Is std::swap() safe to use for objects? - c++

In this question about copy-and-swap, there is a swap() function in the accepted answer.
friend void swap(dumb_array& first, dumb_array& second) // nothrow
{
// enable ADL (not necessary in our case, but good practice)
using std::swap;
// by swapping the members of two classes,
// the two classes are effectively swapped
swap(first.mSize, second.mSize);
swap(first.mArray, second.mArray);
}
Why not just std::swap(first, second)?

std::swap relies on the assignment operator. So if the assignment operator were to call std::swap, this would lead to an infinite chain of calls back and forth between the assignment operator and std::swap.
Regarding the question in your title. Yes, for a well-behaved class with value semantics, it is safe to call std::swap on objects of that class. Only the implementer of the class cannot use it for the copy-and-swap idiom for the reason stated above.

The code snippet is suggested for C++98, there is another suggestion for C++11 (move semantics) in the same answer.
The reason why there is swap() function for C++98 solution is very well explained in Scott Meyers' Effective C++ book.
Briefly;
template<typename T> // typical implementation of std::swap;
void swap(T& a, T& b) // swaps a's and b's values
{
T temp(a);
a = b;
b = temp;
}
As long as your types support copying (via copy constructor and copy
assignment operator), the default swap implementation will let objects
of your types be swapped without your having to do any special work to
support it.
However, the default swap implementation may not thrill you. It
involves copying three objects: a to temp, b to a, and temp to b. For
some types, none of these copies are really necessary. For such types,
the default swap puts you on the fast track to the slow lane.
Foremost among such types are those consisting primarily of a pointer
to another type that contains the real data. A common manifestation of
this design approach is the "pimpl idiom"...

Related

Is it feasible to optimize the assignment operator with swap [duplicate]

What is the copy-and-swap idiom and when should it be used? What problems does it solve? Does it change for C++11?
Related:
What are your favorite C++ Coding Style idioms: Copy-swap
Copy constructor and = operator overload in C++: is a common function possible?
What is copy elision and how it optimizes copy-and-swap idiom
C++: dynamically allocating an array of objects?
Overview
Why do we need the copy-and-swap idiom?
Any class that manages a resource (a wrapper, like a smart pointer) needs to implement The Big Three. While the goals and implementation of the copy-constructor and destructor are straightforward, the copy-assignment operator is arguably the most nuanced and difficult. How should it be done? What pitfalls need to be avoided?
The copy-and-swap idiom is the solution, and elegantly assists the assignment operator in achieving two things: avoiding code duplication, and providing a strong exception guarantee.
How does it work?
Conceptually, it works by using the copy-constructor's functionality to create a local copy of the data, then takes the copied data with a swap function, swapping the old data with the new data. The temporary copy then destructs, taking the old data with it. We are left with a copy of the new data.
In order to use the copy-and-swap idiom, we need three things: a working copy-constructor, a working destructor (both are the basis of any wrapper, so should be complete anyway), and a swap function.
A swap function is a non-throwing function that swaps two objects of a class, member for member. We might be tempted to use std::swap instead of providing our own, but this would be impossible; std::swap uses the copy-constructor and copy-assignment operator within its implementation, and we'd ultimately be trying to define the assignment operator in terms of itself!
(Not only that, but unqualified calls to swap will use our custom swap operator, skipping over the unnecessary construction and destruction of our class that std::swap would entail.)
An in-depth explanation
The goal
Let's consider a concrete case. We want to manage, in an otherwise useless class, a dynamic array. We start with a working constructor, copy-constructor, and destructor:
#include <algorithm> // std::copy
#include <cstddef> // std::size_t
class dumb_array
{
public:
// (default) constructor
dumb_array(std::size_t size = 0)
: mSize(size),
mArray(mSize ? new int[mSize]() : nullptr)
{
}
// copy-constructor
dumb_array(const dumb_array& other)
: mSize(other.mSize),
mArray(mSize ? new int[mSize] : nullptr)
{
// note that this is non-throwing, because of the data
// types being used; more attention to detail with regards
// to exceptions must be given in a more general case, however
std::copy(other.mArray, other.mArray + mSize, mArray);
}
// destructor
~dumb_array()
{
delete [] mArray;
}
private:
std::size_t mSize;
int* mArray;
};
This class almost manages the array successfully, but it needs operator= to work correctly.
A failed solution
Here's how a naive implementation might look:
// the hard part
dumb_array& operator=(const dumb_array& other)
{
if (this != &other) // (1)
{
// get rid of the old data...
delete [] mArray; // (2)
mArray = nullptr; // (2) *(see footnote for rationale)
// ...and put in the new
mSize = other.mSize; // (3)
mArray = mSize ? new int[mSize] : nullptr; // (3)
std::copy(other.mArray, other.mArray + mSize, mArray); // (3)
}
return *this;
}
And we say we're finished; this now manages an array, without leaks. However, it suffers from three problems, marked sequentially in the code as (n).
The first is the self-assignment test.
This check serves two purposes: it's an easy way to prevent us from running needless code on self-assignment, and it protects us from subtle bugs (such as deleting the array only to try and copy it). But in all other cases it merely serves to slow the program down, and act as noise in the code; self-assignment rarely occurs, so most of the time this check is a waste.
It would be better if the operator could work properly without it.
The second is that it only provides a basic exception guarantee. If new int[mSize] fails, *this will have been modified. (Namely, the size is wrong and the data is gone!)
For a strong exception guarantee, it would need to be something akin to:
dumb_array& operator=(const dumb_array& other)
{
if (this != &other) // (1)
{
// get the new data ready before we replace the old
std::size_t newSize = other.mSize;
int* newArray = newSize ? new int[newSize]() : nullptr; // (3)
std::copy(other.mArray, other.mArray + newSize, newArray); // (3)
// replace the old data (all are non-throwing)
delete [] mArray;
mSize = newSize;
mArray = newArray;
}
return *this;
}
The code has expanded! Which leads us to the third problem: code duplication.
Our assignment operator effectively duplicates all the code we've already written elsewhere, and that's a terrible thing.
In our case, the core of it is only two lines (the allocation and the copy), but with more complex resources this code bloat can be quite a hassle. We should strive to never repeat ourselves.
(One might wonder: if this much code is needed to manage one resource correctly, what if my class manages more than one?
While this may seem to be a valid concern, and indeed it requires non-trivial try/catch clauses, this is a non-issue.
That's because a class should manage one resource only!)
A successful solution
As mentioned, the copy-and-swap idiom will fix all these issues. But right now, we have all the requirements except one: a swap function. While The Rule of Three successfully entails the existence of our copy-constructor, assignment operator, and destructor, it should really be called "The Big Three and A Half": any time your class manages a resource it also makes sense to provide a swap function.
We need to add swap functionality to our class, and we do that as follows†:
class dumb_array
{
public:
// ...
friend void swap(dumb_array& first, dumb_array& second) // nothrow
{
// enable ADL (not necessary in our case, but good practice)
using std::swap;
// by swapping the members of two objects,
// the two objects are effectively swapped
swap(first.mSize, second.mSize);
swap(first.mArray, second.mArray);
}
// ...
};
(Here is the explanation why public friend swap.) Now not only can we swap our dumb_array's, but swaps in general can be more efficient; it merely swaps pointers and sizes, rather than allocating and copying entire arrays. Aside from this bonus in functionality and efficiency, we are now ready to implement the copy-and-swap idiom.
Without further ado, our assignment operator is:
dumb_array& operator=(dumb_array other) // (1)
{
swap(*this, other); // (2)
return *this;
}
And that's it! With one fell swoop, all three problems are elegantly tackled at once.
Why does it work?
We first notice an important choice: the parameter argument is taken by-value. While one could just as easily do the following (and indeed, many naive implementations of the idiom do):
dumb_array& operator=(const dumb_array& other)
{
dumb_array temp(other);
swap(*this, temp);
return *this;
}
We lose an important optimization opportunity. Not only that, but this choice is critical in C++11, which is discussed later. (On a general note, a remarkably useful guideline is as follows: if you're going to make a copy of something in a function, let the compiler do it in the parameter list.‡)
Either way, this method of obtaining our resource is the key to eliminating code duplication: we get to use the code from the copy-constructor to make the copy, and never need to repeat any bit of it. Now that the copy is made, we are ready to swap.
Observe that upon entering the function that all the new data is already allocated, copied, and ready to be used. This is what gives us a strong exception guarantee for free: we won't even enter the function if construction of the copy fails, and it's therefore not possible to alter the state of *this. (What we did manually before for a strong exception guarantee, the compiler is doing for us now; how kind.)
At this point we are home-free, because swap is non-throwing. We swap our current data with the copied data, safely altering our state, and the old data gets put into the temporary. The old data is then released when the function returns. (Where upon the parameter's scope ends and its destructor is called.)
Because the idiom repeats no code, we cannot introduce bugs within the operator. Note that this means we are rid of the need for a self-assignment check, allowing a single uniform implementation of operator=. (Additionally, we no longer have a performance penalty on non-self-assignments.)
And that is the copy-and-swap idiom.
What about C++11?
The next version of C++, C++11, makes one very important change to how we manage resources: the Rule of Three is now The Rule of Four (and a half). Why? Because not only do we need to be able to copy-construct our resource, we need to move-construct it as well.
Luckily for us, this is easy:
class dumb_array
{
public:
// ...
// move constructor
dumb_array(dumb_array&& other) noexcept ††
: dumb_array() // initialize via default constructor, C++11 only
{
swap(*this, other);
}
// ...
};
What's going on here? Recall the goal of move-construction: to take the resources from another instance of the class, leaving it in a state guaranteed to be assignable and destructible.
So what we've done is simple: initialize via the default constructor (a C++11 feature), then swap with other; we know a default constructed instance of our class can safely be assigned and destructed, so we know other will be able to do the same, after swapping.
(Note that some compilers do not support constructor delegation; in this case, we have to manually default construct the class. This is an unfortunate but luckily trivial task.)
Why does that work?
That is the only change we need to make to our class, so why does it work? Remember the ever-important decision we made to make the parameter a value and not a reference:
dumb_array& operator=(dumb_array other); // (1)
Now, if other is being initialized with an rvalue, it will be move-constructed. Perfect. In the same way C++03 let us re-use our copy-constructor functionality by taking the argument by-value, C++11 will automatically pick the move-constructor when appropriate as well. (And, of course, as mentioned in previously linked article, the copying/moving of the value may simply be elided altogether.)
And so concludes the copy-and-swap idiom.
Footnotes
*Why do we set mArray to null? Because if any further code in the operator throws, the destructor of dumb_array might be called; and if that happens without setting it to null, we attempt to delete memory that's already been deleted! We avoid this by setting it to null, as deleting null is a no-operation.
†There are other claims that we should specialize std::swap for our type, provide an in-class swap along-side a free-function swap, etc. But this is all unnecessary: any proper use of swap will be through an unqualified call, and our function will be found through ADL. One function will do.
‡The reason is simple: once you have the resource to yourself, you may swap and/or move it (C++11) anywhere it needs to be. And by making the copy in the parameter list, you maximize optimization.
††The move constructor should generally be noexcept, otherwise some code (e.g. std::vector resizing logic) will use the copy constructor even when a move would make sense. Of course, only mark it noexcept if the code inside doesn't throw exceptions.
Assignment, at its heart, is two steps: tearing down the object's old state and building its new state as a copy of some other object's state.
Basically, that's what the destructor and the copy constructor do, so the first idea would be to delegate the work to them. However, since destruction mustn't fail, while construction might, we actually want to do it the other way around: first perform the constructive part and, if that succeeded, then do the destructive part. The copy-and-swap idiom is a way to do just that: It first calls a class' copy constructor to create a temporary object, then swaps its data with the temporary's, and then lets the temporary's destructor destroy the old state.
Since swap() is supposed to never fail, the only part which might fail is the copy-construction. That is performed first, and if it fails, nothing will be changed in the targeted object.
In its refined form, copy-and-swap is implemented by having the copy performed by initializing the (non-reference) parameter of the assignment operator:
T& operator=(T tmp)
{
this->swap(tmp);
return *this;
}
There are some good answers already. I'll focus mainly on what I think they lack - an explanation of the "cons" with the copy-and-swap idiom....
What is the copy-and-swap idiom?
A way of implementing the assignment operator in terms of a swap function:
X& operator=(X rhs)
{
swap(rhs);
return *this;
}
The fundamental idea is that:
the most error-prone part of assigning to an object is ensuring any resources the new state needs are acquired (e.g. memory, descriptors)
that acquisition can be attempted before modifying the current state of the object (i.e. *this) if a copy of the new value is made, which is why rhs is accepted by value (i.e. copied) rather than by reference
swapping the state of the local copy rhs and *this is usually relatively easy to do without potential failure/exceptions, given the local copy doesn't need any particular state afterwards (just needs state fit for the destructor to run, much as for an object being moved from in >= C++11)
When should it be used? (Which problems does it solve [/create]?)
When you want the assigned-to objected unaffected by an assignment that throws an exception, assuming you have or can write a swap with strong exception guarantee, and ideally one that can't fail/throw..†
When you want a clean, easy to understand, robust way to define the assignment operator in terms of (simpler) copy constructor, swap and destructor functions.
Self-assignment done as a copy-and-swap avoids oft-overlooked edge cases.‡
When any performance penalty or momentarily higher resource usage created by having an extra temporary object during the assignment is not important to your application. ⁂
† swap throwing: it's generally possible to reliably swap data members that the objects track by pointer, but non-pointer data members that don't have a throw-free swap, or for which swapping has to be implemented as X tmp = lhs; lhs = rhs; rhs = tmp; and copy-construction or assignment may throw, still have the potential to fail leaving some data members swapped and others not. This potential applies even to C++03 std::string's as James comments on another answer:
#wilhelmtell: In C++03, there is no mention of exceptions potentially thrown by std::string::swap (which is called by std::swap). In C++0x, std::string::swap is noexcept and must not throw exceptions. – James McNellis Dec 22 '10 at 15:24
‡ assignment operator implementation that seems sane when assigning from a distinct object can easily fail for self-assignment. While it might seem unimaginable that client code would even attempt self-assignment, it can happen relatively easily during algo operations on containers, with x = f(x); code where f is (perhaps only for some #ifdef branches) a macro ala #define f(x) x or a function returning a reference to x, or even (likely inefficient but concise) code like x = c1 ? x * 2 : c2 ? x / 2 : x;). For example:
struct X
{
T* p_;
size_t size_;
X& operator=(const X& rhs)
{
delete[] p_; // OUCH!
p_ = new T[size_ = rhs.size_];
std::copy(p_, rhs.p_, rhs.p_ + rhs.size_);
}
...
};
On self-assignment, the above code delete's x.p_;, points p_ at a newly allocated heap region, then attempts to read the uninitialised data therein (Undefined Behaviour), if that doesn't do anything too weird, copy attempts a self-assignment to every just-destructed 'T'!
⁂ The copy-and-swap idiom can introduce inefficiencies or limitations due to the use of an extra temporary (when the operator's parameter is copy-constructed):
struct Client
{
IP_Address ip_address_;
int socket_;
X(const X& rhs)
: ip_address_(rhs.ip_address_), socket_(connect(rhs.ip_address_))
{ }
};
Here, a hand-written Client::operator= might check if *this is already connected to the same server as rhs (perhaps sending a "reset" code if useful), whereas the copy-and-swap approach would invoke the copy-constructor which would likely be written to open a distinct socket connection then close the original one. Not only could that mean a remote network interaction instead of a simple in-process variable copy, it could run afoul of client or server limits on socket resources or connections. (Of course this class has a pretty horrid interface, but that's another matter ;-P).
This answer is more like an addition and a slight modification to the answers above.
In some versions of Visual Studio (and possibly other compilers) there is a bug that is really annoying and doesn't make sense. So if you declare/define your swap function like this:
friend void swap(A& first, A& second) {
std::swap(first.size, second.size);
std::swap(first.arr, second.arr);
}
... the compiler will yell at you when you call the swap function:
This has something to do with a friend function being called and this object being passed as a parameter.
A way around this is to not use friend keyword and redefine the swap function:
void swap(A& other) {
std::swap(size, other.size);
std::swap(arr, other.arr);
}
This time, you can just call swap and pass in other, thus making the compiler happy:
After all, you don't need to use a friend function to swap 2 objects. It makes just as much sense to make swap a member function that has one other object as a parameter.
You already have access to this object, so passing it in as a parameter is technically redundant.
I would like to add a word of warning when you are dealing with C++11-style allocator-aware containers. Swapping and assignment have subtly different semantics.
For concreteness, let us consider a container std::vector<T, A>, where A is some stateful allocator type, and we'll compare the following functions:
void fs(std::vector<T, A> & a, std::vector<T, A> & b)
{
a.swap(b);
b.clear(); // not important what you do with b
}
void fm(std::vector<T, A> & a, std::vector<T, A> & b)
{
a = std::move(b);
}
The purpose of both functions fs and fm is to give a the state that b had initially. However, there is a hidden question: What happens if a.get_allocator() != b.get_allocator()? The answer is: It depends. Let's write AT = std::allocator_traits<A>.
If AT::propagate_on_container_move_assignment is std::true_type, then fm reassigns the allocator of a with the value of b.get_allocator(), otherwise it does not, and a continues to use its original allocator. In that case, the data elements need to be swapped individually, since the storage of a and b is not compatible.
If AT::propagate_on_container_swap is std::true_type, then fs swaps both data and allocators in the expected fashion.
If AT::propagate_on_container_swap is std::false_type, then we need a dynamic check.
If a.get_allocator() == b.get_allocator(), then the two containers use compatible storage, and swapping proceeds in the usual fashion.
However, if a.get_allocator() != b.get_allocator(), the program has undefined behaviour (cf. [container.requirements.general/8].
The upshot is that swapping has become a non-trivial operation in C++11 as soon as your container starts supporting stateful allocators. That's a somewhat "advanced use case", but it's not entirely unlikely, since move optimizations usually only become interesting once your class manages a resource, and memory is one of the most popular resources.

Why do I need the copy-and-swap idiom? [duplicate]

What is the copy-and-swap idiom and when should it be used? What problems does it solve? Does it change for C++11?
Related:
What are your favorite C++ Coding Style idioms: Copy-swap
Copy constructor and = operator overload in C++: is a common function possible?
What is copy elision and how it optimizes copy-and-swap idiom
C++: dynamically allocating an array of objects?
Overview
Why do we need the copy-and-swap idiom?
Any class that manages a resource (a wrapper, like a smart pointer) needs to implement The Big Three. While the goals and implementation of the copy-constructor and destructor are straightforward, the copy-assignment operator is arguably the most nuanced and difficult. How should it be done? What pitfalls need to be avoided?
The copy-and-swap idiom is the solution, and elegantly assists the assignment operator in achieving two things: avoiding code duplication, and providing a strong exception guarantee.
How does it work?
Conceptually, it works by using the copy-constructor's functionality to create a local copy of the data, then takes the copied data with a swap function, swapping the old data with the new data. The temporary copy then destructs, taking the old data with it. We are left with a copy of the new data.
In order to use the copy-and-swap idiom, we need three things: a working copy-constructor, a working destructor (both are the basis of any wrapper, so should be complete anyway), and a swap function.
A swap function is a non-throwing function that swaps two objects of a class, member for member. We might be tempted to use std::swap instead of providing our own, but this would be impossible; std::swap uses the copy-constructor and copy-assignment operator within its implementation, and we'd ultimately be trying to define the assignment operator in terms of itself!
(Not only that, but unqualified calls to swap will use our custom swap operator, skipping over the unnecessary construction and destruction of our class that std::swap would entail.)
An in-depth explanation
The goal
Let's consider a concrete case. We want to manage, in an otherwise useless class, a dynamic array. We start with a working constructor, copy-constructor, and destructor:
#include <algorithm> // std::copy
#include <cstddef> // std::size_t
class dumb_array
{
public:
// (default) constructor
dumb_array(std::size_t size = 0)
: mSize(size),
mArray(mSize ? new int[mSize]() : nullptr)
{
}
// copy-constructor
dumb_array(const dumb_array& other)
: mSize(other.mSize),
mArray(mSize ? new int[mSize] : nullptr)
{
// note that this is non-throwing, because of the data
// types being used; more attention to detail with regards
// to exceptions must be given in a more general case, however
std::copy(other.mArray, other.mArray + mSize, mArray);
}
// destructor
~dumb_array()
{
delete [] mArray;
}
private:
std::size_t mSize;
int* mArray;
};
This class almost manages the array successfully, but it needs operator= to work correctly.
A failed solution
Here's how a naive implementation might look:
// the hard part
dumb_array& operator=(const dumb_array& other)
{
if (this != &other) // (1)
{
// get rid of the old data...
delete [] mArray; // (2)
mArray = nullptr; // (2) *(see footnote for rationale)
// ...and put in the new
mSize = other.mSize; // (3)
mArray = mSize ? new int[mSize] : nullptr; // (3)
std::copy(other.mArray, other.mArray + mSize, mArray); // (3)
}
return *this;
}
And we say we're finished; this now manages an array, without leaks. However, it suffers from three problems, marked sequentially in the code as (n).
The first is the self-assignment test.
This check serves two purposes: it's an easy way to prevent us from running needless code on self-assignment, and it protects us from subtle bugs (such as deleting the array only to try and copy it). But in all other cases it merely serves to slow the program down, and act as noise in the code; self-assignment rarely occurs, so most of the time this check is a waste.
It would be better if the operator could work properly without it.
The second is that it only provides a basic exception guarantee. If new int[mSize] fails, *this will have been modified. (Namely, the size is wrong and the data is gone!)
For a strong exception guarantee, it would need to be something akin to:
dumb_array& operator=(const dumb_array& other)
{
if (this != &other) // (1)
{
// get the new data ready before we replace the old
std::size_t newSize = other.mSize;
int* newArray = newSize ? new int[newSize]() : nullptr; // (3)
std::copy(other.mArray, other.mArray + newSize, newArray); // (3)
// replace the old data (all are non-throwing)
delete [] mArray;
mSize = newSize;
mArray = newArray;
}
return *this;
}
The code has expanded! Which leads us to the third problem: code duplication.
Our assignment operator effectively duplicates all the code we've already written elsewhere, and that's a terrible thing.
In our case, the core of it is only two lines (the allocation and the copy), but with more complex resources this code bloat can be quite a hassle. We should strive to never repeat ourselves.
(One might wonder: if this much code is needed to manage one resource correctly, what if my class manages more than one?
While this may seem to be a valid concern, and indeed it requires non-trivial try/catch clauses, this is a non-issue.
That's because a class should manage one resource only!)
A successful solution
As mentioned, the copy-and-swap idiom will fix all these issues. But right now, we have all the requirements except one: a swap function. While The Rule of Three successfully entails the existence of our copy-constructor, assignment operator, and destructor, it should really be called "The Big Three and A Half": any time your class manages a resource it also makes sense to provide a swap function.
We need to add swap functionality to our class, and we do that as follows†:
class dumb_array
{
public:
// ...
friend void swap(dumb_array& first, dumb_array& second) // nothrow
{
// enable ADL (not necessary in our case, but good practice)
using std::swap;
// by swapping the members of two objects,
// the two objects are effectively swapped
swap(first.mSize, second.mSize);
swap(first.mArray, second.mArray);
}
// ...
};
(Here is the explanation why public friend swap.) Now not only can we swap our dumb_array's, but swaps in general can be more efficient; it merely swaps pointers and sizes, rather than allocating and copying entire arrays. Aside from this bonus in functionality and efficiency, we are now ready to implement the copy-and-swap idiom.
Without further ado, our assignment operator is:
dumb_array& operator=(dumb_array other) // (1)
{
swap(*this, other); // (2)
return *this;
}
And that's it! With one fell swoop, all three problems are elegantly tackled at once.
Why does it work?
We first notice an important choice: the parameter argument is taken by-value. While one could just as easily do the following (and indeed, many naive implementations of the idiom do):
dumb_array& operator=(const dumb_array& other)
{
dumb_array temp(other);
swap(*this, temp);
return *this;
}
We lose an important optimization opportunity. Not only that, but this choice is critical in C++11, which is discussed later. (On a general note, a remarkably useful guideline is as follows: if you're going to make a copy of something in a function, let the compiler do it in the parameter list.‡)
Either way, this method of obtaining our resource is the key to eliminating code duplication: we get to use the code from the copy-constructor to make the copy, and never need to repeat any bit of it. Now that the copy is made, we are ready to swap.
Observe that upon entering the function that all the new data is already allocated, copied, and ready to be used. This is what gives us a strong exception guarantee for free: we won't even enter the function if construction of the copy fails, and it's therefore not possible to alter the state of *this. (What we did manually before for a strong exception guarantee, the compiler is doing for us now; how kind.)
At this point we are home-free, because swap is non-throwing. We swap our current data with the copied data, safely altering our state, and the old data gets put into the temporary. The old data is then released when the function returns. (Where upon the parameter's scope ends and its destructor is called.)
Because the idiom repeats no code, we cannot introduce bugs within the operator. Note that this means we are rid of the need for a self-assignment check, allowing a single uniform implementation of operator=. (Additionally, we no longer have a performance penalty on non-self-assignments.)
And that is the copy-and-swap idiom.
What about C++11?
The next version of C++, C++11, makes one very important change to how we manage resources: the Rule of Three is now The Rule of Four (and a half). Why? Because not only do we need to be able to copy-construct our resource, we need to move-construct it as well.
Luckily for us, this is easy:
class dumb_array
{
public:
// ...
// move constructor
dumb_array(dumb_array&& other) noexcept ††
: dumb_array() // initialize via default constructor, C++11 only
{
swap(*this, other);
}
// ...
};
What's going on here? Recall the goal of move-construction: to take the resources from another instance of the class, leaving it in a state guaranteed to be assignable and destructible.
So what we've done is simple: initialize via the default constructor (a C++11 feature), then swap with other; we know a default constructed instance of our class can safely be assigned and destructed, so we know other will be able to do the same, after swapping.
(Note that some compilers do not support constructor delegation; in this case, we have to manually default construct the class. This is an unfortunate but luckily trivial task.)
Why does that work?
That is the only change we need to make to our class, so why does it work? Remember the ever-important decision we made to make the parameter a value and not a reference:
dumb_array& operator=(dumb_array other); // (1)
Now, if other is being initialized with an rvalue, it will be move-constructed. Perfect. In the same way C++03 let us re-use our copy-constructor functionality by taking the argument by-value, C++11 will automatically pick the move-constructor when appropriate as well. (And, of course, as mentioned in previously linked article, the copying/moving of the value may simply be elided altogether.)
And so concludes the copy-and-swap idiom.
Footnotes
*Why do we set mArray to null? Because if any further code in the operator throws, the destructor of dumb_array might be called; and if that happens without setting it to null, we attempt to delete memory that's already been deleted! We avoid this by setting it to null, as deleting null is a no-operation.
†There are other claims that we should specialize std::swap for our type, provide an in-class swap along-side a free-function swap, etc. But this is all unnecessary: any proper use of swap will be through an unqualified call, and our function will be found through ADL. One function will do.
‡The reason is simple: once you have the resource to yourself, you may swap and/or move it (C++11) anywhere it needs to be. And by making the copy in the parameter list, you maximize optimization.
††The move constructor should generally be noexcept, otherwise some code (e.g. std::vector resizing logic) will use the copy constructor even when a move would make sense. Of course, only mark it noexcept if the code inside doesn't throw exceptions.
Assignment, at its heart, is two steps: tearing down the object's old state and building its new state as a copy of some other object's state.
Basically, that's what the destructor and the copy constructor do, so the first idea would be to delegate the work to them. However, since destruction mustn't fail, while construction might, we actually want to do it the other way around: first perform the constructive part and, if that succeeded, then do the destructive part. The copy-and-swap idiom is a way to do just that: It first calls a class' copy constructor to create a temporary object, then swaps its data with the temporary's, and then lets the temporary's destructor destroy the old state.
Since swap() is supposed to never fail, the only part which might fail is the copy-construction. That is performed first, and if it fails, nothing will be changed in the targeted object.
In its refined form, copy-and-swap is implemented by having the copy performed by initializing the (non-reference) parameter of the assignment operator:
T& operator=(T tmp)
{
this->swap(tmp);
return *this;
}
There are some good answers already. I'll focus mainly on what I think they lack - an explanation of the "cons" with the copy-and-swap idiom....
What is the copy-and-swap idiom?
A way of implementing the assignment operator in terms of a swap function:
X& operator=(X rhs)
{
swap(rhs);
return *this;
}
The fundamental idea is that:
the most error-prone part of assigning to an object is ensuring any resources the new state needs are acquired (e.g. memory, descriptors)
that acquisition can be attempted before modifying the current state of the object (i.e. *this) if a copy of the new value is made, which is why rhs is accepted by value (i.e. copied) rather than by reference
swapping the state of the local copy rhs and *this is usually relatively easy to do without potential failure/exceptions, given the local copy doesn't need any particular state afterwards (just needs state fit for the destructor to run, much as for an object being moved from in >= C++11)
When should it be used? (Which problems does it solve [/create]?)
When you want the assigned-to objected unaffected by an assignment that throws an exception, assuming you have or can write a swap with strong exception guarantee, and ideally one that can't fail/throw..†
When you want a clean, easy to understand, robust way to define the assignment operator in terms of (simpler) copy constructor, swap and destructor functions.
Self-assignment done as a copy-and-swap avoids oft-overlooked edge cases.‡
When any performance penalty or momentarily higher resource usage created by having an extra temporary object during the assignment is not important to your application. ⁂
† swap throwing: it's generally possible to reliably swap data members that the objects track by pointer, but non-pointer data members that don't have a throw-free swap, or for which swapping has to be implemented as X tmp = lhs; lhs = rhs; rhs = tmp; and copy-construction or assignment may throw, still have the potential to fail leaving some data members swapped and others not. This potential applies even to C++03 std::string's as James comments on another answer:
#wilhelmtell: In C++03, there is no mention of exceptions potentially thrown by std::string::swap (which is called by std::swap). In C++0x, std::string::swap is noexcept and must not throw exceptions. – James McNellis Dec 22 '10 at 15:24
‡ assignment operator implementation that seems sane when assigning from a distinct object can easily fail for self-assignment. While it might seem unimaginable that client code would even attempt self-assignment, it can happen relatively easily during algo operations on containers, with x = f(x); code where f is (perhaps only for some #ifdef branches) a macro ala #define f(x) x or a function returning a reference to x, or even (likely inefficient but concise) code like x = c1 ? x * 2 : c2 ? x / 2 : x;). For example:
struct X
{
T* p_;
size_t size_;
X& operator=(const X& rhs)
{
delete[] p_; // OUCH!
p_ = new T[size_ = rhs.size_];
std::copy(p_, rhs.p_, rhs.p_ + rhs.size_);
}
...
};
On self-assignment, the above code delete's x.p_;, points p_ at a newly allocated heap region, then attempts to read the uninitialised data therein (Undefined Behaviour), if that doesn't do anything too weird, copy attempts a self-assignment to every just-destructed 'T'!
⁂ The copy-and-swap idiom can introduce inefficiencies or limitations due to the use of an extra temporary (when the operator's parameter is copy-constructed):
struct Client
{
IP_Address ip_address_;
int socket_;
X(const X& rhs)
: ip_address_(rhs.ip_address_), socket_(connect(rhs.ip_address_))
{ }
};
Here, a hand-written Client::operator= might check if *this is already connected to the same server as rhs (perhaps sending a "reset" code if useful), whereas the copy-and-swap approach would invoke the copy-constructor which would likely be written to open a distinct socket connection then close the original one. Not only could that mean a remote network interaction instead of a simple in-process variable copy, it could run afoul of client or server limits on socket resources or connections. (Of course this class has a pretty horrid interface, but that's another matter ;-P).
This answer is more like an addition and a slight modification to the answers above.
In some versions of Visual Studio (and possibly other compilers) there is a bug that is really annoying and doesn't make sense. So if you declare/define your swap function like this:
friend void swap(A& first, A& second) {
std::swap(first.size, second.size);
std::swap(first.arr, second.arr);
}
... the compiler will yell at you when you call the swap function:
This has something to do with a friend function being called and this object being passed as a parameter.
A way around this is to not use friend keyword and redefine the swap function:
void swap(A& other) {
std::swap(size, other.size);
std::swap(arr, other.arr);
}
This time, you can just call swap and pass in other, thus making the compiler happy:
After all, you don't need to use a friend function to swap 2 objects. It makes just as much sense to make swap a member function that has one other object as a parameter.
You already have access to this object, so passing it in as a parameter is technically redundant.
I would like to add a word of warning when you are dealing with C++11-style allocator-aware containers. Swapping and assignment have subtly different semantics.
For concreteness, let us consider a container std::vector<T, A>, where A is some stateful allocator type, and we'll compare the following functions:
void fs(std::vector<T, A> & a, std::vector<T, A> & b)
{
a.swap(b);
b.clear(); // not important what you do with b
}
void fm(std::vector<T, A> & a, std::vector<T, A> & b)
{
a = std::move(b);
}
The purpose of both functions fs and fm is to give a the state that b had initially. However, there is a hidden question: What happens if a.get_allocator() != b.get_allocator()? The answer is: It depends. Let's write AT = std::allocator_traits<A>.
If AT::propagate_on_container_move_assignment is std::true_type, then fm reassigns the allocator of a with the value of b.get_allocator(), otherwise it does not, and a continues to use its original allocator. In that case, the data elements need to be swapped individually, since the storage of a and b is not compatible.
If AT::propagate_on_container_swap is std::true_type, then fs swaps both data and allocators in the expected fashion.
If AT::propagate_on_container_swap is std::false_type, then we need a dynamic check.
If a.get_allocator() == b.get_allocator(), then the two containers use compatible storage, and swapping proceeds in the usual fashion.
However, if a.get_allocator() != b.get_allocator(), the program has undefined behaviour (cf. [container.requirements.general/8].
The upshot is that swapping has become a non-trivial operation in C++11 as soon as your container starts supporting stateful allocators. That's a somewhat "advanced use case", but it's not entirely unlikely, since move optimizations usually only become interesting once your class manages a resource, and memory is one of the most popular resources.

Is specializing std::swap deprecated now that we have move semantics? [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Move semantics == custom swap function obsolete?
This is how std::swap looks like in C++11:
template<typename T>
void swap(T& x, T& y)
{
T z = std::move(x);
x = std::move(y);
y = std::move(z);
}
Do I still have to specialize std::swap for my own types, or will std::swap be as efficient as it gets, provided that my class defines a move constructor and a move assignment operator, of course?
The specialization of std::swap is now optional, but not deprecated. The rationale is performance.
For prototyping code, and perhaps even for much shipping code, std::swap will be plenty fast. However if you're in a situation where you need to eek out every little bit from your code, writing a custom swap can still be a significant performance advantage.
Consider the case where your class essentially has one owning pointer and your move constructor and move assignment just have to deal with that one pointer. Count machine loads and stores for each member:
Move constructor: 1 load and 2 stores.
Move assignment: 2 loads and 2 stores.
Custom swap: 2 loads and 2 stores.
std::swap is 1 move construction and 2 move assignments, or: 5 loads and 6 stores.
A custom swap is potentially still two or three times faster than std::swap. Though any time you're trying to figure out the speed of something by counting loads and stores, both are going to be wicked fast.
Note: In computing the cost of your move assignment, be sure and take into account that you will be moving into a moved-from value (in the std::swap algorithm). This often negates the cost of a deallocation, though at the cost of a branch.
Is specializing std::swap deprecated now that we have move semantics?
No. This is the generic version, but you can optimize it to skip a third move operation. My preference is to combine copy-and-swap idiom with customizing std::swap for my classes.
That means I will have:
class Aaaa
{
public:
Aaaa(); // not interesting; defined elsewhere
Aaaa(Aaaa&& rvalueRef); // same
Aaaa(const Aaaa& ref); // same
~Aaaa(); // same
Aaaa& operator=(Aaaa object) // copy&swap
{
swap(object);
return *this;
}
void swap(Aaaa& other)
{
std::swap(dataMember1, other.dataMember1);
std::swap(dataMember2, other.dataMember2);
// ...
}
// ...
};
namespace std
{
template<> inline void std::swap(Aaaa& left, Aaaa& right)
{ left.swap(right); }
}
That will depend on your Types.
You will move it from x to z, from y to x, from z to y. That is three copy operations of the underlying representation (maybe only one pointer, maybe something more, who knows)
Now maybe you can create a faster swap for your type (xor swap trick, inline assembler, or maybe std::swap for your underlying types is just faster).
Or maybe also your compiler is good at optimizing, and essentially optimizes both cases into the same instructions (like have the temporary in a register).
I personally tend to always implement a swap member function that will be called from several places, including things like move assignment, but YMMV.
This swap() calls a move constructor and 2 move assignments. I think one can write more efficient swap() for his particular type of class like,
class X
{
int * ptr_to_huge_array;
public:
// ctors, assgn ops. etc. etc.
friend void swap(X& a, X& b)
{
using std::swap;
swap(a.ptr_to_huge_array, b.ptr_to_huge_array);
}
};
regardless of the implementation of move constructor and assignment operator.

What is the copy-and-swap idiom?

What is the copy-and-swap idiom and when should it be used? What problems does it solve? Does it change for C++11?
Related:
What are your favorite C++ Coding Style idioms: Copy-swap
Copy constructor and = operator overload in C++: is a common function possible?
What is copy elision and how it optimizes copy-and-swap idiom
C++: dynamically allocating an array of objects?
Overview
Why do we need the copy-and-swap idiom?
Any class that manages a resource (a wrapper, like a smart pointer) needs to implement The Big Three. While the goals and implementation of the copy-constructor and destructor are straightforward, the copy-assignment operator is arguably the most nuanced and difficult. How should it be done? What pitfalls need to be avoided?
The copy-and-swap idiom is the solution, and elegantly assists the assignment operator in achieving two things: avoiding code duplication, and providing a strong exception guarantee.
How does it work?
Conceptually, it works by using the copy-constructor's functionality to create a local copy of the data, then takes the copied data with a swap function, swapping the old data with the new data. The temporary copy then destructs, taking the old data with it. We are left with a copy of the new data.
In order to use the copy-and-swap idiom, we need three things: a working copy-constructor, a working destructor (both are the basis of any wrapper, so should be complete anyway), and a swap function.
A swap function is a non-throwing function that swaps two objects of a class, member for member. We might be tempted to use std::swap instead of providing our own, but this would be impossible; std::swap uses the copy-constructor and copy-assignment operator within its implementation, and we'd ultimately be trying to define the assignment operator in terms of itself!
(Not only that, but unqualified calls to swap will use our custom swap operator, skipping over the unnecessary construction and destruction of our class that std::swap would entail.)
An in-depth explanation
The goal
Let's consider a concrete case. We want to manage, in an otherwise useless class, a dynamic array. We start with a working constructor, copy-constructor, and destructor:
#include <algorithm> // std::copy
#include <cstddef> // std::size_t
class dumb_array
{
public:
// (default) constructor
dumb_array(std::size_t size = 0)
: mSize(size),
mArray(mSize ? new int[mSize]() : nullptr)
{
}
// copy-constructor
dumb_array(const dumb_array& other)
: mSize(other.mSize),
mArray(mSize ? new int[mSize] : nullptr)
{
// note that this is non-throwing, because of the data
// types being used; more attention to detail with regards
// to exceptions must be given in a more general case, however
std::copy(other.mArray, other.mArray + mSize, mArray);
}
// destructor
~dumb_array()
{
delete [] mArray;
}
private:
std::size_t mSize;
int* mArray;
};
This class almost manages the array successfully, but it needs operator= to work correctly.
A failed solution
Here's how a naive implementation might look:
// the hard part
dumb_array& operator=(const dumb_array& other)
{
if (this != &other) // (1)
{
// get rid of the old data...
delete [] mArray; // (2)
mArray = nullptr; // (2) *(see footnote for rationale)
// ...and put in the new
mSize = other.mSize; // (3)
mArray = mSize ? new int[mSize] : nullptr; // (3)
std::copy(other.mArray, other.mArray + mSize, mArray); // (3)
}
return *this;
}
And we say we're finished; this now manages an array, without leaks. However, it suffers from three problems, marked sequentially in the code as (n).
The first is the self-assignment test.
This check serves two purposes: it's an easy way to prevent us from running needless code on self-assignment, and it protects us from subtle bugs (such as deleting the array only to try and copy it). But in all other cases it merely serves to slow the program down, and act as noise in the code; self-assignment rarely occurs, so most of the time this check is a waste.
It would be better if the operator could work properly without it.
The second is that it only provides a basic exception guarantee. If new int[mSize] fails, *this will have been modified. (Namely, the size is wrong and the data is gone!)
For a strong exception guarantee, it would need to be something akin to:
dumb_array& operator=(const dumb_array& other)
{
if (this != &other) // (1)
{
// get the new data ready before we replace the old
std::size_t newSize = other.mSize;
int* newArray = newSize ? new int[newSize]() : nullptr; // (3)
std::copy(other.mArray, other.mArray + newSize, newArray); // (3)
// replace the old data (all are non-throwing)
delete [] mArray;
mSize = newSize;
mArray = newArray;
}
return *this;
}
The code has expanded! Which leads us to the third problem: code duplication.
Our assignment operator effectively duplicates all the code we've already written elsewhere, and that's a terrible thing.
In our case, the core of it is only two lines (the allocation and the copy), but with more complex resources this code bloat can be quite a hassle. We should strive to never repeat ourselves.
(One might wonder: if this much code is needed to manage one resource correctly, what if my class manages more than one?
While this may seem to be a valid concern, and indeed it requires non-trivial try/catch clauses, this is a non-issue.
That's because a class should manage one resource only!)
A successful solution
As mentioned, the copy-and-swap idiom will fix all these issues. But right now, we have all the requirements except one: a swap function. While The Rule of Three successfully entails the existence of our copy-constructor, assignment operator, and destructor, it should really be called "The Big Three and A Half": any time your class manages a resource it also makes sense to provide a swap function.
We need to add swap functionality to our class, and we do that as follows†:
class dumb_array
{
public:
// ...
friend void swap(dumb_array& first, dumb_array& second) // nothrow
{
// enable ADL (not necessary in our case, but good practice)
using std::swap;
// by swapping the members of two objects,
// the two objects are effectively swapped
swap(first.mSize, second.mSize);
swap(first.mArray, second.mArray);
}
// ...
};
(Here is the explanation why public friend swap.) Now not only can we swap our dumb_array's, but swaps in general can be more efficient; it merely swaps pointers and sizes, rather than allocating and copying entire arrays. Aside from this bonus in functionality and efficiency, we are now ready to implement the copy-and-swap idiom.
Without further ado, our assignment operator is:
dumb_array& operator=(dumb_array other) // (1)
{
swap(*this, other); // (2)
return *this;
}
And that's it! With one fell swoop, all three problems are elegantly tackled at once.
Why does it work?
We first notice an important choice: the parameter argument is taken by-value. While one could just as easily do the following (and indeed, many naive implementations of the idiom do):
dumb_array& operator=(const dumb_array& other)
{
dumb_array temp(other);
swap(*this, temp);
return *this;
}
We lose an important optimization opportunity. Not only that, but this choice is critical in C++11, which is discussed later. (On a general note, a remarkably useful guideline is as follows: if you're going to make a copy of something in a function, let the compiler do it in the parameter list.‡)
Either way, this method of obtaining our resource is the key to eliminating code duplication: we get to use the code from the copy-constructor to make the copy, and never need to repeat any bit of it. Now that the copy is made, we are ready to swap.
Observe that upon entering the function that all the new data is already allocated, copied, and ready to be used. This is what gives us a strong exception guarantee for free: we won't even enter the function if construction of the copy fails, and it's therefore not possible to alter the state of *this. (What we did manually before for a strong exception guarantee, the compiler is doing for us now; how kind.)
At this point we are home-free, because swap is non-throwing. We swap our current data with the copied data, safely altering our state, and the old data gets put into the temporary. The old data is then released when the function returns. (Where upon the parameter's scope ends and its destructor is called.)
Because the idiom repeats no code, we cannot introduce bugs within the operator. Note that this means we are rid of the need for a self-assignment check, allowing a single uniform implementation of operator=. (Additionally, we no longer have a performance penalty on non-self-assignments.)
And that is the copy-and-swap idiom.
What about C++11?
The next version of C++, C++11, makes one very important change to how we manage resources: the Rule of Three is now The Rule of Four (and a half). Why? Because not only do we need to be able to copy-construct our resource, we need to move-construct it as well.
Luckily for us, this is easy:
class dumb_array
{
public:
// ...
// move constructor
dumb_array(dumb_array&& other) noexcept ††
: dumb_array() // initialize via default constructor, C++11 only
{
swap(*this, other);
}
// ...
};
What's going on here? Recall the goal of move-construction: to take the resources from another instance of the class, leaving it in a state guaranteed to be assignable and destructible.
So what we've done is simple: initialize via the default constructor (a C++11 feature), then swap with other; we know a default constructed instance of our class can safely be assigned and destructed, so we know other will be able to do the same, after swapping.
(Note that some compilers do not support constructor delegation; in this case, we have to manually default construct the class. This is an unfortunate but luckily trivial task.)
Why does that work?
That is the only change we need to make to our class, so why does it work? Remember the ever-important decision we made to make the parameter a value and not a reference:
dumb_array& operator=(dumb_array other); // (1)
Now, if other is being initialized with an rvalue, it will be move-constructed. Perfect. In the same way C++03 let us re-use our copy-constructor functionality by taking the argument by-value, C++11 will automatically pick the move-constructor when appropriate as well. (And, of course, as mentioned in previously linked article, the copying/moving of the value may simply be elided altogether.)
And so concludes the copy-and-swap idiom.
Footnotes
*Why do we set mArray to null? Because if any further code in the operator throws, the destructor of dumb_array might be called; and if that happens without setting it to null, we attempt to delete memory that's already been deleted! We avoid this by setting it to null, as deleting null is a no-operation.
†There are other claims that we should specialize std::swap for our type, provide an in-class swap along-side a free-function swap, etc. But this is all unnecessary: any proper use of swap will be through an unqualified call, and our function will be found through ADL. One function will do.
‡The reason is simple: once you have the resource to yourself, you may swap and/or move it (C++11) anywhere it needs to be. And by making the copy in the parameter list, you maximize optimization.
††The move constructor should generally be noexcept, otherwise some code (e.g. std::vector resizing logic) will use the copy constructor even when a move would make sense. Of course, only mark it noexcept if the code inside doesn't throw exceptions.
Assignment, at its heart, is two steps: tearing down the object's old state and building its new state as a copy of some other object's state.
Basically, that's what the destructor and the copy constructor do, so the first idea would be to delegate the work to them. However, since destruction mustn't fail, while construction might, we actually want to do it the other way around: first perform the constructive part and, if that succeeded, then do the destructive part. The copy-and-swap idiom is a way to do just that: It first calls a class' copy constructor to create a temporary object, then swaps its data with the temporary's, and then lets the temporary's destructor destroy the old state.
Since swap() is supposed to never fail, the only part which might fail is the copy-construction. That is performed first, and if it fails, nothing will be changed in the targeted object.
In its refined form, copy-and-swap is implemented by having the copy performed by initializing the (non-reference) parameter of the assignment operator:
T& operator=(T tmp)
{
this->swap(tmp);
return *this;
}
There are some good answers already. I'll focus mainly on what I think they lack - an explanation of the "cons" with the copy-and-swap idiom....
What is the copy-and-swap idiom?
A way of implementing the assignment operator in terms of a swap function:
X& operator=(X rhs)
{
swap(rhs);
return *this;
}
The fundamental idea is that:
the most error-prone part of assigning to an object is ensuring any resources the new state needs are acquired (e.g. memory, descriptors)
that acquisition can be attempted before modifying the current state of the object (i.e. *this) if a copy of the new value is made, which is why rhs is accepted by value (i.e. copied) rather than by reference
swapping the state of the local copy rhs and *this is usually relatively easy to do without potential failure/exceptions, given the local copy doesn't need any particular state afterwards (just needs state fit for the destructor to run, much as for an object being moved from in >= C++11)
When should it be used? (Which problems does it solve [/create]?)
When you want the assigned-to objected unaffected by an assignment that throws an exception, assuming you have or can write a swap with strong exception guarantee, and ideally one that can't fail/throw..†
When you want a clean, easy to understand, robust way to define the assignment operator in terms of (simpler) copy constructor, swap and destructor functions.
Self-assignment done as a copy-and-swap avoids oft-overlooked edge cases.‡
When any performance penalty or momentarily higher resource usage created by having an extra temporary object during the assignment is not important to your application. ⁂
† swap throwing: it's generally possible to reliably swap data members that the objects track by pointer, but non-pointer data members that don't have a throw-free swap, or for which swapping has to be implemented as X tmp = lhs; lhs = rhs; rhs = tmp; and copy-construction or assignment may throw, still have the potential to fail leaving some data members swapped and others not. This potential applies even to C++03 std::string's as James comments on another answer:
#wilhelmtell: In C++03, there is no mention of exceptions potentially thrown by std::string::swap (which is called by std::swap). In C++0x, std::string::swap is noexcept and must not throw exceptions. – James McNellis Dec 22 '10 at 15:24
‡ assignment operator implementation that seems sane when assigning from a distinct object can easily fail for self-assignment. While it might seem unimaginable that client code would even attempt self-assignment, it can happen relatively easily during algo operations on containers, with x = f(x); code where f is (perhaps only for some #ifdef branches) a macro ala #define f(x) x or a function returning a reference to x, or even (likely inefficient but concise) code like x = c1 ? x * 2 : c2 ? x / 2 : x;). For example:
struct X
{
T* p_;
size_t size_;
X& operator=(const X& rhs)
{
delete[] p_; // OUCH!
p_ = new T[size_ = rhs.size_];
std::copy(p_, rhs.p_, rhs.p_ + rhs.size_);
}
...
};
On self-assignment, the above code delete's x.p_;, points p_ at a newly allocated heap region, then attempts to read the uninitialised data therein (Undefined Behaviour), if that doesn't do anything too weird, copy attempts a self-assignment to every just-destructed 'T'!
⁂ The copy-and-swap idiom can introduce inefficiencies or limitations due to the use of an extra temporary (when the operator's parameter is copy-constructed):
struct Client
{
IP_Address ip_address_;
int socket_;
X(const X& rhs)
: ip_address_(rhs.ip_address_), socket_(connect(rhs.ip_address_))
{ }
};
Here, a hand-written Client::operator= might check if *this is already connected to the same server as rhs (perhaps sending a "reset" code if useful), whereas the copy-and-swap approach would invoke the copy-constructor which would likely be written to open a distinct socket connection then close the original one. Not only could that mean a remote network interaction instead of a simple in-process variable copy, it could run afoul of client or server limits on socket resources or connections. (Of course this class has a pretty horrid interface, but that's another matter ;-P).
This answer is more like an addition and a slight modification to the answers above.
In some versions of Visual Studio (and possibly other compilers) there is a bug that is really annoying and doesn't make sense. So if you declare/define your swap function like this:
friend void swap(A& first, A& second) {
std::swap(first.size, second.size);
std::swap(first.arr, second.arr);
}
... the compiler will yell at you when you call the swap function:
This has something to do with a friend function being called and this object being passed as a parameter.
A way around this is to not use friend keyword and redefine the swap function:
void swap(A& other) {
std::swap(size, other.size);
std::swap(arr, other.arr);
}
This time, you can just call swap and pass in other, thus making the compiler happy:
After all, you don't need to use a friend function to swap 2 objects. It makes just as much sense to make swap a member function that has one other object as a parameter.
You already have access to this object, so passing it in as a parameter is technically redundant.
I would like to add a word of warning when you are dealing with C++11-style allocator-aware containers. Swapping and assignment have subtly different semantics.
For concreteness, let us consider a container std::vector<T, A>, where A is some stateful allocator type, and we'll compare the following functions:
void fs(std::vector<T, A> & a, std::vector<T, A> & b)
{
a.swap(b);
b.clear(); // not important what you do with b
}
void fm(std::vector<T, A> & a, std::vector<T, A> & b)
{
a = std::move(b);
}
The purpose of both functions fs and fm is to give a the state that b had initially. However, there is a hidden question: What happens if a.get_allocator() != b.get_allocator()? The answer is: It depends. Let's write AT = std::allocator_traits<A>.
If AT::propagate_on_container_move_assignment is std::true_type, then fm reassigns the allocator of a with the value of b.get_allocator(), otherwise it does not, and a continues to use its original allocator. In that case, the data elements need to be swapped individually, since the storage of a and b is not compatible.
If AT::propagate_on_container_swap is std::true_type, then fs swaps both data and allocators in the expected fashion.
If AT::propagate_on_container_swap is std::false_type, then we need a dynamic check.
If a.get_allocator() == b.get_allocator(), then the two containers use compatible storage, and swapping proceeds in the usual fashion.
However, if a.get_allocator() != b.get_allocator(), the program has undefined behaviour (cf. [container.requirements.general/8].
The upshot is that swapping has become a non-trivial operation in C++11 as soon as your container starts supporting stateful allocators. That's a somewhat "advanced use case", but it's not entirely unlikely, since move optimizations usually only become interesting once your class manages a resource, and memory is one of the most popular resources.

Is it bad form to call the default assignment operator from the copy constructor?

Consider a class of which copies need to be made. The vast majority of the data elements in the copy must strictly reflect the original, however there are select few elements whose state is not to be preserved and need to be reinitialized.
Is it bad form to call a default assignment operator from the copy constructor?
The default assignment operator will behave well with Plain Old Data( int,double,char,short) as well user defined classes per their assignment operators. Pointers would need to be treated separately.
One drawback is that this method renders the assignment operator crippled since the extra reinitialization is not performed. It is also not possible to disable the use of the assignment operator thus opening up the option of the user to create a broken class by using the incomplete default assignment operator A obj1,obj2; obj2=obj1; /* Could result is an incorrectly initialized obj2 */ .
It would be good to relax the requirement that to a(orig.a),b(orig.b)... in addition to a(0),b(0) ... must be written. Needing to write all of the initialization twice creates two places for errors and if new variables (say double x,y,z) were to be added to the class, initialization code would need to correctly added in at least 2 places instead of 1.
Is there a better way?
Is there be a better way in C++0x?
class A {
public:
A(): a(0),b(0),c(0),d(0)
A(const A & orig){
*this = orig; /* <----- is this "bad"? */
c = int();
}
public:
int a,b,c,d;
};
A X;
X.a = 123;
X.b = 456;
X.c = 789;
X.d = 987;
A Y(X);
printf("X: %d %d %d %d\n",X.a,X.b,X.c,X.d);
printf("Y: %d %d %d %d\n",Y.a,Y.b,Y.c,Y.d);
Output:
X: 123 456 789 987
Y: 123 456 0 987
Alternative Copy Constructor:
A(const A & orig):a(orig.a),b(orig.b),c(0),d(orig.d){} /* <-- is this "better"? */
As brone points out, you're better off implementing assignment in terms of copy construction. I prefer an alternative idiom to his:
T& T::operator=(T t) {
swap(*this, t);
return *this;
}
It's a bit shorter, and can take advantage of some esoteric language features to improve performance. Like any good piece of C++ code, it also has some subtleties to watch for.
First, the t parameter is intentionally passed by value, so that the copy constructor will be called (most of the time) and we can modify is to our heart's content without affecting the original value. Using const T& would fail to compile, and T& would trigger some surprising behaviour by modifying the assigned-from value.
This technique also requires swap to be specialized for the type in a way that doesn't use the type's assignment operator (as std::swap does), or it will cause an infinite recursion. Be careful of any stray using std::swap or using namespace std, as they will pull std::swap into scope and cause problems if you didn't specialize swap for T. Overload resolution and ADL will ensure the correct version of swap is used if you have defined it.
There are a couple of ways to define swap for a type. The first method uses a swap member function to do the actual work and has a swap specialization that delegates to it, like so:
class T {
public:
// ....
void swap(T&) { ... }
};
void swap(T& a, T& b) { a.swap(b); }
This is pretty common in the standard library; std::vector, for example, has swapping implemented this way. If you have a swap member function you can just call it directly from the assignment operator and avoid any issues with function lookup.
Another way is to declare swap as a friend function and have it do all of the work:
class T {
// ....
friend void swap(T& a, T& b);
};
void swap(T& a, T& b) { ... }
I prefer the second one, as swap() usually isn't an integral part of the class' interface; it seems more appropriate as a free function. It's a matter of taste, however.
Having an optimized swap for a type is a common method of achieving some of the benefits of rvalue references in C++0x, so it's a good idea in general if the class can take advantage of it and you really need the performance.
With your version of the copy constructor the members are first default-constructed and then assigned.
With integral types this doesn't matter, but if you had non-trivial members like std::strings this is unneccessary overhead.
Thus, yes, in general your alternative copy constructor is better, but if you only have integral types as members it doesn't really matter.
Essentially, what you are saying is that you have some members of your class which don't contribute to the identity of the class. As it currently stands you have this expressed by using the assignment operator to copy class members and then resetting those members which shouldn't be copied. This leaves you with an assignment operator that is inconsistent with the copy constructor.
Much better would be to use the copy and swap idiom, and express which members shouldn't be copied in the copy constructor. You still have one place where the "don't copy this member" behaviour is expressed, but now your assignment operator and copy constructor are consistent.
class A
{
public:
A() : a(), b(), c(), d() {}
A(const A& other)
: a(other.a)
, b(other.b)
, c() // c isn't copied!
, d(other.d)
A& operator=(const A& other)
{
A tmp(other); // doesn't copy other.c
swap(tmp);
return *this;
}
void Swap(A& other)
{
using std::swap;
swap(a, other.a);
swap(b, other.b);
swap(c, other.c); // see note
swap(d, other.d);
}
private:
// ...
};
Note: in the swap member function, I have swapped the c member. For the purposes of use in the assignment operator this preserves the behaviour to match that of the copy constructor: it re-initializes the c member. If you leave the swap function public, or provide access to it through a swap free function you should make sure that this behaviour is suitable for other uses of swap.
Personally I think the broken assignment operator is killer. I always say that people should read the documentation and not do anything it tells them not to, but even so it's just too easy to write an assignment without thinking about it, or use a template which requires the type to be assignable. There's a reason for the noncopyable idiom: if operator= isn't going to work, it's just too dangerous to leave it accessible.
If I remember rightly, C++0x will let you do this:
private:
A &operator=(const A &) = default;
Then at least it's only the class itself which can use the broken default assignment operator, and you'd hope that in this restricted context it's easier to be careful.
I would call it bad form, not because you double-assign all your objects, but because in my experience it's often bad form to rely on the default copy constructor / assignment operator for a specific set of functionality. Since these are not in the source anywhere, it's hard to tell that the behavior you want depends on their behavior. For instance, what if someone in a year wants to add a vector of strings to your class? You no longer have the plain old datatypes, and it would be very hard for a maintainer to know that they were breaking things.
I think that, nice as DRY is, creating subtle un-specified requirements is much worse from a maintenance point of view. Even repeating yourself, as bad as that is, is less evil.
I think the better way is not to implement a copy constructor if the behaviour is trivial (in your case it appears to be broken: at least assignment and copying should have similar semantics but your code suggests this won't be so - but then I suppose it is a contrived example). Code that is generated for you cannot be wrong.
If you need to implement those methods, most likely the class could do with a fast swap method and thus be able to reuse the copy constructor to implement the assignment operator.
If you for some reason need to provide a default shallow copy constructor, then C++0X has
X(const X&) = default;
But I don't think there is an idiom for weird semantics. In this case using assignment instead of initialization is cheap (since leaving ints uninitialized doesn't cost anything), so you might just as well do it like this.