Compare the habits between move and smart pointer in C++? - c++

In C++11/14, an object can be transfered by move or smark pointer.
(1) This is an example for move:
class MoveClass {
private:
int *tab_;
int alloc_;
void Reset() {
tab_ = nullptr;
alloc_ = 0;
}
void Release() {
if (tab_) delete[] tab_;
tab_ = nullptr;
alloc_ = 0;
}
public:
MoveClass() : tab_(nullptr), alloc_(0) {}
~MoveClass() {
Release();
}
MoveClass(MoveClass && other) : tab_( other.tab_ ), alloc_( other.alloc_ ) {
other.Reset();
}
MoveClass & operator=(MoveClass && other) {
if (this == &other) return *this;
std::swap(tab_, other.tab_);
std::swap(alloc_, other.alloc_);
return *this;
}
void DoSomething() { /*...*/ }
};
When we use this movable MoveClass, we can write code like this :
int main() {
MoveClass a;
a.DoSomething(); // now a has some memory resource
MoveClass b = std::move(a); // move a to b
return 0;
}
Always write move-constructor/move-operator= is boring, use shared_ptr/unique_ptr some times have the same effect, just like java, reference/pointer everywhere.
(2) Here is the example:
class NoMoveClass {
private:
int *tab_;
int alloc_;
void Release() {
if (tab_) delete[] tab_;
tab_ = nullptr;
alloc_ = 0;
}
public:
NoMoveClass() : tab_(nullptr), alloc_(0) {}
~NoMoveClass() {
Release();
}
MoveClass(MoveClass && other) = delete;
MoveClass & operator=(MoveClass && other) = delete;
void DoSomething() { /*...*/ }
};
We can use it like this:
int main() {
std::shared_ptr<NoMoveClass> a(new NoMoveClass());
a->DoSomething();
std::shared_ptr<NoMoveClass> b = a; // also move a to b by copy pointer.
return 0;
}
Is it a good habit to always use the 2nd one?
Why many libraries, STL use the 1st one, not the 1st one ?

Always write move-constructor/move-operator= is boring
You almost never need to write your own move constructor/assignment, because (as you mentioned) C++ supplies you with a number of basic resource managers - smart pointers, containers, smart locks etc.
By relying on those in your class you enable default move operations and that results in minimal code size as well as proper semantics:
class MoveClass {
private:
std::vector<int> data;
public:
void DoSomething() { /*...*/ }
};
Now you can use your class as in (1) or as a member in other classes, you can be sure that it has move semantics and you did it in the minimal possible amount of code.
The point is one usually only needs to implement move operations for the most low-level classes which are probably covered already by STL, or if some weird specific behavior is needed - both cases should be really rare and not result in "Always writing move-constructor/move-operator=".
Also notice that while approach (1) is unnecessarily verbose, (2) is just unacceptable - you have a resource managing class that doesn't do its job and as a result you have to wrap it in smart pointers everywhere in your code, making it harder to understand and eventually resulting in even more code than (1)

Related

scalar deleting destructor issue

I can't figure out why I get error for the code below.
The instances of object A will be pushed into a vector (vectorA.push_back(A a)) continuously. So sometimes, vectorA needs to be reallocated; the destructor will be called, which is where the destructor of A gets called, then the error message appears.
class A
{
long filePos;
union {
Recording* recording;
UINT64 timeStamp;
};
public:
inline A(long fpos, UINT64 ts) : filePos(fpos), timeStamp(ts) {}
~A()
{
if (getDetailedType() == RECORDING_TYPE)
if (recording)
delete recording; // error: scalar deleting destructor ???
}
inline short getDetailedType() const { return (short)(timeStamp % 5); }
A(const A& edi)
{
filePos = edi.filePos;
if (getDetailedType() == RECORDING_INFO)
recording = edi.recording;
else
timeStamp = edi.timeStamp;
}
}
class Recording : protected RECORDINGS
{
UINT64 timestamp;
float scalar;
public:
~Recording() // with or without this dtor, got same error
{
}
inline Recording()
{
timestamp = 0;
scalar = 2.0;
time = 0;
rate = 30;
type = 1;
side = 1;
}
}
typedef struct
{
UINT32 time;
float rate;
int type;
int side;
} RECORDINGS;
Your copy constructor does a shallow copy. So, now you have two objects that both have the same recording pointer.
You should either do a deep copy, or ensure the ownership is properly transferred (by using something like std::unique_ptr<Recording> if C++11 is available.
See This question on the difference between deep and shallow copies.
Let's look at some examples:
class ABadCopyingClass
{
public:
ABadCopyingClass()
{
a_ = new int(5);
}
~ABadCopyingClass()
{
delete a_;
}
private:
int* a_;
};
The above class is bad because the default copy constructor and assignment operator will perform a shallow copy, and lead to two objects both thinking that they own the underlying a_ object. When one of them goes out of scope, the a_ will be deleted, and the other one will be left with a dangling pointer that will eventually lead to a crash.
class ABetterCopyingClass
{
public:
ABetterCopyingClass()
a_(new int(5))
{
}
ABetterCopyingClass(const ABetterCopyingClass& r)
{
a_ = new int(*r.a_);
}
ABetterCopyingClass& operator=(const ABetterCopyingClass& r)
{
// in the case of reassignment...
delete a_;
a_ = new int(*r.a_);
return *this;
}
~ABetterCopyingClass()
{
delete a_;
}
private:
int* a_;
};
This class improved our situation a little (note, that the normal error checking is left out in this simple example). Now the copy constructor and assignment operator properly perform the necessary deep copying. The drawback here is the amount of boilerplate code we had to add -- it's easy to get that wrong.
class ACannonicalCopyingClass
{
public:
ACannonicalCopyingClass()
: a_(new int(5))
{
}
ACannonicalCopyingClass(ACannonicalCopyingClass&& moved_from)
{
a_ = std::move(moved_from.a_);
}
private:
std::unique_ptr<int> a_;
};
This example (C++11 only) is even better. We've removed a significant amount of boilerplate code, however the semantics here are a bit different. Instead of deep copying, we get in this case transfer of ownership of the underlying a_ object.
The easiest version (C++11 only) to implement is the version that provides shared ownership of the underlying a_ object. This is the version that is most similar to your provided example, with the added bonus that it does not cause a crash.
class ASharedCopyingClass
{
public:
ASharedCopyingClass()
: a_(std::make_shared<int>(5))
{
}
private:
std::shared_ptr<int> a_;
};
This version can be copied at will, and the underlying a_ object will happily be reference counted. The last copy to go out of scope will set the reference count to 0, which will trigger the memory deallocation.
My psychic debugging skills tell me that you forgot to implement a copy constructor for A which then results in a double deletion of a Recording when the copy is destroyed.
The growth of the vector would trigger the copy-destroy pairs.

RAII - store `void*&` or `void**`

I am working on design a wrapper class to provide RAII function.
The original use case is as follows:
void* tid(NULL);
OpenFunc(&tid);
CloseFunc(&tid);
After I introduce a new wrapper class, I expect the future usage will be as follows:
void* tid(NULL);
TTTA(tid);
or
TTTB(tid);
Question:
Which implementation TTTA or TTTB is better? Or they are all bad and please introduce a better one.
One thing I have concern is that after the resource is allocated, the id will be accessed outside of class TTTA or TTTB until the id is destroyed. Based on my understanding, my design should not have side-effect for that.
Thank you
class TTTA : boost::noncopyable
{
public:
explicit TTTA(void *id)
: m_id(id)
{
OpenFunc(&m_id); // third-party allocate resource API
}
~TTTA()
{
CloseFunc(&m_id); // third-party release resource API
}
private:
void* &m_id; // have to store the value in order to release in destructor
}
class TTTB : boost::noncopyable
{
public:
explicit TTTB(void *id)
: m_id(&id)
{
OpenFunc(m_id); // third-party allocate resource API
}
~TTTB()
{
CloseFunc(m_id); // third-party release resource API
}
private:
void** m_id; // have to store the value in order to release in destructor
}
// pass-in pointers comparison
class TTTD
{
public:
TTTD(int* id) // Take as reference, do not copy to stack.
: m_id(&id)
{
*m_id = new int(40);
}
private:
int** m_id;
};
class TTTC
{
public:
TTTC(int* &id)
: m_id(id)
{
m_id = new int(30);
}
private:
int* &m_id;
};
class TTTB
{
public:
TTTB(int* id)
: m_id(id)
{
m_id = new int(20);
}
private:
int* &m_id;
};
class TTTA
{
public:
TTTA(int** id)
: m_id(id)
{
*m_id = new int(10);
}
private:
int** m_id;
};
int main()
{
//////////////////////////////////////////////////////////////////////////
int *pA(NULL);
TTTA a(&pA);
cout << *pA << endl; // 10
//////////////////////////////////////////////////////////////////////////
int *pB(NULL);
TTTB b(pB);
//cout << *pB << endl; // wrong
//////////////////////////////////////////////////////////////////////////
int *pC(NULL);
TTTC c(pC);
cout << *pC << endl; // 30
//////////////////////////////////////////////////////////////////////////
int *pD(NULL);
TTTD d(pD);
cout << *pD << endl; // wrong
}
Both break in bad ways.
TTTA stores a reference to a variable (the parameter id) that's stored on the stack.
TTTB stores a pointer to a variable that's stored on the stack.
Both times, the variable goes out of scope when the constructor returns.
EDIT: Since you want the values modifiable, the simplest fix is to take the pointer as a reference; that will make TTTC reference the actual pointer instead of the local copy made when taking the pointer as a non reference parameter;
class TTTC : boost::noncopyable
{
public:
explicit TTTA(void *&id) // Take as reference, do not copy to stack.
: m_id(id)
...
private:
void* &m_id; // have to store the value in order to release in destructor
}
The simple test that breaks your versions is to add a print method to the classes to print the pointer value and do;
int main() {
void* a = (void*)0x200;
void* b = (void*)0x300;
{
TTTA ta(a);
TTTA tb(b);
ta.print();
tb.print();
}
}
Both TTTA and TTTB print both values as 0x300 on my machine. Of course, the result is really UB; so your result may vary.
Why do you tid at all? It’s leaking information to the client and makes the usage twice as long (two lines instead of one):
class tttc {
void* id;
public:
tttc() {
OpenFunc(&id);
}
~tttc() {
CloseFunc(&id);
}
tttc(tttc const&) = delete;
tttc& operator =(tttc const&) = delete;
};
Note that this class forbids copying – your solutions break the rule of three.
If you require access to id from the outside, provide a conversion inside tttc:
void* get() const { return id; }
Or, if absolutely necessary, via an implicit conversion:
operator void*() const { return id; }
(But use that one judiciously since implicit conversions weaken the type system and may lead to hard to diagnose bugs.)
And then there’s std::unique_ptr in the standard library which, with a custom deleter, actually achieves the same and additionally implements the rule of three properly.
What about wrapping it completely? This way you do not have to worry about managing the lifecycles of two variables, but only one.
class TTTC
{
void* m_id;
public:
TTTC()
: m_id(nullptr)
{
OpenFunc(&m_id); // third-party allocate resource API
}
TTTC(TTTC const&) = delete; // or ensure copying does what you expect
void*const& tid() const { return m_id; }
~TTTC()
{
CloseFunc(&m_id); // third-party release resource API
}
};
Using it is simplicity itself:
TTTC wrapped;
DoSomethingWithTid(wrapped.tid());

copy local objects by reference

Here's my problem,
Class MClass {
public:
void Add(OtherClass* objects) {
_objects = objects;
}
private:
OtherClass* _objects;
}
//otherfile.cpp
void Setup() {
MClass myObj;
OtherClass obj[NUMBER_OF_OBJECTS];
//obj initialization here
//...
myObj.Add(obj);
}
It will cause a RT error because the *obj diminishes after the end of the function body.
But, how can make this one valid?
I like to initialized first an object before assigning it to other class.
EDIT
I don't want to use storage classes or something here, I just want a raw array since it is very expensive for me to use. Its functionality will not lessen my problem here.
So how do I do that in a raw-array style?
Class MClass {
public:
void Add(std::vector<OtherClass> objects) {
_objects = std::move(objects);
}
private:
std::vector<OtherClass> _objects;
}
//otherfile.cpp
void Setup() {
MClass myObj;
std::vector<OtherClass> obj(NUMBER_OF_OBJECTS);
myObj.Add(std::move(obj));
}
In your example, you store a pointer to a local array. If the method ends, the array goes out of scope and doesn't exist anymore.
This is the reason, your pointer is not valid anymore. If you want to solve this, learn about the scope of variables in C++.
It is not completely clear what you are trying to do, but you could store a collection of objects instead of a pointer:
class MClass
{
public:
void Add(const std::vector<OtherClass>& objects) {
objects_ = objects;
}
void Add(std::vector<OtherClass>&& objects) {
objects_ = std::move(objects);
}
private:
std::vector<OtherClass> objects_;
};
then
void Setup()
{
MClass myObj;
std::vector<OtherClass> obj(NUMBER_OF_OBJECTS);
//obj initialization here
//...
myObj.Add(std::move(obj)); // move obj's contents onto myObs's objects.
}
Stop using raw arrays, and use either std::vector or std::array. Then you don't have to worry about it anymore.
If you really want to do it manually, you have to copy is manually as well. Using e.g. std::vector and std::move is more effective, but here you go:
Class MClass {
public:
MClass()
: _objects(nullptr), _count(0)
{}
MClass(const MClass& other)
: _objects(nullptr), _count(0)
{
Add(other._objects, other._count);
}
~MClass()
{
if (_objects != nullptr)
delete [] _objects;
}
void Add(const OtherClass* objects, const size_t count)
{
if (_objects != nullptr)
delete [] _objects;
_objects = new [count];
for (size_t i = 0; i < count; i++)
_objects[i] = objects[i];
_count = count;
}
MClass& operator=(const MClass& other)
{
Add(other._objects, other._count);
}
private:
OtherClass* _objects;
size_t _count;
};
// ...
myObj.Add(obj, NUMBER_OF_OBJECTS);
As you can see, it's a lot of more code, which makes it harder to follow and debug, and also larger possibility of errors. And not as "effective" as I said above.

Prevent a class from being freed

I need to pass a pointer to a class so some code I don't control. This code automatically free()s the pointer when it is done, but I need the class later. I hoped I could just make a 'wrapper' class that would keep the class from being deallocated without actually preventing the code from accessing it, but virtual calls don't work.
template <class T>
class PointerWrapper:public T
{
public:
T* p;
PointerWrapper(T *ptr)
{
p=ptr;
}
~PointerWrapper(void)
{
}
T* operator->() const
{
return p;
}
T& operator*() const
{
return *p;
}
};
void codeIDontControl(Example *ex)
{
ex->virtualfunction();
delete ex;
}
void myCode()
{
Example *ex=new Example();
codeIDontControl(ex);
do something with ex //doesn't work because ex has been freed
codeIDontControl(new PointerWrapper<Example>(ex));
do something with ex //ex hasn't been freed, but the changes made to it via
// Example::virtualfunction() in codeIDontControl() aren't there anymore
}
Basically, ex->virtualfunction() calls the virtual function in PointerWrapper itself instead of the virtual function in PointerWrapper->p. It seems that it's ignoring the -> operator?
Now, I don't need to use a PointerWrapper-esque class if there's a different way to do this, but it was all I could think of...
I can't modify Example either, but I can subclass it
You should provide Forwarder class - which redirects virtual calls to stored pointer. Freeing of forwarder class will not cause releasing of pointee. This approach does NOT need to do copy (which can be expensive/may be not implemented/or even not make sense):
struct Forwarder : Example
{
Example *impl;
Forwarder(Example *i) : impl(i) {}
void virtualfunction()
{
impl->virtualfunction();
}
};
Full code:
live demo:
#include <iostream>
#include <ostream>
using namespace std;
struct Example
{
virtual void virtualfunction()=0;
virtual ~Example() {}
};
struct Implmenetation : Example
{
bool alive;
Implmenetation() : alive(true) {}
void virtualfunction()
{
cout << "Implmenetation::virtualfunction alive=" << alive << endl;
}
~Implmenetation()
{
alive=false;
cout << "Implmenetation::~Implmenetation" << endl;
}
};
struct Forwarder : Example
{
Example *impl;
Forwarder(Example *i) : impl(i) {}
void virtualfunction()
{
impl->virtualfunction();
}
};
void codeIDontControl(Example *ex)
{
ex->virtualfunction();
delete ex;
}
void myCode()
{
Implmenetation impl;
codeIDontControl(new Forwarder(&impl));
//do something with ex //doesn't work because ex has been freed
impl.virtualfunction();
}
int main()
{
myCode();
}
Output is:
Implmenetation::virtualfunction alive=1
Implmenetation::virtualfunction alive=1
Implmenetation::~Implmenetation
It's bad design, really. Only the allocator should be allowed to free memory. Functions like this are dangerous, as they leave with with dangling pointers.
This is just off the top of my head, maybe you could try something like this? It's not a safe idea, but if someone implemented it I would be interested to know what happens.
class Foo
{
Foo(Foo* copy) : m_copy(copy) {}
~Foo() { if(m_copy) { *m_copy = *this; } } // Use copy constructor to create copy on destuction.
Foo* m_copy;
}
Foo copy(NULL);
Foo* original = new Foo(&copy);
MethodThatDeletes(original);
// Original should be destroyed, and made a copy in the process.
original = NULL;
// Copy should be a copy of the original at it's last know state.
copy;
You are providing a Example* to codeIDontControl. The overloaded operator-> on PointerWrapper is an for the PointerWrapper type not the Example* type or even the PointerWrapper* type (i.e. for a value or reference of that type not a pointer to that type).
Since the function you need to call isn't controlled by you, you will need to provide a complete wrapper of the type it expects as a wrapper over the instance you wish to control the lifetime of.

How to avoid successive deallocations/allocations in C++?

Consider the following code:
class A
{
B* b; // an A object owns a B object
A() : b(NULL) { } // we don't know what b will be when constructing A
void calledVeryOften(…)
{
if (b)
delete b;
b = new B(param1, param2, param3, param4);
}
};
My goal: I need to maximize performance, which, in this case, means minimizing the amount of memory allocations.
The obvious thing to do here is to change B* b; to B b;. I see two problems with this approach:
I need to initialize b in the constructor. Since I don't know what b will be, this means I need to pass dummy values to B's constructor. Which, IMO, is ugly.
In calledVeryOften(), I'll have to do something like this: b = B(…), which is wrong for two reasons:
The destructor of b won't be called.
A temporary instance of B will be constructed, then copied into b, then the destructor of the temporary instance will be called. The copy and the destructor call could be avoided. Worse, calling the destructor could very well result in undesired behavior.
So what solutions do I have to avoid using new? Please keep in mind that:
I only have control over A. I don't have control over B, and I don't have control over the users of A.
I want to keep the code as clean and readable as possible.
I liked Klaim's answer, so I wrote this up real fast. I don't claim perfect correctness but it looks pretty good to me. (i.e., the only testing it has is the sample main below)
It's a generic lazy-initializer. The space for the object is allocated once, and the object starts at null. You can then create, over-writing previous objects, with no new memory allocations.
It implements all the necessary constructors, destructor, copy/assignment, swap, yadda-yadda. Here you go:
#include <cassert>
#include <new>
template <typename T>
class lazy_object
{
public:
// types
typedef T value_type;
typedef const T const_value_type;
typedef value_type& reference;
typedef const_value_type& const_reference;
typedef value_type* pointer;
typedef const_value_type* const_pointer;
// creation
lazy_object(void) :
mObject(0),
mBuffer(::operator new(sizeof(T)))
{
}
lazy_object(const lazy_object& pRhs) :
mObject(0),
mBuffer(::operator new(sizeof(T)))
{
if (pRhs.exists())
{
mObject = new (buffer()) T(pRhs.get());
}
}
lazy_object& operator=(lazy_object pRhs)
{
pRhs.swap(*this);
return *this;
}
~lazy_object(void)
{
destroy();
::operator delete(mBuffer);
}
// need to make multiple versions of this.
// variadic templates/Boost.PreProccesor
// would help immensely. For now, I give
// two, but it's easy to make more.
void create(void)
{
destroy();
mObject = new (buffer()) T();
}
template <typename A1>
void create(const A1 pA1)
{
destroy();
mObject = new (buffer()) T(pA1);
}
void destroy(void)
{
if (exists())
{
mObject->~T();
mObject = 0;
}
}
void swap(lazy_object& pRhs)
{
std::swap(mObject, pRhs.mObject);
std::swap(mBuffer, pRhs.mBuffer);
}
// access
reference get(void)
{
return *get_ptr();
}
const_reference get(void) const
{
return *get_ptr();
}
pointer get_ptr(void)
{
assert(exists());
return mObject;
}
const_pointer get_ptr(void) const
{
assert(exists());
return mObject;
}
void* buffer(void)
{
return mBuffer;
}
// query
const bool exists(void) const
{
return mObject != 0;
}
private:
// members
pointer mObject;
void* mBuffer;
};
// explicit swaps for generality
template <typename T>
void swap(lazy_object<T>& pLhs, lazy_object<T>& pRhs)
{
pLhs.swap(pRhs);
}
// if the above code is in a namespace, don't put this in it!
// specializations in global namespace std are allowed.
namespace std
{
template <typename T>
void swap(lazy_object<T>& pLhs, lazy_object<T>& pRhs)
{
pLhs.swap(pRhs);
}
}
// test use
#include <iostream>
int main(void)
{
// basic usage
lazy_object<int> i;
i.create();
i.get() = 5;
std::cout << i.get() << std::endl;
// asserts (not created yet)
lazy_object<double> d;
std::cout << d.get() << std::endl;
}
In your case, just create a member in your class: lazy_object<B> and you're done. No manual releases or making copy-constructors, destructors, etc. Everything is taken care of in your nice, small re-usable class. :)
EDIT
Removed the need for vector, should save a bit of space and what-not.
EDIT2
This uses aligned_storage and alignment_of to use the stack instead of heap. I used boost, but this functionality exists in both TR1 and C++0x. We lose the ability to copy, and therefore swap.
#include <boost/type_traits/aligned_storage.hpp>
#include <cassert>
#include <new>
template <typename T>
class lazy_object_stack
{
public:
// types
typedef T value_type;
typedef const T const_value_type;
typedef value_type& reference;
typedef const_value_type& const_reference;
typedef value_type* pointer;
typedef const_value_type* const_pointer;
// creation
lazy_object_stack(void) :
mObject(0)
{
}
~lazy_object_stack(void)
{
destroy();
}
// need to make multiple versions of this.
// variadic templates/Boost.PreProccesor
// would help immensely. For now, I give
// two, but it's easy to make more.
void create(void)
{
destroy();
mObject = new (buffer()) T();
}
template <typename A1>
void create(const A1 pA1)
{
destroy();
mObject = new (buffer()) T(pA1);
}
void destroy(void)
{
if (exists())
{
mObject->~T();
mObject = 0;
}
}
// access
reference get(void)
{
return *get_ptr();
}
const_reference get(void) const
{
return *get_ptr();
}
pointer get_ptr(void)
{
assert(exists());
return mObject;
}
const_pointer get_ptr(void) const
{
assert(exists());
return mObject;
}
void* buffer(void)
{
return mBuffer.address();
}
// query
const bool exists(void) const
{
return mObject != 0;
}
private:
// types
typedef boost::aligned_storage<sizeof(T),
boost::alignment_of<T>::value> storage_type;
// members
pointer mObject;
storage_type mBuffer;
// non-copyable
lazy_object_stack(const lazy_object_stack& pRhs);
lazy_object_stack& operator=(lazy_object_stack pRhs);
};
// test use
#include <iostream>
int main(void)
{
// basic usage
lazy_object_stack<int> i;
i.create();
i.get() = 5;
std::cout << i.get() << std::endl;
// asserts (not created yet)
lazy_object_stack<double> d;
std::cout << d.get() << std::endl;
}
And there we go.
Simply reserve the memory required for b (via a pool or by hand) and reuse it each time you delete/new instead of reallocating each time.
Example :
class A
{
B* b; // an A object owns a B object
bool initialized;
public:
A() : b( malloc( sizeof(B) ) ), initialized(false) { } // We reserve memory for b
~A() { if(initialized) destroy(); free(b); } // release memory only once we don't use it anymore
void calledVeryOften(…)
{
if (initialized)
destroy();
create();
}
private:
void destroy() { b->~B(); initialized = false; } // hand call to the destructor
void create( param1, param2, param3, param4 )
{
b = new (b) B( param1, param2, param3, param4 ); // in place new : only construct, don't allocate but use the memory that the provided pointer point to
initialized = true;
}
};
In some cases a Pool or ObjectPool could be a better implementation of the same idea.
The construction/destruction cost will then only be dependante on the constructor and destructor of the B class.
How about allocating the memory for B once (or for it's biggest possible variant) and using placement new?
A would store char memB[sizeof(BiggestB)]; and a B*. Sure, you'd need to manually call the destructors, but no memory would be allocated/deallocated.
void* p = memB;
B* b = new(p) SomeB();
...
b->~B(); // explicit destructor call when needed.
If B correctly implements its copy assignment operator then b = B(...) should not call any destructor on b. It is the most obvious solution to your problem.
If, however, B cannot be appropriately 'default' initialized you could do something like this. I would only recommend this approach as a last resort as it is very hard to get safe. Untested, and very probably with corner case exception bugs:
// Used to clean up raw memory of construction of B fails
struct PlacementHelper
{
PlacementHelper() : placement(NULL)
{
}
~PlacementHelper()
{
operator delete(placement);
}
void* placement;
};
void calledVeryOften(....)
{
PlacementHelper hp;
if (b == NULL)
{
hp.placement = operator new(sizeof(B));
}
else
{
hp.placement = b;
b->~B();
b = NULL; // We can't let b be non-null but point at an invalid B
}
// If construction throws, hp will clean up the raw memory
b = new (placement) B(param1, param2, param3, param4);
// Stop hp from cleaning up; b points at a valid object
hp.placement = NULL;
}
A quick test of Martin York's assertion that this is a premature optimisation, and that new/delete are optimised well beyond the ability of mere programmers to improve. Obviously the questioner will have to time his own code to see whether avoiding new/delete helps him, but it seems to me that for certain classes and uses it will make a big difference:
#include <iostream>
#include <vector>
int g_construct = 0;
int g_destruct = 0;
struct A {
std::vector<int> vec;
A (int a, int b) : vec((a*b) % 2) { ++g_construct; }
~A() {
++g_destruct;
}
};
int main() {
const int times = 10*1000*1000;
#if DYNAMIC
std::cout << "dynamic\n";
A *x = new A(1,3);
for (int i = 0; i < times; ++i) {
delete x;
x = new A(i,3);
}
#else
std::cout << "automatic\n";
char x[sizeof(A)];
A* yzz = new (x) A(1,3);
for (int i = 0; i < times; ++i) {
yzz->~A();
new (x) A(i,3);
}
#endif
std::cout << g_construct << " constructors and " << g_destruct << " destructors\n";
}
$ g++ allocperf.cpp -oallocperf -O3 -DDYNAMIC=0 -g && time ./allocperf
automatic
10000001 constructors and 10000000 destructors
real 0m7.718s
user 0m7.671s
sys 0m0.030s
$ g++ allocperf.cpp -oallocperf -O3 -DDYNAMIC=1 -g && time ./allocperf
dynamic
10000001 constructors and 10000000 destructors
real 0m15.188s
user 0m15.077s
sys 0m0.047s
This is roughly what I expected: the GMan-style (destruct/placement new) code takes twice as long, and is presumably doing twice as much allocation. If the vector member of A is replaced with an int, then the GMan-style code takes a fraction of a second. That's GCC 3.
$ g++-4 allocperf.cpp -oallocperf -O3 -DDYNAMIC=1 -g && time ./allocperf
dynamic
10000001 constructors and 10000000 destructors
real 0m5.969s
user 0m5.905s
sys 0m0.030s
$ g++-4 allocperf.cpp -oallocperf -O3 -DDYNAMIC=0 -g && time ./allocperf
automatic
10000001 constructors and 10000000 destructors
real 0m2.047s
user 0m1.983s
sys 0m0.000s
This I'm not so sure about, though: now the delete/new takes three times as long as the destruct/placement new version.
[Edit: I think I've figured it out - GCC 4 is faster on the 0-sized vectors, in effect subtracting a constant time from both versions of the code. Changing (a*b)%2 to (a*b)%2+1 restores the 2:1 time ratio, with 3.7s vs 7.5]
Note that I've not taken any special steps to correctly align the stack array, but printing the address shows it's 16-aligned.
Also, -g doesn't affect the timings. I left it in accidentally after I was looking at the objdump to check that -O3 hadn't completely removed the loop. That pointers called yzz because searching for "y" didn't go quite as well as I'd hoped. But I've just re-run without it.
Are you sure that memory allocation is the bottleneck you think it is? Is B's constructor trivially fast?
If memory allocation is the real problem, then placement new or some of the other solutions here might well help.
If the types and ranges of the param[1..4] are reasonable, and the B constructor "heavy", you might also consider using a cached set of B. This presumes you are actually allowed to have more than one at a time, that it does not front a resource for example.
Like the others have already suggested: Try placement new..
Here is a complete example:
#include <new>
#include <stdio.h>
class B
{
public:
int dummy;
B (int arg)
{
dummy = arg;
printf ("C'Tor called\n");
}
~B ()
{
printf ("D'tor called\n");
}
};
void called_often (B * arg)
{
// call D'tor without freeing memory:
arg->~B();
// call C'tor without allocating memory:
arg = new(arg) B(10);
}
int main (int argc, char **args)
{
B test(1);
called_often (&test);
}
I'd go with boost::scoped_ptr here:
class A: boost::noncopyable
{
typedef boost::scoped_ptr<B> b_ptr;
b_ptr pb_;
public:
A() : pb_() {}
void calledVeryOften( /*…*/ )
{
pb_.reset( new B( params )); // old instance deallocated
// safely use *pb_ as reference to instance of B
}
};
No need for hand-crafted destructor, A is non-copyable, as it should be in your original code, not to leak memory on copy/assignment.
I'd suggest to re-think the design though if you need to re-allocate some inner state object very often. Look into Flyweight and State patterns.
Erm, is there some reason you can't do this?
A() : b(new B()) { }
void calledVeryOften(…)
{
b->setValues(param1, param2, param3, param4);
}
(or set them individually, since you don't have access to the B class - those values do have mutator-methods, right?)
Just have a pile of previously used Bs, and re-use them.