I have a data structure that works like an unordered queue and a vector filled with objects of class A. I want to populate the queue one element at a time (using a push() function) with pointers to each of the objects in the vector.
This implementation needs to:
Keep track of the original order of the objects in the vector even as the pointers stored in the queue swap positions in accordance with a comparator and the values of the objects
Allow for the continued addition of objects to the vector (again, mindful of order)
Allow the objects to be edited according to their original order in the vector without needing to recopy everything to the queue (hence, queue of pointers rather than objects)
I've been beating my head against the wall for several hours now in an attempt to figure this out. Right now I have two solutions that both fail for different reasons.
The first is
for(auto i = vector.begin(); i < vector.end(); i++)
{
queue->push(new A (*i));
}
This one worked perfectly until it came time to edit the elements in vector, at which point I realized that it seemed to have no effect whatsoever on the values in the queue. Maybe the pointers got decoupled somewhere.
The second is
for(A* ptr = vector.data(); ptr <= (vector.data()+vector.size()-1); ptr++)
{
A** bar = new A*;
*bar = ptr;
queue->push(*bar);
}
As best I can tell, this one successfully matches up the pointers with objects in vector, but for some other reason I can't tell causes a core abortion after doing some additional operations on the queue (pop(), max(), etc).
If anyone out there can offer any advice, I would sincerely appreciate it.
Oh, and before I forget, as much as I would love to use shared_pointers or unique_pointers or boost, I'm limiting this to just the STL and vector, list and deque. No other containers.
Your first and third requirements can be met with pointers, and the implementation is not difficult. What I advise you to do is to not use auto since it will give you an iterator object and converting that to a pointer can be hard.
Regarding your second requirement, it cannot be done since adding things to the vector can trigger a reallocation of memory in order to increase the vector capacity, unless you know the max number of objects the vector should hold beforehand. For fulfilling all your requirements then, the best solution is to "link" the objects by using the vector index instead of pointers. This is also way simpler.
But then again, if you remove things from the vector, then you have to update the entire queue. The most flexible solution that will allow you to do pretty much everything is to use lists instead of vectors. But it can have performance impact and you have to ponder before making the choice.
To make it work with vector and pointers, here is what I would do:
class A { /* your class here */ };
vector<A> vec;
/* Avoid vector reallocating memory. */
vec.reserve(MAX_NUMBER_OF_OBJECTS);
/* Then, populate the vector. */
/* No need for fully populating it though. */
/* ... */
/* Populate the queue. */
queue<A*> q;
for(int i = 0; i < vec.size(); i++){
q.push(&vec[i]);
}
Related
I am making a game engine and need to use the std::vector container for all of the components and entities in the game.
In a script the user might need to hold a pointer to an entity or component, perhaps to continuously check some kind of state. If something is added to the vector that the pointer points to and the capacity is exceeded, it is my understanding that the vector will allocate new memory and every pointer that points to any element in the vector will become invalid.
Considering this issue i have a couple of possible solutions. After each push_back to the vector, would it be a viable to check if a current capacity variable is exceeded by the actual capacity of the vector? And if so, fetch and overwrite the old pointers to the new ones? Would this guarantee to "catch" every case that invalidates pointers when performing a push_back?
Another solution that i've found is to instead save an index to the element and access it that way, but i suspect that is bad for performance when you need to continuously check the state of that element (every 1/60 second).
I am aware that other containers do not have this issue but i'd really like to make it work with a vector. Also it might be worth noting that i do not know in advance how many entities / components there will be.
Any input is greatly appreciated.
You shouldn't worry about performance of std::vector when you access its element only 60 times per second. By the way, in Release compilation mode std::vector::operator[] is being converted to a single lea opcode. In Debug mode it is decorated by some runtime range checks though.
If the user is going to store pointers to the objects, why even contain them in a vector?
I don't feel like it is a good idea to (poor wording)->store pointers to objects in a vector. (what I meant is to create pointers that point to vector elements, i.e. my_ptr = &my_vec[n];) The whole point of a container is to reference the contents in the normal ways that the container supports, not to create outside pointers to elements of the container.
To answer your question about whether you can detect the allocations, yes you could, but it is still probably a bad idea to reference the contents of a vector by pointers to elements.
You could also reserve space in the vector when you create it, if you have some idea of what the maximum size might grow to. Then it would never resize.
edit:
After reading other responses, and thinking about what you asked, another thought occurred. If your vector is a vector of pointers to objects, and you pass out the pointers to the objects to your clients, resizing the vector does not invalidate the pointers that the vector hold. The issue becomes keeping track of the life of the object (who owns it), which is why using shared_ptr would be useful.
For example:
vector<shared_ptr> my_vec;
my_vec.push_back(stuff);
if you pass out the pointers contained in the vector to clients...
client_ptr = my_vec[3];
There will be no problem when the vector resizes. The contents of the vector will be preserved, and whatever was at my_vec[3] will still be there. The object pointed to by my_vec[3] will still be at the same address, and my_vec[3] will still contain that address. Whomever got a copy of the pointer at my_vec[3] will still have a valid pointer.
However, if you did this:
client_ptr = &my_vec[3];
And the client is dereferencing like this:
*client_ptr->whatever();
You have a problem. Now when my_vec resized, &my_vec[3] is probably no longer valid, thus client_ptr points to nowhere.
If something is added to the vector that the pointer points to and the
capacity is exceeded, it is my understanding that the vector will
allocate new memory and every pointer that points to any element in
the vector will become invalid.
I once wrote some code to analyze what happens when a vector's capacity is exceeded. (Have you done this, yet?) What that code demonstrated on my Ubuntu with g++v5 system was that std::vector code simply a) doubles the capacity, b) moves all the elements from old to the new storage, then c) cleans up the old. Perhaps your implementation is similar. I think the details of capacity expansion is implementation dependent.
And yes, any pointer into the vector would be invalidated when push_back() causes capacity to be exceeded.
1) I simply don't use pointers-into-the-vector (and neither should you). In this way the issue is completely eliminated, as it simply can not occur. (see also, dangling pointers) The proper way to access a std::vector (or a std::array) element is to use an index (via the operator[]() method).
After any capacity-expansion, the index of all elements at indexes less than the previous capacity limit are still valid, as the push_back() installed the new element at the 'end' (I think highest memory addressed.) The elements memory location may have changed, but the element index is still the same.
2) It is my practice that I simply don't exceed the capacity. Yes, by that I mean that I have been able to formulate all my problems such that I know the required maximum-capacity. I have never found this approach to be a problem.
3) If the vector contents can not be contained in system memory (my system's best upper limit capacity is roughly 3.5 GBytes), then perhaps a vector container (or any ram based container) is inappropriate. You will have to accomplish your goal using disk storage, perhaps with vector containers acting as a cache.
update 2017-July-31
Some code to consider from my latest Game of Life.
Each Cell_t (on the 2-d gameboard) has 8 neighbors.
In my implementation, each Cell_t has a neighbor 'list,' (either std::array or std::vector, I've tried both), and after the gameboard has fully constructed, each Cell_t's init() method is run, filling it's neighbor 'list'.
// see Cell_t data attributes
std::array<int, 8> m_neighbors;
// ...
void Cell_t::void init()
{
int i = 0;
m_neighbors[i] = validCellIndx(m_row-1, m_col-1); // 1 - up left
m_neighbors[++i] = validCellIndx(m_row-1, m_col); // 2 - up
m_neighbors[++i] = validCellIndx(m_row-1, m_col+1); // 3 - up right
m_neighbors[++i] = validCellIndx(m_row, m_col+1); // 4 - right
m_neighbors[++i] = validCellIndx(m_row+1, m_col+1); // 5 - down right
m_neighbors[++i] = validCellIndx(m_row+1, m_col); // 6 - down
m_neighbors[++i] = validCellIndx(m_row+1, m_col-1); // 7 - down left
m_neighbors[++i] = validCellIndx(m_row, m_col-1); // 8 - left
// ^^^^^^^^^^^^^- returns info to quickly find cell
}
The int value in m_neighbors[i] is the index into the gameboard vector. To determine the next state of the cell, the code 'counts the neighbor's states.'
Note - Some cells are at the edge of the gameboard ... in this implementation, validCellIndx() can return a value indicating 'no-neighbor', (above top row, left of left edge, etc.)
// multiplier: for 100x200 cells,20,000 * m_generation => ~20,000,000 ops
void countNeighbors(int& aliveNeighbors, int& totalNeighbors)
{
{ /* ... initialize m_count[]s to 0 */ }
for(auto neighborIndx : m_neighbors ) { // each of 8 neighbors // 123
if(no_neighbor != neighborIndx) // 8-4
m_count[ gBoard[neighborIndx].m_state ] += 1; // 765
}
aliveNeighbors = m_count[ CellALIVE ]; // CellDEAD = 1, CellALIVE
totalNeighbors = aliveNeighbors + m_count [ CellDEAD ];
} // Cell_Arr_t::countNeighbors
init() pre-computes the index to this cells neighbors. The m_neighbors array holds index integers, not pointers. It is trivial to have NO pointers-into-the-gameboard vector.
I would like to create a vector of pointers to struct
vector<myStruct*> vec
For elements in the vector, not all of them contain data. Some of them may point to NULL.
So, should I create space by new in each of the element first
for(int i = 0; vec.size() ;i++){
if (thisSpaceIsValid(i))
vec.at(i) = new myStruct;
else
vect.at(i) = NULL;
}
The problem comes:
-If I use new for each element, it would be very slow. How can I speed it up a bit? Is there a way the create all the spaces that I need , that automatically access the pointer of such space to the vector(vec here)?
-If later I use delete to free the memory, would the problem of speed still bother me?
If I use "new" for each element, it would be very slow. How can I speed it up a bit? Is there a way the create all the spaces that I need , that automatically access the pointer of such space to the vector("vec" here)?
You can do that.
Let's say the size of your vector is M and you only need N of those elements to have pointers to objects and other elements are null pointers. You can use:
myStruct* objects = new myStruct[N];
and then, use:
for(int i = 0, j = 0; vec.size(); i++)
{
if (thisSpaceIsValid(i))
{
if ( j == N )
{
// Error. Do something.
}
else
{
vec[i] = objects+j;
++j;
}
}
else
{
vect[i] = NULL;
}
}
You have to now make sure that you are able to keep track of the value of objeccts so you can safely deallocate the memory by using
delete [] objects;
PS
There might be a better and more elegant solution to your problem. It will be worth your while to spend a bit more time thinking over that.
EDIT:
After reading the question again, it seems I misunderstood the question. So here is an edited answer.
If you only need to execute the code during some kind of initialization phase, you can create all the instances of myStruct in an array and then just point to those from the vector as already proposed by R Sahu. Note that the solution requires you to create and delete all instances at the same time.
However, if you execute this code several times and/or don't know exactly how many myStruct instances you will need, you could overwrite new and delete for the struct and handle memory allocation yourself.
See Callling object constructor/destructor with a custom allocator for an example of this. See the answer by Jerry Coffin.
BTW - you don't need vec.at(i) as you are iterating from 0 to size. vec[i] is okay and should perform a better.
OLD ANSWER:
You can do
vector<myStruct*> vec(10000, nullptr);
to generate a vector with for instance 10000 elements all initialized to nullptr
After that you can fill the relevant elements with pointer to the struct.
For delete just
for (auto e : vec) delete e;
cause it is safe to do deleteon a nullptr
If you need a vector of pointers, and would like to avoid calling new, then firstly create a container of structs themselves, then assign pointers to the elements into your vec. Be careful with choosing the container of structs. If you use vector of structs, make sure to reserve all elements in advance, otherwise its elements may move to a different memory location when vector grows. Deque on the other hand guarantees its elements don't move.
Multiple small new and delete calls should be avoided if possible in c++ when performance matters a lot.
The more I think about it, the less I like #RSahu's solution. In particular, I feel memory management in this scenario would be a nightmare. Instead I suggest using a vector of unique_ptr's owning memory allocated via custom alloctor. I believe, sequential allocator would do.
Okay, so i'm doing this game like a project where i have 3 different objects.
void Character::shoot(){
Shot* s = new Shot(blablabla);
shots.push_back(s);
}
This happens dynamically, and currently i dont delete the pointers so it has to be loads of pointers to shots in that vector after a little while.
I use Bot, Character and Shot, and as i said i need help with storing and removing a pointer to the shot dynamically, preferably from a vector. I've got it to work like i put all the shot objects in a vector, but they never disappear from there. And i want to delete them permanently from my program when they collide with something, or reaches outside my screen width.
You can use std::remove and std::erase on any std container to remove content:
Shot* to_be_removed = ...;
std::vector<Shot*>::iterator i = std::remove(shots.begin(),shots.end(),to_be_removed);
std::erase(i,shots.end());
delete (to_be_removed);//don't forget to delete the pointer
This works when you know the element you want to remove. If you don't know the element you must find a way to identify the elements you want removed. Also if you have a system to identify the element it could be easier to use the container iterator in order to do the removal:
std::vector<Shot*>::iterator i = ...;//iterator the the element you want to remove
delete (*i);//delete memory
shots.erase(i);//remove it from vector
Lastly if you want to remove all pointers from the container and delete all the items at the same time you can use std::for_each
//c++ 03 standard:
void functor(Shot* s)
{
delete(s);
}
std::for_each(shots.begin(),shots.end(),functor);
shots.clear();//empty the list
//or c++11 standard:
std::for_each(shots.begin(),shots.end(),[] (Shot * s){ delete(s); } );
//the rest is the same
Using simple vector methods
You can iterate trough std::vector and use erase() method to remove current shot:
std::vector<cls*> shots; // Your vector of shots
std::vector<cls*>::iterator current_shot = shots.begin(); // Your shot to be deleted
while( current_shot < shots.end()){
if((*current_shot)->needs_to_be_deleted()){
// Remove item from vector
delete *current_shot;
current_shot = shots.erase(current_shot);
} else {
(*current_shot)->draw();
++current_shot; // Iterate trough vector
}
}
erase() returns iterator to next element after removed element so while loop is used.
Setting values to null and calling std::remove()
Note that std::vector::erase() reorganize everything after delete items:
Because vectors use an array as their underlying storage, erasing
elements in positions other than the vector end causes the container
to relocate all the elements after the segment erased to their new
positions. This is generally an inefficient operation compared to the
one performed for the same operation by other kinds of sequence
containers (such as list or forward_list).
This way you may end up with O(n^2) complexity so you may rather set values to null and use std::remove() as suggested by juanchopanza in comment, Erase-Remove idiom:
int deleted = 0;
for( current_shot = shots.begin(); current_shot < shots.end(); ++current_shot){
if((*current_shot)->needs_to_be_deleted()){
// Remove item from vector
delete *current_shot;
*current_shot = null;
++deleted;
}
}
if( deleted){
shots.erase( std::remove(shots.begin(), shots.end(), null));
}
Using std::list
If you need large amount of shot creations and deletions std::vector may not be the best structure for containing this kind of list (especially when you want to remove items from the middle):
Internally, vectors use a dynamically allocated array to store their
elements. This array may need to be reallocated in order to grow in
size when new elements are inserted, which implies allocating a new
array and moving all elements to it. This is a relatively expensive
task in terms of processing time, and thus, vectors do not reallocate
each time an element is added to the container.
See link from Raxvan's comment for performance comparison.
You may want to use std::list instead:
List containers are implemented as doubly-linked lists; Doubly linked
lists can store each of the elements they contain in different and
unrelated storage locations. The ordering is kept by the association
to each element of a link to the element preceding it and a link to
the element following it.
Compared to other base standard sequence containers (array, vector and
deque), lists perform generally better in inserting, extracting and
moving elements in any position within the container for which an
iterator has already been obtained, and therefore also in algorithms
that make intensive use of these, like sorting algorithms.
The main drawback of lists and forward_lists compared to these other
sequence containers is that they lack direct access to the elements by
their position;
Which is great for removing items from the middle of the "array".
As for removing, use delete and std::list::erase():
std::list<cls*> shots;
std::list<cls*>::iterator current_shot;
// You have to use iterators, not direct access
for( current_shot = shots.begin(); current_shot != shots.end(); current_shot++){
if( (*current_shots)->needs_to_be_deleted()){
delete *current_shot;
shots.erase(current_shot); // Remove element from list
}
}
Using std::shared_ptr
If you have more complex program structure and you use the same object on many places and you can simply determine whether you can delete object already or you need to keep it alive for a little bit more (and if you are using C++11), you can use std::shared_ptr (or use different kind of "smart pointers" which delete data where reference count reaches zero):
// Pushing items will have slightly more complicated syntax
std::list< std::shared_ptr<cls>> shots;
shots.push_back( std::shared_ptr( new cls()));
std::list< std::shared_ptr<cls>>::iterator current_shot;
// But you may skip using delete
shots.erase(current_shot); // shared_ptr will take care of freeing the memory
Simply use "delete" to deallocate the memory:
vector<Shot*>::iterator i;
for(i = shoot.begin(); i != shoot.end(); ++i)
{
delete (*i);//delete data that was pointed
*i = 0;
}
shoot.clear();
This will delete all elements from the heap and clear your vector.
I have an array int *playerNum which stores the list of all the numbers of the players in the team. Each slot e.g playerNum[1]; represents a position on the team, if I wanted to add a new player for a new position on the team. That is, inserting a new element into the array somewhere near the middle, how would I go about doing this?
At the moment, I was thinking you memcpy up to the position you want to insert the player into a new array and then insert the new player and copy over the rest of it?
(I have to use an array)
If you're using C++, I would suggest not using memcpy or memmove but instead using the copy or copy_backward algorithms. These will work on any data type, not just plain old integers, and most implementations are optimized enough that they will compile down to memmove anyway. More importantly, they will work even if you change the underlying type of the elements in the array to something that needs a custom copy constructor or assignment operator.
If you have to use an array, after having made sure you have enough storage (using realloc if necessary), use memmove to shift the items from the insertion point to the end by one position, then save your new player at the desired location.
You can't use memcpy if the source and target areas overlap.
This will fail as soon as the objects in your array have non-trivial copy-constructors, and it's not idiomatic C++. Using one of the container classes is much safer (std::vector or std::list for instance).
Your solution using memcpy is correct (under few assumptions mentionned by other).
However, and since you are programming in C++. It is probably a better choice to use std::vector and its insert method.
vector<int> myvector (3,100);
myvector.insert ( 10 , 42 );
An array takes a contiguous block of memory, there is no function for you to insert an element in the middle. you can create a new one of size larger than the origin's by one then copy the original array into the new one plus the new member
for(int i=0;i<arSize/2;i++)
{
newarray[i]<-ar[i];
}
newarray[i+1]<-newelemant;
for(int j=i+1<newSize;j++,i++)
{
newarray[i]<-ar[i];
}
if you use STL, ting becomes easier, use list.
As you're talking about an array and "insert" I assume that it is a sorted array. You don't necessarily need a second array provided that the capacity N of your existing array is large enough to store more entries (N>n, where n is the number of current entries). You can move the entries from k to n-1 (zero-indexed) to k+1 to n, where k is the desired insert position. Insert the new element at index position k and increase n by one. If the array is not large enough in the beginning, you can follow your proposed approach or just reallocate a new array of larger capacity N' and copy the existing data before applying the actual insert operation described above.
BTW: As you're using C++, you could easily use std::vector.
While it is possible to use arrays for this, C++ has a better solutions to offer. For starters, try std::vector, which is a decent enough general-purpose container, based on a dynamically-allocated array. It behaves exactly like an array in many cases.
Looking at your problem, however, there are two downsides to arrays or vectors:
Indices have to be 0-based and contiguous; you cannot remove elements from the middle without losing key/value associations for everything after the removed element; so if you remove the player on position 4, then the player from position 9 will move to position 8
Random insertion and deletion (that is, anywhere except the end) is expensive - O(n), that is, execution time grows linearly with array size. This is because every time you insert or delete, a part of the array needs to be moved.
If the key/value thing isn't important to you, and insertion/deletion isn't time critical, and your container is never going to be really large, then by all means, use a vector. If you need random insertion/deletion performance, but the key/value thing isn't important, look at std::list (although you won't get random access then, that is, the [] operator isn't defined, as implementing it would be very inefficient for linked lists; linked lists are also very memory hungry, with an overhead of two pointers per element). If you want to maintain key/value associations, std::map is your friend.
Losting the tail:
#include <stdio.h>
#define s 10
int L[s];
void insert(int v, int p, int *a)
{
memmove(a+p+1,a+p,(s-p+1)*4);
*(a+p) = v;
}
int main()
{
for(int i=0;i<s;i++) L[i] = i;
insert(11,6, L);
for(int i=0;i<s;i++) printf("%d %d\n", L[i], &L[i]);
return 0;
}
I ran into this problem when I tried to write out an new algorithm to reorder elements in std::vector. The basic idea is that I have std::list of pointters pointing into std::vector in such way that *list.begin() == vector[0], *(++list.begin()) == vector[1] and so on.
However, any modifications on list's element positions breaks the mapping. (Including appended pointers) When the mapping is broken the list's elements can be in random order but they point still into correct elements on vector. The task would be to reorder the elements in vector to correct the mapping.
Simplest method to do it (How I have done it now):
create new empty std::vector and resize it to equal size of the old vector.
iterate through the list and read elements from the old vector and write them into new vector. Set the pointer to point into new vector's element.
swap vectors and release the old vector.
Sadly the method is only useful when I need more capacity on the vector. It's inefficient when the current vector holding the elements has enough capacity to store all incoming elements. Appended pointers on the list will point into diffrent vector's storgate. The simple method works for this because it only reads from the pointers.
So I would want to reorder the vector "in place" using constant amount of memory. Any pointer that was not pointing into current vector's storgate are moved to point into current vector's storgate. Elements are simple structures. (PODs)
I'll try post an example code when I have time..
What should I do to achieve this? I have the basic idea done, but I'm not sure if it is even possible to do the reordering with constant amount of memory.
PS: I'm sorry for the (possibly) bad grammar and typos in the post. I hope it's still readable. :)
First off, why do you have a list of pointers? You might as well keep indices into the vector, which you can compute as std::distance(&v[0], *list_iter). So, let's build a vector of indices first, but you can easily adapt that to use your list directly:
std::vector<T> v; // your data
std::list<T*> perm_list; // your given permutation list
std::vector<size_t> perms;
perms.reserve(v.size());
for (std::list<T*>::const_iterator it = perm_list.begin(), end = perm_list.end(); it != end; ++it)
{
perms.push_back(std::distance(&v[0], *it));
}
(There's probably a way to use std::transform and std::bind, or lambdas, to do this in one line.)
Now to do the work. We simply use the cycle-decomposition of the permutation, and we modify the perms vector as we go along:
std::set<size_t> done;
for (size_t i = 0; i < perms.size(); while(done.count(++i)) {})
{
T tmp1 = v[i];
for (size_t j = perms[i]; j != i; j = perms[j])
{
T tmp2 = v[j];
v[j] = tmp1;
tmp1 = tmp2;
done.insert(j);
}
v[i] = tmp1;
}
I'm using the auxiliary set done to track which indices have already been permuted. In C++0x you would add std::move everywhere to make this work with movable containers.