The lifetime of a pointer reference in C++ - c++

I wrote some code that involves moving and changing variables in C++. Below is what I have wrote.
#include <iostream>
void six(int*& ptr) {
int s = 6;
ptr = &s;
}
int main() {
int f = 5;
int* ptr = &f;
std::cout << *ptr << '\n';
six(ptr);
if (ptr) {
std::cout << *ptr;
}
else {
std::cout << "null\n";
}
return 0;
}
so this prints:
5
6
I tried another code, adding a single line:
#include <iostream>
void six(int*& ptr) {
int s = 6;
ptr = &s;
free(&s); // added line
}
int main() {
int f = 5;
int* ptr = &f;
std::cout << *ptr << '\n';
six(ptr);
if (ptr) {
std::cout << *ptr;
}
else {
std::cout << "null\n";
}
return 0;
}
Obviously, this gives an error after printing 5 because what the modified pointer is pointing is not available when called the second time.
However, I am confused at the first case. When calling six in the main function, variable s is not in the main scope, but the value itself still continues to remain in the memory to be referenced. Doesn't C++ automatically destroy variables and clean them when it goes out of the scope? Is this a memory leak?

The first case is not a memory leak, but an undefined behaviour because your variable go out of scope.
In this case you don't know when the memory will be cleaned(replaced) o reallocated.
So in some case the result can be correct but it's a pure question of luck.

Related

Can anybody explain me why this code is not working?

I'm learning C++. Now, I'm trying to make one sample related with overloading operators of an object. My object (called Contador) has different methods and variables which help user to count iterations.
Header file of the object:
class Contador
{
private:
int* Valor;
int* Salto;
public:
Contador(int Valor_Inicio = 0, int Salto = 1);
~Contador();
inline int Get_Valor() const { return *Valor; }
inline int Get_Salto() const { return *Salto; }
inline void Incremento() { Set_Valor(Get_Valor() + Get_Salto()); }
inline void operator++ () { Set_Valor(Get_Valor() + Get_Salto()); }
void Set_Valor(int Valor);
void Set_Salto(int Salto);
};
Cpp file of the object:
// Librerias Propias
#include "Contador.h"
Contador::Contador(int Valor_Inicio, int Salto)
{
Set_Valor(Valor_Inicio);
Set_Salto(Salto);
}
Contador::~Contador()
{
delete Contador::Valor;
delete Contador::Salto;
}
void Contador::Set_Valor(int Valor)
{
delete Contador::Valor;
Contador::Valor = new int(Valor);
}
void Contador::Set_Salto(int Salto)
{
delete Contador::Salto;
Contador::Salto = new int(Salto);
}
The main() function of the sample has 2 different for loops. In the first one, I call Incremento() method and in the second one I call the overloaded operator.
Main function:
void main()
{
// Genero el elemento de analisis.
Contador* contador = new Contador();
// Realizo el bucle con la funciĆ³n de incremento.
std::cout << "Incremento()" << std::endl;
for (contador->Set_Valor(0); contador->Get_Valor() < 3; contador->Incremento())
{
// Escribo algo.
std::cout << "Iteracion actual: " << contador->Get_Valor() << std::endl;
}
// Realizo el bucle on el operador sobrecargado
std::cout << "operador sobrecargado" << std::endl;
for (contador->Set_Valor(0); contador->Get_Valor() < 3; contador++)
{
// Escribo algo.
std::cout << "Iteracion actual: " << contador->Get_Valor() << std::endl;
}
}
The problem appears when main function passes the first iteration of the second loop. It throws one exception in Get_Valor() method.
It seems to me that it change the memory addres of the pointer Valorin some place, but I can`t find where.
Can anybody help me?
Thanks.
contador++ does not do what you think it does - contador is a pointer, not a Contador, so it will make contador point to something that does not exist.
You need to dereference the pointer.
However, *contador++ also increments contador - it is *(contador++) - and (*contador)++ does not compile because you have only overloaded the prefix operator (the postfix operator has the prototype operator++(int).
So, ++*contador will do what you want.
You can avoid many similar problems, and the clunky syntax, by not using pointers unnecessarily.
The expression contador++ increments the address that contador (a pointer) points to! So, after the first iteration, the pointer will be completely invalid.
To call the increment operator, you need: ++(*contador) which first dereferences the pointer to the object pointed to, then effects that object's increment operator.
3 coding issues:
main shoudl return int.
Valor and Salto are not initialized in constructor.
Contador::Set_Valor and Contador::Set_Salto requires initialized pointers (as you delete them).
Easy fix is:
class Contador
{
private:
int* Valor = nullptr;
int* Salto = nullptr;
//...
};
Last issue is in your last loop:
for (contador->Set_Valor(0); contador->Get_Valor() < 3; contador++)
As condator is a pointer (not pointing on an array), accessing condator[1] would be UB.
You wanted ++(*condator) (operator++ () is pre-increment whereas operator++ (int) is post-increment).
Finally, avoiding usage of all those pointers would simplify code (and no bother with rule of 3 you break):
class Contador
{
private:
int Valor;
int Salto;
public:
Contador(int Valor = 0, int Salto = 1) : Valor(Valor), Salto(Salto) {}
~Contador() = default;
int Get_Valor() const { return Valor; }
int Get_Salto() const { return Salto; }
void Incremento() { Set_Valor(Get_Valor() + Get_Salto()); }
void operator++ () { Set_Valor(Get_Valor() + Get_Salto()); }
void Set_Valor(int Valor) { this->Valor = Valor;}
void Set_Salto(int Salto) { this->Salto = Salto;}
};
int main()
{
Contador contador;
std::cout << "Incremento()" << std::endl;
for (contador.Set_Valor(0); contador.Get_Valor() < 3; contador.Incremento())
{
std::cout << "Iteracion actual: " << contador.Get_Valor() << std::endl;
}
std::cout << "operador sobrecargado" << std::endl;
for (contador.Set_Valor(0); contador.Get_Valor() < 3; ++contador)
{
std::cout << "Iteracion actual: " << contador.Get_Valor() << std::endl;
}
}
In addition to previous answers.
As I could see Contador* contador = new Contador(); code also contains UB (undefined behaviour)
This call is equal to constructor with parameters Contador(0, 1)
which will do Set_Valor and Set_Salto which call delete first but at this moment content of this variables is not guaranteed to be nullptr so you might corrupt data. Also compiler if it sees UB might optimize out all other code since it's already UB and it can change behaviour anyway it wants for example throw it away completely. https://devblogs.microsoft.com/oldnewthing/20140627-00/?p=633

How can I print the variable that a void pointer points to

I would like the function to return different types depending on different parameter values, but how can I print the variable the void pointer points to
in main()?
#include <iostream>
#include <string>
using namespace std;
void * func(int a)
{
if (a == 1)
{
int param = 5;
return &param;
}
else if (a == 2)
{
double param = 5.5;
return &param;
}
else if (a == 3)
{
string param = "hello";
return &param;
}
else
{
return nullptr;
}
}
int main()
{
void *ptr = func(3);//
cout << ptr;// print the address not the value
getchar();
return 0;
}
param is an automatic variable. You cannot return it and use it outside its scope.
param exists only within func, if you return it, the result is Undefined Behaviour.
To fix it you can either:
allocate param on the heap dynamically. After you do that, you can safely return param address but you have to remember to free it when you don't need it.
Here is correction of your code
#include <iostream>
#include <string>
#include <string.h>
using namespace std;
void * func(int a)
{
if (a == 1)
{
int *param = new int(5);
return param;
}
else if (a == 2)
{
double *param = new double(5.5);
return param;
}
else if (a == 3)
{
char *param = new char[50];
strcpy(param, "test");
return param;
}
return nullptr;
}
int main()
{
int *ptr = (int*)func(1);
cout << *ptr << std::endl; // print the int value
delete ptr;
double *ptr2 = (double*)func(2);
cout << *ptr2 << std::endl; // print the double value
delete ptr2;
char *ptr3 = (char*)func(3);
cout << ptr3 << std::endl; // print the string
delete[] ptr3;
getchar();
return 0;
}
If you can use C++17, you can easily solve it by using a std::variant instead of a void *:
#include<iostream>
#include<string>
#include<variant>
std::variant<int, double, std::string, void *> func(int a) {
if (a == 1) {
int param = 5;
return param;
} else if (a == 2) {
double param = 5.5;
return param;
} else if (a == 3) {
std::string param = "hello";
return param;
} else {
return nullptr;
}
}
int main() {
std::visit([](auto v) {
std::cout << v << std::endl;
}, func(3));
}
See it up and running on wandbox.
In C++11/14 you can do the same with a tagged union. The basic idea is that what you return contains enough information so that the caller can get out of it the original type.
Alternatives exist.
As an example, you could erase the type and return a pair that contains both the original (erased) variable and a pointer to function filled with an instantiation of a function template. The latter will be able to reconstruct the original variable from a void * for it knows its type.
Well, pretty much a great machinery you can avoid to use with a tagged union or a std::variant (more or less a type-safe version of a tagged union at the end of the day).
What you're returning is the address of a local variable. That variable goes out of scope when the function returns, meaning that the memory it was using could be reused. Attempting to dereference that pointer (i.e. access the memory it points to) invokes undefined behavior.
Even if you were returning a valid pointer, the fact that your function returns a void * means that any type information regarding what that pointer was pointing to is lost. You could print one or more bytes starting at that address, but it won't tell you what the original type was.
Even if that pointer were valid, you simply can't have enough information to force safely a cast to something and then print it.
No information of its size, no information of its internal layout. So,you simply can not print what's pointed by a void*, unless you have some information prepared by hand somewhere, and force a static_cast to the known type.
For example:
double x = 1.2;
int y = 5;
int f(void** output) {
static int x;
if ( x++ ) {
*output = &x;
return 1;
}
*output = &y;
return 2;
}
...
void* out;
int r = f(&out);
if ( r == 1 ) cout << *(static_cast<double*>(out));
else if ( r == 2 ) cout << *(static_cast<int*>(out));

Confused by lambda output in this case

After learning lambda in C++11, I wrote this and got confused by the output.
auto f1 = [] () {
int tmp = 10;
int *tmp_p = &tmp;
return [tmp_p] (int x) {
return *tmp_p + x;
};
}();
auto f2 = []() {
int tmp = 10;
return [&tmp] (int x) {
return tmp + x;
};
}();
cout << f1(5) << endl;
cout << f1(5) << endl;
cout << f2(5) << endl;
cout << f2(5) << endl;
Output is:
15
5772973
2686617
2686617
What's the reason behind this?
Because undefined behavior.
tmp gets destructed after f1 is assigned, and so tmp_p becomes a dangling pointer. Anything can happen when you dereference it, including sometimes given the right value 15, and sometimes not 5772973.
The same goes for f2, but instead of using a pointer, you use a reference, which references a destructed object, which is also undefined behavior.
This is what we call undefined behavior. Why is your code causing undefined behavior?
First case: f1():
It's causing it, because after calling these lambdas the values of int tmp and int *tmp_p aren't on the stack anymore (the int *tmp_p was copied but the int tmp was removed).
Second case: f2(): The value of tmp was accessed by reference to the inner lambda. After the generating lambda finished it wasn't on the stack anymore and something obtained the memory and wrote garbage into it.

unique_ptr with array crash when calling reset

Can someone explain the crash here?
#include <iostream>
#include <memory>
int main() {
int *num1 = new int(5), *num2 = new int(18);
std::unique_ptr<int> numptr = std::unique_ptr<int>(num1);
std::cout << *numptr.get() << '\n'; // 5
numptr.reset(num2);
std::cout << *numptr.get() << '\n'; // 18
int a[5] = {0,2,4,6,8}, b[5] = {0,3,6,9,12};
std::unique_ptr<int[]> u = std::unique_ptr<int[]>(a);
std::cout << u[3] << '\n'; // 6
u.reset(b);
std::cout << u[3] << '\n'; // Crash. Why??? Should output 9, right?
}
There is no crash when calling reset with std::unique_ptr<int>, so why the crash with std::unique_ptr<int[]>. As I see it, u takes ownership of b, and then deletes a. So u[3] should be b[3] = 9 which should work fine because b is not deleted. What's going on here?
You wrap your unique_ptr around an array, which has automatic storage duration and its memory will be released by the runtime. At the end of your program, unique_ptr tries to release the same memory. Basically the line u.reset(b); is equivalent to delete[] a; // then set u to point to b.
If you try a simple program like
int main()
{
int arr[10];
delete[] arr; // runtime error here
}
you'll get exactly the same error. You should never use smart pointers with non-dynamic objects.

Stack memory allocation

It is being said that local variable will be allocated and deallocated automatically when function ends in C/C++.
According to my understanding, when having been deallocated, the value held by local variable also be destroyed!!! Please correct me if i'm wrong
Consider following code:
void doSomething(int** num)
{
int a = 10;
*num = &a;
} // end of function and a will be destroyed
void main()
{
int* number;
doSomething(&number);
cout << *number << endl; // print 10 ???
}
Could anybody clarify for me?
You are correct. your cout may or may NOT print 10. It will invoke undefined behavior.
To make a bit more of a note, try running the following code under your compiler with no optimizations enabled.
#include <iostream>
using namespace std;
void doSomething(int** num)
{
int a = 10;
*num = &a;
}
void doSomethingElse() {
int x = 20;
}
int main()
{
int* number;
doSomething(&number);
doSomethingElse();
cout << *number << endl; // This will probably print 20!
}
In this case, the integer a is on the stack. You are returning the address of that variable to the main program. The value at that address location after the call is undefined. It is possible in some situations that it could print 10 if that portion of the stack was not overwritten (but you certainly would not want to rely on it).
The content of the memory isn't actually destroyed.
For this case, num will point to a location which isn't being allocated for any variable, but it will hold it's content, which was set to 10.
The memory being pointed to has been released back to the system. That means that it will hold whatever value it had until the system assigns that block of memory to another variable and it gets overridden with a value.
Local variables are released when they go out of scope. If you are trying to return a value using an out parameter to a function:
void doSomething(int** num)
{
int* a = new int;
*a = 10;
*num = a;
}
int main()
{
int* number = 0;
doSomething(&number);
std::cout << *number << std::endl; // print 10 ???
if (number) delete number;
}
Though, for something this simple, you are better off just doing this:
int doSomething()
{
return 10;
}
int main()
{
std::cout << doSomething() << std::endl;
}