplify the complexity of resource management, we have dozens of tools to make it as simple as possible, such as smart pointers. The object based paradigm or generic paradigm assumes value semantics and requires less or no new, just as the posters elsewhere stated.
Traditional design patterns, especially those mentioned in GoF book, use new a lot, as they are typical OO code.
new is the new goto.
Recall why goto is so reviled: while it is a powerful, low-level tool for flow control, people often used it in unnecessarily complicated ways that made code difficult to follow. Furthermore, the most useful and easiest to read patterns were encoded in structured programming statements (e.g. for or while); the ultimate effect is that the code where goto is the appropriate way to is rather rare, if you are tempted to write goto, you're probably doing things badly (unless you really know what you're doing).
new is similar — it is often used to make things unnecessarily complicated and harder to read, and the most useful usage patterns can be encoded have been encoded into various classes. Furthermore, if you need to use any new usage patterns for which there aren't already standard classes, you can write your own classes that encode them!
I would even argue that new is worse than goto, due to the need to pair new and delete statements.
Like goto, if you ever think you need to use new, you are probably doing things badly — especially if you are doing so outside of the implementation of a class whose purpose in life is to encapsulate whatever dynamic allocations you need to do.
One more point to all the above correct answers, it depends on what sort of programming you are doing. Kernel developing in Windows for example -> The stack is severely limited and you might not be able to take page faults like in user mode.
In such environments, new, or C-like API calls are prefered and even required.
Of course, this is merely an exception to the rule.
new allocates objects on the heap. Otherwise, objects are allocated on the stack. Look up the difference between the two.