Why not call Destructor in C++? - c++

I studding C++ concept. I'm confused in constructor and Destractor concept. Destructor will be invoked implicitly by the compiler upon exit from the program. But in my program, only constructor called.
#include <iostream>
using namespace std;
class A
{
int i;
public:
A()
{
cout<<"Constructor call"<<endl;
}
~A()
{
cout<<"Destructtor call"<<endl;
}
};
int main()
{
A *a = new A();
}
Output:
Constructor call
So, I have question : Why destructor not call implicit by the compiler upon exit program?

Why destructor not call implicit by the compiler upon exit program?
Because dynamically allocated objects are not destroyed automatically. That is how the language has been specified. Tracking the destruction of dynamic objects would require runtime / memory overhead.
Solution: Do not leak dynamically allocated objects.

There are 2 "types" of variable lifetime in C++. Dynamic and automatic.
Automatic is something like :
void foo()
{
int i; // automatic storage
} // destroys i
Here, i will be destructed the moment it leaves scope (after foo returns). You can check this for yourself by making your object have an automatic lifetime:
int main()
{
A a; // calls A's constructor and allocates memory.
} //calls A's destructor and frees the memory used.
You'll see that both the constructor and the destructor will get called.
The second form is dynamically allocated memory. You can dynamically allocate memory by using new (like you did) and free that memory by using delete. The compiler won't do this for you.
This means that, to destruct your object you have to call delete explicitly yourself:
int main()
{
A* a = new A();
delete a; // calls A's destructor and frees the memory used.
}
If you do not call delete (like your code) then the moment the program leaves main the pointer a is destroyed and now we have a piece of memory that nothing can reach and thus nobody can clean up (with delete) which means you're leaking memory.
However, modern operating systems reclaim all memory used by the program automatically the moment the program ends so at this point it won't matter too much. This does mean your destructor won't be called as you've just witnessed.
Dynamically allocated memory allows you to do some nifty tricks like controlling the lifetime of your objects to the point where you want to destroy them explicitly yourself with delete. The problem with using new and delete is that it's so easy to forget a single delete and your program will already leak memory, which is why it's advised to stay away from this way of allocation.
If for some reason you absolutely need dynamic lifetime then use a smart pointer like std::unique_ptr that will call new and delete for you the moment it goes out of scope.

You create the object dynamically with new. The destructor will only be called when the objected is deleted with delete.
To prevent memory leaks, you could/should use smart pointers like unique_ptr.
In any case, the memory itself will of course be released when the process ends.

The destructor is never called in your code because the object is never destroyed.
You dynamically allocate the A object and you never deallocate it. Add delete a; into main() and you'll see the destructor in action:
int main()
{
A *a = new A();
delete a;
return 0;
}

In your main function, you create a pointer variable that you must delete it by delete a at end of main function.

Because you have a memory leak. You dynamically created an object with new, promising that you would manage the lifetime of the object and clean it up later with delete. Then you broke that promise.
If you create an object in the usual fashion:
A a;
then it will be destroyed automatically for you.

Related

The difference between a destructor and 'delete'

What is the difference between the destruction of an object and deletion in C++? In OOP, when an object goes out of the scope, the destructor is called, and when dynamically allocating memory we have to use the delete keyword inside the destructor. So what does it mean for an object to be destroyed or deleted?
A destructor is a special method for a class. It is called whenever an object goes out of scope, or someone calls it explicitly.
An example where an objects destructor is called, but no delete:
struct MyObject
{
MyObject() { std::cout << "default constructor"; }
~MyObject() { std::cout << "destructor"; }
void doWork() {};
}
int main()
{
{
MyObject object; //constructor is called and memory allocated for the object on the stack
object.doWork();
} //at the end of scope, the destructor of MyObject is called, and the stack memory is "released"
// object is not longer available and stack memory is free
}
An example when scope does not help you:
int main()
{
{
MyObject* object_ptr = new MyObject; //constructor is called and memory allocated on the heap. The pointer_ptr object
object_ptr->doWork();
} //at the end of scope the object_ptr is removed from the stack, but the destructor for the MyObject is not called!
// object_ptr is no longer available.
}
For the above example, we have an issue with the dynamically allocated memory. We explicitly call the destructor of the object we are pointing to by calling delete (and freeing the memory where MyObject is residing!):
int main()
{
{
MyObject* object_ptr = new MyObject; //constructor is called and memory allocated on the heap. The pointer_ptr object
object_ptr->doWork();
delete object_ptr; // destructor of MyObject is called and memory freed.
// object_ptr is still usable here, but it is pointing at an destroyed object, so don't use it! (unless you redirect it)
}
}
So delete is for managing the dynamic memory, but the destructor is a method of the class itself, which is always called when the object is getting freed from the memory (stack or heap). The destructor is called when freeing the memory for the object, so that if the object itself handles memory, is has time to release that memory. That's why smart pointers are good:
int main()
{
{
std::unique_ptr<MyObject> object_ptr = std::make_unique<MyObject>(); //constructor is called and memory allocated on the heap. The pointer_ptr object
object_ptr->doWork();
} //destructor for std::unique_ptr<MyObject> is called, which in turn calls delete on the object it is pointing at, which calls the destructor of that object!
}
There are multiple ways for memory allocation some of them are:
Automatic memory allocation :
In this case ,the variables defined inside a scope ,for example functions, are automatic allocated, and is usually stored on the stack. You have a limited control over the lifetime of this memory. E.g: automatic variables in a function are only there until the function finishes, then when going out of that scope, their destructors are called automatically i.e. you must not call delete to free the memory reserved for that object.
Dynamic memory allocation :
In this case , the variables defined inside a scope ,for example functions, are dynamically allocated. You control the size and the lifetime of these memory locations. If you don't free the reserved memory (delete it), the allocated memory is still valid and accessible, even though the function terminated (went out of scope) and in this case you'll have memory leakage, which may cause the program to crash. So the object should be delete explicitly which in turn will call the destructor for that object.
In the same way that a constructor is only part of the process of creating an object, invoking the destructor is just part of the process of destroying an object. It is a place where special clean-up code can go, like closing file handles or destroying other, indirectly-owned objects.
delete is the way you trigger the deletion of a dynamically allocated object. Other types of object are deleted automatically when they go out of scope. This keyword will clean up memory and more abstractly end the object's lifetime so that the compiler knows it doesn't conceptually "exist" any more.
You generally don't call the destructor manually, as it is usually insufficient for safely ending the lifetime of an object on its own. However, doing so is useful when you're taking super-fine-grained control over objects' existences, with (for example) placement new: then, it can be sufficient. But this is a special case.
When an object is destroyed it's destructor is called. A pointer to a dynamically allocated memory can be deleted, objects themselves can't be deleted (unless you think of a pointer as a kind of object).
Either of these actions can have knock on effects that cause the other action to happen (or more instances of the same action). For instance if you delete a pointer to an object, then the objects destructor will be called (if it has one) and it's destructor may cause other pointers to be deleted and other objects to be destroyed.
Basically destructor is about the death of objects and deletion is about the freeing of dynamically allocated memory, but the two actions are often intertwined.

Calling destructor to free dynamically allocated memory

Let consider this code:
#include <iostream>
class A{
public:
~A() {}
};
int main(){
A *p = new A();
p->~A();
return 0;
}
I would like to know if the memory of the object A pointed by p is freed or we must to call delete p;
The memory was not freed. The destructor destroys the object but does not free the memory. How could it? You can destroy objects that are dynamically allocated, are on the stack, are globals, and so on. The destructor has no idea what is needed, if anything, to release the memory.
Memory was allocated using operator new and will be freed (deallocated) using operator delete, not your object's destructor.
We should not confuse the object lifetime with dynamic memory management.
It is not A's destructor role to free the allocated memory and it should not be called explicitly. It is simply a member function that gets called when your object gets destroyed. And it will get destroyed after you call the delete.
Replace:
p->~A();
with:
delete p;
Now your objects gets destroyed and the allocated memory gets deallocated.
There is no difference between calling destructor or any other member function, except one thing - you should not do it, unless you want to separate object allocation from its construction and destruction.

Why does destructor get called twice in here?

#include <iostream>
struct ABC{
int A;
ABC(int i = 1) : A(i) {}
~ABC() {
std::cout << A << std::endl;
}
void destruct() {
delete this;
}
};
int main() {
ABC A1(2);
A1.destruct();
return 0;
}
Output:
2
2
I have this code in which I'm trying to manually delete structure variable. Doing so, I realized the destructor gets called twice here. Why is this happening? Why isn't it getting deleted when destruct() is called?
The delete this call causes undefined behaviour, which means that anything at all can happen.
delete may only be used for objects created by new.
For automatic objects with a non-trivial destructor (e.g. your A1), it is not possible to "destroy them early" unless you also create another ABC in the same place before the scope ends. In other words you can't "turn off" the destruction process that occurs when the scope ends.
Why isn't [my object] getting deleted when destruct() is called?
When an object gets destructed in C++, it does not mean that the object disappears. It means that the clean-up code from the destructor gets executed, and that any access to the object's members from that point on is invalid.
When you call destruct() you try to free object's memory by calling delete. This is undefined behavior in itself, because you have not allocated the object with new. This call causes the first printout.
However, since your object is in automatic memory, C++ is required to call its destructor when the object gets out of scope. This is the call that causes the second printout.
Note: You can fix your code by allocating A1 in dynamic memory:
int main() {
ABC *A1 = new ABC(2);
A1->destruct();
return 0;
}
Now you get a single printout (demo). However, the practice of hiding delete in a member function is questionable.
This is RAII working plus you committing suicide on an object. Calling the destructor on an object is almost always wrong! And calling the destructor twice is always wrong, as it invokes undefined behaviour.
You have to understand that C++ is handling memory for you, if you just let it:
struct Foo{};
int main() {
Foo f; // automatic storage, gets destroyed
// when object gets out of scope
Foo* g = new Foo(); // heap allocated
delete g; // only here you have to delete
}
Just remember: Do not delete anything that you did not create via new (thanks to Mike Vine for the comment). And do not use (naked) heap allocation unless you need to.
Two points to consider here :-
1) Destructor for stack objects will always be called when they go out of scope. So no need to worry for their deallocation.
2) You cannot & should not use delete on the object allocated on stack. In general, you should not use delete this as long as you are not sure that this will be executed only as a consequence of deleting heap objects and after that you are not referring to that object.

C++: why it doesn't call a destructor?

I use extra brackets in my code. I thought when the destructor should be called after the local variable scope is ended but it doesn't work like this:
class TestClass {
public:
TestClass() {
printf( "TestClass()\n" );
}
~TestClass() {
printf( "~TestClass()\n" );
}
};
int main() {
int a, b, c;
{
TestClass *test = new TestClass();
}
}
It outputs:
TestClass()
So it doesn't call the destructor of the TestClass but why? If I call it manually (delete test) it calls the destructor, right. But why it doesn't call the destructor in the first case?
TestClass *test = new TestClass();
You using new which creates a dynamically allocated object (most likely placed on the heap). This type of resource needs to be manually managed by you. By managing, you should use delete on it after you have done using it.
{
TestClass *test = new TestClass();
// do something
delete test;
}
But for the most of your purposes and intents, you just have to use automatic-storage objects, which frees you the hassle of having to manually manage the object. It would also most likely to have better performance especially in short-lived objects. You should always prefer to use them unless you have a really good reason not to do so.
{
TestClass test;
// do something
}
However, if you need the semantics of dynamically allocated objects or that of pointers, it will always be better to use some mechanism to encapsulate the deletion/freeing of the object/resource for you, which also provides you additional safety especially when you are using exceptions and conditional branches. In your case, it would be better if you use std::unique_ptr.
{
std::unique_ptr<TestClass> test(new TestClass());
// auto test = std::make_unique<TestClass>(); in C++14
// do something (maybe you want to pass ownership of the pointer)
}
The following is a relevant link to help you decide whether to use automatic storage objects or dynamically allocated objects: Why should C++ programmers minimize use of 'new'?
Because you have a pointer to a dynamically allocated object. Only the pointer goes out of scope, not the object it points to. You have to call delete on the pointer in order for the pointee's destructor to get called.
Try with an automatic storage object instead:
{
TestClass test;
}
Here, the destructor will be called on exiting the scope.
The use of raw pointers to dynamically allocated objects in C++ is discouraged because it can easily lead to resource leaks like the one shown in your code example. If pointers to dynamically allocated objects are really needed, it is wise to handle them with a smart pointer, rather than to attempt to manually deal with their destruction.
This answer is good enough but just to add some more.
I see you have been coded with Java. In C++ to create variable/object in stack keyword new is not needed. Actually when you use keyword new your object is creating in heap and it doesn't destroys after leaving scope. To destroy it you need to call delete in your case delete test;
In such a structure as yours, after leaving scope you just lose pointer what points into object, so after leaving scope you cannot free memory and call destructor, but eventually OS call destructor just after exit() instruction is executed.
To sum up C++ != Java

c++ Destructors, When and Where if Ever?

I can't help reading the bulk of forum posts on destructors and getting totally confused.
Some say to call the destructor (with delete) once for each call to new. Some say the destructor automatically gets called in a variety of circumstances i.e. when the pointer is reassigned, when the object goes out of scope. Some suggest the pointer going out of scope while being a return value where the object exists as a copy of its former self, (does this then need explicit destruction as it was originally created with a new?
There seems to be some suggestion that calling the same destructor more than once will corrupt memory so all delete calls should be partnered with *pointer = NULL; to avoid corruption. If not then some more advanced object management system would require implementing, or an iron-fisted rigour of ownership.
I can't seem to make any sense of discussions on calling sequence of destructors, i.e. does the call 1) originate at the base superclass and cascade down to the specific class, calling all virtualised destructors on the way, 2) originate at the instantiated class and move up to the superclass, or 3) originate at the particular cast the class has when it goes out of scope, then traverse both toward the instantiated and base class. Do cascading destructors
Ultimately I simply don't know strictly how or when to delete objects if ever, whether objects are responsible for deleting all objects they reference, how to cleanly handle a proper object-oriented deletion routine where an object is referenced multiple times, it's just a mess in my head. As you can see I can't really formulate a single solid question to ask, am really hoping someone can offer a clean and concise discussion of if not the single 'correct' approach, at least the industry best practice to object deletion.
There are 3 types of allocation for which destructors are called in different ways:
Automatic allocation
These objects reside in automatic memory (trivially, the stack):
int main()
{
A a;
//...
}
The destructor of a is automatically called when a goes out of scope (closing }).
Dynamic allocation
Objects reside in dynamic memory (the heap). They are allocated with new and in order for the dstructor to be called, you need to call delete:
int main()
{
A* a = new A;
delete a; //destructor called
}
In this case it was probably suggested you should assign NULL to a after the delete. There are two schools of thought regarding this (I personally wouldn't suggest it). The motivation would be that you could possibly call delete again on a and crash the program if you don't set it to NULL. Which is correct. But if you do call delete again, that's already a bug or something wrong in the logic, which shouldn't be masked by making the code appear to run correctly.
Static allocation
Objects reside in static memory. Regardless of where they are allocated, the destructor is automatically called when the program ends:
A a; //namespace scope
int main()
{
}
Here, As destructor is called when the program terminates, after main finishes.
The C++ language leaves memory management in the hand of the programmer, that is the reason for which you can find that level of confusion.
Repeating what Luchian Grigore said there are three main types of memory
automatic storage (stack)
dynamic storage (heap)
static storage
If you allocate an object in automatic storage the the object will be destroyed once the scope is terminated; for example
void foo() {
MyClass myclass_instance;
myclass_instance.doSomething();
}
in the above case when the function terminates myclass_instance is destroyed automatically.
If you instead allocate an object in the heap with new then it's your responsibility to call the destructor with delete.
In C++ also an object can have sub-objects. For example:
class MyBiggerClass {
MyClass x1;
MyClass x2;
...
};
those sub-objects are allocated in the same memory the containing object is allocated to
void foo() {
MyBiggerClass big_instance;
MyBiggerClass *p = new MyBiggerClass();
...
delete p;
}
in the above case the two sub-objects big_instance.x1 and big_instance.x2 will be allocated in automatic storage (stack), while p->x1 and p->x2 are allocated on the heap.
Note however that you don't need in this case to call delete p->x1; (compile error, p->x1 is not a pointer) or delete &(p->x1); (syntactically valid, but logical mistake because that it wasn't allocated explicitly on the heap, but as a sub-object of another object). Deleting the main object p is all that is needed.
Another complication is that an object may keep pointers to other objects instead of including them directly:
class MyOtherBigClass {
MyClass *px1;
MyClass *px2;
};
in this case it will be the constructor of MyOtherBigClass that will have to find the memory for the sub-objects and it will be ~MyOtherBigClass that will have to take care of destroying the sub-objects and freeing the memory.
In C++ destroying a raw pointer doesn't automatically destroy the content.
Base classes in simple cases can be seen just as hidden embedded sub-objects. I.e. it's like if an instance of the base object is embedded in the derived object.
class MyBaseClass {
...
};
class MyDerivedClass : MyBaseClass {
MyBaseClass __base__; // <== just for explanation of how it works: the base
// sub-object is already present, you don't
// need to declare it and it's a sub-object that
// has no name. In the C++ standard you can find
// this hidden sub-object referenced quite often.
...
};
This means that the destructor of the derived object doesn't need to call the destructor of the base object because this is taken care by the language automatically.
The case of virtual bases is more complex, but still the invocation of base destructors is automatic.
Given that memory management is in the control of the programmer there are a few strategies that have emerged to help programmers avoiding making a mess of intricate code that always ends up in object leaks or multiple destruction.
Plan carefully how you are going to handle lifetime of the instances. You cannot just leave this as an afterthought because it will be impossible to fix later. For every object instance it should be clear who creates and who destroys it.
When it's impossible to plan ahead of time when an object should be destroyed then use reference counters: for every object keep track how many pointers are referencing it and destroy the object once this number reaches zero. There are smart pointers that can take care of this for you.
Never keep around a pointer to an object that has already been destroyed.
Use containers that are classes designed explicitly to handle the lifetime of contained objects. Examples are std::vector or std::map.
If your code calls new, then it should call delete as well, yes. Except if you are using smart pointers (which will call delete for you when the pointer gets destroyed). Whenever possible, you should use smart pointers and use vector or string to avoid having to manually allocate memory using new - if you don't call new, you don't need to worry about making sure delete is called -> no memory leaks, and no problems with objects being destroyed at the wrong time, etc.
Calling delete multiple times for the same instance is definitely a bad idea.
If we have this:
class A
{
int *p;
public:
A() { p = new int[10]; }
~A() { delete [] p; }
};
class B
{
A a;
~B() { ... }
...
};
class C : public B
{
...
~C() { ... }
}
...
C *cp = new C;
....
delete cp;
then the destructor of C gets called by delete. The destructor of B is called by the C destructor, and the destructor of A gets called by the B destructor. This is automatic, and the compiler will "make sure this happens".
And if we don't call new:
...
{
C c;
...
} // Destructor for C gets called here (and B and A as describe above)