C++: Optimizing out destructor call - c++

There is a little code example here:
struct Data {
};
struct Init {
Data *m_data;
Init() : m_data(new Data) { }
~Init() {
delete m_data;
}
};
class Object {
private:
int m_initType;
Data *m_data;
public:
Object(const Init &init) : m_initType(0), m_data(init.m_data) { }
Object(Init &&init) : m_initType(1), m_data(init.m_data) { init.m_data = nullptr; }
~Object() {
if (m_initType==1) {
delete m_data;
}
}
};
Object can be initialized two ways:
const Init &: this initialization just stores m_data as a pointer, m_data is not owned, so ~Object() doesn't have to do anything (in this case, m_data will be destroyed at ~Init())
Init &&: this initialization transfers ownership of m_data, Object becomes the owner of m_data, so ~Object() needs to destroy it
Now, there is a function:
void somefunction(Object object);
This function is called in callInitA and callInitB:
void callInitA() {
Init x;
somefunction(x); // calls the "const Init &" constructor
}
void callInitB() {
somefunction(Init()); // calls the "Init &&" constructor
}
Now, here's what I'd like to accomplish: in the callInitA case, I'd like to make the compiler to optimize away the destructor call of the resulting temporary Object (Object is used frequently, and I'd like to decrease code size).
However, the compiler doesn't optimize it away (tested with GCC and clang).
Object is designed so it doesn't have any functions which alter m_initType, so the compiler would be able to find out that if m_initType is set to 0 at construct time, then it won't change, so at the destructor it is still be 0 -> no need to call destructor at all, as it would do nothing.
Even, m_initType is an unnecessary member of Object: it is only needed at destruct time.
Do you have any design ideas how to accomplish this?
UPDATE: I mean that using some kind of c++ construct (helper class, etc.). C++ is a powerful language, maybe with some kind of c++ trickery this can be done.
(My original problem is more complex that this simplified one: Object can be initialized with other kind of Init structures, but all Objects constructors boils down to getting a "Data*" somehow)

void callInitA() {
Init x;
somefunction(x); // calls the "const Init &" constructor
}
The destruction of x cannot be optimized away, regardless of the contents of Init. Doing so would violate the design of the language.
It's not just a matter of whether Init contains resources or not. Init x, like all objects, will allocate space on the stack that later needs to be cleaned up, as an implicit (not part of code that you yourself write) part of the destructor. It's impossible to avoid.
If the intention is for x to be an object that somefunction can call without having to repeatedly create and delete references to x, you should be handling it like this:
void callInitA(Init & x) { //Or Init const& x
somefunction(x); // calls the "const Init &" constructor
}
A few other notes:
Make sure you implement the Rule of Five (sometimes known as Rule of Three) on any object that owns resources.
You might consider wrapping all pointers inside std::unique_ptr, as it doesn't seem like you need functionality beyond what std::unique_ptr offers.

Your m_initType actually distinguishes between two kinds of Objects - those which own their memory and those which don't. Also, you mention that actually there are many kinds of Objects which can be initialized with all sorts of inputs; so actually there are all sorts of Objects. That would suggest Object should better be some abstract base class. Now, that wouldn't speed anything up or avoid destructor calls, but it might make your design more reasonable. Or maybe Object could be an std::variant (new in C++17, you can read up on it).
But then, you say that temporary Objects are "used frequently". So perhaps you should go another way: In your example, suppose you had
template <bool Owning> class Object;
which you would then specialize for the non-owning case, with only a const Init& constructor and default destruction, and the owning case, with only an Init&& constructor (considering the two you mentioned) and a destructor which deletes. This would mean templatizing the code that uses Object, which many mean larger code size, as well as having to know what kind of Objects you pass in; but if would avoid the condition check if that really bugs you so much.
I'd like to decrease code size
I kind of doubt that you do. Are you writing code for an embedded system? In that case it's kind of strange you use lots of temporary Objects which are sort-of polymorphic.

Related

Initializing objects with virtual functions on pre-allocated memory without placement new operator - is that possible? If not, why

Let's say there's a simple class hierarchy, and a state object that uses the derived class;
struct base_class {
int Value;
base_class() { this->Value = 1; }
virtual void Func() { printf("Base\n"); };
};
struct derived_class : base_class {
int Value;
derived_class() { this->Value = 2; }
void Func() { printf("Derived\n"); }
};
struct state {
int a,b,c;
derived_class Object;
};
Now, let's assume that there's an allocator, that is not aware of the types and just returns 0-initialized allocated block memory of required size.
state *State = (state *)Allocate(sizeof(state));
And now, to properly initialize the vtable pointers we must construct the object.
I've seen it done with placement new operator. And it does indeed seem to work.
However, I'm interested why if I construct the state object like this
*State = {};
The State is initialized perfectly, I see the values set to 1 and 2. But the _vfprt is 0. Even if I step into the constructor, the this pointer seems to have everything correctly set up, _vfprt points to the correct method and all.
But when I return from the constructor, the _vfprt fails to get copied itho the State object. Everything else is there. But the _vfprt is 0;
So I'm just wondering if there's a special magical copy constructor that's invoked whenever new() operator is used. And if there is one, how can I use it.
I use this kind of initialization everywhere in my app, and honestly adding placement new everywhere just to support one small class is a pain in the butt. the {} call is much cleaner (and shorter), and it makes the allocation calls so much easier. If it's not possible to make this work, I'm ok with that. I'm just confused as to why the vtable pointer is not copied back after we return from the constructor.
If anyone could explain why this happens, that would be great.
Thanks!
*state = {} is an assignment, not a construction. An assignment cannot change the dynamic type1 on an object. The virtual pointer only depends on the dynamic type of the object. So it is not necessary to copy the virtual pointer in an assignment.
In an assignment, the object on the left side is supposed to be within its life time. The placement new expression starts an object's life time, an assignment does not. In the assignment *state = {}, the compiler assumes that an object already exists at the memory location pointed to by state. So the compiler assumes that the virtual pointer has already been initialized. The placement new will construct the object, which initializes the virtual pointer.
1 The type of the most derived object, here it is state.
You invoke undefined behaviour! What you do by this assignment (*State = { };) is equivalent to: (*State).operator=({ });. As you notice, you call a function at an object of which the lifetime never began (just the same as if you did (*state).someFunction();), as no constructor ever was successfully called (well, wasn't called at all).
Peeking a bit under the hoods:
As your object is polymorphic, it receives a pointer to a virtual function table. Once an object is constructed, though, that pointer for sure won't change any more (objects cannot change their type as long as they live). So an assignment operator wouldn't need to change it! So the pointer to the vtable only gets installed inside the constructor, but as you never called one, it won't get installed at all.
This will apply for both the class itself (in given case without vtable, though) as well as for members or base classes (for all of which the assignment operators, which get called recursively, suffer from the same problem).

C++ equivalently performant version of C-like implementation

I'm learning C++ while I run into this situation, where I want to implement an equivalently efficient version in C++ of the following symbolic code in C.
<header.h>
struct Obj;
Obj* create(...);
void do_some_thing(Obj*);
void do_another_thing(Obj*);
void destroy(Obj*);
The requirements are:
The implementation is provided in a library (static/dynamic) and the
header doesn't expose any detail other than the interface
It should be equally efficient
Exposing an interface (COM-like) with virtual functions doesn't qualify; that's a solution to enable polymorphism (more than one implementation exposed through the same interface) which isn't the case, and since I don't need the value it brings, I can't see why I should pay the cost of calling functions through 2 indirect pointers.
So my next thought was the pimpl idiom:
<header.h>
class Obj {
public:
Obj();
~Obj();
void do_some_thing();
void do_another_thing();
private:
class Impl;
smart_ptr<Impl> impl_; // ! What should I use here, unique_ptr<> or shared_ptr<> ?
};
shared_ptr<> doesn't seem to qualify, I would pay for unnecessary interlocked increment/decrement that didn't exist in the original implementation.
On the other hand unique_ptr<> makes Obj non-copyable. This means that the client can't call his own functions that take Obj by value, and Obj is merely a wrapper for a pointer, so essentially he can't pass pointers by value! He could do that in the original version. (passing by reference still doesn't qualify: he's still passing a pointer to a pointer)
So what should be the equally efficient way to implement this in C++?
EDIT:
I gave it some more thought and I came to this solution:
<header.h>
class ObjRef // I exist only to provide an interface to implementation
{ // (without virtual functions and their double-level indirect pointers)
public:
ObjRef();
ObjRef(ObjRef); // I simply copy pointers value
ObjRef operator=(ObjRef); // ...
void do_some_thing();
void do_another_thing();
protected:
class Impl;
Impl* impl_; // raw pointer here, I'm not responsible for lifetime management
};
class Obj : public ObjRef
{
Obj(Obj const&); // I'm not copyable
Obj& operator=(Obj const&); // or assignable
public:
Obj(Obj&&); // but I'm movable (I'll have to implement unique_ptr<> functionality)
Obj& operator=(Obj&&);
Obj();
~Obj(); // I destroy impl_
// and expose the interface of ObjRef through inheritance
};
Now I return to client Obj, and If client needs to distribute the usage of Obj by calling some other his functions, he can declare them as
void use_obj(ObjRef o);
// and call them:
Obj o = call_my_lib_factory();
use_obj(o);
Why not keep the C original? The reason that you didn't have to pay the reference counting premium in the C version is that the C version relied on the caller to keep any tally of the number of copies of Obj* in use.
By trying to ensure that the replacement is both copyable and that ensure that the underlying destroy method is only called once the last reference is destroyed you are imposing additional requirements over the original, so it is only natural that the proper solution (which seems to me to be shared_ptr) has some limited additional expense over the original.
I assume there's a reason why you need the a pointer to the object in the first place. Because the simplest, and most efficient approach, would be to just create it on the stack:
{
Obj x(...);
x.do_some_thing();
x.do_another_thing();
} // let the destructor handle `destroy()` when the object goes out of scope
But say you need it created on the heap, for whatever reason, most of it is just as simple, and just as efficient:
{
std::unique_ptr<Obj> x = Obj::create(...); // if you want a separate `create` function
std::unique_ptr<Obj> x = new Obj(...); // Otherwise, a plain constructor will do
x->do_some_thing();
x->do_another_thing();
} // as before, let the destructor handle destruction
There is no need for inheritance or interfaces or virtual functions. You're writing C++, not Java. One of the fundamental rules of C++ is "don't pay for what you don't use". C++ is as performant as C by default. You don't have to do anything special to achieve good performance. All you have to do is not use the features which have a performance cost if you don't need them.
You didn't need reference counting in your C version, so why would you use reference counting in the C++ version (with shared_ptr)? You didn't need the functionality that virtual functions provide in the C version (where it would be implemented through function pointers), so why would you make anything virtual in the C++ function?
But C++ lets you tidy up the create/destroy stuff in particular, and that costs you nothing. So use that. Create the object in its constructor, and let its destructor destroy it. And just place the object in an appropriate scope, so it'll go out of scope when you want it destroyed. And it gives you nicer syntax for calling "member" functions, so make use of that too.
On the other hand unique_ptr<> makes Obj non-copyable. This means that the client can't call his own functions that take Obj by value, and Obj is merely a wrapper for a pointer, so essentially he can't pass pointers by value! He could do that in the original version. (passing by reference still doesn't qualify: he's still passing a pointer to a pointer)
The client can take Obj by value if you use move semantics. But if you want the object to be copied, then let it be copied. Use my first example, and create the object on the stack, and just pass it by value when it needs to be passed by value. It it contains any complex resources (such as pointers to allocated memory), then be sure to write an appropriate copy constructor and assignment operator, and then you can create the object (on the stack, or wherever you need it), pass it around as you desire, by value, by reference, by wrapping it in a smart pointer, or by moving it (if you implement the necessary move constructor and move assignment operator).

Efficient factory functions without pointers (including smart pointers) or copies?

Suppose I have some kind of factory function which creates objects that are largely used for a very short timespan only (possibly just for the duration of the scope of the function where this factory function is called).
Like this:
foo factory(some_parameter fancy_parameter)
{
return foo(fancy_parameter);
}
//this gets called all the time... very often
void every_frame_function()
{
for(int i=0; i<big_number; ++i)
do_something_with(factory(some_parameter(i));
} //don't need those foos out here!
Is there a way to implement such factories without having the user care about memory management (by returning a pointer), without having to deal with smartpointer overhead and without returning a foo object that has to be hardcopied?
Maybe I'm asking for a goose that lays golden eggs here, but maybe there are some move semantics to be used here (I just don't know how).
Use std::unique_ptr<T>, it has zero overhead compared with a raw pointer.
Or simply return by value, but then you cannot do subtype polymorphism.
The compiler will in many cases optimize out the copy, depending on what you do with it. For example:
type create();
void test {
type local = create(); // Copy will be elided
type const & ref = create(); // Extra copy will be elided
local = create();
}
This is assuming that create is implemented in a way that (N)RVO can be applied, or else there would be another internal copy before returning from create.
Now, what is interesting is determining whether this is the correct approach or not which we cannot do since you are not providing enough information about the problem. For example, how costly are the objects returned by the factory to create, whether they hold resources, or whether you could reuse the object...
I think that's a problem about the deep copy and the shallow copy. Pointers are similar to a shallow copy.
Details for the two copies: http://en.wikipedia.org/wiki/Object_copy#In_C.2B.2B
Without using pointers in another function, you have to use the deep copy in your code. If the object is very big, deep copy will cost a lot of time, cause the program very slow. In your example about 2-dimensional vectors, the difference between the two copies is not obvious. But if the object is as large as a complicated dialog, the effect is very clear.
Well, you can't do it with a factory function, but you can do it with a class:
class Factory {
public:
Base &create_obj(some_param p)
{
d.p =p;
return d;
}
private:
Derived d;
};
void every_frame_function() {
Factory f;
for(int i=0;i<bignumber;i++)
{
do_something_with(f.create_obj(some_parameter(i)));
}
}

Calling a constructor to re-initialize object

is it possible to re-initialize an object of a class using its constructor?
Sort of. Given a class A:
A a;
...
a = A();
the last statement is not initialisation, it is assignment, but it probably does what you want.
Literally? Yes, by using placement new. But first you have to destruct the previously constructed object.
SomeClass object(1, 2, 3);
...
object.~SomeClass(); // destruct
new(&object) SomeClass(4, 5, 6); // reconstruct
...
// Final destruction will be done implicitly
The value of this does not go beyond purely theoretical though. Don't do it in practice. The whole thing is ugly beyond description.
It's possible, although it's a very bad idea. The reason why is that without calling the destructors on the existing object, you are going to leak resources.
With that major caveat, if you insist on doing it, you can use placement new.
// Construct the class
CLASS cl(args);
// And reconstruct it...
new (&cl) CLASS(args);
In C++11, you can do this:
#include <type_traits>
template <class T, typename... Args>
void Reconstruct(T& x, Args&&... args)
{
static_assert(!std::has_virtual_destructor<T>::value, "Unsafe");
x.~T();
new (&x) T(std::forward<Args>(args)...);
}
This allows you to use Reconstruct passing arbitrary constructor parameters to any object. This can avoid having to maintain a bunch of Clear methods, and bugs that can easily go unnoticed if at some point the object changes, and the Clear method no longer matches the constructor.
The above will work fine in most contexts, but fail horribly if the reference is to a base within a derived object that has a virtual destructor. For this reason, the above implementation prevents use with objects that have a virtual destructor.
Short answer:
No. If part of your object's intended behavior is to be initialized several times, then the best way to implement this is through an accessible initialization method. The constructor of your class can simply defer to this method.
class C1 {
public:
C1(int p1, int p2) {
Init(p1,p2);
}
void Init(int p1, int p2) { ... }
};
Nitpicker corner:
Is there some incredibly evil way to call a constructor in C++ after an object is created? Almost certainly, this is C++ after all. But it's fundamentally evil and it's behavior is almost certainly not defined by the standard and should be avoided.
No, constructors are only called when the object is first created. Write a new method to do it instead.
Edit
I will not acknowledge placement new, because I don't want to have to get a pet raptor for work.
See this comic, but think of the topic on hand...
Yes you can cheat and use placement new.
Note: I do not advice this:
#include <new>
reInitAnA(A& value)
{
value.~A(); // destroy the old one first.
new (&value) A(); // Call the constructor
// uses placement new to construct the new object
// in the old values location.
}
I usually write the following in modern C++ :
SomeClass a;
...
a = decltype(a)();
It may be not the most effective way, as it effectively constructs another object of the same type of a and assigns it to a, but it works in most cases, you don't have to remember the type of a, and it adapts if the type changes.
Instead of destructing and reinitializing as suggested by some of the answers above, it's better to do an assignment like below. The code below is exception safe.
T& reinitialize(int x, int y)
{
T other(x, y);
Swap(other); // this can't throw.
return *this;
}
May-be not what you have in mind, but since you didn't mention what it is for, I suppose one answer would be that you'd do it by controlling scope and program flow.
For example, you wouldn't write a game like this:
initialize player
code for level 1
...
reinitialize player
code for level 2
...
etc
Instead you'd strive for:
void play_level(level_number, level_data) {
Player player; //gets "re-initialized" at the beginning of each level using constructor
//code for level
}
void game() {
level_number = 1;
while (some_condition) {
play_level(level_number, level_data);
++level_number;
}
}
(Very rough outline to convey the idea, not meant to be remotely compilable.)
If you really must do this I strongly encourage creating a reset method for this:
class A
{
...
public:
reset() { *this= A() };
}
The above requires A to be copy and move assignable.
That is because the initial unoptimized version will copy from a temp. However copy elision may remove this step.
The behavior of A::reset() is always well defined. It replace the existing data in a valid A instance with a data from a new one. Of course any sub-class of A will still need to define its own version if you wanted its data re-initialized as well. However, failure to do so does not in and of itself invoke undefined or unspecified behavior. It simply means that only whatever memory A uses for its members will be reset. Even the involvement of virtual functions and/or virtual inheritance doesn't change this. Although the usual caveats of using such things apply.
Raw pointers will not be deleted by the above so they will need to be put into a std::shared_ptr or similar construct so the will self destruct when no longer needed.
While most answers are reinitializing an object in two steps; first, creating an initial object, and second creating another object and swapping it with the first one using placement new, this answer covers the case that you first create a pointer to an empty object and later allocate and construct it:
class c *c_instance; // Pointer to class c
c_instance = new c(arg1, ..., argn) // Allocate memory & call the proper constructor
// Use the instance e.g. c->data
delete c_instance; // Deallocate memory & call the destructor
Yes , it is possible.
If you create a method that returns a new object.
#include "iostream"
class a // initialize class
a getNewA(a object){// Create function to return new a object
a new_object(/*Enter parameters for constructor method*/);
return new_object;
}

Lazy/multi-stage construction in C++

What's a good existing class/design pattern for multi-stage construction/initialization of an object in C++?
I have a class with some data members which should be initialized in different points in the program's flow, so their initialization has to be delayed. For example one argument can be read from a file and another from the network.
Currently I am using boost::optional for the delayed construction of the data members, but it's bothering me that optional is semantically different than delay-constructed.
What I need reminds features of boost::bind and lambda partial function application, and using these libraries I can probably design multi-stage construction - but I prefer using existing, tested classes. (Or maybe there's another multi-stage construction pattern which I am not familiar with).
The key issue is whether or not you should distinguish completely populated objects from incompletely populated objects at the type level. If you decide not to make a distinction, then just use boost::optional or similar as you are doing: this makes it easy to get coding quickly. OTOH you can't get the compiler to enforce the requirement that a particular function requires a completely populated object; you need to perform run-time checking of fields each time.
Parameter-group Types
If you do distinguish completely populated objects from incompletely populated objects at the type level, you can enforce the requirement that a function be passed a complete object. To do this I would suggest creating a corresponding type XParams for each relevant type X. XParams has boost::optional members and setter functions for each parameter that can be set after initial construction. Then you can force X to have only one (non-copy) constructor, that takes an XParams as its sole argument and checks that each necessary parameter has been set inside that XParams object. (Not sure if this pattern has a name -- anybody like to edit this to fill us in?)
"Partial Object" Types
This works wonderfully if you don't really have to do anything with the object before it is completely populated (perhaps other than trivial stuff like get the field values back). If you do have to sometimes treat an incompletely populated X like a "full" X, you can instead make X derive from a type XPartial, which contains all the logic, plus protected virtual methods for performing precondition tests that test whether all necessary fields are populated. Then if X ensures that it can only ever be constructed in a completely-populated state, it can override those protected methods with trivial checks that always return true:
class XPartial {
optional<string> name_;
public:
void setName(string x) { name_.reset(x); } // Can add getters and/or ctors
string makeGreeting(string title) {
if (checkMakeGreeting_()) { // Is it safe?
return string("Hello, ") + title + " " + *name_;
} else {
throw domain_error("ZOINKS"); // Or similar
}
}
bool isComplete() const { return checkMakeGreeting_(); } // All tests here
protected:
virtual bool checkMakeGreeting_() const { return name_; } // Populated?
};
class X : public XPartial {
X(); // Forbid default-construction; or, you could supply a "full" ctor
public:
explicit X(XPartial const& x) : XPartial(x) { // Avoid implicit conversion
if (!x.isComplete()) throw domain_error("ZOINKS");
}
X& operator=(XPartial const& x) {
if (!x.isComplete()) throw domain_error("ZOINKS");
return static_cast<X&>(XPartial::operator=(x));
}
protected:
virtual bool checkMakeGreeting_() { return true; } // No checking needed!
};
Although it might seem the inheritance here is "back to front", doing it this way means that an X can safely be supplied anywhere an XPartial& is asked for, so this approach obeys the Liskov Substitution Principle. This means that a function can use a parameter type of X& to indicate it needs a complete X object, or XPartial& to indicate it can handle partially populated objects -- in which case either an XPartial object or a full X can be passed.
Originally I had isComplete() as protected, but found this didn't work since X's copy ctor and assignment operator must call this function on their XPartial& argument, and they don't have sufficient access. On reflection, it makes more sense to publically expose this functionality.
I must be missing something here - I do this kind of thing all the time. It's very common to have objects that are big and/or not needed by a class in all circumstances. So create them dynamically!
struct Big {
char a[1000000];
};
class A {
public:
A() : big(0) {}
~A() { delete big; }
void f() {
makebig();
big->a[42] = 66;
}
private:
Big * big;
void makebig() {
if ( ! big ) {
big = new Big;
}
}
};
I don't see the need for anything fancier than that, except that makebig() should probably be const (and maybe inline), and the Big pointer should probably be mutable. And of course A must be able to construct Big, which may in other cases mean caching the contained class's constructor parameters. You will also need to decide on a copying/assignment policy - I'd probably forbid both for this kind of class.
I don't know of any patterns to deal with this specific issue. It's a tricky design question, and one somewhat unique to languages like C++. Another issue is that the answer to this question is closely tied to your individual (or corporate) coding style.
I would use pointers for these members, and when they need to be constructed, allocate them at the same time. You can use auto_ptr for these, and check against NULL to see if they are initialized. (I think of pointers are a built-in "optional" type in C/C++/Java, there are other languages where NULL is not a valid pointer).
One issue as a matter of style is that you may be relying on your constructors to do too much work. When I'm coding OO, I have the constructors do just enough work to get the object in a consistent state. For example, if I have an Image class and I want to read from a file, I could do this:
image = new Image("unicorn.jpeg"); /* I'm not fond of this style */
or, I could do this:
image = new Image(); /* I like this better */
image->read("unicorn.jpeg");
It can get difficult to reason about how a C++ program works if the constructors have a lot of code in them, especially if you ask the question, "what happens if a constructor fails?" This is the main benefit of moving code out of the constructors.
I would have more to say, but I don't know what you're trying to do with delayed construction.
Edit: I remembered that there is a (somewhat perverse) way to call a constructor on an object at any arbitrary time. Here is an example:
class Counter {
public:
Counter(int &cref) : c(cref) { }
void incr(int x) { c += x; }
private:
int &c;
};
void dontTryThisAtHome() {
int i = 0, j = 0;
Counter c(i); // Call constructor first time on c
c.incr(5); // now i = 5
new(&c) Counter(j); // Call the constructor AGAIN on c
c.incr(3); // now j = 3
}
Note that doing something as reckless as this might earn you the scorn of your fellow programmers, unless you've got solid reasons for using this technique. This also doesn't delay the constructor, just lets you call it again later.
Using boost.optional looks like a good solution for some use cases. I haven't played much with it so I can't comment much. One thing I keep in mind when dealing with such functionality is whether I can use overloaded constructors instead of default and copy constructors.
When I need such functionality I would just use a pointer to the type of the necessary field like this:
public:
MyClass() : field_(0) { } // constructor, additional initializers and code omitted
~MyClass() {
if (field_)
delete field_; // free the constructed object only if initialized
}
...
private:
...
field_type* field_;
next, instead of using the pointer I would access the field through the following method:
private:
...
field_type& field() {
if (!field_)
field_ = new field_type(...);
return field_;
}
I have omitted const-access semantics
The easiest way I know is similar to the technique suggested by Dietrich Epp, except it allows you to truly delay the construction of an object until a moment of your choosing.
Basically: reserve the object using malloc instead of new (thereby bypassing the constructor), then call the overloaded new operator when you truly want to construct the object via placement new.
Example:
Object *x = (Object *) malloc(sizeof(Object));
//Use the object member items here. Be careful: no constructors have been called!
//This means you can assign values to ints, structs, etc... but nested objects can wreak havoc!
//Now we want to call the constructor of the object
new(x) Object(params);
//However, you must remember to also manually call the destructor!
x.~Object();
free(x);
//Note: if you're the malloc and new calls in your development stack
//store in the same heap, you can just call delete(x) instead of the
//destructor followed by free, but the above is the correct way of
//doing it
Personally, the only time I've ever used this syntax was when I had to use a custom C-based allocator for C++ objects. As Dietrich suggests, you should question whether you really, truly must delay the constructor call. The base constructor should perform the bare minimum to get your object into a serviceable state, whilst other overloaded constructors may perform more work as needed.
I don't know if there's a formal pattern for this. In places where I've seen it, we called it "lazy", "demand" or "on demand".