Array class member initialization in C++ - c++

I have the following code snippet:
#include <iostream>
using namespace std;
class A {
int* data;
int size;
public:
A(int s):size(s)
{
data = new int[size];
}
A() {
data = nullptr;
}
~A() {
if (data) delete [] data;
}
};
class B {
A a[2];
public:
B() {
a[0] = A(10);
a[1] = A(11);
}
};
int main(int argc, char *argv[]) {
B b;
}
In the C++ code above, I have class A which has an array member int* data, and the (de)allocation of memory are handled by (de)constructor. The I created class B which has an array of class A of fixed length as a data member.
My question is: how to elegantly initialise the member A a[2]? In the code above, the A(10) and A(11) are created on the stack, when jumping out of the scope, their destructors will be called, hence the data comes invalid. When jumping of the main function's scope, the pointers held by a[2] will be deallocated twice, causing the error:
pointer being freed was not allocated.
One possible solution is to carefully design a copy constructor and a move constructor, by doing so the above coding paradigm could work.
Another solution I've tried is to initialise the array in the initialization list of class B:
B() : a { A(10), A(11) }
This solution works and I don't really tell the underlying mechanism of initialization list. I think it must be quite different from simply construct and copy. I really expected some experts could give an elaborate explanation of this mechanism. Of course, this solution is ugly hard-coded and not flexible.
So I wonder if there are some programming paradigms in C++ to tackle this design problem?

In the code above, the A(10) and A(11) are created on the stack
They are temporary objects. It is not specified where they are created or if they're created at all.
when jumping out of the scope, their destructors will be called
The destructor of each temporary will be called after the corresponding move assignment statement ends.
One possible solution is to carefully design a copy constructor and a move constructor, by doing so the above coding paradigm could work.
And {copy,move} assignment operator too. You should always do that when the implicitly declared ones don't do the right thing. And they never do the right thing if you delete something in the destructor.
Another solution I've tried is to initialise the array in the initialization list of class B
This solution works and I don't really tell the underlying mechanism of initialization list. I think it must be quite different from simply construct and copy.
The bug in the original code is badly behaving move assignment operator of A. Since the initialization list never move assigns from a temporary, it never triggers the bug.
This is actually the more elegant way to construct a that you asked for. Not because it avoids the bug, but because avoiding unnecessary moving is good thing, intrinsically.
So I wonder if there are some programming paradigms in C++ to tackle this design problem?
Yes. RAII and Single responsibility principle. Unless your class does nothing else, besides managing the memory pointed by data, it should not be managing the memory. Instead, it should delegate the memory management to a RAII object. In this case, you should use a std::vector member.
class A {
std::vector<int> data;
public:
A(int s):data(s) {}
A() = default;
};

Using an initializer list to construct B::a, like this:
class B {
A a[2];
public:
B() : a({10, 11}){
}
};

The ideal answer would be to force A to use movements instead of copies, or on a copy to allocate new space for the item. Of the two, the most efficient is the former and so I will expand on it below:
Forcing movement can be done in two fashions:
Delete the copy constructor and copy operator=, and implement your own move constructor and operator=
Consistently use std::move and std::swap.
Of these, the former is superior in that you will be unable to accidentally copy the class, but with the latter the fact that you are moving will be more evident.
To delete the default copy methods do:
class A {
A( const A& a ) = delete;
A& operator =( const A& a ) = delete;
}

Related

move class instance holding a unique_ptr

I have a vector of class instances. Each of those instances has a unique_ptr to another class.
Since I never try to copy the class instance or even share the pointer, I felt like unique_ptr are more appropriate than shared_ptrs since the pointer is not shared, but only accessible through the class instance.
Is it bad practice? And why wouldn't this work? I understand that copying an instance to a unique pointer would be ill-formed, but since I move it, I do not understand why this would not be allowed?
Would I have to create a custom move constructor? And what should it do?
The unique ptr should be deleted as soon as the object instance is being removed from the vector as there are no references left, right?
Code Example for better understanding:
class A {
private:
int number;
public:
void f() {
std::cout << "The number is: " << number;
}
A(int i) : number{i} {}
~A() = default;
};
class B {
std::unique_ptr<A> good_a;
B() : good_a{ std::make_unique<A>(1) } {}
~B() = default;
};
int main()
{
std::vector<B> all;
B my_b(123);
all.emplace_back(std::move(my_b));
}
This answer focuses on compilation error you seem to be having. Bad or good practice is left for others to chime in.
Your code have several errors there, but the main one seems to be that your custom B( ) constructor inhibits default move constructor. If you add it, your code becomes well-formed.
Here is a full working code for the reference:
#include <memory>
#include <vector>
class A {
private:
int number;
public:
void f();
A(int i) : number{i} {}
~A() = default;
};
struct B {
std::unique_ptr<A> good_a;
B(int k) : good_a{ std::make_unique<A>(k) } {}
B(B&& ) = default;
B& operator=(B&& ) = default; // not needed for the example, but good for completeness
};
int main()
{
std::vector<B> all;
B my_b(123);
all.emplace_back(std::move(my_b));
}
And why wouldn't this work?
What you described could work.
I do not understand why this would not be allowed?
What you described would be allowed.
Would I have to create a custom move constructor?
No, that wouldn't be necessary, unless you define other special member functions, or have other members (beside the unique pointer) that have deleted or private move constructor.
The unique ptr should be deleted as soon as the object instance is being removed from the vector as there are no references left, right?
Members are destroyed when the super object is destroyed. And the destructor of the unique pointer invokes the deleter on its owned pointer.
Whether there are references to the pointed object has no effect on whether it is deleted or not. Anything referring to the deleted object will be left dangling.
Is it bad practice?
There isn't necessarily anything particularly bad about what you described in general, but that depends on exact details.
One potential issue is that dynamic allocation can be expensive in some cases, and using it unnecessarily would then be unnecessarily expensive. As such, you should to have some reason to allocate the pointed objects dynamically rather than storing them directly as members.
Bugs in your example:
You attempt to initialise B(123) but B has no constructor accepting an integer.
You attempt to initialise a B outside a member function of B, but its constructors and the destructor have private access.
You have user declared destructor for B, but no user declared move constructor or assignment operators and therefore the class isn't movable, which is a requirement for storing in std::vector.
Here is a fixed version that doesn't use unnecessary dynamic allocation:
struct A {
int number;
};
struct B {
A good_a;
};
B my_b{123};
all.push_back(my_b);
Please read this answear.
Depending what is explicitly declared respective constructors with default implementation are implicitly defined or dropped. Rules are described by this table:
Since you have used explicit defined destructor (as default) you have disabled ("not declared") move constructor.
So to fix it you have to explicitly define move constructor or remove definition of destructor: https://godbolt.org/z/dr8KrsTfq

Unique Pointers and The Rule of 3

I often find myself using unique pointers in C++ when I want polymorphic behaviour. I typically implement pure abstract classes something like the below:
class A {
public:
virtual A* clone() const = 0; // returns a pointer to a deep copy of A
// other methods go here
};
The clone method comes in handy when I want to embellish another class with its own instance of A, for example:
#include <memory>
class B {
private:
std::unique_ptr<A> a_ptr;
public:
// ctor
B(const A& a) {
a_ptr = std::unique_ptr<A>(a.clone());
//...
}
// copy ctor
B(const B& other) : B(*other.a_ptr) {}
};
I invariably end up implementing the copy constructor in B to avoid a compiler error (MSVC gives a vague message about attempting to reference a deleted function), which makes complete sense because of the unique pointer. My questions can be summarised as follows:
Do I actually need the copy constructor in B? Perhaps there's a better pattern that would allow me to avoid it altogether.
If yes to 1, can I stop there? Will I ever need to implement the other default functions? I.e. is there any scenario where I need a default constructor and destructor also?
In practice, whenever I feel I need to implement the default functions, I typically implement a move-constructor alongside the other three; I usually use the copy-and-swap-idiom (as per GManNickG's answer in this thread). I assume this wouldn't change anything, but maybe I am wrong!
Thanks a lot!
First, I think the signature of your clone function could be
virtual std::unique_ptr<A> clone() = 0;
as you want deep copies of A instances and exclusive ownership within B. Second, you indeed have to define a copy constructor for your class when you want it to be copyable. Same for an assignment operator. This is due to the fact that std::unique_ptr is a move-only type, which hinders the compiler to generate default implementations.
Other special member functions are not needed, though they might make sense. The compiler won't generate move constructor and move assignment operator for you (as you ship your own copy/assignment functions), though in your case, you can = default; them easily. The destructor can equally well be defined with = default;, which would be in line with the core guidelines.
Note that defining the destructor via = default should be done in a translation unit, as std::unique_ptr requires the full type do be known upon freeing its resource.
Whether you need a default constructor totally depends on how yo want to use the class B.
As #lubgr mentioned in his answer, You should return unique_ptr not a raw one from the clone function. Anyway, going to Your questions:
Do You need a copy constructor in B? Well it depends on Your use cases, but if You copy objects of class B You may need one. But as You said, You do it quite often, so it would be wise to consider more generic approach. One of these would be creating a wrapper for unique_ptr which would have copy constructor and which would make a deep copy of this pointer in this copy constructor.
Consider following example:
template<class T>
class unique_ptr_wrap {
public:
unique_ptr_wrap(std::unique_ptr< T > _ptr) : m_ptr(std::move(_ptr)){}
unique_ptr_wrap(const unique_ptr_wrap &_wrap){
m_ptr = _wrap->clone();
}
unique_ptr_wrap(unique_ptr_wrap &&_wrap){
m_ptr = std::move(_wrap.m_ptr);
}
T *operator->() const {
return m_ptr.get();
}
T &operator*() const {
return *m_ptr;
}
private:
std::unique_ptr< T > m_ptr;
};
This again depends on Your needs. I personally would recommend overloading move constructor as well, to make it use less dynamic allocations (but this may be premateure optimization which is root of all evil).

Reassigning variable, delete called twice (C++)

My programming background is the Java world, but I've just started learning C++. I've stumbled across this rather trivial and probably pretty noobish problem that somehow puzzles me as a Java programmer:
I have a class with an array which is initialized via new in the constructor and deleted in the destructor. Now when I create an object of this class and assign another object of this class to the same variable (at least that is what I think it is), the delete[] method in the destructor seems to be called twice when the variables leave the scope (in this case the main() function) (the debugger gives me an _BLOCK_TYPE_IS_VALID assertion failed warning).
Why is that? Why isn't the deconstructor called before I assign a new object to f? How could I explicitely delete Foo(1)? What exactly happens here?
class Foo{
private:
int *field;
public:
Foo(int size){
field = new int[size];
}
~Foo(){
delete[] field;
}
};
int main(){
Foo f = Foo(1);
f = Foo(2);
}
There is something in the C++ world called the Rule Of Three.
A class will automatically generate a destructor, copy constructor, and assignment operator for you.
If you have to manually define one of those functions, you probably have to define all three of them.
In your case, you should define the two copy functions, so that a copy of Foo gets its own copy of field. Add these two functions:
class Foo{
Foo( const Foo &f ) {
size = f.size;
field = new int[size];
std::copy( f.field, f.field + size, field );
}
Foo& operator=( const Foo &f ) {
// Leverage the logic that was already written in the copy constructor
Foo tmp(f);
std::swap( *this, temp );
return *this;
}
};
Note that I'm assuming that you've stored size in the Foo object. You would probably need to store that information anyway in a real-life application
You're not following the rule of three, which is bad. Because the default copy constructor does a shallow copy, all your automatic variables (f and the temporaries) have the field member pointing to the same int, which is destroyed multiple times when the destructor is called.
Implement a proper copy constructor, or use C++ idioms and avoid manual management alltogether - i.e. use a std::vector instead.

Creating an easy to maintain copy constructor

Consider the following class:
class A {
char *p;
int a, b, c, d;
public:
A(const &A);
};
Note that I have to define a copy constructor in order to do a deep copy of "p". This has two issues:
Most of the fields should simply be copied. Copying them one by one is ugly and error prone.
More importantly, whenever a new attribute is added to the class, the copy constructor needs to be updated, which creates a maintenance nightmare.
I would personally like to do something like:
A(const A &a) : A(a)
{
// do deep copy of p
:::
}
So the default copy constructor is called first and then the deep copy is performed.
Unfortunately this doesn't seem to work.
Is there any better way to do this?
One restriction - I can't use shared/smart pointers.
Sbi's suggestions make a lot of sense. I think I'll go with creating wrapper classes for handling the resource. I don't want to user shared_ptr since boost libraries may not be available on all platforms (at least not in standard distributions, OpenSolaris is an example).
I still think it would have been great if you could somehow make the compiler to create the default constructor/assignment operators for you and you could just add your functionality on top of it. The manually created copy constructor/assignment operator functions I think will be a hassle to create and a nightmare to maintain. So my personal rule of thumb would be to avoid custom copy constructors/assignment operators at all cost.
Thanks everybody for their responses and helpful information and sorry about typos in my question. I was typing it from my phone.
As a rule of thumb: If you have to manually manage resources, wrap each into its own object.
Put that char* into its own object with a proper copy constructor and let the compiler do the copy constructor for A. Note that this also deals with assignment and destruction, which you haven't mentioned in your question, but need to be dealt with nevertheless.
The standard library has several types to pick from for that, among them std::string and std::vector<char>.
Replace char* with std::string.
Always use RAII objects to manage unmanages resources such as raw pointers, and use exactly one RAII object for each resource. Avoid raw pointers in general. In this case, using std::string is the best solution.
If that's not possible for some reason, factor the easy to copy parts out into a base class or a member object.
You could separate your copyable members into a POD-struct and mantain your members requiring a managed copy separately.
As your data members are private this can be invisible to clients of your class.
E.g.
class A {
char *p;
struct POData {
int a, b, c, d;
// other copyable members
} data;
public:
A(const &A);
};
A(const A& a)
: data( a.data )
{
p = DuplicateString( a.p );
// other managed copies...
// careful exception safe implementation, etc.
}
You really should use smart pointers here.
This would avoid rewriting both the copy constructor and the affectation operator (operator=).
Both of these are error prone.
A common mistake with the operator= is implementing it that way:
SomeClass& operator=(const SomeClass& b)
{
delete this->pointer;
this->pointer = new char(*b.pointer); // What if &b == this or if new throws ?
return *this;
}
Which fails when one does:
SomeClass a;
a = a; // This will crash :)
Smart pointers already handle those cases and are obviously less error prone.
Moreover, Smart pointers, like boost::shared_ptr can even handle a custom deallocation function (by default it uses delete). In practice, I rarely faced a situation where using a smart pointer instead of a raw pointer was unpractical.
Just a quick note: boost smart pointer class, are header-only designed (based on templates) so they don't require additional dependencies. (Sometimes, it matters) You can just include them and everything should be fine.
The question is, do you really need a pointer with deep-copy semantics in your class? In my experience, the answer almost always is no. Maybe you could explain your scenario, so we may show you alternative solutions.
That said, this article describes an implementation of a smart-pointer with deep-copy semantics.
While I agree with others saying that you should wrap the pointer in its own class for RAII and let the compiler synthesise the copy contructor, destructor and assignment operator there is a way around your problem: declare (and define) private static function which will do whatever is needed and common for different constructors and call it from there.
Unless your class has one function, which is managing a resource, you should never manage any resources directly. Always use a smart pointer or custom management class of some description. Typically, it's best to leave the implicit copy constructor, if you can. This approach also allows easy maintenance of the destructor and assignment operators.
So the default copy constructor is called first and then the deep copy is performed.
Unfortunately this doesn't seem to work.
Is there any better way to do this? One restriction - I can't use shared/smart pointers.
If I understand correctly, your question, you could consider using an initialization function:
class A
{
int i, j;
char* p;
void Copy(int ii, int jj, char* pp); // assign the values to memebers of A
public:
A(int i, int j, char* p);
A(const A& a);
};
A::A(int i, int j, char* p)
{
Copy(i, j, p);
}
A::A(const A& a)
{
Copy(a.i, a.j, a.p);
}
That said, you really should consider using RAII ( there's a reason people keep recommending it :) ) for your extra resources.
If I can't use RAII, I still prefer creating the copy constructor and using initializer lists, for every member (actually, I prefer doing so even when using RAII):
A::A(int ii, int lj, char* pp)
: i(ii)
, j(jj)
, p( function_that_creates_deep_copy(pp) )
{
}
A::A(const A& a)
: i(a.i)
, j(a.j)
, p( function_that_creates_deep_copy(a.p) )
{
}
This has the advantage of "explicitness" and is easy to debug (you can step in and see what it does for each initialization).

Benefits of Initialization lists

Of what I know of benefits of using initialization list is that they provide efficiency when initializing class members which are not build-in. For example,
Fred::Fred() : x_(whatever) { }
is preferable to,
Fred::Fred() { x_ = whatever; }
if x is an object of a custom class. Other than that, this style is used even with built-in types for the sake of consistency.
The most common benefit of doing this is improved performance. If the expression whatever is the same type as member variable x_, the result of the whatever expression is constructed directly inside x_ — the compiler does not make a separate copy of the object.
With the other style, the expression whatever causes a separate, temporary object to be created, and this temporary object is passed into the x_ object's assignment operator. Then that temporary object is destructed at the ;. That's inefficient.
Question
Is there any efficiency gain in the following example with using initialization list.
I think there is no gain. The first version calls string's copy constructor and the other calls string's assignment operator (there isn't any temporary thats created). It that correct?
class MyClass
{
public:
MyClass(string n):name(n) { }
private:
string name;
};
class MyClass
{
public:
MyClass(string n)
{
name=n;
}
private:
string name;
};
The second version is calling string's default ctor and then string's copy-assignment operator -- there could definitely be (minor) efficiency losses compared to the first one, which directly calls c's copy-ctor (e.g., depending on string's implementation, there might be useless allocation-then-release of some tiny structure). Why not just always use the right way?-)
I think the only way to initialize const data members is in the initialization list
Eg. in the header:
class C
{
C();
private:
const int x;
int y;
}
And the in the cpp file:
C::C() :
x( 10 ),
y( 10 )
{
x = 20; // fails
y = 20;
}
It's a great way to initialize members that :
are const
don't have a default constructor (it's private)
Remember that there is a distinct difference between a copy constructor and an assignment operator:
the copy ctor constructs a new object using some other instance as a place to get initialization information from.
the assignment operator modifies an already existing object that has already been fully constructed (even if it's only by using a default constructor)
So in your second example, some work has already been done to create name by the time that
name=n;
is reached.
However, it's quite possible (especially in this simple example) that the work done is vanishingly small (probably just zeroing out some data members in the string object) and that the work is optimized away altogether in an optimized build. but it's still considered good form to use initializer lists whenever possible.
We can also perform the constructor delegation via the initialization list.