initialization new map and set in c++ - c++

Hi i am doing my homeworks and i have a problem.
I need diferents maps and set in the application and i want reuse some variables.
I have this global variables
map<char,set<char> > IAF; //I Am Father
map<char,int> NBM; //Number Before Me
set<char> WCR; //Who can run
and every time in the main i need reset this variables.
I have done two things:
IAF = new map<char,set<char> >;
and
IAF = map<char,set<char> >;
But any has run.
Can someone help me?

use
IAF.clear()
NBM.clear()
WCR.clear()
(Edit: references to the spec and caveats)
map::clear()
set::clear()
Note that if you're storing pointers, clear() will remove the pointers, but it will not delete the memory pointed to by the pointers.

map<char,set<char> > IAF;
This is a definition of variable. This is not a pointer. If you want to do some kind of initialization you can use one of supported methods, e.g:
std::copy( differentContainer.begin(), differentContainer.end(), IAF.begin());
or
while( ...) {
IAF.insert( ...);
// or
IAF[ key] = value;
}
To delete the content of map you can do (this will not automatically delete memory pointed to by pointer in map - if you store pointers, use a smart pointers then):
IAF.clear();

In addition to the previous answers which are fairly clear. The new keyword, that you used at some point, is to allocate memory for a pointer.
map<char, set<char> > *IAF = new map<char, set<char> >;
//...
// free the memory
delete IAF;
Check the Dynamic memory allocation for more information and to understand when and how to use pointers.
Also, using
IAF = map<char,set<char> >;
Is incorrect. The map<char, set<char> > is a class name (combined with templates generic programming, see the answer to What is the meaning of "generic programming" in c++? ) and hence you cannot assign it to a variable in this way. What you want to do is to call the constructor that will return an instance of that class:
IAF = map >();
However, doing it this way is not efficient at all. It creates a temporary object, destroys IAF, copies the temporary, and then destroys the temporary (unless you are using C++11 and in this case you use move, but still...). So, it's better to use the clear() as stated by the other answers.

Related

Memory management with std::list and std::shared_ptr

I want to use the std::shared_ptr and std::list for my problem(memory bound) at disposal, notice that I need to interface with some legacy C code that requires the raw pointers and my main objective is to have kind of dynamic memory management(can reclaim memory whenever possible), my psudo-code is following,
// My "central" storage
typedef std::shared_ptr<double> data_type;
std::list<data_type> dynamic_storage;
// At each allocation point
dynamic_storage.push_back(data_type());
dynamic_storage.back.reset(new double[N],std::default_delete<double[]>());
// immediately after each allocation, store the shared_ptr to some map
std::map<data_type> map_for_job1; // may have several maps
int index; // unique index for later access, related to domain-specific problem
data_type ptr_in_map(dynamic_storage.back()); // reference counter +1
map_for_job1[index]=ptr_in_map; // store in map
// when I want to access again with a certain map and index
double *raw_data = map_for_job1.find(index).get();
// when I'm done with all the resources shared by buffer_map_1
map_for_job1.clear(); // reference counter -1
for (std::list<data_type>::iterator it=dynamic_storage.begin(); it != dynamic_storage.end(); ++it)
{
if (*it.use_count()==1)
dynamic_storage.erase(i) // release resource from central storage
}
So, my questions are,
Is this a valid memory-management pattern?
How to improve, perhaps traversing a list is too expensive?
Can't you simply do:
std::list< std::vector<data_type> > dynamic_storage;
And then go:
dynamic_storage.move_back( std::move( std::vector<data_type>(N) );
When you need a pointer, use iterator or as you did:
data_type* p = &dynamic_storage.back()[0];
Then the whole thing should clear up when falling out of scope so you don't need any particular cleanup code...

How to delete pointers from vector pointer

I use bison parser generator that has union type for return type productions.
union {
std::vector<std::string*> *vecStrPtr;
// double num; ...
};
how delete pointer from vector pointer;
auto v = new std::vector<std::string*>();
//....
v->push_back(new std::string("text"));
//...
delete v[0];
error: type 'class std::vector<std::__cxx11::basic_string<char>*>' argument given to 'delete', expected pointer delete v[0];
When you do just v[0] you get the vector because v is a pointer and then you need to get value from that vector. You can do it by adding another array access. So working code would look like delete v[0][0];. But two array accesses can be confusing when you are accessing value from one dimension array (vector).
Another way to get vector from pointer v is to dereference it. Code would look like (*v)[0]. It's more clear accessing the value. With (*v) you will get the vector and then the array access is to access the value from vector.
To remove value from vector use method erase. For more information about that method look at this link. Code example would look like:
auto v = new std::vector<std::string*>();
//....
v->push_back(new std::string("text"));
//...
delete (*v)[0];
v->erase(v->begin());
Better is to write code without keyword new. With that rule you will get less memory leaks. It makes your developing easier. But in some cases you can't use it. Your code example modified by that rule would look like:
std::vector<std::string> v;
v.push_back(std::string("text"));
//here is how to get pointers from it
std::string* ptrToElement = &(v[0]);
std::vector<std::string>* ptrToVector = &v;
The right way to free one item is:
delete (*v)[index];
v->erase(b->begin()+index);
However, You should make sure that you really want to allocate a vector in the free store. It seems usually so wrong.
P.S. As #Dahn mentioned, Those two instructions should be atomic.

In C++, how do I push an object to a vector while maintaining a pointer to the object?

In my code, I have a vector of Student objects.
vector<Student> m_students;
I want to:
Check to see if the vector contains any Student of a certain name.
If no such Student exists, add a new one.
Add data to the Student of that name.
Consider the following code:
// Check to see if the Student already exists.
Student* targetStudent = NULL;
for each (Student student in m_students)
{
if (student.Name() == strName)
{
targetStudent = &student;
break;
}
}
// If the Student didn't exist, add it.
if (targetStudent == NULL)
{
targetStudent = new Student(strName);
m_students.push_back(*targetStudent);
}
// Add the course info to the Student.
targetStudent->Add(strQuarter, strCourse, strCredits, strGrade);
When I make the call to m_students.push_back(*targetStudent); it seems that the vector "m_students" ends up with a copy of the Student object that "targetStudent" points to at that time.
The subsequent attempt to add to targetStudent does not change the object contained in the vector.
How can I, starting with a pointer to an object, add that object to a vector and then access the object that is in the vector?
Get the pointer to the object after it was inserted into the vector, so instead of
targetStudent = new Student(strName);
m_students.push_back(*targetStudent);
use
m_students.push_back(Student(strName));
targetStudent = &m_students.back();
Also note that your example leaks memory, the targetStudent copied into the vector is never deleted.
Furthermore keep in mind that the pointers into the vector become invalid when new elements are added (if the vector increases in phsyical size and elements have to be copied into the new, larger vector all pointers into the previous buffer become invalid).
STL containers copy the objects they contain. There is no way to work around this.
You can, however, have a std::vector<std::shared_ptr<Student> >, which allow you to have a container of smart pointers. For this to work, though, your objects must all be attached to the shared_ptr at the time of construction.
So, something like:
std::vector<std::shared_ptr<Student> > m_students;
std::shared_ptr<Student> targetStudent;
for each (std::shared_ptr<Student> student in m_students)
{
if (student->Name() == strName)
{
targetStudent = student;
break;
}
}
// If the Student didn't exist, add it.
if (!targetStudent)
{
// creates a new Student and attaches it to smart pointer
targetStudent.reset(new Student(strName));
m_students.push_back(targetStudent);
}
std::shared_ptr is defined in the <memory> header in C++11. (In TR1, you can use std::tr1::shared_ptr instead.) If you're using C++98 without TR1, or need to be portable with it, you can use boost::shared_ptr instead; download from Boost.
You've already gotten a reasonably direct answer to your question. Based on what you seem to be trying to accomplish, however, it seems to me that a less direct answer may really be a better one.
At least as I read your description, you have a number of unique students, and a number of courses for each. When a student has completed a course, you want to look for the student. If they're not in the collection, add them. Then add the data for the course they completed.
That being the case, a vector strikes me as a less than ideal solution. You could implement code a couple of different ways, but I'd probably do it like this:
struct course {
std::string Quarter_, Course_, Credits_, Grade_;
using std::string;
course(string const &q, string const &c, string const &cr, string const &g)
: Quarter_(q), Course_(c), Credits_(cr), Grade_(g)
{}
};
std::map<std::string, std::vector<course> > m_students;
Using this, your entire sequence to look up a student, insert a new student if there isn't one by that name, then adding the course work to the (new or existing) student's record would work out as:
m_students[strName].push_back(course(strQuarter, strCourse, strCredits, strGrade));
Getting back to your original question, the standard containers are intended to work with values. You pass a value to them, and they store a copy of that value. One consequence of that is that anything like push_back(new XXX) is essentially always a mistake (pretty much a guaranteed memory leak). If you have an object, just pass it. If you don't, just create a temporary and pass that. In Java (for one example) seeing new XXX all over the place is routine and nearly unavoidable. While you can write C++ that way as well, it's not something you should expect as a rule.

Basic questions: Pointers to objects in unordered_maps (C++)

I'm new to C++ programming and would greatly appreciate replies that don't assume much prior knowledge.
Thanks to suggestions here, I've created an unordered map:
typedef std::tr1::unordered_map<std::string, Strain*> hmap;
The data in this map are pointers to instances of class Strain. As soon as these instances are created, I create pointers to them, and I then add these pointers to my hash table (hmap strainTable) and to another vector (vector< Strain *> liveStrains), e.g.,
string MRCA;
for ( int b = 0; b < SEQ_LENGTH; b++ ) {
int randBase = rgen.uniform(0,NUM_BASES);
MRCA.push_back( BASES[ randBase ] );
}
Strain * firstStrainPtr;
firstStrainPtr = new Strain( idCtr, MRCA, NUM_STEPS );
liveStrains.push_back( firstStrainPtr );
strainTable[ MRCA ]= firstStrainPtr;
Instances of class Strain are never deleted, nor are pointers to them removed from strainTable. Pointers do occasionally move between vector< Strain * > liveStrains and vector< Strain * > deadStrains, but once on strainTable, they stay on strainTable.
Is this kosher? As long as the underlying instances are never destroyed, will the pointers added to them remain intact?
Is it also correct that I should always be able to get member attributes from the pointers in strainTable by using, e.g., for the first entry,
hmap::const_iterator itr1 = strainTable.begin();
int id = (itr1->second)->getStrainID();
I'm finding that after a while, pointers in my strainTable point to garbage.
A pointer to any object allocated with new will remain valid until you call delete on the object. You can copy the pointer as much as you like, and it will be valid as long as the underlying object has not been deleted.
Secondly, yes, you are correct that you can access object attributes from the stored pointers via container iterators. But always check to make sure that the return value of hmap::find() is not equal to hmap::end().
So what you describe is fine. Now, as to why the pointers in your strainTable are ending up pointing to garbage, I couldn't say without more details. Are you sure you're not deleting any objects anywhere? Are you sure that when you copy pointers from one vector to the other, you are doing it correctly?
if you never delete them, then the pointers are still ok. On the other hand, you might want to keep things a bit tidier and use standard containers for the whole shebang.
typedef std::tr1::unordered_map<std::string, Strain> hmap;
typedef std::tr1::unordered_map<std::string, hmap::iterator> weakhmap;
hmap strainTable;
weakhmap liveStrains;
Strain firstStrain( idCtr, MRCA, NUM_STEPS );
strainTable[MRCA] = firstStrain;
liveStrains[MRCA] = strainTable.find(MRCA);

Why is memory still accessible after std::map::clear() is called?

I am observing strange behaviour of std::map::clear(). This method is supposed to call element's destructor when called, however memory is still accessible after call to clear().
For example:
struct A
{
~A() { x = 0; }
int x;
};
int main( void )
{
std::map< int, A * > my_map;
A *a = new A();
a->x = 5;
my_map.insert( std::make_pair< int, *A >( 0, a ) );
// addresses will be the same, will print 5
std::cout << a << " " << my_map[0] << " " << my_map[0]->x << std::endl;
my_map.clear();
// will be 0
std::cout << a->x << std::endl;
return 0;
}
The question is, why is variable a still accessible after its destructor was called by map::clear()? Do I need to write delete a; after calling my_map.clear() or is it safe to overwrite the contents of a?
Thanks in advance for your help,
sneg
If you store pointers on a map (or a list, or anything like that) YOU are the responsible for deleting the pointers, since the map doesn't know if they have been created with new, or not. The clear function only invokes destructors if you don't use pointers.
Oh, and one more thing: invoking a destructor (or even calling delete) doesn't mean the memory can't be accessed anymore. It only means that you will be accessing garbage if you do.
std::map does not manage the memory pointed to by the pointer values - it's up to you to do it yourself. If you don't want to use smart pointers, you can write a general purpose free & clear function like this:
template <typename M> void FreeClear( M & amap )
for ( typename M::iterator it = amap.begin(); it != amap.end(); ++it ) {
delete it->second;
}
amap.clear();
}
And use it:
std::map< int, A * > my_map;
// populate
FreeClear( my_map )
;
That's because map.clear() calls destructors of the data contained in the map, in your case, of the pointer to a. And this does nothing.
You might want to put some kind of smart pointer in the map for the memory occupied by a to be automatically reclaimed.
BTW, why do you put the template arguments in the call to make_pair? The template argument deduction should do pretty well here.
When you free a piece of heap memory, its contents don't get zeroed. They are merely available for allocation again. Of course you should consider the memory non accessible, because the effects of accessing unallocated memory are undefined.
Actually preventing access to a memory page happens on a lower level, and std libraries don't do that.
When you allocate memory with new, you need to delete it yourself, unless you use a smart pointer.
Any container stores your object Type and call corresponding constructors: internal code each node might look similar to:
__NodePtr
{
*next;
__Ty Val;
}
When you allocate it happens by constructing the val based on type and then linking. Something similar to:
_Ty _Val = _Ty();
_Myhead = _Buynode();
_Construct_n(_Count, _Val);
When you delete it calls corresponding destructors.
When you store references (pointers) it won't call any constructor nor it will destruct.
Having spent the last 2 months eating, sleeping, and breathing maps, I have a recommendation. Let the map allocate it's own data whenever possible. It's a lot cleaner, for exactly the kind of reasons you're highlighting here.
There are also some subtle advantages, like if you're copying data from a file or socket to the map's data, the data storage exists as soon as the node exists because when the map calls malloc() to allocate the node, it allocates memory for both the key and the data. (AKA map[key].first and map[key].second)
This allows you to use the assignment operator instead of memcpy(), and requires 1 less call to malloc() - the one you make.
IC_CDR CDR, *pThisCDRLeafData; // a large struct{}
while(1 == fread(CDR, sizeof(CDR), 1, fp)) {
if(feof(fp)) {
printf("\nfread() failure in %s at line %i", __FILE__, __LINE__);
}
cdrMap[CDR.iGUID] = CDR; // no need for a malloc() and memcpy() here
pThisCDRLeafData = &cdrMap[CDR.iGUID]; // pointer to tree node's data
A few caveats to be aware of are worth pointing out here.
do NOT call malloc() or new in the line of code that adds the tree node as your call to malloc() will return a pointer BEFORE the map's call to malloc() has allocated a place to hold the return from your malloc().
in Debug mode, expect to have similar problems when trying to free() your memory. Both of these seem like compiler problems to me, but at least in MSVC 2012, they exist and are a serious problem.
give some thought as to where to "anchor" your maps. IE: where they are declared. You don't want them going out of scope by mistake. main{} is always safe.
INT _tmain(INT argc, char* argv[]) {
IC_CDR CDR, *pThisCDRLeafData=NULL;
CDR_MAP cdrMap;
CUST_MAP custMap;
KCI_MAP kciMap;
I've had very good luck, and am very happy having a critical map allocate a structure as it's node data, and having that struct "anchor" a map. While anonymous structs have been abandoned by C++ (a horrible, horrible decision that MUST be reversed), maps that are the 1st struct member work just like anonymous structs. Very slick and clean with zero size-effects. Passing a pointer to the leaf-owned struct, or a copy of the struct by value in a function call, both work very nicely. Highly recommended.
you can trap the return values for .insert to determine if it found an existing node on that key, or created a new one. (see #12 for code) Using the subscript notation doesn't allow this. It might be better to settle on .insert and stick with it, especially because the [] notation doesn't work with multimaps. (it would make no sense to do so, as there isn't "a" key, but a series of keys with the same values in a multimap)
you can, and should, also trap returns for .erase and .empty() (YES, it's annoying that some of these things are functions, and need the () and some, like .erase, don't)
you can get both the key value and the data value for any map node using .first and .second, which all maps, by convention, use to return the key and data respectively
save yourself a HUGE amount of confusion and typing, and use typedefs for your maps, like so.
typedef map<ULLNG, IC_CDR> CDR_MAP;
typedef map<ULLNG, pIC_CDR> CALL_MAP;
typedef struct {
CALL_MAP callMap;
ULNG Knt;
DBL BurnRateSec;
DBL DeciCents;
ULLNG tThen;
DBL OldKCIKey;
} CUST_SUM, *pCUST_SUM;
typedef map<ULNG,CUST_SUM> CUST_MAP, CUST_MAP;
typedef map<DBL,pCUST_SUM> KCI_MAP;
pass references to maps using the typedef and & operator as in
ULNG DestroyCustomer_callMap(CUST_SUM Summary, CDR_MAP& cdrMap, KCI_MAP& kciMap)
use the "auto" variable type for iterators. The compiler will figure out from the type specified in the rest of the for() loop body what kind of map typedef to use. It's so clean it's almost magic!
for(auto itr = Summary.callMap.begin(); itr!= Summary.callMap.end(); ++itr) {
define some manifest constants to make the return from .erase and .empty() more meaningfull.
if(ERASE_SUCCESSFUL == cdrMap.erase (itr->second->iGUID)) {
given that "smart pointers" are really just keeping a reference count, remember you can always keep your own reference count, an probably in a cleaner, and more obvious way. Combining this with #5 and #10 above, you can write some nice clean code like this.
#define Pear(x,y) std::make_pair(x,y) // some macro magic
auto res = pSumStruct->callMap.insert(Pear(pCDR->iGUID,pCDR));
if ( ! res.second ) {
pCDR->RefKnt=2;
} else {
pCDR->RefKnt=1;
pSumStruct->Knt += 1;
}
using a pointer to hang onto a map node which allocates everything for itself, IE: no user pointers pointing to user malloc()ed objects, works well, is potentially more efficient, and and be used to mutate a node's data without side-effects in my experience.
on the same theme, such a pointer can be used very effectively to preserve the state of a node, as in pThisCDRLeafData above. Passing this to a function that mutates/changes that particular node's data is cleaner than passing a reference to the map and the key needed to get back to the node pThisCDRLeafData is pointing to.
iterators are not magic. They are expensive and slow, as you are navigating the map to get values. For a map holding a million values, you can read a node based on a key at about 20 million per second. With iterators it's probably ~ 1000 times as slow.
I think that about covers it for now. Will update if any of this changes or there's additional insights to share. I am especially enjoying using the STL with C code. IE: not a class in sight anywhere. They just don't make sense in the context I'm working in, and it's not an issue. Good luck.