How can I use the spare capacity in a std::vector? - c++

What is the safe, portable, idiomatic way to use the spare capacity in a std::vector?
std::vector<Foo> foos;
foos.emplace_back(1);
foos.emplace_back(2);
foos.reserve(10);
At this point, foos owns at least 8 * sizeof(Foo) uninitialized spare memory starting at foos.data() + foos.size(). It seems terribly inefficient to let that memory go to waste. How can I use this spare capacity as scratch space or for other purposes before I fill it with Foo objects by appending to foos? What is the right way to do this without invoking any undefined behavior?

How can I use the spare capacity in a std::vector?
By inserting more elements.
More convoluted answer which may be what you're looking for, but probably more complex than it's worth:
You can allocate memory yourself (std::allocator or whatever; don't forget std::unique_ptr), and implement a custom allocator that uses that piece of memory. You can then use that memory for whatever and later create a vector using the custom allocator. Note that this doesn't let you use the memory that has already been reserved for the vecor; you can only use the memory before it has been acquired by the vector.

Yes, memory for unused elements is wasted, but it is unavoidable. It's by design.
The storage of the vector is handled automatically, being expanded and
contracted as needed. Vectors usually occupy more space than static
arrays, because more memory is allocated to handle future growth. This
way a vector does not need to reallocate each time an element is
inserted, but only when the additional memory is exhausted.
It's also good to know some non-standard vector's variants and may use them as replacement for std::vector, they
have specific application scenarios.
If you need a dynamic array and the maximum capacity is know at compile timeļ¼Œthen boost::static_vector would be a choice(Use it may avoid the unnecessary memory waste of std::vector since most of std::vector's implementation always reserve capacity with a pow of 2, so if your desired capacity is 10, then 6 elements is likely to
be waste):
static_vector is an hybrid between vector and array: like vector, it's
a sequence container with contiguous storage that can change in size,
along with the static allocation, low overhead, and fixed capacity of
array. static_vector is based on Adam Wulkiewicz and Andrew Hundt's
high-performance varray class.
The number of elements in a static_vector may vary dynamically up to a
fixed capacity because elements are stored within the object itself
similarly to an array. However, objects are initialized as they are
inserted into static_vector unlike C arrays or std::array which must
construct all elements on instantiation. The behavior of static_vector
enables the use of statically allocated elements in cases with complex
object lifetime requirements that would otherwise not be trivially
possible. Some other properties:
Random access to elements Constant time insertion and removal of
elements at the end Linear time insertion and removal of elements at
the beginning or in the middle. static_vector is well suited for use
in a buffer, the internal implementation of other classes, or use
cases where there is a fixed limit to the number of elements that must
be stored. Embedded and realtime applications where allocation either
may not be available or acceptable are a particular case where
static_vector can be beneficial.
And if the dynamic array mostly has a very small size(only some of them would be large but with a small probability), then we may consider using small_vector, a small vector will improve the performance for such a scenario and such container is widely used in large projects.
small_vector is a vector-like container optimized for the case when it
contains few elements. It contains some preallocated elements
in-place, which allows it to avoid the use of dynamic storage
allocation when the actual number of elements is below that
preallocated threshold. small_vector is inspired by LLVM's SmallVector
container. Unlike static_vector, small_vector's capacity can grow
beyond the initial preallocated capacity.

Related

What is the difference between std::vector and llvm::SmallVector? which one to use when?

I am trying to understand the use of SmallVector container in LLVM. I think std::vector can be used in place of small vector. Also what happens if we push more elements in llvm::SmallVector than its size?
llvm::SmallVector is a vector optimized for small arrays. This optimization comes from not performing heap allocations for a limited number of elements.
In the event that you add more elements than are described to be allocated using automatic storage it will fall back to the behavior of std::vector and allocate larger and larger arrays.
llvm::SmallVector<int, 10> smallVector;
for(int i = 0; i < 10; i++)
{
smallVector.push_back(i);
}
// No heap allocations have been performed up to this point.
smallVector.push_back(11);
// Only 10 spaces for non heap allocated elements,
// so the push_back above causes a heap allocation.
SmallVector can have a performance benefit when you know you will consistently have a small number of elements and won't run into heap allocations. This performance benefit comes at the cost of exception safety and a dependency on the llvm libraries.
What is the difference between std::vector and LLVM::SmallVector?
I assume that you are familiar with the standard vector. llvm::SmallVector is described in the documentation:
This is a 'vector' (really, a variable-sized array), optimized for the case when the array is small.
It contains some number of elements in-place, which allows it to avoid heap allocation when the actual number of elements is below that threshold. This allows normal "small" cases to be fast without losing generality for large inputs.
Note that this does not attempt to be exception safe.
which one to use when?
Use std::vector when:
You need exception safety OR
You don't want extra dependencies beyond the standard library OR
The container isn't a bottleneck OR
Performance doesn't even matter OR
The vector is going to be large anyway, so the optimization wouldn't have an impact
Use a small-optimized implementation (such as llvm::SmallVector, or another implementation) when
None of the above applies
Also what happens if we push more elements in llvm::SmallVector than its size?
When the internal small buffer is exhausted, a dynamic buffer is allocated and it will behave like std::vector.

Does the standard guarantee that the total memory occupied by a std::vector scales as C+N*sizeof(T)?

The C++ standard provides the guarantee that the content of a std::vector is stored contiguously. But does it states that the total occupied memory is:
S = C+N*sizeof(T)
where:
S is the total size on the stack AND on the heap
C is the total size on the stack: C = sizeof(std::vector)
N is the capacity of the vector
T is the type stored
In other words, do I have the guarantee that there is no overhead per element ?
And if I have no such guarantee is there any reason ?
EDIT: to be clear, if I take the example of a std::list, it generally stores 2 extra pointers per element. So my question is: would a such implementation of a std::vector be standard-compliant ?
For there to be any such guarantee, the standard would have to pass the requirement on to the interface of the allocator. It doesn't, so there isn't.
In practice though, as a quality of implementation issue, you expect that memory allocators probably have a constant overhead per allocation but no overhead proportional to the size of the allocation. A counter-example to this would be a memory allocator that always uses a power-of-two-sized block regardless of the size requested. This would be pretty wasteful for large allocations, but not forbidden either as a user-defined allocator or even as the system allocator used by ::operator new[]. It would create an overhead proportional to N on average, assuming that the vector capacities don't happen to fit nicely.
Leaving aside the allocator, I don't believe there's anything in the standard to say that the vector can't allocate (for example) an extra byte per element and use it to store some flags for who-knows-what purpose. As others have remarked, the contiguousness requirement means that those extra bytes cannot lie between the vector elements. They would have to be in a separate allocation or all together at one end of the allocation.
There's at least one good reason that the standard doesn't forbid implementations from "wasting" space by using it to store data used for operations not required by the standard -- doing so would rule out many debugging techniques!
Do I have the guarantee that there is no overhead per element?
Does the standard prohibit it? No.
But would you ever expect to see this in practice? No.
The rule of contiguous data storage and the complexity requirements of vector growth mean that the only possible way for a non-constant-sized data block to be part of the vector would be if it were emplaced directly before the dynamically-allocated element data, or somewhere else entirely. There is no guarantee that this doesn't happen, but, quite simply, no implementation does it because it would be entirely ridiculous and serve no purpose whatsoever.
Does it states that the total occupied memory is:
S = C+N*sizeof(T)
There may be other data members of the vector itself (what you've inaccurately deemed to be "on the stack"), increasing the object's size in constant terms.
The standard gives no guarantee, afaics. But the requirement that the elements be stored contiguously makes it likely that there is no per element overhead. The whole data must be in a memory area which was allocated in one piece. #aschepler remarked correctly though that typical free store implementations have a (constant) overhead per allocation unit, typically a size variable or an end pointer.
Additionally there may be some padding overhead, e.g. an allocation unit will probably span multiples of the natural word size on a machine. And then the OS call will likely reserve a whole memory page to the program, even if you allocate only 1 byte. Whether you consider that as overhead or not is a matter of taste (from the outside yes, from the inside of the program no; and of course subsequent vectors or resize()s dine from the same page).
So at least it's CM + CV + N*sizeof(T), CM and CV being the overhead in the vector (not necessarily on the stack, as Lighness said) and CM the overhead of the memory management.
No, the implementation characteristics you suggest would not be standard compliant. The STL specifies that a std::vector support appending individual elements in amortized constant time.
In order for the amortized cost of inserting an element to be O(1), the size of the array must increase in at least a geometric progression when it is reallocated (see here). A geometric progression means that if the size of the array was N, the new size after reallocation must be K * N, for some K > 1. The choice of K is implementation dependent.
To find out how much space a std::vector has allocated, call std::vector::capacity(). With regard to overhead per element, in the best case the capacity() == size(). In the worst case capacity() == K * (size() - 1).
If you must ensure that your vector is absolutely no larger than it has to be, you can call std::vector::reserve() if you know exactly how large your std::vector will be. You may also call std::vector::resize() (or std::vector::shrink_to_fit() in C++11) after you are done adding elements to reduce the amount of memory reserved.

Deque - how come "reserve" doesn't exist?

The standard STL vector container has a "reserve" function to reserve uninitialized memory that can be used later to prevent reallocations.
How come that the other deque container hasn't it?
Increasing the size of a std::vector can be costly. When a vector outgrows its reserved space, the entire contents of the vector must be copied (or moved) to a larger reserve.
It is specifically because std::vector resizing can be costly that vector::reserve() exists. reserve() can prepare a std::vector to anticipate reaching a certain size without exceeding its capacity.
Conversely, a deque can always add more memory without needing to relocate the existing elements. If a std::deque could reserve() memory, there would be little to no noticeable benefit.
For vector and string, reserved space prevents later insertions at the end (up to the capacity) from invalidating iterators and references to earlier elements, by ensuring that elements don't need to be copied/moved. This relocation may also be costly.
With deque and list, earlier references are never invalidated by insertions at the end, and elements aren't moved, so the need to reserve capacity does not arise.
You might think that with vector and string, reserving space also guarantees that later insertions will not throw an exception (unless a constructor throws), since there's no need to allocate memory. You might think that the same guarantee would be useful for other sequences, and hence deque::reserve would have a possible use. There is in fact no such guarantee for vector and string, although in most (all?) implementations it's true. So this is not the intended purpose of reserve.
Quoting from C++ Reference
As opposed to std::vector, the elements of a deque are not stored contiguously: typical implementations use a sequence of individually allocated fixed-size arrays.
The storage of a deque is automatically expanded and contracted as needed. Expansion of a deque is cheaper than the expansion of a std::vector because it does not involve copying of the existing elements to a new memory location.
Deque can allocate new memory anywhere it wants and just point to it, unlike vectors which require a continuous block of memory to hold all their elements.
Only vector have. There is no need of reserve function for deque, since elements not stored continuougusly and there is no need to reallocate and move elements when add, or remove elements.
reserve implies allocation of large blocks of contiguous data (like a vector). There is nothing in the dequeue that implies contiguous storage - it's generally implemented more like a list (which you will notice also doesn't have a 'reserve' function).
Thus, a 'reserve' function would make no sense.
There are 2 main types of memory: memories that allocate a single chunk like array and vectors, and distributed memories whose members grabs any empty location to fill in. queue and linkest list structures belong to the second type and they have some special practical advantages such that deleting a particular element does not cause a mass memory movement as opposed to arrays and vectors. Therefore they do not need to reserve any space beforehand, if they need it they just take it by connecting to tip
If you aim for having aligned memory containers you could think about implementing something like this:
std::deque<std::vector> dv; //deque with dynamic size memory aligned vectors.
typedef size_t[N] Mem;
std::deque<Mem> dvf //deque with fixed size memory aligned vectors. Here you can store the raw bytes adding a header to loop through and cast using header information and typeid...
//templates and polymorphism can help storing raw bytes, checking the type where a pointer points for example, and creating an interface to access the partial aligned memory.
Alternatively you can use a map to access the vectors instead of a deque...

std::vector versus std::array in C++

What are the difference between a std::vector and an std::array in C++? When should one be preferred over another? What are the pros and cons of each? All my textbook does is list how they are the same.
std::vector is a template class that encapsulate a dynamic array1, stored in the heap, that grows and shrinks automatically if elements are added or removed. It provides all the hooks (begin(), end(), iterators, etc) that make it work fine with the rest of the STL. It also has several useful methods that let you perform operations that on a normal array would be cumbersome, like e.g. inserting elements in the middle of a vector (it handles all the work of moving the following elements behind the scenes).
Since it stores the elements in memory allocated on the heap, it has some overhead in respect to static arrays.
std::array is a template class that encapsulate a statically-sized array, stored inside the object itself, which means that, if you instantiate the class on the stack, the array itself will be on the stack. Its size has to be known at compile time (it's passed as a template parameter), and it cannot grow or shrink.
It's more limited than std::vector, but it's often more efficient, especially for small sizes, because in practice it's mostly a lightweight wrapper around a C-style array. However, it's more secure, since the implicit conversion to pointer is disabled, and it provides much of the STL-related functionality of std::vector and of the other containers, so you can use it easily with STL algorithms & co. Anyhow, for the very limitation of fixed size it's much less flexible than std::vector.
For an introduction to std::array, have a look at this article; for a quick introduction to std::vector and to the the operations that are possible on it, you may want to look at its documentation.
Actually, I think that in the standard they are described in terms of maximum complexity of the different operations (e.g. random access in constant time, iteration over all the elements in linear time, add and removal of elements at the end in constant amortized time, etc), but AFAIK there's no other method of fulfilling such requirements other than using a dynamic array. As stated by #Lucretiel, the standard actually requires that the elements are stored contiguously, so it is a dynamic array, stored where the associated allocator puts it.
To emphasize a point made by #MatteoItalia, the efficiency difference is where the data is stored. Heap memory (required with vector) requires a call to the system to allocate memory and this can be expensive if you are counting cycles. Stack memory (possible for array) is virtually "zero-overhead" in terms of time, because the memory is allocated by just adjusting the stack pointer and it is done just once on entry to a function. The stack also avoids memory fragmentation. To be sure, std::array won't always be on the stack; it depends on where you allocate it, but it will still involve one less memory allocation from the heap compared to vector. If you have a
small "array" (under 100 elements say) - (a typical stack is about 8MB, so don't allocate more than a few KB on the stack or less if your code is recursive)
the size will be fixed
the lifetime is in the function scope (or is a member value with the same lifetime as the parent class)
you are counting cycles,
definitely use a std::array over a vector. If any of those requirements is not true, then use a std::vector.
If you are considering using multidimensional arrays, then there is one additional difference between std::array and std::vector. A multidimensional std::array will have the elements packed in memory in all dimensions, just as a c style array is. A multidimensional std::vector will not be packed in all dimensions.
Given the following declarations:
int cConc[3][5];
std::array<std::array<int, 5>, 3> aConc;
int **ptrConc; // initialized to [3][5] via new and destructed via delete
std::vector<std::vector<int>> vConc; // initialized to [3][5]
A pointer to the first element in the c-style array (cConc) or the std::array (aConc) can be iterated through the entire array by adding 1 to each preceding element. They are tightly packed.
A pointer to the first element in the vector array (vConc) or the pointer array (ptrConc) can only be iterated through the first 5 (in this case) elements, and then there are 12 bytes (on my system) of overhead for the next vector.
This means that a std::vector> array initialized as a [3][1000] array will be much smaller in memory than one initialized as a [1000][3] array, and both will be larger in memory than a std:array allocated either way.
This also means that you can't simply pass a multidimensional vector (or pointer) array to, say, openGL without accounting for the memory overhead, but you can naively pass a multidimensional std::array to openGL and have it work out.
Summarizing the above discussion in a table for quick reference:
C-Style Array
std::array
std::vector
Size
Fixed/Static
Fixed/Static
Dynamic
Memory efficiency
More efficient
More Efficient
Less efficient (May double its size on new allocation.)
Copying
Iterate over elements or use std::copy()
Direct copy: a2 = a1;
Direct copy: v2 = v1;
Passing to function
Passed by pointer. (Size not available in function)
Passed by value
Passed by value (Size available in that function)
Size
sizeof(a1) / sizeof(a1[0])
a1.size()
v1.size()
Use case
For quick access and when insertions/deletions not frequently needed.
Same as classic array but safer and easier to pass and copy.
When frequent additions or deletions might be needed
Using the std::vector<T> class:
...is just as fast as using built-in arrays, assuming you are doing only the things built-in arrays allow you to do (read and write to existing elements).
...automatically resizes when new elements are inserted.
...allows you to insert new elements at the beginning or in the middle of the vector, automatically "shifting" the rest of the elements "up"( does that make sense?). It allows you to remove elements anywhere in the std::vector, too, automatically shifting the rest of the elements down.
...allows you to perform a range-checked read with the at() method (you can always use the indexers [] if you don't want this check to be performed).
There are two three main caveats to using std::vector<T>:
You don't have reliable access to the underlying pointer, which may be an issue if you are dealing with third-party functions that demand the address of an array.
The std::vector<bool> class is silly. It's implemented as a condensed bitfield, not as an array. Avoid it if you want an array of bools!
During usage, std::vector<T>s are going to be a bit larger than a C++ array with the same number of elements. This is because they need to keep track of a small amount of other information, such as their current size, and because whenever std::vector<T>s resize, they reserve more space then they need. This is to prevent them from having to resize every time a new element is inserted. This behavior can be changed by providing a custom allocator, but I never felt the need to do that!
Edit: After reading Zud's reply to the question, I felt I should add this:
The std::array<T> class is not the same as a C++ array. std::array<T> is a very thin wrapper around C++ arrays, with the primary purpose of hiding the pointer from the user of the class (in C++, arrays are implicitly cast as pointers, often to dismaying effect). The std::array<T> class also stores its size (length), which can be very useful.
A vector is a container class while an array is an allocated memory.

shrinking a vector

I've got a problem with my terrain engine (using DirectX).
I'm using a vector to hold the vertices of a detail block.
When the block increases in detail, so the vector does.
BUT, when the block decreases its detail, the vector doesn't shrink in size.
So, my question: is there a way to shrink the size of a vector?
I did try this:
vertexvector.reserve(16);
If you pop elements from a vector, it does not free memory (because that would invalidate iterators into the container elements). You can copy the vector to a new vector, and then swap that with the original. That will then make it not waste space. The Swap has constant time complexity, because a swap must not invalidate iterators to elements of the vectors swapped: So it has to just exchange the internal buffer pointers.
vector<vertex>(a).swap(a);
It is known as the "Shrink-to-fit" idiom. Incidentally, the next C++ version includes a "shrink_to_fit()" member function for std::vector.
The usual trick is to swap with an empty vector:
vector<vertex>(vertexvector.begin(), vertexvector.end()).swap(vertexvector);
The reserved memory is not reduced when the vector size is reduced because it is generally better for performance. Shrinking the amount of memory reserved by the vector is as expensive as increasing the size of the vector beyond the reserved size, in that it requires:
Ask the allocator for a new, smaller memory location,
Copy the contents from the old location, and
Tell the allocator to free the old memory location.
In some cases, the allocator can resize an allocation in-place, but it's by no means guaranteed.
If you have had a very large change in the size required, and you know that you won't want that vector to expand again (the principal of locality suggests you will, but of course there are exceptions), then you can use litb's suggested swap operation to explicitly shrink your vector:
vector<vertex>(a).swap(a);
There is a member function for this, shrink_to_fit. Its more efficient than most other methods since it will only allocate new memory and copy if there is a need. The details are discussed here,
Is shrink_to_fit the proper way of reducing the capacity a `std::vector` to its size?
If you don't mind the libc allocation functions realloc is even more efficient, it wont copy the data on a shrink, just mark the extra memory as free, and if you grow the memory and there is memory free after it will mark the needed memory as used and not copy either. Be careful though, you are moving out of C++ stl templates into C void pointers and need to understand how pointers and memory management works, its frowned upon by many now adays as a source for bugs and memory leaks.