does leaving pointers in functions cause memory leaks? - c++

Suppose I have a function or class that maintains some pointers to other data objects, like so:
class MyObject {
...
AnotherObject* o1, *o2;
SomeObject* s1, *s2;
...
}
int main() {
...
MyObject mo1 = new MyObject();
... // do stuff with mo1
delete mo1;
}
Suppose they are assigned valid pointer values from elsewhere during/after initialization.
When I destroy the MyObject object after assigning those pointers inside, can a memory leak result if I do not null the pointers during destruction like so?:
MyObject::~MyObject() {
o1 = nullptr;
o2 = nullptr;
...
}
Thanks.

No it won't cause a memory leak. Note however that this:
MyObject mo1 = new MyObject();
// do stuff with mo1
delete mo1;
will result in a memory leak if do stuff with mo1 throws an exception (which could be the case if it comprises references to nullptr). Therefore it's advisable not to use naked pointers like you do but smart pointers instead - this way RAII guarantees that your pointer will be deleted.

It sounds like you come from a Java background, where setting pointers to null is necessary to allow the garbage collector to reclaim other objects. If so, the answer is simple: no, that's not how it works in C++. Setting a pointer to null has no bearing whatsoever on memory usage, and there is no garbage collector anyway that could reclaim any memory.
Instead you are supposed to consider ownership. Most objects have one specific owner; once that owner is deleted, so are its owned objects. This is most conveniently modelled using unique_ptr instead of raw pointers. For objects that have more complex ownership, there is shared_ptr and weak_ptr.
Once again, there is no garbage collector, so any time you use new to create an object, somehow, somewhere there must be a corresponding delete. The easiest way to ensure such deletes are not forgotten is to use unique_ptr.
Also be wary of using new too often. Your mo1 object can be allocated on the stack without any problem: it's lifetime is limited to one function (main), so why not use simply allocate it as MyObject mo1; - that's enough, no need to new or delete anything.

No it would not. Memory leak happens because of a non-deleted memory which was allocated using new. Nulling a pointer is just a way to check it later if it was deleted or not and it has nothing to do with memory leak.
On the other hand, dealing with memory manually is not a the best way to achieve what you want. Smart pointers are exist (std::shared_ptr, std::unique_ptr...). You should have a look on them.

Related

Do I have to delete pointer even if it is in function stack?

always delete pointer even if it is just in function call stack?
Isn't it disappeared when function stack released?
// just Simple class
class CSimple{
int a;
}
// just simple function having pointer.
void simpleFunc(){
CSimple* cSimple = new CSimple();
cSimple->a = 10;
//.. do sth
delete cSimple; // <<< Always, do I have to delete 'cSimple' to prevent the leak of memory?
}
void main(){
for( int =0 ; i< 10 ; i++){
simpleFunc();
}
}
when function stack released?
It is true that "CSimple *csimple" goes away when the function returns.
However, there's a big difference between the pointer, and what it's pointed to.
When a pointer object gets destroyed, nothing happens to whatever the pointer is pointing to. There isn't just one, but two objects here:
The pointer.
What it's pointing to.
In this case, the pointer is pointing to an object in dynamic scope that was created with new.
Nothing is going to happen to this object, otherwise, so you will leak memory.
Therefore, this object needs to be deleted.
After you understand, and fully wrap your brain around this concept, your next step will be to open your C++ book to the chapter that talks about the std::unique_ptr and std::shared_ptr classes, which will take care of these pesky details, for you. You should learn how to use them. Modern C++ code rarely needs to delete something; rather these smart pointers do all the work.
Yes.
On scope exit (ex. when function exists or block { ... } finishes), all objects created on stack will be destroyed and memory will be freed.
This applies to your case, ie. the pointer will be destroyed and memory occupied by the pointer will be freed. The object pointed by the pointer will not be cleared.
This is a common problem and a nightmare when you deal with multiple flow paths (if-else ladders, many return statements) and exceptions.
To solve this problem, we employ 2 main strategies:
RAII
Smart pointers (std::unique_ptr, boost::scoped_ptr, legacy std::auto_ptr, etc).
RAII - without academic consideration - is just creating object on stack, like this:
{
std::string s;
fancy_object obj;
}
When we exit he scope, obj and s destructors will be called duing stack unwinding. Compiler ensures this for all flow paths and will keep proper order of deallocations for us.
If you need to allocate memory on heap, using new, use a smart pointer.
int foo()
{
std::unique_ptr<Object> o(new Object);
... some more code ...
if( something ) { return -1 }
... some more code ...
if( something_else ) { return -2 }
else { not yet }
return 0;
}
As you can see, we can leave the scope using 3 "exists". Normally, you'd need to clear your memory in all cases, which is prone to human errors.
Instead of clearing the object manually in all 3 palces, we rely on automatic destructor call for objects created on stack. Compiler will figure it out. When we leave the scope, std::unique_ptr destructor will be called, calling delete on Object.
Don't be affraid of smart poiners. They are not "slow", "bloat" or other nonsense. Smart poiners are designed to have no overhead on access, adding extra security.
Very similar technique is used for locks. Check out std::lock_guard class.
Yes, you must delete the data that is being pointed to.
The pointer itself is on the stack and does not need to be deleten.
You can, however, store cSimple on the stack, then you don't have to delete it:
void simpleFunc(){
CSimple cSimple; // no new
cSimple.a = 10; // "." instead of "->"
//.. do sth
// no deletion
}

Passing pointers and more

In general, I always pass pointers through functions of any objects I create; if I need something done to an object, I would pass it by pointer rather than by reference. That's just a programming habit which some might describe as miniscule; but this is where I have to ask by example:
class someObject
{
public:
someObject();
~someObject();
void do(const char* smth)
{
cout << smth << endl;
}
private:
};
class doObject
{
public:
doObject();
~doObject();
void takeObject(someObject *so)
{
pObject = so;
so->do("Hi");
}
private:
someObject *pObject;
}
And in main.cpp:
int main()
{
someObject *so = new someObject();
so->do();
doObject *do = new doObject();
do->takeObject(so);
delete so;
delete do;
}
Should memory be allocated to doObject::pObject BEFORE it is assigned the pointer parameter so of type someObject?
If pObject is assigned the foresaid parameter, should it be deleted; e.g. delete pObject?
In main.cpp someObject is deleted BEFORE doObject is. This is vital to understand because doObject has an assignment of someObject called pObject. Deleting someObject before doObject means there's a dangling pointer which implies any actions on it would produce a segmentation fault.
If I delete doObject first in main.cpp, does that also delete pObject AS WELL AS 'so' of type someObject? After all, they are linked.
If I create a new class that also a function which also requires a parameter of someObject, does that mean pObject no longer points to 'so'? Should I instead use a shared pointer so that it's possible for both classes to be able to point to 'so' and change the object as necessary?
How can the code be improved? Should I consider the use of smart pointers to ensure that I do not delete an object more than once in various parts of a program?
Yes, the question is rather complex; but that's what you get with pointers!
Should memory be allocated to doObject::pObject BEFORE it is assigned the pointer parameter so of type someObject?
Memory is allocated in main and a pointer to that memory is assigned to so. The member variable pObject will just point at the same object as so does. So memory is allocated before you assigne the member pointer variable.
If pObject is assigned the foresaid parameter, should it be deleted; e.g. delete pObject?
Someone must delete the object pointed at to not get a memory leak. Either someone does it or the ownership is shared. You decide if you transfer the ownership when you pass the pointer to another function, or not. Being consistent is the key and using smart pointers is a help.
In main.cpp someObject is deleted BEFORE doObject is. This is vital to understand because doObject has an assignment of someObject called pObject. Deleting someObject before doObject means there's a dangling pointer which implies any actions on it would produce a segmentation fault.
If you allocate dynamic memory, always deallocate in reverse allocation order to prevent dangling pointers.
If I delete doObject first in main.cpp, does that also delete pObject AS WELL AS 'so' of type someObject? After all, they are linked.
No. If the doObject destructor had done delete pObject;, then it would.
If I create a new class that also a function which also requires a parameter of someObject, does that mean pObject no longer points to 'so'? Should I instead use a shared pointer so that it's possible for both classes to be able to point to 'so' and change the object as necessary?
pObject doesn't point at so, it points at the same dynamically allocated object as so does. Any number of pointers to that object can exist in any number of classes, but it's your resonsibility to make sure that after the object is deleed, no holder of a pointer to it uses that pointer. That's why it's important to dlete objects in the correct order.
How can the code be improved? Should I consider the use of smart pointers to ensure that I do not delete an object more than once in various parts of a program?
Yes, smart pointers if you want to share the ownership (shared_ptr) or ensure there's just one owner (unique_ptr), or have the guideline that a pointer parameter is only referring to an instance, never owning.
Also use automatic instances where possible instead of dynamic.
How can the code be improved? Should I consider the use of smart pointers to ensure that I do not delete an object more than once in various parts of a program?
I'd recommend learning manual memory management first and once you've mastered it, then start using smart pointers. But of course you can jump straight into smart pointers if you think you don't need to know manual memory management.

Leaking in constructor

Do I leak if I allocate memory with new in the constructor of an object and immediately after I throw an exception?
The object shouldn't be constructed at all and thus no destructor will be called, but what about that memory?
e.g.
MyObject() {
data = new char[200]; // Will this be leaked?
if(something_is_wrong)
throw exception();
}
It will leak. Once you have gotten a pointer from new it eventually needs to be deleted. The solution is to make data a smart pointer (or in this case, probably a std::string); while MyObject's destructor won't be called, data members' destructors are called.
Yes, it will be a leak unless data is kind of handle, smart pointer and not a raw pointer char* data. A safe variant of this is:
class MyObject {
std::vector<char> data; // or some handle/smart pointer (i.e. unique_ptr)
// it might be just std::string
public:
MyObject( int sz) : data( sz) {}
};
In this case the memory used is now managed by vector. You can of course do it by yourself what is actually done in vector already and is exception safe. This is you can use approach similar to std::uninitialized_fill.
Unless data is a smart pointer (or, more generally, any object that frees the memory passed to it when it destructs) you will leak memory.
The new will need to be balanced with a delete[] (note the []). It's important to note that, since a MyObject instance was not created, the destructor to MyObject will not be called so you cannot rely on any memory cleanup there.
Two alternatives.
free the memory before the throw statement.
Make data a smart pointer (if it isn't already).
2 is preferred - by exploiting RAII it makes code more stable.
The situation that you sketch,
MyObject() {
data = new char[200]; // Will this be leaked?
if(something_is_wrong)
throw exception();
}
will1 leak unless automatic garbage collection is used (and even so it may still leak).
This case is very easily dealt with by using an appropriate standard library container:
MyObject()
{
string data( 200, '\0' );
if(something_is_wrong)
throw exception();
}
And in general preferentially use standard library containers instead of all this new'ing, and if there isn't a suitable container, use smart pointers such as std::unique_ptr.
In short, there's not really a problem, not any more than a call to std::terminate is a problem (just remove the call, or don't do it in the first place).
However, if you define a custom allocation function for the class, and forget to define a corresponding deallocation function, then throwing an exception from a constructor can leak memory.
As a learner simply don't define allocation functions.
As a professional remember to do it properly if at some time you should really need it.
1) Under the reasonable assumption that you're not using a smart pointer to guarantee cleanup and asking this question without mentioning the smart pointer.

Handling de-allocation of stl containers in destructors

It is the first time I am using STL and I am confused about how should I deallocate the the memory used by these containers. For example:
class X {
private:
map<int, int> a;
public:
X();
//some functions
}
Now let us say I define the constructor as:
X::X() {
for(int i=0; i<10; ++i) {
map[i]=i;
}
}
Now my question is should I write the destructor for this class or the default C++ destructor will take care of deallocating the memory(completely)?
Now consider the modification to above class
class X {
private:
map<int, int*> a;
public:
X();
~X();
//some functions
}
Now let us say I define the constructor as:
X::X() {
for(int i=0; i<10; ++i) {
int *k= new int;
map[i]=k;
}
}
Now I understand that for such a class I need to write a destructor as the the memory allocated by new cannot be destructed by the default destructor of map container(as it calls destructor of objects which in this case is a pointer). So I attempt to write the following destructor:
X::~X {
for(int i=0; i<10; ++i) {
delete(map[i]);
}
//to delete the memory occupied by the map.
}
I do not know how to delete the memory occupied by the map. Although clear function is there but it claims to bring down the size of the container to 0 but not necessarily deallocate the memory underneath. Same is the case with vectors too(and I guess other containers in STL but I have not checked them).
Any help appreciated.
should I write the destructor for this class or the default C++ destructor will take care of deallocating the memory(completely)?
Yes it will. All the standard containers follow the principle of RAII, and manage their own dynamic resources. They will automatically free any memory they allocated when they are destroyed.
I do not know how to delete the memory occupied by the map.
You don't. You must delete something if and only if you created it with new. Most objects have their memory allocated and freed automatically.
The map itself is embedded in the X object being destroyed, so it will be destroyed automatically, and its memory will be freed along with the object's, once the destructor has finished.
Any memory allocated by the map is the responsibility of the map; it will deallocate it in its destructor, which is called automatically.
You are only responsible for deleting the dynamically allocated int objects. Since it is difficult to ensure you delete these correctly, you should always use RAII types (such as smart pointers, or the map itself) to manage memory for you. (For example, you have a memory leak in your constructor if a use of new throws an exception; that's easily fixed by storing objects or smart pointers rather than raw pointers.)
When a STL collection is destroyed, the corresponding destructor of the contained object is called.
This means that if you have
class YourObject {
YourObject() { }
~YourObject() { }
}
map<int, YourObject> data;
Then the destructor of YourObject is called.
On the other hand, if you are storing pointers to object like in
map<int, YourObject*> data
Then the destruct of the pointer is called, which releases the pointer itself but without calling the pointed constructor.
The solution is to use something that can hold your object, like a shared_ptr, that is a special object that will care about calling the holded item object when there are no more references to it.
Example:
map<int, shared_ptr<YourObject>>
If you ignore the type of container you're dealing with an just think of it as a container, you'll notice that anything you put in the container is owned by whomever owns the container. This also means that it's up to the owner to delete that memory. Your approach is sufficient to deallocate the memory that you allocated. Because the map object itself is a stack-allocated object, it's destructor will be called automatically.
Alternatively, a best practice for this type of situation is to use shared_ptr or unique_ptr, rather than a raw pointer. These wrapper classes will deallocate the memory for you, automatically.
map<int shared_ptr<int>> a;
See http://en.cppreference.com/w/cpp/memory
The short answer is that the container will normally take care of deleting its contents when the container itself is destroyed.
It does that by destroying the objects in the container. As such, if you wanted to badly enough, you could create a type that mismanaged its memory by allocating memory (e.g., in its ctor) but doesn't release it properly. That should obviously be fixed by correcting the design of those objects though (e.g., adding a dtor that releases the memory they own). Alternatively, you could get the same effect by just storing a raw pointer.
Likewise, you could create an Allocator that didn't work correctly -- that allocated memory but did nothing when asked to release memory.
In every one of these cases, the real answer is "just don't do that".
If you have to write a destructor (or cctor or op=) it indicates you likely do something wrong. If you do it to deallocate a resource more likely so.
The exception is the RAII handler for resources, that does nothing else.
In regular classes you use proper members and base classes, so your dtor has no work of its own.
STL classes all handle themselves, so having a map you have no obligations. Unless you filled it with dumb pointers to allocated memory or something like that -- where the first observation kicks in.
You second X::X() sample is broken in many ways, if exception is thrown on the 5th new you leak the first 4. And if you want to handle that situatuion by hand you end up with mess of a code.
That is all avoided if you use a proper smart thing, like unique_ptr or shared_ptr instead of int*.

How to Convert beween Stack and Heap Objects

Example:
Class *_obj1;
Class *_obj2;
void doThis(Class *obj) {}
void create() {
Class *obj1 = new Class();
Class obj2;
doThis(obj1);
doThis(&obj2);
_obj1 = obj1;
_obj2 = &obj2;
}
int main (int argc, const char * argv[]) {
create();
_obj1->doSomething();
_obj2->doSomething();
return 0;
}
This creates 2 objects, creates pointers to them, then main() calls a method on each. The Class object creates a char* and stores the C string "Hello!" in it; the ~Class() deallocator frees the memory. The doSomething() method prints out "buff: %s" using printf(). Simple enough. Now if we run it we get this:
Dealloc
Buff: Hello!
Buff: ¯ø_ˇ
Obviously the stack object does not work here - it's obvious that when the function exits the pointer _obj2 is pointing at a location in the stack. This is why I used heap objects in my previous question, which people told me was "stupid".
So, the first question is: if how can I convert the stack object (obj2) to a heap object so it's not deallocated after create() exits? I want a straight answer, not an arrogant "you're doing it wrong" as so many have done. Because in this case stack objects cannot work so heap objects seem to be the only way. EDIT: Also, converting back to a stack object would be useful as well.
The second question: the specific example of heap objects being "wrong" was creating a new vector<string>* using the new operator. If dynamically allocating STL objects is wrong, then what's the right way? Obviously if you create them as stack objects it fails because they're immediately deallocated, but I've been told (again, by a very high-ranking member) that dynamically allocating them can corrupt the heap. So what's the right way to do it?
So, the first question is: if how can I convert the stack object (obj2) to a heap object so it's not deallocated after create() exits? I want a straight answer,
The straight answer is: You can't "convert" an object between the stack and heap. You can create a copy of the object that lives in the other space, as others have pointed out, but that's it.
The second question: the specific example of heap objects being "wrong" was creating a new vector* using the new operator. If dynamically allocating STL objects is wrong, then what's the right way? Obviously if you create them as stack objects it fails because they're immediately deallocated, but I've been told (again, by a very high-ranking member) that dynamically allocating them can corrupt the heap.
Dynamically allocating STL objects will not on its own corrupt the heap. (No idea where you might have heard that.)
If you want to use a stack-allocated STL object outside of the function that you created it in, you can't, since the stack space in which the object resides is only valid inside the function that created it.
You can, however, return a copy of the object:
std::vector<char> SomeFunc()
{
std::vector<char> myvector;
// myvector.operations ...
return myvector;
}
As I said, though, this will return a copy of the object, not the original object itself -- that would be impossible, since the stack that contains the object is unwound after the function returns.
One other option is to have the caller pass in a reference / pointer to the object that your function manipulates, if this makes sense for your particular scenario:
void SomeFunc(std::vector<char>& destination)
{
// destination.operations ...
}
void AnotherFunc()
{
std::vector<char> myvector;
SomeFunc(myvector);
}
As you can see, you've still allocated everything on the stack, and you avoid the (sometimes consequential) overhead of relying on the copy-constructor to return a copy of the object.
So, the first question is: if how can I convert the stack object (obj2) to a heap object so it's not deallocated after create() exits?
This line:
_obj2 = &obj2;
Change to:
_obj2 = new Class(obj2); // Create an object on the heap invoking the copy constructor.
I want a straight answer, not an arrogant "you're doing it wrong" as so many have done.
Thats as straight an answer as you can get. Obviously you are new to C++, So I am sure this will nto work as intended because you have probably made a couple of mistakes in the defintion of the class "Class" (by the way terrible name).
Also, converting back to a stack object would be useful as well.
class obj3(*_obj2); // dereference the heap object pass it to the copy constructor.
The second question: the specific example of heap objects being "wrong" was creating a new vector<string>* using the new operator. If dynamically allocating STL objects is wrong, then what's the right way?
Why do you dynamically allocate the vector. Just create it locally.
std::vector<std::string> funct()
{
std::vector<std::string> vecString;
// fill your vector here.
return vecString; // Notice no dynamic allocation with new,
}
Using new/delete is using C++ like C. What you need to read up on is smart pointers. These are obejcts that control the lifespan of the object and automatically delete the object when they go out of scope.
std::auto_ptr<Class> x(new Class);
Here x is a smart pointer (of type auto_ptr) when it goes out of scope the object will be deleted. But you can return an auto_ptr to the calling function and it will be safely transfered out of the function. Its actually a lot more complicated than that and you need a book.
Obviously if you create them as stack objects it fails because they're immediately deallocated,
Its de'allocated when it goes out of scope.
but I've been told (again, by a very high-ranking member) that dynamically allocating them can corrupt the heap.
If you do it incorrectly. Which given your knowledge is very likely. But hard to verify since you have not provided the definition of Class.
So what's the right way to do it?
Learn why you should use stack objects
Learn what smart pointers are.
Learn how to use smart pointers to control lifespans of objects.
Learn the different types of smart pointers.
Look up what the separation of concerns is (you are not following this basic principle).
You have to either copy-construct a new heap object (Class * foo = new Class(obj2)) or assign the stack object to a heap object (*obj1 = obj2).
the only way is to copy object.
Change declaration to:
Class _obj2;
and assign:
_obj2 = obj2;
Taking the address of a stack variable won't magically transfer it into heap. You need to write a proper copy-constructor for your class and use _obj2 = new Class(obj2);.
As for STL containers, they allocate their data on the heap anyway, why would you want to allocate container itself on the heap? Put them in a scope that will keep them alive as long as you need them.
Your stack object is created inside the create function and is deallocated as soon you get out of scope of the function. The pointer is invalid.
You could change Class* obj2 to Class obj2 and the assign (which means copy) the object by obj2 = obj2;
I think you're really trying to ask "How can I return an object created inside my function?" There are several valid ways:
Allocate on the heap and return a pointer
Use an automatic variable and return its value, not a pointer (the compiler will copy it)
Let the caller provide storage, either by pointer or reference parameter, and build your object there.