How are allocator in C++ implemented? - c++

I was trying to understand a bit better std::allocator in C++, I came across this question, and it seems to me there's actually only one allocator class typically used by containers (like std::vector) my question is how is such allocator implemented? Is it like a stack which is periodically re-allocated? If not how is it actually implemented?

The default allocator is std::allocator, and just uses ::operator new as and when required, so nothing special. It's more or less the same as doing new and delete yourself for each object needed. You can read more about it under [default.allocator] in the standard.
The allocator "interface" (really just a set of requirements, enforced during template instantiation) is a wrapper around this process, allowing alternative memory provisioning approaches to be employed.
For example, alternative allocators that you may provide could implement a memory pool or something else that's specific to your needs, cutting down on honest-to-goodness dynamic allocations.
Standard containers have, as well as their element type, an allocator type as template argument (you usually don't notice this!) and this is how you select alternative implementations for use with that container.
In these cases you'll generally be pre-allocating some big chunk of memory then dishing out little chunks as and when. In that sense, such an implementation could be considered a sort of "heap within a heap", but really there's no reason you need to give it heap semantics at all. It only needs to abide by the requirements of the concept Allocator.
Mr Josuttis has put a (boring) example up at http://www.josuttis.com/cppcode/allocator.html; I reproduce it here:
/* The following code example is taken from the book
* "The C++ Standard Library - A Tutorial and Reference"
* by Nicolai M. Josuttis, Addison-Wesley, 1999
*
* (C) Copyright Nicolai M. Josuttis 1999.
* Permission to copy, use, modify, sell and distribute this software
* is granted provided this copyright notice appears in all copies.
* This software is provided "as is" without express or implied
* warranty, and with no claim as to its suitability for any purpose.
*/
#include <limits>
#include <iostream>
namespace MyLib {
template <class T>
class MyAlloc {
public:
// type definitions
typedef T value_type;
typedef T* pointer;
typedef const T* const_pointer;
typedef T& reference;
typedef const T& const_reference;
typedef std::size_t size_type;
typedef std::ptrdiff_t difference_type;
// rebind allocator to type U
template <class U>
struct rebind {
typedef MyAlloc<U> other;
};
// return address of values
pointer address (reference value) const {
return &value;
}
const_pointer address (const_reference value) const {
return &value;
}
/* constructors and destructor
* - nothing to do because the allocator has no state
*/
MyAlloc() throw() {
}
MyAlloc(const MyAlloc&) throw() {
}
template <class U>
MyAlloc (const MyAlloc<U>&) throw() {
}
~MyAlloc() throw() {
}
// return maximum number of elements that can be allocated
size_type max_size () const throw() {
return std::numeric_limits<std::size_t>::max() / sizeof(T);
}
// allocate but don't initialize num elements of type T
pointer allocate (size_type num, const void* = 0) {
// print message and allocate memory with global new
std::cerr << "allocate " << num << " element(s)"
<< " of size " << sizeof(T) << std::endl;
pointer ret = (pointer)(::operator new(num*sizeof(T)));
std::cerr << " allocated at: " << (void*)ret << std::endl;
return ret;
}
// initialize elements of allocated storage p with value value
void construct (pointer p, const T& value) {
// initialize memory with placement new
new((void*)p)T(value);
}
// destroy elements of initialized storage p
void destroy (pointer p) {
// destroy objects by calling their destructor
p->~T();
}
// deallocate storage p of deleted elements
void deallocate (pointer p, size_type num) {
// print message and deallocate memory with global delete
std::cerr << "deallocate " << num << " element(s)"
<< " of size " << sizeof(T)
<< " at: " << (void*)p << std::endl;
::operator delete((void*)p);
}
};
// return that all specializations of this allocator are interchangeable
template <class T1, class T2>
bool operator== (const MyAlloc<T1>&,
const MyAlloc<T2>&) throw() {
return true;
}
template <class T1, class T2>
bool operator!= (const MyAlloc<T1>&,
const MyAlloc<T2>&) throw() {
return false;
}
}
And usage:
#include <vector>
#include "myalloc.hpp"
int main()
{
// create a vector, using MyAlloc<> as allocator
std::vector<int,MyLib::MyAlloc<int> > v;
// insert elements
// - causes reallocations
v.push_back(42);
v.push_back(56);
v.push_back(11);
v.push_back(22);
v.push_back(33);
v.push_back(44);
}

Allocators just provide a policy for allocating memory, deallocating memory, constructing object and destroying them.
They do not provide a policy to reallocate memory (increasing the size of a previously allocated memory region). So in all containers, if the memory must be increased:
either the container allocate a new memory chunk,
or as vector does, allocate a new larger memory region, copy the old elements inside it and then release the previous memory region.

Related

combine allocation/construction Or deallocation/destruction with custom raw memory provision

I need to provide a utility function where both memory allocation and object construction take place and the user gets the pointer in return. Similarly, there is a need to provide a utility function for deallocation and destruction also.
Here is what I implemented: (I have not implemented for array type though)
#include <cstdlib> // for malloc
#include <iostream> // for cout
#include <string> // for memset
// C++ class with some initial state x = 10
class SomeClass {
public:
SomeClass() : x(10) {}
int x = 0;
};
template<typename T, typename ... Args>
inline T* MY_MODULE_NEW(Args&&... args) {
// some custom allocator logic here which allocates just raw memory
// for example purpose just use malloc
void *p = malloc(sizeof(T));
memset(p,0,sizeof(T));
T* t = new(p) T(std::forward<Args>(args)...);
return t;
}
template<typename T>
inline void MY_MODULE_DELETE(T* ptr) {
ptr->~T();
// some custom allocator logic here, which deallocates raw memory
// for example purpose just use free
free(ptr);
}
int main() {
SomeClass* sc = MY_MODULE_NEW<SomeClass>();
std::cout << sc->x << std::endl;
SomeClass* sc2 = MY_MODULE_NEW<SomeClass>(*sc);
std::cout << sc2->x << std::endl;
MY_MODULE_DELETE(sc);
MY_MODULE_DELETE(sc2);
}
I have the following concerns:
From the performance point of view, Is this inline function good enough? Can we do better?
Personally I feel MY_MODULE_NEW<SomeClass>(...) syntax is almost similar to the canonical syntax for operator new which is new SomeClass(). Is there any other idiomatic way to achieve the same result?
Thank You!

Custom allocator method is not called

I am trying to learn and write a self custom allocator - I was expecting that the cout statement should be printed but it never does - what is the wrong am I doing - how to write custom allocator:
#include <iostream>
#include <vector>
template < class T >
class MyAllocator : public std::allocator<T> {
public:
T* allocate(size_t size)
{
std::cout << "Allocation request size " << size << std::endl;
return new T[size];
}
};
int main()
{
std::vector <int, MyAllocator<int>> x;
x.push_back(10);
x.push_back(10);
x.push_back(10);
for (auto& var : x)
std::cout << "Value " << var << std::endl;
}
Output
Value 10
Value 10
Value 10
The inheritance of the standard allocator is not needed. Remove the inheritance : public std::allocator<T> and the compiler will be kind to inform you about what you missed to implement. Until C++17 the method construct must be implemented and it is used in std::vector, not allocate. Also value_type, deallocator and destroy are missing.
template< class U, class... Args >
void construct( U* p, Args&&... args );
Since you haven't implemented it and your allocator inherits the standard allocator, std::allocator::construct is called, that does not produce output.
Why you should not inherit std::allocator
The answer on this question is simple on the one hand and not simple in practice on the other hand.
Like other classes in C++ standard library, std::allocator does not have a virtual destructor, so it should not be inherited, if it is not explicitly indicated like in std::enable_shared_from_this.
Standard containers don't use class Allocator directly. They use std::allocator_traits. It helps to implement minimal user-defined allocators. If you implement only value_type, allocate and deallocate members of MyAllocator, std::allocator_traits<MyAllocator> makes MyAllocator fully conformed to C++ named requirements: Allocator.
Let look at your MyAllocator carefully. It inherits std::allocator and "replaces" std::allocator::allocate (2).
Let read std::allocator_traits::allocate (2) reference manual, that is called by std::vector:
Calls a.allocate(n, hint) if possible. If not possible (e.g. a has no two-argument member function allocate()), calls a.allocate(n).
What you have reached. You have implemented MyAllocator::allocate(std::size_t n) (2), but not MyAllocator::allocate(std::size_t n, const void* hint) (1), it is inherited from std::allocator. It is called from std::vector, that is not what you expected. If you had not inherited std::allocator, your implementation MyAllocator::allocate would be called.
You're half way there. As described here, the standard describes custom allocator classes having several optional and required named attributes and methods. If you want your example to work, at least you must implement the required ones. These are:
add a value_type.
add an allocate(n) method. Takes a size_t input and returns an address.
add a deallocate(p, n) method. Takes two inputs and has no output.
You must also remove the inheritance to std::allocator (see #S.M.'s answer). Example similar to your MyAllocator class:
#include <iostream>
#include <vector>
#include <cstdlib>
template < class T >
class MyAllocator
{
public:
T * allocate(size_t size)
{
std::cout << "Allocation request size => " << size << std::endl;
return new T[size];
}
void deallocate(T * p_t, size_t n)
{
std::free(p_t);
}
using value_type = T;
};
int main()
{
std::vector <int, MyAllocator<int>> x;
x.push_back(10);
x.push_back(10);
x.push_back(10);
for (auto& var : x)
std::cout << "Value " << var << std::endl;
}

Is there a never-null unique owner of heap allocated objects?

Currently, I'm storing a collection of std::unique_ptrs to heap allocated objects of a polymorphic type:
struct Foo {
virtual ~Foo() = default;
};
Collection<std::unique_ptr<Foo>> foos;
The basic interface I need is putting / taking owners of Foo to / from foos. The objects stored in foos are never supposed to be nullptr so I'd like to replace runtime assert(owner_taken) with compile-time checks. Moreover, I would like to be capable of using non-null owners in the context where a nullable one may be expected.
Probably, I need to store something like unique_ref but how would I extract one from foos? I don't want a copy, I want the stored object itself, so owner->clone() isn't a solution. Neither I can std::move(owner) because the state of a "unique reference" would be invalid afterwards.
Is there a clean design decision?
Is there a never-null unique owner of heap allocated objects?
There is no such type in the standard library.
It is possible to implement such type. Simply define a type with unique_ptr member and mark the default constructor deleted. You can mark constructor from std::nullptr_t deleted also so that construction from nullptr will be prevented at compile time.
Whether you construct from an external pointer, or allocate in the constructor, there is no alternative for checking for null at runtime.
Reading your question, I interpret the following requirements:
You don't want to copy or move the object itself (Foo)
You don't want a wrapper which has some sort of empty state which excludes move semantics
The object itself (Foo) should be stored on the heap such that its lifetime is independent of the control flow
The object itself (Foo) should be deleted once it is not used any more
As construction / destruction, copy and move are the only ways to get objects into / out of a container, the only thing left is a wrapper object which is copied when moved into / out of the container.
You can create such an object yourself as follows:
// LICENSE: MIT
#include <memory>
#include <utility>
template<typename T>
class shared_ref {
public:
template<typename ...Args>
shared_ref(Args&&... args)
: data{new T(std::forward<Args>(args)...)}
{}
shared_ref(shared_ref&&) = delete;
shared_ref& operator=(shared_ref&&) = delete;
T& get() noexcept {
return *data;
}
const T& get() const noexcept {
return *data;
}
operator T&() noexcept {
return get();
}
operator const T&() const noexcept {
return get();
}
void swap(shared_ref& other) noexcept {
return data.swap(other);
}
private:
std::shared_ptr<T> data;
};
template<class T>
void swap(shared_ref<T>& lhs, shared_ref<T>& rhs) noexcept {
return lhs.swap(rhs);
}
I leave it as an exercise to the reader to add support for Allocator, Deleter, operator[], implicit conversion contructor to base classes.
This can then be used as follows:
#include <iostream>
int main() {
shared_ref<int> r; // default initialized
std::cout << "r=" << r << std::endl;
r = 5; // type conversion operator to reference
std::cout << "r=" << r << std::endl;
shared_ref<int> s{7}; // initialized with forwarded arguments
std::cout << "s=" << s << std::endl;
std::swap(r, s);
std::cout << "r=" << r << ", " << "s=" << s << std::endl;
s = r; // copy assignment operator
std::cout << "s=" << s << std::endl;
const shared_ref<int> t{s}; // copy constructor
std::cout << "t=" << t << std::endl;
//t = 8; // const ref from a const object is immutable
return 0;
}

C++11 compatible Linear Allocator Implementation

I have implemented a C++11 compatible linear or arena allocator. The code follows.
linear_allocator.hpp:
#pragma once
#include <cstddef>
#include <cassert>
#include <new>
#include "aligned_mallocations.hpp"
template <typename T>
class LinearAllocator
{
public:
using value_type = T;
using pointer = T*;
using const_pointer = const T*;
using reference = T&;
using const_reference = const T&;
//using propagate_on_container_copy_assignment = std::true_type;
//using propagate_on_container_move_assignment = std::true_type;
//using propagate_on_container_swap = std::true_type;
LinearAllocator(std::size_t count = 64)
: m_memUsed(0),
m_memStartAddress(nullptr)
{
allocate(count);
}
~LinearAllocator()
{
clear();
}
template <class U>
LinearAllocator(const LinearAllocator<U>&) noexcept
{}
/// \brief allocates memory equal to # count objects of type T
pointer allocate(std::size_t count)
{
if (count > std::size_t(-1) / sizeof(T))
{
throw std::bad_alloc{};
}
if (m_memStartAddress != nullptr)
{
alignedFree(m_memStartAddress);
}
m_memUsed = count * sizeof(T);
m_memStartAddress = static_cast<pointer>(alignedMalloc(m_memUsed, alignof(T)));
return m_memStartAddress;
}
/// \brief deallocates previously allocated memory
/// \brief Linear/arena allocators do not support free() operations. Use clear() instead.
void deallocate([[maybe_unused]] pointer p, [[maybe_unused]] std::size_t count) noexcept
{
//assert(false);
clear();
}
/// \brief simply resets memory
void clear()
{
if (m_memStartAddress != nullptr)
{
alignedFree(m_memStartAddress);
m_memStartAddress = nullptr;
}
this->m_memUsed = 0;
}
/// \brief GETTERS
pointer getStartAddress() const
{
return this->m_memStartAddress;
}
std::size_t getUsedMemory() const
{
return this->m_memUsed;
}
private:
std::size_t m_memUsed;
pointer m_memStartAddress;
};
template <class T, class U>
bool operator==(const LinearAllocator<T> &, const LinearAllocator<U> &)
{
return true;
}
template <class T, class U>
bool operator!=(const LinearAllocator<T> &, const LinearAllocator<U> &)
{
return false;
}
Don't worry about alignedMalloc and alignedFree. They are correct.
This is my test program (linear_allocator.cpp):
#include "linear_allocator.hpp"
#include <vector>
#include <deque>
#include <iostream>
#include <string>
#include <typeinfo>
int main()
{
[[maybe_unused]]
LinearAllocator<int> a{1024};
std::cout << a.getStartAddress() << '\n';
std::cout << a.getUsedMemory() << '\n';
std::vector<std::string, LinearAllocator<std::string>> v;
v.reserve(100);
std::cout << "Vector capacity = " << v.capacity() << '\n';
//std::cout << v.get_allocator().getStartAddress() << '\n';
//std::cout << v.get_allocator().getUsedMemory() << '\n';
v.push_back("Hello");
v.push_back("w/e");
v.push_back("whatever");
v.push_back("there is ist sofi j");
v.push_back("wisdom");
v.push_back("fear");
v.push_back("there's more than meets the eye");
for (const auto &s : v)
{
std::cout << s << '\n';
}
std::cout << typeid(v.get_allocator()).name() << '\n';
std::deque<int, LinearAllocator<int>> dq;
dq.push_back(23);
dq.push_back(90);
dq.push_back(38794);
dq.push_back(7);
dq.push_back(0);
dq.push_back(2);
dq.push_back(13);
dq.push_back(24323);
dq.push_back(0);
dq.push_back(1234);
for (const auto &i : dq)
{
std::cout << i << '\n';
}
std::cout << typeid(dq.get_allocator()).name() << '\n';
}
Compiling with g++ -std=c++17 -O2 -march=native -Wall linear_allocator.cpp -o linear_allocator.gpp.exe and running linear_allocator.gpp.exe gives output:
0x4328b8
4096
Vector capacity = 100
Hello
w/e
whatever
there is ist sofi j
wisdom
fear
there's more than meets the eye
15LinearAllocatorINSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEE
As you can see deque's output isn't there at all. If I uncomment these 2 lines:
//std::cout << v.get_allocator().getStartAddress() << '\n';
//std::cout << v.get_allocator().getUsedMemory() << '\n';
vector's output will also not be displayed.
Compilation with MSVS cl gives the following output:
000000B47A1CAF88
4096
which is even worse.
There must be something I am missing as there appears to be UB, but I am unable to pinpoint where that is. My allocator design was based on C++11 + guidelines. I wonder what am I doing wrong.
While an allocator takes care of providing and releasing memory for storing container's data, it still does so only on container's request. That is, the actual management of the provided storage (in particular, its lifetime) is still on the container's side. Imagine what happens when a vector performs a relocation of its elements:
A new chunk of memory, greater by a given factor than the current (old) one, is requested.
The elements stored in the "old" chunk are copied/moved to the new chunk.
Only then, the "old" memory chunk can be released.
In your implementation, there can be only one memory chunk active at a time -- the old memory chunk is released before a new one is allocated (specifically, this happens when a container only requests a new chunk of memory, where the elements could be relocated to). You invoke UB already when the vector tries to relocate elements from the previous storage, because the memory where they lived has already been invalidated.
Additionally, by not providing a copy-constructor for your allocator type, the compiler-provided implementation performs a shallow copy (i.e., it copies the pointer, not the data stored under that address), which is then released in the destructor. That is, the call:
v.get_allocator()
will make a shallow copy of the allocator, creating a prvalue of your allocator type, and release the stored pointer as soon as the temporary object ends its lifetime (i.e., at the end of full statement including the cout call), leading to a double call to alignedFree on the same pointer.

initializing custom container with class/type that has no default constructor

How can you initialize a container to a class with no default? How can you create the array of pointers required without using new or a method which calls the default constructor of a class?
#include <string>
#include <iostream>
#include <vector>
#include "MyVector.h"
class NoDefault {
public:
//NoDefault():value(0){};
NoDefault(const int& value) : value(value) {}
int value;
};
std::ostream& operator<<(std::ostream& out, const NoDefault& noDefault) {
out << noDefault.value;
return out;
}
int main() {
MyVector<int> intVec(10, 99);
MyVector<std::string> stringVec(5, "hi");
MyVector<NoDefault> noDefaultVec(4, -3);
std::vector<std::vector<std::string>> tempRealVec({{"hi", "bye"}, {"sly",
"guy", "why"}});
MyVector<MyVector<std::string> > tempMyVec(tempRealVec);
MyVector<MyVector<MyVector<std::string> > > vecVecVecStringVec(2, tempMyVec);
std::cout << "intVec = " << intVec << std::endl;
std::cout << "stringVec = " << stringVec << std::endl;
std::cout << "noDefaultVec = " << noDefaultVec << std::endl;
std::cout << "vecVecVecStringVec = " << vecVecVecStringVec << std::endl;
std::cout << "hello" << std::endl;
return 0;
}
This is the constructor
template <typename T>
MyVector<T>::MyVector(const unsigned int& numElements,const T& value):data_(new
T[numElements]),size_(numElements)
{
for(int i = 0; i < size_; i++)
{
if(std::is_same<T,int>::value)
data_[i]=T(value);
else if(std::is_same<T,std::string>::value)
data_[i]=T(value);
else if(std::is_same<T,MyVector>::value)
data_[i]=T(value);
else if(std::is_same<T,NoDefault>::value)
data_[i]=T(value);
}
}
the error thrown because of the use of new in initializer list is no matching function for call to NoDefault::NoDefault(), even if i create that constructor, which would defeat the purpose. It then prints the vector with the default value not the value given as the second argument in the call to MyVector.
You can use placement new. Placement new allows you to construct an object in a specific memory location, so the steps look something like this:
Allocate raw memory (malloc or ::operator new both work)
Construct your object in this raw memory (new (ptr) NoDefault{args})
This is roughly how regular new works (allocates memory via ::operator new, then uses placement new to construct the object). I'm not sure if stdl containers like vector are required to use this method, but I'd be a bit surprised if they didn't.
The big caveat (and it is a big one) is that when using placement new you have to manually invoke the destructor (the only time I'm aware of where you intentionally invoke destructors). After the destructors have been called, you're free to release the allocated memory using the appropriate method (e.g., free or ::operator delete).
More information is available from the C++ FAQ.