Calling delete on C API to C++ interface segfaults with debug build - c++

I'm having an issue where I have some code that wraps a C++ class, like the following:
C++:
class A
{
A() {}
~A() {}
}
C Interface:
typedef struct c_a c_a;
void c_a_new(c_a * self)
{
self = reinterpret_cast<c_a *>(new A());
}
void c_a_delete(c_a * self)
{
delete reinterpret_cast<A*>(self);
}
C Code:
c_a * self;
c_a_new(self);
c_a_delete(self);
I am building with gcc using CMake as a build system. Everything is fine when CMAKE_BUILD_TYPE is set to Release or RelWithDebInfo, but I get a segfault on calling c_a_delete(self); when it is set to Debug. This seems to occur on all of my classes with the C interface. If I comment out the delete call in c_a_delete(), it seems to fix that case. I imagine this may result in a memory leak though. Is there any chance the compiler might be optimizing the memory usage in the release builds or is something else going on?

You're passing pointer by value and you're not updating the original. Use return values or pointers to pointers. (I also added an additional handle typedef to make this more in sync with other C apis)
typedef struct c_a c_a, *a_handle;
void c_a_new(a_handle* self)
{
*self = reinterpret_cast<a_handle>(new A());
}
void c_a_delete(a_handle self)
{
delete reinterpret_cast<A*>(self);
}
and then call
a_handle self;
c_a_new(&self);
c_a_delete(self);
Or just return the acquired pointer:
typedef struct c_a c_a, *a_handle;
a_handle c_a_new(a_handle* self)
{
return reinterpret_cast<a_handle>(new A());
}
void c_a_delete(a_handle self)
{
delete reinterpret_cast<A*>(self);
}
and use it like this:
a_handle self = c_a_new();
c_a_delete(self);

If you want modification to an int to be visible outside of a function, one way is to pass a pointer to the the int, for example:
void foo(int * i) {
*i = 42;
}
so that the following holds:
int i = 1;
foo(&i);
assert(i == 42);
Similarly, if you want modification to c_a * to be visible outside of a function, one way is to pass a pointer to it, for example:
void c_a_new(c_a ** pself)
{
*pself = new A;
}
and call it as
c_a * self = NULL;
c_a_new(&self);
IMHO, design wise it is better to return the pointer instead of passing it by pointer and updating, i.e. something like
c_a * c_a_new()
{
return new (std::nothrow) A;
}

Related

How to use shared_ptr to manage an object placed with placement new?

A fairly common thing I need to do is allot an object and some memory it'd like, in a strictly contagious region of memory together:
class Thing{
static_assert(alignof(Thing) == alignof(uint32), "party's over");
public:
~Thing(){
//// if only, but this would result in the equivalent of `free(danglingPtr)` being called
//// as the second stage of shared_ptr calling `delete this->get()`, which can't be skipped I believe?
// delete [] (char*)this;
}
static Thing * create(uint32 count) {
uint32 size = sizeof(Thing) + sizeof(uint32) * count; // no alignment concerns
char * data = new char[size];
return new (data)Thing(count);
}
static void destroy(Thing *& p) {
delete [] (char*)p;
p = NULL;
}
uint32 & operator[](uint32 index) {
assert(index < m_count);
return ((uint32*)((char*)(this + sizeof(Thing))))[index];
}
private:
Thing(uint32 count) : m_count(count) {};
uint32 m_count;
};
int main(){
{
auto p = shared_ptr<Thing>(Thing::create(1));
// how can I tell p how to kill the Thing?
}
return 0;
}
In Thing::Create() this is done with placement new into a section of memory.
I'd also like to have a shared pointer manage it in this case, using auto p = shared_ptr<Thing>(Thing::create(1)). But If it calls the equivalent of delete p.get() when the ref count empties, that'd be undefined as it mismatches the type and, more importantly, mismatches plural new with singular delete. I need it to delete in a special way.
Is there a way to easily set that up without defining an outside function? Perhaps by having the shared pointer call Thing::destroy() when the ref count empties? I know that shared pointer can accept a "deleter" as a template argument, but I'm unsure how to use it, or if it's even the proper way to address this?
std::shared_ptr accepts a deleter function as a second parameter, so you can use that to define how the managed object will be destroyed.
Here's a simplified example:
class Thing
{
public:
~Thing()
{
std::cout << "~Thing\n";
}
static std::shared_ptr<Thing> create() {
char * data = new char[sizeof(Thing)];
Thing* thing = new (data) Thing{};
return std::shared_ptr<Thing>{thing, &Thing::destroy};
}
static void destroy(Thing* p) {
p->~Thing();
delete [] (char*)p;
}
};
int main()
{
auto p = Thing::create();
}
Live Demo

Knowing when to delete associated user data from a std::map<void *, ...>

I have a map of addresses that allows me to store arbitrary data with objects. Basically, a library I'm writing has a templated function that winds up storing arbitrary data with objects.
std::map<void *, MyUserData>
This works, until the object passed in is destroyed, leaving its user data in the map. I want the associated user data to be removed as well, so I need to somehow listen for the destructor of the passed in object,
Some example code that illustrates the problem:
#include <map>
#include <memory>
struct MyUserData
{
int someNum;
};
std::map<void *, MyUserData> myMap;
template <typename T>
registerObject<T>(const std::shared_ptr<T> & _object)
{
static inc = 0;
myMap[(void *)&_object->get()].someNum = inc++;
}
struct MyObject
{
int asdf;
};
int main(int _argc, char ** _argv)
{
auto obj = std::make_shared<MyObject>();
obj->asdf = 5;
registerObject(obj);
obj = 0;
//The user data is still there. I want it to be removed at this point.
}
My current solution is to set a custom deleter on the shared_ptr. This signals me for when the object's destructor is called, and tells me when to remove the associated user data. Unfortunately, this requires my library to create the shared_ptr, as there is no "set_deleter" function. It must be initialized in the constructor.
mylib::make_shared<T>(); //Annoying!
I could also have the user manually remove their objects:
mylib::unregister<T>(); //Equally annoying!
My goal is to be able to lazily add objects without any prior-registration.
In a grand summary, I want to detect when the object is deleted, and know when to remove its counterpart from the std::map.
Any suggestions?
P.S. Should I even worry about leaving the user data in the map? What are the chances that an object is allocated with the same address as a previously deleted object? (It would end up receiving the same user data as far as my lib is concerned.)
EDIT: I don't think I expressed my problem very well initially. Rewritten.
From you code example, it looks like the external interface is
template <typename T>
registerObject<T>(const std::shared_ptr<T> & _object);
I assume there is a get-style API somewhere. Let's call this getRegisteredData. (It could be internal.)
Within the confines of the question, I'd use std::weak_ptr<void> instead of void*, as std::weak_ptr<T> can tell when there are no more "strong references" to the object around, but won't prevent the object from being deleted by maintaining a reference.
std::map<std::weak_ptr<void>, MyUserData> myMap;
template <typename T>
registerObject<T>(const std::shared_ptr<T> & _object)
{
static inc = 0;
Internal_RemoveDeadObjects();
myMap[std::weak_ptr<void>(_object)].someNum = inc++;
}
template <typename T>
MyUserData getRegisteredData(const std::shared_ptr<T> & _object)
{
Internal_RemoveDeadObjects();
return myMap[std::weak_ptr<void>(_object)];
}
void Internal_RemoveDeadObjects()
{
auto iter = myMap.cbegin();
while (iter != myMap.cend())
{
auto& weakPtr = (*iter).first;
const bool needsRemoval = !(weakPtr.expired());
if (needsRemoval)
{
auto itemToRemove = iter;
++iter;
myMap.erase(itemToRemove);
}
else
{
++iter;
}
}
}
Basically, std::weak_ptr and std::shared_ptr collaborate and std::weak_ptr can detect when there are no more std::shared_ptr references to the object in question. Once that is the case, we can remove the ancillary data from myMap. I'm using the two interfaces to myMap, your registerObject and my getRegisteredData as convenient places to call Internal_RemoveDeadObjects to perform the clean up.
Yes, this walks the entirety of myMap every time a new object is registered or the registered data is requested. Modify as you see fit or try a different design.
You ask "Should I even worry about leaving the user data in the map? What are the chances that an object is allocated with the same address as a previously deleted object?" In my experience, decidedly non-zero, so don't do this. :-)
I'd add a deregister method, and make the user deregister their objects. With the interface as given, where you're stripping the type away, I can't see a way to check for the ref-count, and C++ doesn't provide a way to check whether memory has been deleted or not.
I thought about it for a while and this is as far as I got:
#include <memory>
#include <map>
#include <iostream>
#include <cassert>
using namespace std;
struct MyUserData
{
int someNum;
};
map<void *, MyUserData> myMap;
template<class T>
class my_shared_ptr : public shared_ptr<T>
{
public:
my_shared_ptr() { }
my_shared_ptr(const shared_ptr<T>& s) : shared_ptr<T>(s) { }
my_shared_ptr(T* t) : shared_ptr<T>(t) { }
~my_shared_ptr()
{
if (unique())
{
myMap.erase(get());
}
}
};
template <typename T>
void registerObject(const my_shared_ptr<T> & _object)
{
static int inc = 0;
myMap[(void *)_object.get()].someNum = inc++;
}
struct MyObject
{
int asdf;
};
int main()
{
{
my_shared_ptr<MyObject> obj2;
{
my_shared_ptr<MyObject> obj = make_shared<MyObject>();
obj->asdf = 5;
registerObject(obj);
obj2 = obj;
assert(myMap.size() == 1);
}
/* obj is destroyed, but obj2 still points to the data */
assert(myMap.size() == 1);
}
/* obj2 is destroyed, nobody points to the data */
assert(myMap.size() == 0);
}
Note however that it wouldn't work if you wrote obj = nullptr; , or obj.reset(), since the object isn't destroyed in those cases (no destructor called). Also, you can't use auto with this solution.
Also, be careful not to call (void *)&_object.get() like you were doing. If I'm not terribly wrong, by that statement you're actually taking the address of the temporary that _object.get() returns, and casting it to void. That address, however, becomes invalid instantly after.
This sounds like a job for... boost::intrusive (http://www.boost.org/doc/libs/1_53_0/doc/html/intrusive.html)! I don't think the current interface will work exactly as it stands though. I'll try to work out a few more details a little later as I get a chance.
You can just do
map.erase(map.find(obj));
delete obj;
obj = 0;
this will call the destructor for your user data and remove it from the map.
Or you could make your own manager:
class Pointer;
extern std::map<Pointer,UserData> data;
class Pointer
{
private:
void * pointer;
public:
//operator ()
void * operator()()
{
return pointer;
}
//operator =
Pointer& operator= (void * ptr)
{
if(ptr == 0)
{
data.erase(data.find(pointer));
pointer = 0;
}
else
pointer = ptr;
return *this;
}
Pointer(void * ptr)
{
pointer = ptr;
}
Pointer()
{
pointer = 0;
}
~Pointer(){}
};
struct UserData
{
static int whatever;
UserData(){}
};
std::map<Pointer,UserData> data;
int main()
{
data[Pointer(new UserData())].whatever++;
data[Pointer(new UserData())].whatever++;
data[Pointer(new UserData())].whatever++;
data[Pointer(new UserData())].whatever++;
Pointer x(new UserData());
data[x].whatever;
x = 0;
return 0;
}

C++ unable to set NULL pointer to static variable containing object?

Apologies ahead of time, as I am not even sure how to phrase the question, but I was working on a homework assignment (to which the question is unrelated except that I ran into the problem working on the assignment) and came across certain problem (this is just an extraction and generalization, I left out destructors, etc...):
class idType {
int _id;
public:
int getID() { return _id; }
idType(int in = -1) : _id(-1) {}
};
class Foo {
static int _count;
idType* _id; //int wrapper just for examples sake
public:
Foo() { _id = new idType(_count); ++_count; }
idType* getID() { if(_id) return _id; return NULL; } //ERROR WHEN CALLED FROM BELOW
};
class Bar {
Foo* _foo;
public:
Bar(Foo* foo = NULL) : _foo(foo) {}
Foo* getFoo() { if(_foo) return _foo; return NULL; }
};
int foo::_count = 0;
int main() {
Bar BAR;
if(BAR.getFoo()->getID() && BAR.getFoo()); //RUN TIME ACCESS VIOLATION ERROR
return 0;
};
As I mentioned, this is not the code I am working with, but I believe it more clearly identifies what is happening. BAR passes the getFoo() check, so _foo isn't(?) NULL but getFoo()->getID() faults at if(_id).
Is the static variable somehow preventing any NULL instance of a pointer to that class type from existing?
The reason I asked that at first was because when I commented out the static variable lines in my original program, the program worked fine. HOWEVER, after trying this code (which more or less emulates what I am doing) removing the static variable lines makes no difference, it still faults the same.
This may be simple, but I am at a loss as to what is wrong. Thank you much for any help.
Check pointers before using them.
int main()
{
Bar BAR;
Foo *pFoo = BAR.getFoo();
if (pFoo && pFoo->getID())
{
// do something
}
return 0;
};
You are not creating a Foo instance anywhere, and not passing a Foo* to the Bar constructor, so Bar::_foo gets initialize to NULL, which is what Bar::getFoo() returns. And then your if statement crashes due to your backwards use of short-circuit logic (you are trying to access Foo::getID() before first validating that Bar::getFoo() returns a non-NULL Foo* pointer).
You have to pass pointer to Foo object to BAR
int main() {
Bar BAR(new Foo);
//Reverse the condition, check for pointer validity first
if(BAR.getFoo() && BAR.getFoo()->getID());
return 0;
};
Provide the destructor to cleanup _foo after usage
~Bar() { if(_foo) delete _foo; _foo=NULL; }

c++ vector losing pointer reference

I should get the same in both lines..
what happen I get two different values.. like it was aiming to different positions..
I think the error is inside the d->add(*b)
the output is
thiago 14333804
Ph¿├┌ 2816532
to describe it better I put the code below
I got a program
int main(int argc, char **argv) {
CClass* c = new CClass();
BClass* b = c->getNext();
printf("%s %d \n", b->getValue(), b->getValue());
DClass* d = new DClass();
d->add(*b);
printf("%s %d \n", d->getNext(), d->getNext());
cin.get();
return 0;
}
the interfaces are below
class BClass
{
private:
char* value;
bool stale;
public:
BClass(char* value);
~BClass(void);
char* getValue();
bool isStale();
};
class CClass
{
private:
vector<BClass*> list;
public:
CClass(void);
~CClass(void);
BClass* getNext();
};
class DClass
{
private:
vector<BClass*> list;
static bool isStale(BClass* b) { return b->isStale();};
public:
DClass(void);
~DClass(void);
void add(BClass s);
char* getNext();
};
and the implementation follows
//BClass
BClass::BClass(char* value)
{
this->value = value;
this->stale = false;
}
BClass::~BClass(void)
{
}
char* BClass::getValue()
{
return value;
}
bool BClass::isStale()
{
return stale;
}
//CClass
CClass::CClass(void)
{
list.push_back(new BClass("thiago"));
list.push_back(new BClass("bruno"));
list.push_back(new BClass("carlos"));
}
CClass::~CClass(void)
{
}
BClass* CClass::getNext()
{
return list.at(0);
}
//DClass
DClass::DClass(void)
{
}
DClass::~DClass(void)
{
}
void DClass::add( BClass s )
{
list.push_back(&s);
}
char* DClass::getNext()
{
BClass* b = list.at(0);
return b->getValue();
}
When you pass in an instance of class B into D::add() function you create a deep copy of the object and that copy is what is put on stack. Later on you use the address of that copy to push it into list. Once the function is done this automatic variable goes out of scope thus the pointer you used to put into list is no longer valid.
To fix change your interface to avoid deep copies as follows:
void DClass::add( BClass * s )
{
list.push_back(s);
}
Step-by-step of what your code is doing
BClass* b = c->getNext(); // you get the address of the first element from the list (created in constructor) and assign it to b
d->add(*b); // the *b will dereference the object pointed to by b and put it onto stack in preparation to the call to add()
void DClass::add( BClass s ){ // the deep copy of a dereferenced object is put into this function's stack frame
list.push_back(&s); // an address of that temporary copy of the original object is being used to be added to your list
} // this is where the fun happens - once the function is done it will unwind the stack back up and the memory, previously occupied by that temp copy, will be re-used for other purposes. In your case - it will be used to pass parameters to functions d->getNext() (there's always a hidden this parameter to non-static member functions) and later to the printf() function. Remember - your previous pointer to that temp copy is still pointing to the stack, but it's now occupied by different data, causing you to see corruption
General rule of thumb - never use pointers to temp objects ;-)
in the DClass::add function, BClass s is a local variable.
void DClass::add( BClass s )
{
list.push_back(&s);
}
When you call d->add(*b);, you're passing a BClass by value, meaning you're creating a copy of it, and the address of that copy is not the same address of the original.
s will go out of scope as soon as the function returns, and the pointer to it will be invalid. So storing that pointer is no good to you, since dereferencing it would be undefined behaviour.

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.