Why is this not a POD? - c++

This is about std::is_pod, which detects whether a template is a plain old data type or not.
See the following code:
struct A {
public:
int m1;
int m2;
};
struct B {
public:
int m1;
private:
int m2;
};
struct C {
private:
int m1;
int m2;
};
int main()
{
std::cout << std::boolalpha;
std::cout << std::is_pod<A>::value << '\n'; // true
std::cout << std::is_pod<B>::value << '\n'; // false
std::cout << std::is_pod<C>::value << '\n'; // true
}
The 3 structs all look like POD to me. But apparently struct B is not.
I don't understand why. To me, they all have a trivial constructor, move and copy operator. Destructor is certainly trivial too.
I blame it on using 2 access specifiers, but I can't find information about this.

According to the standard (9 Classes [class], emphasis mine):
A standard-layout class is a class that:
...
— has the same access control (Clause 11) for all non-static data members,
...
and
A POD struct is a non-union class that is both a trivial class and a standard-layout class, and ...
Your hunch is correct, because B.m1 and B.m2 are both non-static and have different access control.

Related

what kind of bugs can occur if object data is initialization in wrong order in c++ constructor [duplicate]

This question already has answers here:
What's the point of g++ -Wreorder?
(5 answers)
Closed 2 years ago.
I am reading into Scott Meyers book Effective c++. For constructors he recommends initialization of object data in a specific order.
Base class before derived class
Within a class data members initialized in the order which the are declared.
Appearantly not following these rules can lead to obscure behavioral bugs ... However he does'nt give any examples or go into details.
Can you give an example of what kind of bugs can occur?
For example,
struct S
{
int a;
int b;
S() : b(42), a(b + 1) {}
};
leads to undefined behavior:
As contrary as we might expect from constructor,
a is initialized before b (according to member order).
It can confusing to have the wrong order:
struct foo {
int a;
int b;
foo(int x) : b(++x),a(++x) {
std::cout << "a = " << a <<'\n';
std::cout << "b = " << b <<'\n';
}
};
Constructing a foo(1) prints:
a = 1
b = 2
Not a = 2, b = 1 as one might expect from the order of the initializer list. Real problems can occur if initialization of one member depends on another member. This is correct (but not nice):
struct bar {
int a;
int b;
bar() : b(a),a(1){
std::cout << "a = " << a <<'\n';
std::cout << "b = " << b <<'\n';
}
};
Prints:
a = 1
b = 1
And this invokes undefined behavior:
struct broken {
int a;
int b;
broken() : b(1),a(b){
std::cout << "a = " << a <<'\n';
std::cout << "b = " << b <<'\n';
}
};
Can you give an example of what kind of bugs can occur?
class foo
{
int *ptr;
int size;
public:
foo() : size(10), ptr(new int[size]) {}
};
int main()
{
foo f;
}
See the warnings here.
The size is initialized after the ptr is initialized, thus size is actually some random value when new is issued to allocate dynamically.

Changing Struct or Class inside a Class | with or without pointers

Changing values of classes/structs inside classes are a mystery to me. I tried to do some research today and came up with the following solution. I wonder if this is a proper way for a function to change stuff inside the class. Is there a need to for this to be somehow done with pointers? Is there a more proper way to accomplish this?
#include <iostream>
int main()
{
class Someclass {
private:
int Integer;
public:
Someclass(int i):
Integer(i){} //CTOR
struct Somestruct {
int a, b;
};
Somestruct Mystruct;
void func(){
Mystruct.a = Integer/2;
Mystruct.b = Integer*2;
};
};
Someclass A(10);
A.func();
std::cout << A.Mystruct.a << " " << A.Mystruct.b << std::endl;
}
The reason I am writing this code, is because I want to parse a file, starting from the line "Integer" into a customly defined struct "Mystruct" which this class should somehow deliver me. Is this an acceptable way to write such a code?
I understand that your question is about encapsulation, being understood that the inner struct is a data holder and the outer class has to manage it somehow.
Weaknesses of your design
In your design, Mystruct is public. So anything outside Someclass could access the data, but also change it. This is error prone, as there is no guarantee that the outside code doesn't break some invariant of the structure.
Ways for improvement
The cleanest thing would certainly to make some getters and setters to access the data. But with 30 members, it's a lot of code.
If your construction process initialises the struture's data, a second approach could be to limit outside access to read-only. You'd do that by making Mystruct private and offering a function returning a const reference:
class Someclass {
Somestruct Mystruct;
public:
...
const Somestruct& get() { return Mystruct; }
};
std::cout << A.get().a << " " << A.get().b << std::endl;
Online demo
Nevertheless before going into that direction, I'd check if access to the structure's raw data couldn't be encapsulated, for example by providing functions that manage the data without need to know the internals:
class Somestruct {
...
public:
ostream& show_simplified_specs(ostream& os) {
os << a << " " << b;
}
}
A third approach could be to use the builder design pattern to encapsulate the construction process of a Someclass based on Somestruct and other parts.
Pointers ?
Pointers should be avoided if possible. For example, suppose you have a vector of Someclass to keep all these classes in memory. At a moment in time, you get a pointer to an element's Mystruct. Suppose you'd then add a new item to the vector: all the previous pointers might get invalidated.
This same risk potentially exist with references. But I think that while it's a common idiom to cache a pointer returned by a function,in practice it's less common and appealing to copy a reference returned by a function.
Is this what you're looking for? I'm not much confident I understood you right.
template <int I>
struct Someclass;
template <>
struct Someclass<1>
{
int Integer = 1;
int a, b;
void func()
{
a = Integer/2;
b = Integer*2;
}
};
template <>
struct Someclass<2>
{
int Integer = 2;
int a, b, c;
void func()
{
a = Integer/2;
b = Integer*2;
c = Integer*Integer;
}
};
int main()
{
Someclass<1> A;
A.func();
std::cout << A.a << " " << A.b << std::endl;
Someclass<2> B;
B.func();
std::cout << B.a << " " << B.b << " " << B.c << std::endl;
return 0;
}

Is it possible to use anonymous classes in C++?

I have seen anonymous classes in C++ code on Quora. It's successfully compiled and run.
Code here:
#include <iostream>
auto func()
{
class // no name
{
public:
int val;
} a;
a.val = 5;
return a;
}
int main()
{
std::cout << func().val << std::endl;
return 0;
}
So, Is it valid in C++?
Also, I am curious to know, Is it possible to use anonymous classes in C++?
Not only that, you can create more instances of the class by using decltype.
#include <iostream>
class
{
public:
int val;
} a;
int main()
{
decltype(a) b;
a.val = 10;
b.val = 20;
std::cout << a.val << std::endl;
std::cout << b.val << std::endl;
return 0;
}
Output:
10
20
In C++, an anonymous union is a union of this form:
union { ... } ;
It defines an unnamed object of an unnamed type. Its members are injected in the surrounding scope, so one can refer to them without using an <object>. prefix that otherwise would be necessary.
In this sense, no anonymous classes (that are not unions --- in C++ unions are classes) exist.
On the other hand, unnamed classes (including structs and unions) are nothing unusual.
union { ... } x;
class { ... } y;
typedef struct { ... } z;
x and y are named object of unnamed types. z is a typedef-name that is an alias for an unnamed struct. They are not called anonymous because this term is reserved for the above form of a union.
[](){}
Lambdas are unnamed objects of unnamed class types, but they are not called anonymous either.
It was always possible to write something like this:
typedef struct { int a; } type;
Now, if you look at struct { int a } part, this is an anonymous struct. In C++, there's basically no difference between structs and classes (Except the default access modifiers). So, it's possible to have anonymous structs/classes.

Using a union with unique_ptr

Trying to use a unique_ptr inside a union gives me a segfault when I try to std::move or std::make_unique it.
#include <iostream>
#include <memory>
union myUnion{
struct{std::unique_ptr<float> upFloat;}structUpFloat;
struct{std::unique_ptr<int> upInt;}structUpInt;
myUnion(){}
~myUnion(){}
};
struct myStruct{
int x;
myUnion num;
};
int main()
{
myStruct aStruct, bStruct;
aStruct.x = 1;
bStruct.x = 2;
auto upF = std::make_unique<float>(3.14);
auto upI = std::make_unique<int>(3);
aStruct.num.structUpFloat.upFloat = std::move(upF);
bStruct.num.structUpInt.upInt = std::move(upI);
std::cout << "aStruct float = " << *aStruct.num.structUpFloat.upFloat << std::endl;
std::cout << "bStruct int = " << *bStruct.num.structUpInt.upInt << std::endl;
return 0;
}
However, using a normal pointer works as expected:
#include <iostream>
#include <memory>
union myUnion{
struct{float *pFloat;}structPFloat;
struct{int *pInt;}structPInt;
myUnion(){}
~myUnion(){}
};
struct myStruct{
int x;
myUnion num;
};
int main()
{
myStruct aStruct, bStruct;
aStruct.x = 1;
bStruct.x = 2;
auto upF = std::make_unique<float>(3.14);
auto upI = std::make_unique<int>(3);
aStruct.num.structPFloat.pFloat = upF.get();
bStruct.num.structPInt.pInt = upI.get();
std::cout << "aStruct float = " << *aStruct.num.structPFloat.pFloat << std::endl;
std::cout << "bStruct int = " << *bStruct.num.structPInt.pInt << std::endl;
return 0;
}
This is using clang.3.4.2 or gcc.4.9.0. So I'm assuming that I am doing something wrong here. Any help would be appreciated.
EDIT:
Ok, so it's probably a nice thing to do to share the code I settled on. Big thanks to everyone who pointed me to managing the lifetime of my pointers in variant members using placement new.
#include <memory>
#include <iostream>
#include <vector>
struct myStruct
{
public:
union
{
std::unique_ptr<float> upFloat;
std::unique_ptr<int> upInt;
};
enum class unionType {f, i,none} type = unionType::none; // Keep it sane
myStruct(){}
myStruct(std::unique_ptr<float> p)
{
new (&upFloat) std::unique_ptr<float>{std::move(p)};
type = unionType::f;
}
myStruct(std::unique_ptr<int> p)
{
new (&upInt) std::unique_ptr<int>{std::move(p)};
type = unionType::i;
}
~myStruct()
{
switch (type)
{
case unionType::f: upFloat.~unique_ptr<float>(); break;
case unionType::i: upInt.~unique_ptr<int>(); break;
}
}
};
int main()
{
std::vector<std::unique_ptr<myStruct>> structVec;
structVec.push_back(std::make_unique<myStruct>(std::make_unique<float>(3.14f)));
structVec.push_back(std::make_unique<myStruct>(std::make_unique<int>(739)));
structVec.push_back(std::make_unique<myStruct>());
structVec.push_back(std::make_unique<myStruct>(std::make_unique<float>(8.95f)));
structVec.push_back(std::make_unique<myStruct>(std::make_unique<int>(3)));
structVec.push_back(std::make_unique<myStruct>());
for(auto &a: structVec)
{
if(a->type == myStruct::unionType::none)
{
std::cout << "Struct Has Unallocated Union" << std::endl;
}
else if(a->type == myStruct::unionType::f)
{
std::cout << "Struct float = " << *a->upFloat << std::endl;
}
else
{
std::cout << "Struct int = " << *a->upInt << std::endl;
}
std::cout << std::endl;
}
return 0;
}
Outputs:
Struct float = 3.14
Struct int = 739
Struct Has Unallocated Union
Struct float = 8.95
Struct int = 3
Struct Has Unallocated Union
Changing the active member of a union requires special care to object lifetime. The C++ Standard says (9.5p4):
Note: In general, one must use explicit destructor calls and placement new operators to change the active
member of a union.
When the members are plain old data, it generally "just works", even though you aren't calling constructors (using placement new) and destructors. That's because the lifetime for objects with trivial initialization begins "when storage is obtained" of sufficient size and correct alignment, and the union provides that.
Now you've got members with non-trivial constructor and destructor. Their lifetime doesn't begin when storage is obtained, you also have to cause initialization to finish. And that means placement new. Skipping destructor calls isn't safe either, you get undefined behavior if those destructors would have had side effects your program relies on (and a unique_ptr destructor has the side effect of deallocating its target).
Thus you are calling a move-assignment operator on a member whose lifetime hasn't begun. That is undefined behavior.
For unrestricted union, you have to manage yourself some construct/destruction.
Following may help:
union myUnion{
std::unique_ptr<float> upFloat;
std::unique_ptr<int> upInt;
myUnion(){ new (&upFloat) std::unique_ptr<float>{};}
~myUnion() {}
};
class myStruct
{
public:
~myStruct()
{
destroy();
}
void destroy()
{
switch (type)
{
case unionType::f: num.upFloat.~unique_ptr<float>(); break;
case unionType::i: num.upInt.~unique_ptr<int>(); break;
}
}
void set(std::unique_ptr<int> p)
{
destroy();
new (&num.upInt) std::unique_ptr<int>{std::move(p)};
type = unionType::i;
}
void set(std::unique_ptr<float> p)
{
destroy();
new (&num.upFloat) std::unique_ptr<float>{std::move(p)};
type = unionType::f;
}
public:
enum class unionType {f, i} type = unionType::f; // match the default constructor of enum
myUnion num;
};
int main()
{
myStruct aStruct, bStruct;
aStruct.set(std::make_unique<float>(3.14f));
bStruct.set(std::make_unique<int>(3));
std::cout << "aStruct float = " << *aStruct.num.upFloat << std::endl;
std::cout << "bStruct int = " << *bStruct.num.upInt << std::endl;
return 0;
}
In C++17, you may use std::variant instead of your own struct
From this reference:
If a union contains a non-static data member with a non-trivial special member function (copy/move constructor, copy/move assignment, or destructor) that function is deleted by default in the union and needs to be defined explicitly by the programmer.
I assume that the reason you wrapped the pointers in simple structures is because you could not build it otherwise, due to the restrictions imposed by the above paragraph.
What you have done instead is bypassed the compilers safety-guards, and probably have undefined behavior in your code.
From §12.6.2[class.base.init]/p8 of the standard (emphasis added):
In a non-delegating constructor, if a given non-static data member or
base class is not designated by a
mem-initializer-id (including the case where there is no mem-initializer-list because the constructor has no
ctor-initializer) and the entity is not a virtual base class of an abstract class (10.4), then
if the entity is a non-static data member that has a brace-or-equal-initializer, the entity is initialized as specified in 8.5;
otherwise, if the entity is a variant member (9.5), no initialization is performed;
[...]
Union members are variant members, which means that the unique_ptrs are left uninitialized. In particular, no constructor, not even the default one, is called. Technically, the lifetime of these unique_ptrs never even began.
The unique_ptr move assignment operator must delete what the unique_ptr is currently holding, but you are move-assigning to an uninitialized "unique_ptr" containing garbage values. As a result, your move assignment likely caused an attempt to delete a garbage pointer, causing a segfault.

Default initialization

#include <iostream>
using namespace std;
class Apple
{
public:
int i;
string s = "HelloWorld";
string s1;
bool b;
};
int main(int argc, char *argv[]) {
Apple a; //doesn't this trigger default initialization??
cout << a.i << a.s << a.s1 << a.b;
}
If the object is a local variable, then the data members will be be default-initialised.
But here is the output: 0HelloWorld0. Isn't this value initialization??
Here's a simple test that indicates no value initialization is being performed in your code.
#include <iostream>
#include <string>
using namespace std;
class Apple
{
public:
int i;
string s = "HelloWorld";
string s1;
bool b;
};
int main()
{
{
Apple a;
a.i = 42;
a.b = true;
cout << a.i << a.s << a.s1 << a.b;
}
{
Apple a;
cout << a.i << a.s << a.s1 << a.b;
}
{
Apple a{};
cout << a.i << a.s << a.s1 << a.b;
}
}
Output:
42HelloWorld142HelloWorld10HelloWorld0
As you can see, in the second case those members still contain values from the previous assignment. Note that I'm not saying this is guaranteed or standard defined behavior.
In the third case you are indicating that the object should be value-initialized by adding the braces.
If your compiler doesn't support C++11's uniform initialization syntax, you can change it to the following to achieve the same effect.
Apple a = Apple();
Isn't this value initialization??
On my machine, your program outputs -1219700747HelloWorld244, a clear indicator for default initialisation.
That you get 0HelloWorld0 isn't fully random and can have many reasons. For example, it has something to do with your os architecture. All new memory for each program is initially zeroed, and this is why in this simple example, everything is set to zero. Or the compiler initializes the struct statically for performance reasons.
To quote the standard at 12.6.2/8:
In a non-delegating constructor, if a given non-static data member or base class is not designated by a
mem-initializer-id (including the case where there is no mem-initializer-list because the constructor has no
ctor-initializer) and the entity is not a virtual base class of an abstract class (10.4), then
— if the entity is a non-static data member that has a brace-or-equal-initializer, the entity is initialized
as specified in 8.5;
— otherwise, if the entity is an anonymous union or a variant member (9.5), no initialization is performed;
— otherwise, the entity is default-initialized (8.5).