What happens if I return a pointer? - c++

Obviously, I would rather use std::shared_ptr<T> or std::unique_ptr<T>, but I'm dealing with some legacy code from 98/03.
My situation is:
auto* SomeClass::ReturnPtr( void )
{
return this -> UniquePtrObject.get( );
};
What happens if I do:
SomeObject.ReturnPtr( ) -> SomeFunction( );
Does the temporary pointer get automatically deleted? Or am I actually causing a leak?
This makes me think of an expression like Rvalue pointer. Rvalue pointers don't make sense, do they?

With
auto* SomeClass::ReturnPtr()
{
return this->UniquePtrObject.get();
}
Your pointer is valid as long as UniquePtrObject is (or any reset is done on it).
So SomeObject.ReturnPtr()->SomeFunction() is valid.
But following will make dangling pointer:
auto* createDanglingPointer()
{
SomeClass SomeObject = MakeSomeClass();
return SomeObject.ReturnPtr();
}
as someObject's lifetime ends at end of the scope.

Temporary pointers are really dangerous. Whenever scope of data which it was pointing previously ends it will be freed so the pointer will become dangling and will try to access some random location for which program has no access. It may gives you wrong results, values or program may terminated with exception illegal access.

Related

How to prevent Dangling Pointer in C++ Legacy Code

Is it always wise to use NULL after a delete in legacy code without any smartpointers to prevent dangling pointers? (bad design architecture of the legacy code excluded)
int* var = new int(100);
delete var;
var = NULL;
Does it also make sense in destructors?
In a getter, does it make sense to test for NULL in second step?
Or is it undefinied behavier anyway?
Foo* getPointer() {
if (m_var!=NULL) { // <-is this wise
return m_var;
}
else {
return nullptr;
}
}
What about this formalism as an alternative? In which cases will it crash?
Foo* getPointer() {
if (m_var) { // <-
return m_var;
}
else {
return nullptr;
}
}
(Edit) Will the code crash in example 3./4. if A. NULL is used after delete or B. NULL is not used after delete.
Is it always wise to use NULL after a delete in legacy code without any smartpointers to prevent dangling pointers? (bad design architecture of the legacy code excluded)
int* var = new int(100);
// ...
delete var;
var = NULL;
Only useful if you test var afterward.
if scope ends, or if you set other value, setting to null is unneeded.
Does it also make sense in destructors?
nullify members in destructor is useless as you cannot access them without UB afterward anyway. (but that might help with debugger)
In a getter, does it make sense to test for NULL in second step? Or is it undefinied behavier anyway?
[..]
[..]
if (m_var != NULL) and if (m_var) are equivalent.
It is unneeded, as, if pointer is nullptr, you return nullptr,
if pointer is not nullptr, you return that pointer, so your getter can simply be
return m_var;
Avoid writing code like this
int* var = new int(100);
// ... do work ...
delete var;
This is prone to memory leaks if "do work" throws, returns or otherwise breaks out of current scope (it may not be the case right now but later when "do work" needs to be extended/changed). Always wrap heap-allocated objects in RAII such that the destructor always runs on scope exit, freeing the memory.
If you do have code like this, then setting var to NULL or even better a bad value like -1 in a Debug build can be helpful in catching use-after-free and double-delete errors.
In case of a destructor:
Setting the pointer to NULL in a destructor is not needed.
In production code it's a waste of CPU time (writing a value that will never be read again).
In debug code it makes catching double-deletes harder. Some compilers fill deleted objects with a marker like 0xDDDDDDDD such that a second delete or any other dereference of the pointer will cause a memory access exception. If the pointer is set to NULL, delete will silently ignore it, hiding the error.
This question is really opinion-based, so I'll offer some opinions ... but also a justification for those opinions, which will hopefully be more useful for learning than the opinions themselves.
Is it always wise to use NULL after a delete in legacy code without any smartpointers to prevent dangling pointers? (bad design architecture of the legacy code excluded)
Short answer: no.
It is generally recommended to avoid raw pointers whenever possible. Regardless of which C++ standard your code claims compliance with.
Even if you somehow find yourself needing to use a raw pointer, it is safer to ensure the pointer ceases to exist when no longer needed, rather than setting it to NULL. That can be achieved with scope (e.g. the pointer is local to a scope, and that scope ends immediately after delete pointer - which absolutely prevents subsequent use of the pointer at all). If a pointer cannot be used when no longer needed, it cannot be accidentally used - and does not need to be set to NULL. This also works for a pointer that is a member of a class, since the pointer ceases to exist when the containing object does i.e. after the destructor completes.
The idiom of "set a pointer to NULL when no longer needed, and check for NULL before using it" doesn't prevent stupid mistakes. As a rough rule, any idiom that requires a programmer to remember to do something - such as setting a pointer to NULL, or comparing a pointer to NULL - is vulnerable to programmer mistakes (forgetting to do what they are required to do).
Does it also make sense in destructors?
Generally speaking, no. Once the destructor completes, the pointer (assuming it is a member of the class) will cease to exist as well. Setting it to NULL immediately before it ceases to exist achieves nothing.
If you have a class with a destructor that, for some reason, shares the pointer with other objects (i.e. the value of the pointer remains valid, and presumably the object it points at, still exist after the destructor completes) then the answer may be different. But that is an exceedingly rare use case - and one which is usually probably better avoided, since it becomes more difficult to manage lifetime of the pointer or the object it points at - and therefore easier to introduce obscure bugs. Setting a pointer to NULL when done is generally not a solution to such bugs.
In a getter, does it make sense to test for NULL in second step? Or is it undefinied behavier anyway?
Obviously that depends on how the pointer was initialised. If the pointer is uninitialised, even comparing it with NULL gives undefined behaviour.
In general terms, I would not do it. There will presumably be some code that initialised the pointer. If that code cannot appropriately initialise a pointer, then that code should deal with the problem in a way that prevents your function being called. Examples may include throwing an exception, terminating program execution. That allows your function to safely ASSUME the pointer points at a valid object.
What about this formalism as an alternative? In which cases will it crash?
The "formalism" is identical to the previous one - practically the difference is stylistic. In both cases, if m_var is uninitialised, accessing its value gives undefined behaviour. Otherwise the behaviour of the function is well-defined.
A crash is not guaranteed in any circumstances. Undefined behaviour is not required to result in a crash.
If the caller exhibits undefined behaviour (e.g. if your function returns NULL the caller dereferences it anyway) there is nothing your function can do to prevent that.
The case you describe remains relatively simple, because the variable is described in a local scope.
But look for example at this scenario:
struct MyObject
{
public :
MyObject (int i){ m_piVal = new int(i); };
~MyObject (){
delete m_piVal;
};
public:
static int *m_piVal;
};
int* MyObject::m_piVal = NULL;
You may have a double free problem by writing this:
MyObject *pObj1 = new MyObject(1);
MyObject *pObj2 = new MyObject(2);
//...........
delete pObj1;
delete pObj2; // You will have double Free on static pointer (m_piVal)
Or here:
struct MyObject2
{
public :
MyObject2 (int i){ m_piVal = new int(i); };
~MyObject2 (){
delete m_piVal;
};
public:
int *m_piVal;
};
when you write this:
MyObject2 Obj3 (3);
MyObject2 Obj4 = Obj3;
At destruction, you will have double Free here because Obj3.m_piVal = Obj4.m_piVal
So there are some cases that need special attention (Implement : smart pointer, copy constructor, ...) to manage the pointer

Return by reference in C++ - Reference assignment vs value assignment

Suppose I have:
class SomeObject {
};
SomeObject& f() {
SomeObject *s = new SomeObject();
return *s;
}
// Variant 1
int main() {
SomeObject& s = f();
// Do something with s
}
// Variant 2
int main() {
SomeObject s = f();
// Do something with s
}
Is there any difference between the first variant and the second? any cases I would use one over the other?
Edit: One more question, what does s contain in both cases?
First, you never want to return a reference to an object which
was dynamically allocated in the function. This is a memory
leak waiting to happen.
Beyond that, it depends on the semantics of the object, and what
you are doing. Using the reference (variant 1) allows
modification of the object it refers to, so that some other
function will see the modified value. Declaring a value
(variant 2) means that you have your own local copy, and any
modifications, etc. will be to it, and not to the object
referred to in the function return.
Typically, if a function returns a reference to a non-const,
it's because it expects the value to be modified; a typical
example would be something like std::vector<>::operator[],
where an expression like:
v[i] = 42;
is expected to modify the element in the vector. If this is
not the case, then the function should return a value, not
a reference (and you should almost never use such a function to
initialize a local reference). And of course, this only makes
sense if you return a reference to something that is accessible
elsewhere; either a global variable or (far more likely) data
owned by the class of which the function is a member.
In the first variant you attach a reference directly to a dynamically allocated object. This is a rather unorthodox way to own dynamic memory (a pointer would be better suited for that purpose), but still it gives you the opportunity to properly deallocate that object. I.e. at the end of your first main you can do
delete &s;
In the second variant you lose the reference, i.e. you lose the only link to that dynamically allocated object. The object becomes a memory leak.
Again, owning a dynamically allocated object through a reference does not strike me as a good practice. It is usually better to use a pointer or a smart pointer for that purpose. For that reason, both of your variants are flawed, even though the first one is formally redeemable.
Variant 1 will copy the address of the object and will be fast
Variant 2 will copy the whole object and will be slow (as already pointed out in Variant2 you cant delete the object which you created by calling new)
for the edit: Both f contain the same Object
None of the two options you asked about is very good. In this particular case you should use shared_ptr or unique_ptr, or auto_ptr if you use older C++ compilers, and change the function so it returns pointer, not reference. Another good option is returning the object by value, especially if the object is small and cheap to construct.
Modification to return the object by value:
SomeObject f() { return SomeObject(); }
SomeObject s(f());
Simple, clean, safe - no memory leaking here.
Using unique_ptr:
SomeObject* f() { return new SomeObject(); }
unique_ptr<SomeObject> s(f());
One of the advantages of using a unique_ptr or shared_ptr here is that you can change your function f at some point to return objects of a class derived from SomeObject and none of your client code will need to be changed - just make sure the base class (SomeObject) has a virtual constructor.
Why the options you were considering are not very good:
Variant 1:
SomeObject& s = f();
How are you going to destroy the object? You will need address of the object to call it's destructor anyway, so at some point you would need to dereference the object that s refers to (&s)
Variant 2. You have a leak here and not a chance to call destructor of the object returned from your function.

Explicitly deleting a shared_ptr

Simple question here: are you allowed to explicitly delete a boost::shared_ptr yourself? Should you ever?
Clarifying, I don't mean delete the pointer held by the shared_ptr. I meant the actual shared_ptr itself. I know most people suggest to not do it, so I was just wondering if it's OK to explicitly do it.
Your question isn't clear. If you've allocated a shared_ptr dynamically then you're certainly allowed to delete it whenever you want.
But if you're asking whether you're allowed to delete whatever object is being managed by the shared_ptr, then the answer is ... it depends. If shared_ptr::unique returns true, then calling shared_ptr::reset will delete the managed object. However, if shared_ptr::unique returns false, it means there are more than one shared_ptrs sharing ownership of that object. In this case a call to reset will only result in the reference count being decremented by 1, actual deletion of the object will take place when the last shared_ptr managing that object either goes out of scope or is itself reset.
EDIT:
After your edit, it seems you are asking about deleting a dynamically allocated shared_ptr. Something like this:
auto sp = new boost::shared_ptr<int>( new int(42) );
// do something with sp
delete sp;
This is allowed and will work as expected, although it would be an unusual use case. The only caveat is that if in between the allocation and deletion of sp you create another shared_ptr that shares ownership of the object, deleting sp will not result in deletion of the object, that will only happen when the reference count for the object goes to 0.
[Edit: you can delete a shared_ptr if and only if it was created with new, same as any other type. I can't think why you'd create a shared_ptr with new, but there's nothing stopping you.]
Well, you could write delete ptr.get();.
Doing so leads almost inevitably to undefined behavior either when the other shared owners use their shared_ptr to access the now-deleted object, or the last shared_ptr to the object is destroyed, and the object gets deleted again.
So no, you shouldn't.
The purpose of shared_ptr is to manage an object that no one "person" has the right or responsibility to delete, because there could be others sharing ownership. So you shouldn't ever want to, either.
If you want to simulate the count decrement, you can do it manually on the heap like so:
int main(void) {
std::shared_ptr<std::string>* sp = new std::shared_ptr<std::string>(std::make_shared<std::string>(std::string("test")));
std::shared_ptr<std::string>* sp2 = new std::shared_ptr<std::string>(*sp);
delete sp;
std::cout << *(*sp2) << std::endl; // test
return 0;
}
Or on the stack using std::shared_ptr::reset() like so:
int main(void) {
std::shared_ptr<std::string> p = std::make_shared<std::string>(std::string("test"));
std::shared_ptr<std::string> p2 = p;
p.reset();
std::cout << *p2 << std::endl; // test
return 0;
}
But it's not that useful.
You cannot force its reference count to zero, no.
Think about what would be required for that to work. You would need to go to each place the shared_ptr is used and clear it.
If you did force the shared pointer to delete and set it to NULL, it would be just like a weak_ptr. However, all those places in the code using that shared_ptr are not ready for that and expect to be holding a valid pointer. They have no reason to check for NULL, and so those bits of code would crash.
Expliticly deleting comes in handy in some (very?) rare cases.
In addition to explicitly deleting, sometimes you HAVE to explicitly destruct a shared pointer when you are 'deleting' it!
Things can get weird when interfacing with C code, passing a shared_ptr as an opaque value.
For example I have the following for passing objects to and from the Lua scripting language which is written in C. (www.lua.org)
static void push( lua_State *L, std::shared_ptr<T> sp )
{
if( sp == nullptr ) {
lua_pushnil( L );
return;
}
// This is basically malloc from C++ point of view.
void *ud = lua_newuserdata( L, sizeof(std::shared_ptr<T>));
// Copy constructor, bumps ref count.
new(ud) std::shared_ptr<T>( sp );
luaL_setmetatable( L, B::class_name );
}
So thats a shared_ptr in some malloc'd memory. The reverse is this... (setup to be called just before Lua garbage collects an object and 'free's it).
static int destroy( lua_State *L )
{
// Grab opaque pointer
void* ud = luaL_checkudata( L, 1, B::class_name );
std::shared_ptr<T> *sp = static_cast<std::shared_ptr<T>*>(ud);
// Explicitly called, as this was 'placement new'd
// Decrements the ref count
sp->~shared_ptr();
return 0;
}

c++, object created on the heap vs. local - when returning a pointer

This is a follow up question from
Safe in C# not in C++, simple return of pointer / reference,
Is this:
person* NewPerson(void)
{
person p;
/* ... */
return &p; //return pointer to person.
}
the same as?
person* NewPerson(void)
{
person* pp = new person;
return pp; //return pointer to person.
}
I know that the first one is a bad idea, because it will be a wild pointer.
In the second case, will the object be safe on the heap - and like in c#
go out of scope when the last reference is gone to it?
Yes, the second case is safe.
But the caller will need to delete the returned pointer. You could change this to use boost::shared_ptr and it will be destroyed when it is no longer in use:
boost::shared_ptr<person> NewPerson()
{
boost::shared_ptr<person> pp = boost::make_shared<person>();
return pp;
}
If C++11 then you can use std::shared_ptr or std::unique_ptr.
It's safe, the object will still be alive after the return.
But don't expect the object to be automatically cleaned up for you in C++. Standard C++ does not have garbage collection. You'll need to delete the object yourself, or use some form of smart pointer.
person* NewPerson(void)
{
person* pp = new person;
return pp; //return pointer to person.
}
I know that the first one is a bad idea, because it will be a wild
pointer. In the second case, will the object be safe on the heap - and
like in c# go out of scope when the last reference is gone to it?
Correct on the first one: it would be returning a pointer to data on that functin's stack, which will be reclaimed and modified once the function finishes.
On the second case: the object is created on the heap, which is separate from the execution stack. When the function finishes, the object on the heap is safe and stays the same. However, C++ does not automatically do garbage collection, so if you lost all of the references to a heap object, this would constitute a memory leak--the object's space would not be reclaimed until the program ended.
The latter is safe. However, C++ does not (usually) provide garbage-collection, and thus you need to arrange for an explicit delete of the returned object.
Like you say, the first case is bad as the pointer will not be valid. As for the second case, memory in C++ is not managed, you have to clean up after yourself. C++ doesn't keep track of references on normal pointer, that's what std::shared_ptr is for.

Returning pointers or references from functions C++

When you want to return an instance from a method, do you create the object and send a pointer back, or a reference back? Whats the correct method and the method signature for this?
There are a lot of ways to do this in C++. Unfortunately most of them result in confusion on who is responsible for allocating and deallocating the object. There are two methods that I recommend:
// Return a real object, automatic stack allocation.
Foo GetFoo1()
{
Foo f;
// Init f.
return f;
}
// Use a smart, reference counted pointer that handles deallocation itself.
boost::shared_ptr<Foo> GetFoo2()
{
boost::shared_ptr<Foo> f(new Foo);
// Init f
return f;
}
The answer depends on what exactly you are doing and who is responsible for deallocating.
First method: allocate on the heap and return. Who ever called the function will be responsible for deleting the returned pointer.
SomeObject* constructObject ()
{
SomeObject* obj = new SomeObject ();
return obj;
}
Then in some other function
void functionThatNeedsObject ()
{
SomeObject* obj = constructObject ();
//You must delete obj when done
}
Second method: Return a reference. You must be careful not to go out of scope by returning local or temporary variables.
Dont do this:
int& DoubleValue(int nX)
{
int nValue = nX * 2;
return nValue; // return a reference to nValue here
} // nValue goes out of scope here
You can return references to member variables or variables passed as arguments to the function.
SomeStruct& RefFunction(SomeStruct& nX, SomeStruct& nY)
{
return nX;
} //nX is still in scope because it was passed to us
Either return by value (people incorrectly assume that this is slow) or, if you're returning an override of a polymorphic type, return an auto_ptr (or better a unique_ptr in C++0x).
The reason you do NOT use a shared_ptr is that you can never get your pointer out of it and use a different ownership semantic.
Never return a reference to a local instance.
If I'm creating an instance purely to return, I would return by value as first preference.
Only if the object type was not practically copyable would I consider returning via a smart pointer encapsulating the transfer of ownership.
Returning a reference I reserve for returning a reference to an object whose ownership isn't being transferred out of the function, that is it is already owned by something else and it's existence is guaranteed until a defined time after the function returns.
If you're referring to something like a Factory Method, typically you return a pointer. Better still, return a smart pointer and you don't create more leaks by virtue of using a raw pointer.
Example:
std::auto_ptr<Gizmo> MyFactory::CreateGizmo()
{
return new Gizmo;
}
This really depends on the scope of your instance which controls the lifetime of the instance. If this is a local instance, you may return by value but will incur the cost of constructing & destructing the object twice (unless you use RVO). The other option is to return a pointer by constructing the object in the heap inside your function. However, with this approach the client will be responsible for deleting the allocated memory & is always prone to memory leaks. This is why you will need to use some kind of a smart pointer. Anders Abel code clearly illustrates the above two approaches with code examples. BTW, you cannot return a reference to a local instance since the instance will go out of scope once the function ends.