how are QActions deleted - c++

I am pretty confused about one thing in Qt:
You often add new actions to QMenu like this:
menu.addAction(new QAction("this is a menu"));
so you are creating a new object but who is deleting it? According to https://qt-project.org/forums/viewthread/25717 the parent object should take care of that but... does it always happen? What if I didn't put any parent object in constructor? What if I deleted the object myself, will parent object SEGFAULT as it deletes object that was already deleted?
Even default code that is created by qt creator is creating object called ui in constructor and deletes it in destructor. That is what I was doing for my own objects that I created on the fly, but surprisingly, it never crashed. I just figured out that all the time I probably shouldn't have even delete them myself?
What is a proper way to deal with this? Does it apply for all QObjects that had a pointer to parent object in constructor?
Bonus question: if these objects are deleted by parent's destructor, does it mean that if parent is main window of application that is closed on exit only, that all new objects will just leak until the application is closed?

If you want a QObject to be automatically deleted, you must specify a parent. Most derived classes provide for this in one or more of their constructor parameters.
The QAction you created above does not have a parent so it will not be deleted when the QMenu is destroyed. To make it do so, change the line to be:
menu.addAction(new QAction("this is a menu", &menu));
This is not advisable though since QAction is an implementation of the command pattern so it is intended to be used in more places than a QMenu and thus its lifespan must not be tied to that of the QMenu. A simple example would be as a button on a QToolBar.
For this reason, the QMenu does not make itself the parent of the QAction when you add it.
Some other derived classes of QObject do indeed do this so it is not always necessary to explicitly assign a parent yourself.
One common example is QMainWindow. Whenever you assign a QWidget using setCentralWidget(), the main window will take ownership and force itself to be the parent of the new central widget, even if you made some other object that widget's parent.

Related

Should destructor be called on member objects [duplicate]

This question already has answers here:
Do I have to delete it? [Qt]
(3 answers)
Closed 4 years ago.
When looking at Qt examples (on Qt documentation like movieplayer example, or here), I never see the member destructors explicitly called.
A class definition is like:
class foo : public QParent {
Q_OBJECT
QStuff stuff;
foo (QWidget *parent) : QParent(parent)
{
stuff = new QStuff(this);
}
};
My problem is that I never see something like delete stuff;
So my questions are:
Are QObject derived class instances which parent is not NULL automatically deleted when their parent is?
Is it dangerous to delete a QObject derived member without setting it to NULL?
I guess the answers are Yes and No, but I'm not sure.
For the first question yes. You can check the Qt docs here
where it is stated clearly:
QObjects organize themselves in object trees. When you create a
QObject with another object as parent, the object will automatically
add itself to the parent's children() list. The parent takes ownership
of the object; i.e., it will automatically delete its children in its
destructor. You can look for an object by name and optionally type
using findChild() or findChildren().
For the second question, the answer deserves a little bit more of explanation. If you have QObject pointers members that are not children of your object, you have to handle their disposal manually in the destructor of your class.
You can in theory use delete on any QObject* to invoke its destructor, but since Qt objects have a powerfull event system based on signals/slots, you must be aware of the interactions with event loops. If you brutally delete a QObject connected to another QObject while the latter one is still processing a signal coming from the first one, you may end up with some problems.
This holds in both mono and multi-threaded applications. You should therefore avoid the use of delete in favor of QObject::deleteLater() that will defer the deletion of the QObject until all the signal/slots related to it have been processed.
Lastly, in the context of the implementation of a destructor it doesn't really matter if you set the pointer to null, because it will be unavailable for further use anyway. It may be important if you delete the pointee in some other method, while your instance is still alive, and you set the pointer to null to flag it as uninitialized.
No, you do not need to delete member objects. They will get destroyed automatically when the parent class object gets destroyed.
See this FAQ.
In the case of Qt QObject pointer members, then the parent is the owner and is responsible for deleting the QObject. See here.

Deleting object that inherits from QWidget, WA_DeleteOnClose segmentation fault

I'm using an object the inherits QWidget, and in order to know when it is closed, I've used setAttribute(Qt::WA_DeleteOnClose), and connected
connect(myObj,SIGNAL(destroyed(QObject*)),this,SLOT(handleFinish()));
However, when the object is being deleted, I get munmap_chunk(): invalid pointer, and when I look at the address of the pointer, it is one of the data members of myObj, which is really not a pointer.
I allocate myObj dynamically, so it is supposed to be on the heap - myObj = new myObj();
The error comes at the end of myObj destructor, and I've checked that this is the first time the destructor is called (after looking at When setting the WA_DeleteOnClose attribute on a Qt MainWindow, the program crashes when deleting the ui pointer).
Any suggestions for dealing with it?
By the time you receive the destroyed signal, the object is only a QObject - not a QWidget and definitely not of any derived type. You can only access the members and methods provided via QObject, not via any other type.
It seems that you wish to be notified when a widget is about to close: for that, install an event filter that intercepts QEvent::close on the widget. See also this answer and a discussion of why a closeEvent cannot be generally handled via a slot.

Qt - How a QObject with a parent on the stack might get deleted twice?

Can someone explain the following please?
Stack or Heap?
In general, a QObject without a parent should be created on the stack or defined as an subobject of another class. A QObject with a parent should not be on the stack because then it might get deleted twice accidentally. All QObjects created on the heap should either have a parent, or be managed somehow by another object.
Source: LINK
Sorry, downvoting the accepted answer. Both versions as currently explained are wrong, and especially the conclusion is very wrong.
Parent/child for memory management
Amongst other things, Qt uses the parent/child concept to manage memory. When an object is parented to another one, then
deleting the parent will also delete (via operator delete) all of its children. Of course, this works recursively;
deleting a child will un-parent it, so that the parent will not attempt a double deletion. deleteLater is not required for this to work -- any deletion will un-parent it.
This allows you to build a tree of QObjects via repeated dynamic allocations through operator new, and not having the problem of having to manually delete all the allocated objects. Just give them parents, and you'll only have to delete the root of the tree. You can also delete a child (i.e. a subtree) at any time, and that will do the right thing™.
In the end, you will have no leaks and no double deletions.
This is why in constructors you'll see things like:
class MyWidget : public QWidget // a QObject subclass
{
Q_OBJECT
public:
MyWidget(QWidget *parent = nullptr);
// default destructor is fine!
private:
// raw pointers:
// we won't own these objects through these pointers.
// we just need them to access the pointees
QTimer *m_timer;
QPushButton *m_button;
};
void MyWidget::MyWidget(QWidget *parent) : QWidget(parent)
{
// don't need to save the pointer to this child. because reasons
auto lineEdit = new QLineEdit(this);
auto validator = new QIntValidator(lineEdit); // a nephew
// but let's save the pointers to these children
m_timer = new QTimer(this);
m_button = new QPushButton(this);
// ...
}
The default destructor will properly delete the entire tree, although we allocated the children objects through calls to operator new, and we didn't even bother to save in members the pointers to some children.
QObjects on the stack
You are allowed (and in certain contexts it's actually a good idea) to give parents to objects allocated on the stack.
The typical example is of QDialog subclasses:
void MyWidget::showOptionsDialog()
{
// OptionsDialog is a QDialog subclass;
// create an instance as a child of "this" object
OptionsDialog d(this);
// exec the dialog (i.e. show it as a modal dialog)
conts auto result = d.exec();
if (result == QDialog::Accept) {
// apply the options
}
// d gets destroyed here
// => it will remove itself as a child of this
}
The purpose of passing this as the dialog's parent is to allow the dialog to be centered upon the parent's widget, share the task tray entry, and be modal against it. This is explained in QDialog docs. Also, ultimately, d does only need to live in that function, so it's a good idea to declare it as an automatic variable (i.e. allocated on the stack).
There you go: you've got a QObject, allocated on the stack, with a parent.
So what's the danger of QObjects on the stack? Consider this code:
QObject *parent = new QObject;
QObject child(parent);
delete parent;
As explained before, parent here will attempt to call operator delete on child, an object which was not allocated using new (it's on the stack). That's illegal (and a likely crash).
Obviously, nobody writes code like this, but consider the dialog example above again. What if, during the call d.exec(), we manage somehow to delete this, that is, the dialog's parent? That could happen for a variety of reasons very, very difficult to track down -- for instance, data arrives on a socket which causes widgets in your UI to change, creating some and destroying others. Ultimately, you would delete a stack variable, crashing (and having an extremely hard time trying to reproduce the crash).
Hence the suggestion to avoid creating code like that in the first place. It's not illegal, it may work, but it may also not work, and nobody likes fragile code.

C++ - Why do I create these widgets on the heap?

When creating a GUI with C++ and Qt you can create a label for example like this :
QLabel* label = new QLabel("Hey you!", centralWidgetParent);
This creates the object on the heap and will stay there until I either delete it manually or the parent gets destroyed. My question now is why do I need a pointer for that? Why not create it on the stack?
//Create a member variable of Class MainWindow
QLabel label;
//Set parent to show it and give a text so the user can see it
QWidget* centralWidget = new QWidget(this); //Needed to add widgets to the window
this->setCentralWidget( centralWidget );
label.setParent(centralWidget);
label.setText( "Haha" );
This works fine, I can see the label and it did not vanish.
We use pointers in C++ to let something live longer so we can use an object in various scopes. But when I create a member variable, won't it stay until the object gets destroyed?
Edit:
Maybe I didn't clarify it enough. This is the MainWindow class:
class MainWindow : public QMainWindow
{
Q_OBJECT
QLabel label; //First introduced here...
public:
MainWindow(QWidget *parent = 0);
~MainWindow();
};
//Constructor
MainWindow::MainWindow(QWidget *parent)
: QMainWindow(parent)
{
QWidget* centralWidget = new QWidget(this);
this->setCentralWidget( centralWidget );
label.setParent(centralWidget);
label.setText( "Haha" );
}
If your label gets out of the scope, the destructor (QLabel::~QLabel) will be called. From the docs:
Destroys the object, deleting all its child objects.
It is not necessary to create object on the heap - you could put the object on the stack, but then you need to be responsible about lifetime of the object (the one of the most problematic issues about allocating data on the heap is the question of "who and when should delete these objects?", and in Qt it is handled by the hierarchy - whenever you delete your widget, all the child widgets will be deleted).
Why your program works - I don't know - it may just not work (label is destroyed at the end of the scope). Another issue is - how will you change the text of the label (from some slot, for example) if you don't have a reference to it?
Edit I just saw that your label is a member of the MainWindow. It is perfectly fine to have a complete objects, and not the pointer to the objects as the member of your class, as it will not be destroyed before MainWindow is. Please note that if you create instance of your MainWindow like this:
MainWindow *w = new MainWindow();
label will be created on the heap.
Because that is how Qt was designed. I realize that's not a very satisfying answer, but Qt was simply designed as "widgets are created on the heap, and parents are responsible for deleting their children".
Realize that the origins of Qt are old, older than what we consider "modern C++".
Another thing to keep in mind is that Qt uses the so called pimpl paradigm where object data is implicitly shared and managed behind the class you actually instantiate. See here: http://qt-project.org/wiki/Dpointer
The bottom line is that if you are allocating on the stack in order to avoid using the heap, Qt is just pulling a fast one on you and using the heap anyway.
Allocating a widget as a local variable typically is not a good idea, since usually it will go out of scope before being useful in any way; since QObject supports the composition pattern via its "parent-child" relationships (that are well integrated with C++ destructors), usually the simplest thing is just to exploit such a feature.
On the other hand, you can make it a member of your MainWindow class, or in general allocate it in any way such that it has a lifetime less than the lifetime of its parent. In facts, when such QLabel is destroyed, it automatically deregisters from its parent, avoiding double deallocation. But often is more comfortable just to allocate the widgets on the heap, registering them as children of the current window, since usually you don't actually need to access many widgets after you created them (e.g. labels), so it's not necessary to clutter your class with useless data members. You just do new QLabel(this, ...) into your window constructor and that's it.
What you should not do, instead, is to allocate your widgets without new if their lifetime gets longer than the lifetime of their parent (e.g. putting them in a global or static variable) - doing this will cause the parent to try to delete them on its destruction, which will cause a crash at best, silent memory corruption at worst. This can be fixed (by manually deregistering the widgets in your class destructor), but I can't imagine any scenario where such a thing would be useful.
Main reason - possibility of dynamic creating / removing widgets. QObject (and QWidget) desing as classes that could not have copy constructor, so you couldn't pass is in arguments (by value/reference). So using pointers in all cases makes code more simple and clear.

Confusion about usage of 'new' for UI Widgets in QMainWindow constructor

My coding practice using Qt can best be described as follows:
If the Widget is going to be actively used (e.g. A QLineEdit which provides text), I declare it in the header file and then initialise it in MainWindow.cpp.
e.g. TextEditor.h:
class TextEditor
{
//other code
private:
QLineEdit edtFind;
};
2.. If a widget is not going to be used (e.g. QLabel, QWidget), or it's part of a signal slot system (e.g. QPushButton), I declare and inialise it inside constructor using new.
-e.g.
TextEditor::TextEditor()
{
//other code
QWidget* searchPanel = new QWidget();
edtFind = new QLineEdit("Enter Search Term");
QPushButton* findButton = new QPushButton("Find");
connect(findButton,SIGNAL(pressed()),this,SLOT(find()));
ui->statusbar->addPermanentWidget(searchPanel);
}
My question is, am I using an efficient approach in point 2? Would it be better to not allocate memory from the heap?
Thanks.
Your approach is not efficient. You should use heap allocated objects when you actually need them:
objects that have a longer lifetime
using a forward declaration in order to avoid including a header file
holding a reference to an object created elsewhere
Your approach is more complicated without any visible benefit. Heap is known to be slow, and allocating a large number of small objects is known to fragment it (this might not make a difference in your app but it's still a bad practice).
While good advise for C++ in general, answer 1 is actually wrong for a big part in Qt: QObject (and with it all widgets, since QWidget derives from QObject). Rule there is to always allocate QObjects on the heap if they have a parent, because QObject features a parent-based garbage collection (when the topmost QObject-parent gets deleted, it will ask all its children to delete themselves recursively). The application may try to delete an object on the stack, which leads to a crash.
Note that some operations in Qt implicitly add or change the parent of a QObject as a side-effect (reparenting), such as adding a widget to a layout. However, this is usually documented in the API documentation. Since reparenting is very common with QWidgets, you should never put them on the stack. Other QObject-derived classes are safer, consult the API documentation in case of doubt.