default value for a class member in c++ - c++

My code is as below: (Tried to made my original code simpler here)
class ExClass {
public:
int check;
ExClass() { }
}
//in main
int main()
{
ExClass *classPtr = new ExClass();
if(classPtr->check == -1)
{
cout<<"check is negative";
}
}
Here the variable 'check' is not initialized in constructor, so it should take some garbage value(as I know).
But my problem here is, it is always printing "check is negative".(so 'check' is -1)
How this happens everytime ? How the variable 'check' is -1 always ?
Thanks for help !

your check is what's called an uninitialized variable:
A common assumption made by novice programmers is that all variables are set to a known value, such as zero, when they are declared. While this is true for many languages, it is not true for all of them, and so the potential for error is there. Languages such as C use stack space for variables, and the collection of variables allocated for a subroutine is known as a stack frame. While the computer will set aside the appropriate amount of space for the stack frame, it usually does so simply by adjusting the value of the stack pointer, and does not set the memory itself to any new state (typically out of efficiency concerns). Therefore, whatever contents of that memory at the time will appear as initial values of the variables which occupy those addresses.
This means the value isn't quite random. But more of a 'whatever the value of the thing before was' thing.
Also note that some compilers (such as visual c++) initialise uninitialised memory with magic numbers (In Visual Studio C++, what are the memory allocation representations?) while in debugging mode.

Related

When exactly is stack allocated [duplicate]

This question already has answers here:
At what exact moment is a local variable allocated storage?
(5 answers)
Closed 6 years ago.
Even in C (not just C++) you can declare variables at the start of a code block, which is enclosed in curly braces.
Example:
#include <stdio.h>
void use_stack(int cnt)
{
if (cnt<=16) {
int a[16];
int i;
a[0]=3;
a[1]=5;
for (i=2;i<cnt;i++) {
a[i]=a[i-1]+a[i-2];
}
printf("a[%d] == %d\n",cnt-1,a[cnt-1]);
}
else {
printf("cnt is too big\n");
}
}
Now I know that variables like the array a[16] are allocated on the stack in this case.
I was wondering if the space for this array is allocated at the start of the function (first opening curly brace) or at the start of the block where it is declared (opening curly brace after if).
From examining the assembler code it seems the compiler allocates the space for a[16] directly at the entry of the function.
I actually expected that the stack would be allocated (stack pointer decreased) at the declaration of a[16] and that the stack would be de-allocated (stack pointer increased) at the end of the corresponding if code block.
But this does not happen it seems (stack for a[16] is allocated directly at function entry, even if a[16] is not used in the else branch).
Has anyone an explanation why this is the case ?
So is there any part of the C language standard, which explains this behavior, or does it have to do with things like "longjmp" or signal handling, which maybe require that the stack pointer is "constant" inside a function ?
Note: The reason why I assumed the stack would be allocated/deallocated at the start/end of the code block is, because in C++ the constructor/destructor of objects allocated on the stack will be called at the start/end of the code block. So if you examine the assembler code of a C++ program you will notice that the stack is still allocated at the function entry; just the constructor/destructor call will be done at the start/end of the code block.
I am explicitly interested why stack is not allocated/deallocated at the start/end of a code block using curly braces.
The question: At what exact moment is a local variable allocated storage? is only about a local variable allocated at the start of a function. I am surprised that stack allocation for variables allocated later inside a code block is also done at the function entry.
So far the answers have been:
Something to do with optimization
Might different for C, C++
Stack is not even mentioned in the C language specification
So: I am interested in the answer for C... (and I strongly believe that the answer will apply to C++ also, but I am not asking about C++ :-)).
Optimization: Here is an example which will directly demonstrate why I am so surprised and why I am quite sure that this is not an optimization:
#include <stdio.h>
static char *stackA;
static char *stackB;
static void calc(int c,int *array)
{
int result;
if (c<=0) {
// base case c<=0:
stackB=(char *)(&result);
printf("stack ptr calc() = %p\n",stackB);
if (array==NULL) {
printf("a[0] == 1\n");
} else {
array[0]=1;
}
return;
}
// here: c>0
if (array==NULL) {
// no array allocated, so allocate it now
int i;
int a[2500];
// calculate array entries recursively
calc(c-1,a);
// calculate current array entry a[c]
a[c]=a[c-1]+3;
// print full array
for(i=0;i<=c;i++) {
printf("a[%d] = %d\n",i,a[i]);
}
} else {
// array already allocated
calc(c-1,array);
// calculate current array entry a[c]
array[c]=array[c-1]+3;
}
}
int main()
{
int a;
stackA=(char *)(&a);
printf("stack ptr main() = %p\n",stackA);
calc(9,NULL);
printf("used stack = %d\n",(int)(stackA-stackB));
}
I am aware that this is an ugly program :-).
The function calc calculates n*3 + 1 for all 0<=n<=c in a recursive fashion.
If you look at the code for calc you notice that the array a[2500] is only declared when the input parameter array to the function is NULL.
Now this only happens in the call to calc which is done in main.
The stackA and stackB pointers are used to calculate a rough estimate how much stack is used by this program.
Now: int a[2500] should consume around 10000 bytes (4 bytes per integer, 2500 entries). So you could expect that the whole program consumes around 10000 bytes of stack + something additional (for overhead when calc is called recursively).
But: It turns out this program consumes around 100000 bytes of stack (10 times as much as expected). The reason is, that for each call of calc the array a[2500] is allocated, even if it is only used in the first call. There are 10 calls to calc (0<=c<=9) and so you consume 100000 bytes of stack.
It does not matter if you compile the program with or without optimization
GCC-4.8.4 and clang for x64, MS Visual C++ 2010, Windriver for DIAB (for PowerPC) all exhibit this behavior
Even weirder: C99 introduces Variable Length Arrays. If I replace int a[2500]; in the above code with int a[2500+c]; then the program uses less stack space (around 90000 bytes less).
Note: If I only change the call to calc in main to calc(1000,NULL); the program will crash (stack overflow == segmentation fault). If I additionally change to int a[2500+c]; the program works and uses less than 100KB stack. I still would like to see an answer, which explains why a Variable Length Array does not lead to a stack overflow whereas a fixed length array does lead to a stack overflow, in particular since this fixed length array is out of scope (except for the first invocation of calc).
So what's the reason for this behavior in C ?
I do not believe that GCC/clang both simply are not able to do better; I strongly believe there has to be a technical reason for this. Any ideas ?
Answer by Google
After more googling: I strongly believe this has something to do with "setjmp/longjmp" behavior. Google for "Variable Length Array longjmp" and see for yourself. It seems longjmp is hard to implement if you do not allocate all arrays at function entry.
The language rules for automatic storage only guarantees that the last allocated is the first deallocated.
A compiler can implement this logical stack any way it sees fit.
If it can prove that a function isn't recursive it can even allocated the storage at program start-up.
I believe that the above applies to C as well as C++, but I'm no C expert.
Please, when you ask about the details of a programming language, limit the question to one language at a time.
There is no technical reason for this other than choices that compiler makers made. It's less generated code and faster executing code to always reserve all the stack space we'll need at the beginning of the function. So all the compilers made the same reasonable performance tradeoff.
Try using a variable length array and you'll see that the compiler is fully capable of generating code that "allocates" stack just for a block. Something like this:
void
foo(int sz, int x)
{
extern void bar(char *);
if (x) {
char a[sz];
bar(a);
} else {
char a[10];
bar(a);
}
}
My compiler generates code that always reserves stack space for the x is false part, but the space for the true part is only reserved if x is true.
How this is done isn't regulated by any standard. The C and C++ standards don't mention the stack at all, in theory those languages could be used even on computers that don't have a stack.
On computers that do have a stack, how this is done is specified by the ABI of the given system. Often, stack space is reserved at the point when the program enters the function. But compilers are free to optimize the code so that the stack space is only reserved when a certain variable is used.
At any rate, the point where you declare the variable has no relation to when it gets allocated. In your example, int a[16] is either allocated when the function is entered, or it is allocated just before the first place where it is used. It doesn't matter if a is declared inside the if statement or at the top of the function.
In C++ however, there is the concept of constructors. If your variable is an object with a constructor, then that constructor will get executed at the point where the variable is declared. Meaning that the variable must be allocated before that happens.
Alf has explained the limitations and freedoms that the standard specifies (or rather, what it doesn't specify).
I'll suggest an answer to the question
why stack is not allocated/deallocated at the start/end of a code block using curly braces.
The compilers that you tested chose to do so (I'm actually just guessing, I didn't write any of them), because of better run-time performance and simplicity (and of course, because it is allowed).
Allocating 96 bytes (arbitrary example) once takes about half as much time as allocating 48 bytes twice. And third as much times as allocating 32 bytes thrice.
Consider a loop as an extreme case:
for(int i = 0; i < 1000000; i++) {
int j;
}
If j is allocated at the start of the function, there is one allocation. If j is allocated within the loop body, then there will be a million allocations. Less allocations is better (faster).
Note: The reason why I assumed the stack would be allocated/deallocated at the start/end of the code block is, because in C++ the constructor/destructor of objects allocated on the stack will be called at the start/end of the code block.
Now you know that you were wrong to have assumed so. As written in a fine answer in the linked question, the allocation/dealocation need not coincide with the construction/destruction.
Imagine I would use a[100000]
That is approaching a very significant fraction of total stack space. You should allocate large blocks of memory like that dynamically.

c++ error int i = 0 not working

For some reason in my c++ code, int i= 0 is not working. In debug mode, it stores 1024 into i after it goes out of scope. When I try to declare it to 0, it doesn't work. i is not a global variable.
void CCurrent::findPeaks()//this checks for peaks in the FFT
{
int localPeakIndx[256]={};
int j=0;
for(int i=0;i<DATASIZE/2;i++)
{
if(magnitude[i]>m_currentValues.AverageMagnitude*3) {
localPeakIndx[j]=i;
j++;
}
}
//i should be out of scope
int startIndx;
int endIndx;
int i = 0;//why does it equal 1024?????? debug*
It is not clear what you mean by "int i= 0 is not working" and "it stores 1024 into i after it goes out of scope". That description is unrealistic and most likely does not take place. After int i = 0 the value of i will be seen as 0, not as 1024.
What you have to keep in mind in this case is that your program has two i variables: one local to for cycle and one declared further down in the surrounding block. These are two different, completely unrelated variables.
Now, MS Visual Studio debugger will show you the values of all variables declared in the current block, even if the execution has not yet reached their point of declaration. Expectedly, variables whose declaration (and initialization) point has not been reached yet are shown with indeterminate (uninitialized) values.
Apparently, this is exactly what happens in your case. Your are looking at the value of outer i before its point of declaration and initialization. Even though name i is not yet visible immediately after the for cycle from the language point of view, the debugger will nevertheless give you "early access" to the outer i. The garbage value of that i at that point just happened to be 1024 in your experiment.
Note that there's certain definitive logic in this behavior. In general case it is not correct to assume that a local object does not exist above the point of its declaration. Being located above the point of declaration in spatial terms does not necessarily mean being located before the point of declaration in temporal terms, which becomes clear once you start using such beautiful feature of the language as goto.
For example, this piece of code
{
int *p = NULL;
above:
if (p != NULL) {
std::cout << *p << std::endl;
goto out;
}
int i = 10;
p = &i;
goto above;
out:;
}
is legal and has perfectly defined behavior. It supposed to output the valid initialized value of i through a valid pointer p, even though the output takes place above the i's point of declaration. I.e. it is possible to end up in the situation when the current execution point is located above the object declaration, yet the object already exists and holds a determinate value. To help you with debugging in such situations the debugger allows you to see the values of all objects that may potentially exist at that point, which includes all objects declared in the current block. In general case the debugger does not know which objects formally exist already and which do not, so it just lets you see everything.
Just a small refinement of what was already said:
The "outer i" is given space on the stack along with all other local variables when the function is entered.
Since the "outer i" hasn't been given a value before the end of the for loop, the debugger is looking on the stack where the value for i ought to be, and showing you what happens to be there.
This comes from the fact that local variables are not initialized.
I bet if you tried to access i from C before the declaration, the compiler would tag that as an error. But the debugger doesn't have such scruples.

Conflicting outputs when value referenced by a pointer no longer exists

#include<iostream.h>
#include<conio.h>
int *p;
void Set()
{
int i;
i=7;
p=&i;
}
int Use()
{
double d;
d=3.0;
d+=*p;
//if i replace the above 3 statements with --> double d=3.0+*p; then output is 10 otherwise the output is some random value(address of random memory location)
//why is this happening? Isn't it the same?
return d;
}
void main()
{
clrscr();
Set();
cout<<Use();
getch();
}
My question is as mentioned in comments above.I want to know the exact reason for the difference in outputs.In the above code output is some address of random memory location and i understand that is because of i is a local variable of Set() but then how is it visible in the second case that is by replacing it with double d=3.0+*p; because then the output comes 10( 7+3 ) although 7 should not have been visible?
The result of using pointer p is undefined, it could also give you a segfault or just return 42. The technical reason behind the results your'e getting are probably:
i inside Set is placed on the stack. The value 7 ist stored there and p points to that location in memory. When you return from Set value remains in memory: the stack is not "destroyed", it's just the stack pointer which is reset. p still points to this location which still contains the integer representation of "3".
Inside Use the same location on the stack is reused for d.
When the compiler is not optimizing, in the first case (i.e. the whole computation in one line), it first uses the value 7 (which is still there in memory with p pointing to it), does the computation, overwrites the value (since you assign it to d which is at the same location) and returns it.
In the second case, it first overwrites the value withe the double value 3.0 and then takes the first 4 bytes interpreted as integer value for evaluating *p in d+=*p.
This case shows why returning pointers/references to local variables is such a bad thing: when writing the function Set you could even write some kind of unit tests and they would not detect the error. It might get unnoticed just until the software goes into production and has to perform some really critical task and just fails then.
This applies to all kindes of "undefined behaviour", especially in "low level" languages like C/C++. The bad thing is that "undefined" may very well mean "perfectly working until it's too late"...
After exiting function Set the value of pointer p becomes invalid due to destroying local variable i. The program has undefined behavior.

3d array declaration causes segmentation fault [duplicate]

This question already has answers here:
Segmentation fault on large array sizes
(7 answers)
Closed 4 years ago.
I'm converting a program from fortran to C++.
My code seems to run fine until I add this array declaration:
float TC[100][100][100];
And then when I run it I get a segmentation fault error. This array should only take up 8Mb of memory and my machine has 3 Gb. Is there a problem with this declaration? My c++ is pretty rusty.
That array is about 4 megabyte large. If this definition is inside a function (as local variable), then the compiler tries to store it on the stack, which on most systems cannot grow that large.
The Fortran compiler probably allocated it statically (Fortran routines are not allowed to be called recursively unless explicitly marked as recursive, so static allocation for local variables works there for non-recursive functions), and therefore the error doesn't occur there.
A simple fix would be to explicitly declare the variable static, assuming the Fortran function was not declared recursive. However this may bite you later, if you ever try to call that function recursively from a revised version. So a better solution would probably be to allocate it dynamically. However that costs extra time and therefore depending on the nature of the code, may hurt your performance too much (Fortran code quite often is numerical code where performance matters).
If you choose to make the array static, you can build in a protection against accidental recursive calls:
void yourfunction()
{
static bool active;
static float TC[100][100][100];
assert(!active);
active = true;
// your code
active = false;
}
I'm guessing TC is being allocated as an auto local variable. This means it's being stored on the stack. You don't get 4mb of stack memory, so it's causing a stack overflow.
To solve it, use dynamic allocation with a structured container or new.
This looks like a stack-based declaration. Try allocating from the heap (i.e. using the new operator).
If you are declaring it inside of a function, as a local variable, it may be that you stack is not big enough to fit the array. You may try to allocate in the heap, with new or malloc(), or, if your design allows, make it a global variable.
In C++ the stack has a limited amount of space. MSVC defaults this size to 1MB. If the stack uses more than 1MB it will segfault or stackoverflow or something. You will have to move that structure to dynamic memory. To move it to dynamic memory, you want something like this:
typedef float (bigarray)[100][100][100];
bigarray& TC() {
static bigarray* ptr = NULL;
if (ptr == NULL) {
ptr = new float[100][100][100];
for(int j=0; j<100; j++) {
ptr[j] = new float[100][100];
for(int i=0; i<100; i++)
ptr[j][i] = new float[100];
}
}
return *ptr;
}
That will allocate the structure in dynamic memory the first time it is accessed, as a jagged array. You can get more performance out of a rectangle array, but you have to change types:
typedef std::vector<std::array<std::array<float, 100>, 100> bigarray;
bigarray TC(100);
According to http://cs.nyu.edu/exact/core/doc/stackOverflow.txt, gcc/linux defaults the stack size to 8MB, which isn't big enough for your structure and int main() If you really want to, MSVC has flags to increase the stack sizes up to 32MB. Linux has a ulimit command to increase the stack size up to 32MB.

When does the space occupied by a variable get deallocated in c++?

Doesn't the space occupied by a variable get deallocated as soon as the control is returned from the function??
I thought it got deallocated.
Here I have written a function which is working fine even after returning a local reference of an array from function CoinDenom,Using it to print the result of minimum number of coins required to denominate a sum.
How is it able to print the right answer if the space got deallocated??
int* CoinDenom(int CoinVal[],int NumCoins,int Sum) {
int min[Sum+1];
int i,j;
min[0]=0;
for(i=1;i<=Sum;i++) {
min[i]=INT_MAX;
}
for(i=1;i<=Sum;i++) {
for(j=0;j< NumCoins;j++) {
if(CoinVal[j]<=i && min[i-CoinVal[j]]+1<min[i]) {
min[i]=min[i-CoinVal[j]]+1;
}
}
}
return min; //returning address of a local array
}
int main() {
int Coins[50],Num,Sum,*min;
cout<<"Enter Sum:";
cin>>Sum;
cout<<"Enter Number of coins :";
cin>>Num;
cout<<"Enter Values";
for(int i=0;i<Num;i++) {
cin>>Coins[i];
}
min=CoinDenom(Coins,Num,Sum);
cout<<"Min Coins required are:"<< min[Sum];
return 0;
}
The contents of the memory taken by local variables is undefined after the function returns, but in practice it'll stay unchanged until something actively changes it.
If you change your code to do some significant work between populating that memory and then using it, you'll see it fail.
What you have posted is not C++ code - the following is illegal in C++:
int min[Sum+1];
But in general, your program exhibits undefined behaviour. That means anything could happen - it could even appear to work.
The space is "deallocated" when the function returns - but that doesn't mean the data isn't still there in memory. The data will still be on the stack until some other function overwrites it. That is why these kinds of bugs are so tricky - sometimes it'll work just fine (until all the sudden it doesn't)
You need to allocate memory on the heap for return variable.
int* CoinDenom(int CoinVal[],int NumCoins,int Sum) {
int *min= new int[Sum+1];
int i,j;
min[0]=0;
for(i=1;i<=Sum;i++) {
min[i]=INT_MAX;
}
for(i=1;i<=Sum;i++) {
for(j=0;j< NumCoins;j++) {
if(CoinVal[j]<=i && min[i-CoinVal[j]]+1<min[i]) {
min[i]=min[i-CoinVal[j]]+1;
}
}
}
return min; //returning address of a local array
}
min=CoinDenom(Coins,Num,Sum);
cout<<"Min Coins required are:"<< min[Sum];
delete[] min;
return 0;
In your case you able to see the correct values only, because no one tried to change it. In general this is unpredictable situation.
That array is on the stack, which in most implementations, is a pre-allocated contiguous block of memory. You have a stack pointer that points to the top of the stack, and growing the stack means just moving the pointer along it.
When the function returned, the stack pointer was set back, but the memory is still there and if you have a pointer to it, you could access it, but it's not legal to do so -- nothing will stop you, though. The memory values in the array's old space will change the next time the stack depth runs over the area where the array is.
The variable you use for the array is allocated on stack and stack is fully available to the program - the space is not blocked or otherwise hidden.
It is deallocated in the sense that it can be reused later for other function calls and in the sense that destructors get called for variables allocated there. Destructors for integers are trivial and don't do anything. That's why you can access it and it can happen that the data has not been overwritten yet and you can read it.
The answer is that there's a difference between what the language standard allows, and what turns out to work (in this case) because of how the specific implementation works.
The standard says that the memory is no longer used, and so must not be referenced.
In practice, local variables on the stack. The stack memory is not freed until the application terminates, which means you'll never get an access violation/segmentation fault for writing to stack memory. But you're still violating the rules of C++, and it won't always work. The compiler is free to overwrite it at any time.
In your case, the array data has simply not been overwritten by anything else yet, so your code appears to work. Call another function, and the data gets overwritten.
How is it able to print the right answer if the space got deallocated??
When memory is deallocated, it still exists, but it may be reused for something else.
In your example, the array has been deallocated but its memory hasn't yet been reused, so its contents haven't yet been overwritten with other values, which is why you're still able from it the values that you wrote.
The fact that it won't have been reused yet is not guaranteed; and the fact that you can even read from it at all after it's deallocated is also not guaranteed: so don't do it.
This might or might not work, behaviour is undefined and it's definitely wrong to do it like this. Most compilers also give a compiler warning, for example GCC:
test.cpp:8: warning: address of local variable `min' returned
Memory is like clay that never hardens. Allocating memory is like taking some clay out of the clay pot. Maybe you make a cat and a cheeseburger. When you have finished, you deallocate the clay by putting your figures back into the pot, but just being put into the pot does not make them lose their shape: if you or someone else looks into the pot, they will continue to observe your cat and cheeseburger sitting on the top of the clay stack until someone else comes along and makes them into something else.
The NAND gates in the memory chips are the clay, the strata that holds the NAND gates is the clay pot, and the particular voltages that represent the value of your variables are your sculptures. Those voltages do not change just because your program has taken them off the list of things it cares about.
You need to understand the stack. Add this function,
void f()
{
int a[5000];
memset( a, 0, sizeof(a) );
}
and then call it immediately after calling CoinDenom() but before writing to cout. You'll find that it no longer works.
Your local variables are stored on the stack. CoinDenom() returns a memory address that points into the stack. Very simplified and leaving out lots of details, say the stack pointer is pointing to 0x1000 just before you call CoinDenom. An int* (Coins) is pushed on the stack. This becomes CoinVal[]. Then an int, Num which becomes NumCoins. Then another int, Sum which becomes Sum. Thats 3 ints at 4 bytes/int. Then space for the local variables:
int min[Sum+1];
int i,j;
which would be (Sum + 3) * 4 bytes/int. Say Sum = 2, that gives us another 20 bytes total, so the stack pointer gets incremented by 32 bytes to 0x1020. (All of main's locals are below 0x1000 on the stack.) min is going to point to 0x100c. When CoinDenom() returns, the stack pointer is decremented "freeing" that memory but unless another function is called to have it's own locals allocated in that memory, nothing's going to happen to change what's stored in that memory.
See http://en.wikipedia.org/wiki/Calling_convention for more detail on how the stack is managed.