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I'm new to C++ and I'm wondering why I should even bother using new and delete? It can cause problems (memory leaks) and I don't get why I shouldn't just initialize a variable without the new operator. Can someone explain it to me? It's hard to google that specific question.
For historical and efficiency reasons, C++ (and C) memory management is explicit and manual.
Sometimes, you might allocate on the call stack (e.g. by using VLAs or alloca(3)). However, that is not always possible, because
stack size is limited (depending on the platform, to a few kilobytes or a few megabytes).
memory need is not always FIFO or LIFO. It does happen that you need to allocate memory, which would be freed (or becomes useless) much later during execution, in particular because it might be the result of some function (and the caller - or its caller - would release that memory).
You definitely should read about garbage collection and dynamic memory allocation. In some languages (Java, Ocaml, Haskell, Lisp, ....) or systems, a GC is provided, and is in charge of releasing memory of useless (more precisely unreachable) data. Read also about weak references. Notice that most GCs need to scan the call stack for local pointers.
Notice that it is possible, but difficult, to have quite efficient garbage collectors (but usually not in C++). For some programs, Ocaml -with a generational copying GC- is faster than the equivalent C++ code -with explicit memory management.
Managing memory explicitly has the advantage (important in C++) that you don't pay for something you don't need. It has the inconvenience of putting more burden on the programmer.
In C or C++ you might sometimes consider using the Boehm's conservative garbage collector. With C++ you might sometimes need to use your own allocator, instead of the default std::allocator. Read also about smart pointers, reference counting, std::shared_ptr, std::unique_ptr, std::weak_ptr, and the RAII idiom, and the rule of three (in C++, becoming the rule of 5). The recent wisdom is to avoid explicit new and delete (e.g. by using standard containers and smart pointers).
Be aware that the most difficult situation in managing memory are arbitrary, perhaps circular, graphs (of reference).
On Linux and some other systems, valgrind is a useful tool to hunt memory leaks.
The alternative, allocating on the stack, will cause you trouble as stack sizes are often limited to Mb magnitudes and you'll get lots of value copies. You'll also have problems sharing stack-allocated data between function calls.
There are alternatives: using std::shared_ptr (C++11 onwards) will do the delete for you once the shared pointer is no longer being used. A technique referred to by the hideous acronym RAII is exploited by the shared pointer implementation. I mention it explicitly since most resource cleanup idioms are RAII-based. You can also make use of the comprehensive data structures available in the C++ Standard Template Library which eliminate the need to get your hands too dirty with explicit memory management.
But formally, every new must be balanced with a delete. Similarly for new[] and delete[].
Indeed in many cases new and delete are not needed, you can just use standard containers instead and leaving to them the allocation/deallocation management.
One of the reasons for which you may need to use allocation explicitly is for objects where the identity is important (i.e. they are not just values that can be copied around).
For example if you have a gui "window" object then making copies probably doesn't make sense and thus you're more or less ruling out all standard containers (they're designed for objects that can be copied and assigned). In this case if the object needs to survive the function that creates it probably the simplest solution is to just allocate explicitly it on the heap, possibly using a smart pointer to avoid leaks or use-after-delete.
In other cases it may be important to avoid copies not because they're illegal, but just not very efficient (big objects) and explicitly handling the instance lifetime may be a better (faster) solution.
Another case where explicit allocation/deallocation may be the best option are complex data structures that cannot be represented by the standard library (for example a tree in which each node is also part of a doubly-linked list).
Modern C++ styles often frown on explicit calls to new and delete outside of specialized resource management code.
This is not because the stack/automatic storage is sufficient, but rather because RAII smart resource owners (be they containers, shared pointers, or something else) make almost all direct memory wrangling unnessecary. And as the problem of memory management is often error prone, this makes your code more robust, easier to read, and sometimes faster (as the fancy resource owners can use techniques you might not bother with everywhere).
This is exemplified by the rule of zero: write no destructor, copy/move assign, copy/move constructor. Store state in smart storage, and have it handle it for you.
None of the above applies when you yourself are writing smart memory owning classes. This is a rare thing to need to do, however. It also requires C++14 (for make_unique) to get rid of the penultimate excuse to call new.
Now, the free store is still used, just not directly, under the above style. The free store (aka heap) is needed because automatic storage (aka the stack) only supports really simple object lifetime rules (scope based, compile time deterministic size and count, FILO order). As runtime sized and counted data is common, and object lifetime is often not that simple, the free store is used by most programs. Sometimes copying an object around on the stack is enough to make the simple lifetime less of a problem, but at other times identity is important.
The final reason is stack overflow. On some C++ implementations the stack/automatic storage is seriously constrained in size. What more is that there is rarely if ever a reliable failure mode when you put to much stuff in it. By storing large data on the free store, we can reduce the chance the stack will overflow.
First, if you don't need dynamic allocation, don't use it.
The most frequent reason for needing dynamic allocation is that
the object will have a lifetime which is determined by the
program logic rather than lexical scope. The new and
delete operators are designed to support explicitly managed
lifetimes.
Another common reason is that the size or structure of the
"object" is determined at runtime. For simple cases (arrays,
etc.) there are standard classes (std::vector) which will
handle this for you, but for more complicated structures (e.g.
graphs and trees), you'll have to do this yourself. (The usual
technique here is to create a class representing the graph or
tree, and have it manage the memory.)
And there is the case where the object must be polymorphic, and
the actual type won't be known until runtime. (There are some
tricky ways of handling this without dynamic allocation in the
simplest cases, but in general, you'll need dynamic allocation.)
In this case, std::unique_ptr might be appropriate to handle
the delete, or if the object must be shared, std::shared_ptr
(although usually, objects which must be shared fall into the
first category, above, and so smart pointers aren't
appropriate).
There are probably other reasons as well, but these are the
three that I've encountered the most often.
Only on simple programs you can know beforehand how much memory you'd use. In general you can not foresee how much memory you'd use.
However with modern C++11 you generally rely on standard libraries like vector and map for memory allocation, and the use of smart pointers helps you avoid memory leaks, so you don't really need to use new and delete explicitly by hand.
When you are using New then your object stores in Heap, and it remains there until you don't manually delete it. but in the case without using new your object goes in Stack and it destroys automatically when it goes out of scope.
Stack is set to a fix size, so if there is no any block for assign a new object then Stack Overflow occurs. This often happens when a lot of nested functions are being called, or if there is an infinite recursive call. If the current size of the heap is too small to accommodate new memory, then more memory can be added to the heap by the operating system.
Another reason may be if you are explicitly calling an external library or API with a C-style interface. Setting up a callback in such cases often means context data must be supplied and returned in the callback, and such an interface usually provides only a 'simple' void* or int*. Allocating an object or struct with new is appropriate for such actions, (you can delete it later in the callback, should you need to).
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Possible Duplicate:
In C++, why should new be used as little as possible?
Is it really a bad idea to use 'new' in instantiating a class in C++? Found here.
I get that using raw pointers is ill-advised, but why have a 'new' keyword at all when it's such bad practice? Or is it?
The point is that new, much like a pregnancy, creates a resource that is managed manually (i.e. by you), and as such it comes with responsibility.
C++ is a language for library writing, and any time you see a responsibility, the "C++" approach is to write a library element that handles this, and only this, responsibility. For dynamic memory allocation, those library components already exist and are summarily referred to as "smart pointers"; you'll want to look at std::unique_ptr and std::shared_ptr (or their TR1 or Boost equivalents).
While writing those single-responsibility building blocks, you will indeed need to say new and delete. But you do that once, and you think about it carefully and make sure you provide the correct copy, assignment and destruction semantics. (From the point of exception safety, single responsibility is crucial, since dealing with more than one single resource at a time is horribly unscalable.)
Once you have everything factored into suitable building blocks, you compose those blocks into bigger and bigger systems of code, but at that point you don't need to exercise any manual responsibility any more, since the building blocks already do this for you.
Since the standard library offers resource managing classes for the vast majority of use cases (dynamic arrays, smart pointers, file handles, strings), the point is that a well-factored and crafted C++ project should have very little need for any sort of manual resource management, which includes the use of new. All your handler objects are either automatic (scoped), or members of other classes whose instances are in turn scoped or managed by someone.
With this in mind, the only time you should be saying new is when you create a new resource-managing object; although even then that's not always necessary:
std::unique_ptr<Foo> p1(new Foo(1, 'a', -2.5)); // unique pointer
std::shared_ptr<Foo> p2(new Foo(1, 'a', -2.5)); // shared pointer
auto p3 = std::make_shared<Foo>(1, 'a', -2.5); // equivalent to p2, but better
Update: I think I may have addressed only half the OP's concerns. Many people coming from other languages seem to be under the impression that any object must be instantiated with a new-type expression. This is in itself a very unhelpful mindset when approaching C++:
The crucial distinction in C++ is that of object lifetime, or "storage class". This can be one of: automatic (scoped), static (permanent), or dynamic (manual). Global variables have static lifetime. The vast majority of all variables (which are declared as Foo x; inside a local scope) have automatic lifetime. It is only for dynamic storage that we use a new expression. The most important thing to realize when coming to C++ from another OO language is that most objects only ever need to have automatic lifetime, and thus there is never anything to worry about.
So the first realization should be that "C++ rarely needs dynamic storage". I feel that this may have been part of the OP's question. The question may have been better phrased as "is it a really bad idea to allocate objects dynamically?". It is only after you decide that you really need dynamic storage that we get to the discussion proper of whether you should be saying new and delete a lot, or if there are preferable alternatives, which is the point of my original answer.
Avoiding new as much as possible, means many benefits, such as:
First and foremost, you also avoid delete statements.Though smart pointers can help you here. So this is not that strong point.
You avoid Rule of Three (in C++03), or Rule of Five (in C++11). If you use new when designing a class, that is, when your class manages raw memory internally, you probably have to consider this rule.
It's easy to implement exception-safe code when you don't use new. Otherwise, you've to face hell lot of problems, making your code exception-safe.
Using new unnecessarily means you're inviting problems. I've seen when an inexperienced programmer uses new, he has often better alternatives, such as usage standard containers, and algorithms. Use of standard containers avoids most problems which comes with explicit use of new.
It's not bad, but everything you allocate with new, has to be deallocated with a delete. This is not always trivial to do, especially when you take into account exceptions.
I think that is what that post meant.
It's not a "bad idea to use new" -- the poster misstated his case rather badly. Rather, using new and not give you two different things.
new gives you a new, separately allocated instance of the class, and returns a pointer to that instance.
Using the class name without new creates an automatic instance of the class that will go "poof" when it passes out of scope. This "returns" the instance itself, not a pointer (and hence the syntax error in that other thread).
If you use new in the referenced case and added * to pass the compiler, it would result in a leaked object. If, on the other hand, you were passing a parameter to a method that was going to store it somewhere, and you passed a non-newed instance, making it work with &, you'd end up with a dangling pointer stored.
new what you delete, and free what you malloc (don't mix them, you'll get into trouble). Sometimes you have to use new, as data allocated with new will not fall out of scope... unless the data pointer is lost, which is the entire issue with new.
But that is err on the side of the programmer, not the keyword.
It depends on what the code needs. It the reply you refer to, the vector contains client instances, not pointers to client instances.
In C++, you can create object directly on the stack, without using new, like V1 and V2 in the code below:
void someFct()
{
std::vector<client> V1;
//....
std::vector<client*> V2;
}
When using V2, you will have to create new client instance with the new operation, but the client objects will not be released (deleted) when V2 will go out of scope. There is no garbage collector. You have to delete the objects before leaving the function.
To have the created instances deleted automatically, you can use std::shared_ptr. That make the code a bit longer to write, but it is simpler to maintain in the long term:
void someFct()
{
typedef std::shared_ptr<client> client_ptr;
typedef std::vector<client_ptr> client_array;
client_array V2;
V2.push_back(client_ptr(new client()));
// The client instance are now automatically released when the function ends,
// even if an exception is thrown.
}
Is it really a bad idea to use 'new' in instantiating a class in C++?
It’s often bad because it’s not necessary, and code gets much easier when you’re not using it spuriously. In cases where you can get away without using it, do so. I’ve written whole libraries without once using new.
I get that using raw pointers is ill-advised, but why have a 'new' keyword at all when it's such bad practice? Or is it?
It’s not universally bad, just unnecessary most of the time. But there are also times when it’s appropriate and that’s why there is such a keyword. That said, C++ could have gotten away without the keyword, since new conflates two concepts: 1. it allocates memory, and 2. it initialises the memory to an object.
You can decouple these processes by using other means of memory allocation, followed by a constructor invocation (“placement new”). This is actually done all over the place, such as the standard library, via allocators.
On the other hand, it’s rarely (read: never) meaningful for client code to manage uninitialised memory so it makes sense not to decouple these two processes. Hence the existence of new.
How can we use an overloaded operator to prevent memory leaks in C++?
Any complete example..
Regards,
PKV
If you want to avoid memory leaks, don't use delete.
It may seem paradoxical, but the truth is that manual memory management is error prone, it is best to use automatic (or library) technics.
In C++, for each object that you create, there should be a clear ownership. That is, you should be able to identify the object lifetime, possibly depending on some others.
The first step is to avoid dynamic memory allocation: if you do not use new, you don't have anything to manage -- caveat: some library will hand you memory over and expect you to free it. Therefore, whenever possible, use the stack.
Many use of new can be avoided by using the STL containers (std::vector<T> for example) instead of rolling your own situations.
The second step is to use new sparingly, and to always hand over the memory to a single owner immediately after it's been allocated. These owners include:
std::unique_ptr (C++0x) or boost::scoped_ptr, in a last resort std::auto_ptr.
boost::ptr_vector and the whole collection of Boost.Pointer Container library
A single owner is easy to track down, and since the object's lifetime is tied to its owner, therefore the object's lifetime is easy to track down too.
The third step is the delicate one, the introduction of shared ownership. It really complicates all reasoning around the object's lifetime, and introduces the risk of cycles of references, which effectively mean memory leaks. They are required in some situations, but best avoided whenever possible.
std::shared_ptr (C++0x) or equivalent (std::tr1::shared_ptr, boost::shared_ptr)
std::weak_ptr (C++0x) or equivalent
The latter is used to "break" cycles. However it can quickly become difficult to understand where to introduce the weak_ptr, even with a graph of the relationships.
EDIT:
As noted by Tobias, this idiom is known as Resources Acquisition Is Initialization (RAII), which is awkwardly named. A newer term is emerging: Scoped Bound Resources Management (SBRM) to describe a subset of it --> binding the resources to a scope.
Just to add some more generality to Matthieus answer:
Whenever you use a resource that needs to be freed (memory, network connections, file handles, windows handles, ...) use Resource Acquisition Is Initialization (RAII).
One manifestation of this idiom are the std::unique_ptr and boost::scoped_ptr mentioned above.
If you do not have a RAII container for the needed resource available - build one. It's always worth it.
Most people recommend using Boost or STL but there are cases where this is not possible (on operating system development, embedded systems with limited resources, etc.). In that case make sure that you use the stack whenever possible and that you only use new inside the constructor of a class and delete inside its desctructor. For double checking, there are some tools that help you find memory leaks, like valgrind.
If you want to avoid memory leaks don't roll your own solution use boost.shared_ptr. If you really want to do it manually then put your clean up code in the destructor.
I was recently interviewing for a C++ position, and I was asked how I guard against creating memory leaks. I know I didn't give a satisfactory answer to that question, so I'm throwing it to you guys. What are the best ways to guard against memory leaks?
Thanks!
What all the answers given so far boil down to is this: avoid having to call delete.
Any time the programmer has to call delete, you have a potential memory leak.
Instead, make the delete call happen automatically. C++ guarantees that local objects have their destructors called when they go out of scope. Use that guarantee to ensure your memory allocations are automatically deleted.
At its most general, this technique means that every memory allocation should be wrapped inside a simple class, whose constructor allocates the necessary memory, and destructor releases it.
Because this is such a commonly-used and widely applicable technique, smart pointer classes have been created that reduce the amount of boilerplate code. Rather than allocating memory, their constructors take a pointer to the memory allocation already made, and stores that. When the smart pointer goes out of scope, it is able to delete the allocation.
Of course, depending on usage, different semantics may be called for. Do you just need the simple case, where the allocation should last exactly as long as the wrapper class lives? Then use boost::scoped_ptr or, if you can't use boost, std::auto_ptr. Do you have an unknown number of objects referencing the allocation with no knowledge of how long each of them will live? Then the reference-counted boost::shared_ptr is a good solution.
But you don't have to use smart pointers. The standard library containers do the trick too. They internally allocate the memory required to store copies of the objects you put into them, and they release the memory again when they're deleted. So the user doesn't have to call either new or delete.
There are countless variations of this technique, changing whose responsibility it is to create the initial memory allocation, or when the deallocation should be performed.
But what they all have in common is the answer to your question: The RAII idiom: Resource Acquisition Is Initialization. Memory allocations are a kind of resource. Resources should be acquired when an object is initialized, and released by the object itslef, when it is destroyed.
Make the C++ scope and lifetime rules do your work for you. Never ever call delete outside of a RAII object, whether it is a container class, a smart pointer or some ad-hoc wrapper for a single allocation. Let the object handle the resource assigned to it.
If all delete calls happen automatically, there's no way you can forget them. And then there's no way you can leak memory.
Don't allocate memory on the heap if you don't need to. Most work can be done on the stack, so you should only do heap memory allocations when you absolutely need to.
If you need a heap-allocated object that is owned by a single other object then use std::auto_ptr.
Use standard containers, or containers from Boost instead of inventing your own.
If you have an object that is referred to by several other objects and is owned by no single one in particular then use either std::tr1::shared_ptr or std::tr1::weak_ptr -- whichever suits your use case.
If none of these things match your use case then maybe use delete. If you do end up having to manually manage memory then just use memory leak detection tools to make sure that you aren't leaking anything (and of course, just be careful). You shouldn't ever really get to this point though.
You'd do well to read up on RAII.
replace new with shared_ptr's. Basically RAII. make code exception safe. Use the stl everywhere possible. If you use reference counting pointers make sure that they don't form cycles. SCOPED_EXIT from boost is also very useful.
(Easy) Never ever let a raw pointer own a object (search your code for the regexp "\= *new". Use shared_ptr or scoped_ptr instead, or even better, use real variables instead of pointers as often as you can.
(Hard) Make sure you don't have any circular references, with shared_ptrs pointing to each other, use weak_ptr to break them.
Done!
Use all kind of smart pointers.
Use certain strategy for creation and deletion of objects, like who creates that is responsible for delete.
make sure that you understand exactly how an object will be deleted everytime you create one
make sure you understand who owns the pointer every time one is returned to you
make sure your error paths dispose of objects you have created appropriately
be paranoid about the above
In addition to the advice about RAII, remember to make your base class destructor virtual if there are any virtual functions.
To avoid memory leaks, what you must do is to have a clear and definite notion of who is responsible for deleting any dynamically allocated object.
C++ allows construction of objects on the stack (i.e. as kind-of local variables). This binds creation and destruction the the control flow: an objects is created when program execution reaches its declaration, and the object is destroyed when execution escapes the block in which that declaration was made. Whenever allocation need matches that pattern, then use it. This will save you much of the trouble.
For other usages, if you can define and document a clear notion of responsibility, then this may work fine. For instance, you have a method or a function which returns a pointer to a newly allocated object, and you document that the caller becomes responsible for ultimately deleting that instance. Clear documentation coupled with good programmer discipline (something which is not easily achieved !) can solve many remaining problems of memory management.
In some situations, including undisciplined programmers and complex data structures, you may have to resort to more advanced techniques, such as reference counting. Each object is awarded a "counter" which is the number of other variables which point to it. Whenever a piece of code decides to no longer point to the object, the counter is decreased. When the counter reaches zero, the object is deleted. Reference counting requires strict counter handling. This can be done with so-called "smart pointers": these are object which are functionally pointers, but which automatically adjust the counter upon their own creation and destruction.
Reference counting works quite good in many situations, but they cannot handle cyclic structures. So for the most complex situations, you have to resort to the heavy artillery, i.e. a garbage collector. The one I link to is the GC for C and C++ written by Hans Boehm, and it has been used in some rather big projects (e.g. Inkscape). The point of a garbage collector is to maintain a global view on the complete memory space, to know whether a given instance is still in use or not. This is the right tool when local-view tools, such as reference counting, are not enough. One could argue that, at that point, one should ask oneself whether C++ is the right language for the problem at hand. Garbage collection works best when the language is cooperative (this unlocks a host of optimizations which are not doable when the compiler is unaware of what happens with memory, as a typical C or C++ compiler).
Note that none of the techniques described above allows the programmer to stop thinking. Even a GC can suffer from memory leaks, because it uses reachability as an approximation of future usage (there are theoretical reasons which imply that it is not possible, in full generality, to accurately detect all objects which will not be used thereafter). You may still have to set some fields to NULL to inform the GC that you will no longer access an object through a given variable.
I start by reading the following: https://stackoverflow.com/search?q=%5Bc%2B%2B%5D+memory+leak
A very good way is using Smart Pointers, the boost/tr1::shared_ptr. The memory will be free'd, once the (stack allocated) smart pointer goes out of scope.
You can use the utility.
If you work on Linux - use valgrid (it's free).
Use deleaker on Windows.
Smart pointers.
Memory management.
Override 'new' and 'delete' or use your own macros/templates.
On x86 you can regularly use Valgrind to check your code
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Closed 10 years ago.
What are some general tips to make sure I don't leak memory in C++ programs? How do I figure out who should free memory that has been dynamically allocated?
I thoroughly endorse all the advice about RAII and smart pointers, but I'd also like to add a slightly higher-level tip: the easiest memory to manage is the memory you never allocated. Unlike languages like C# and Java, where pretty much everything is a reference, in C++ you should put objects on the stack whenever you can. As I've see several people (including Dr Stroustrup) point out, the main reason why garbage collection has never been popular in C++ is that well-written C++ doesn't produce much garbage in the first place.
Don't write
Object* x = new Object;
or even
shared_ptr<Object> x(new Object);
when you can just write
Object x;
Use RAII
Forget Garbage Collection (Use RAII instead). Note that even the Garbage Collector can leak, too (if you forget to "null" some references in Java/C#), and that Garbage Collector won't help you to dispose of resources (if you have an object which acquired a handle to a file, the file won't be freed automatically when the object will go out of scope if you don't do it manually in Java, or use the "dispose" pattern in C#).
Forget the "one return per function" rule. This is a good C advice to avoid leaks, but it is outdated in C++ because of its use of exceptions (use RAII instead).
And while the "Sandwich Pattern" is a good C advice, it is outdated in C++ because of its use of exceptions (use RAII instead).
This post seem to be repetitive, but in C++, the most basic pattern to know is RAII.
Learn to use smart pointers, both from boost, TR1 or even the lowly (but often efficient enough) auto_ptr (but you must know its limitations).
RAII is the basis of both exception safety and resource disposal in C++, and no other pattern (sandwich, etc.) will give you both (and most of the time, it will give you none).
See below a comparison of RAII and non RAII code:
void doSandwich()
{
T * p = new T() ;
// do something with p
delete p ; // leak if the p processing throws or return
}
void doRAIIDynamic()
{
std::auto_ptr<T> p(new T()) ; // you can use other smart pointers, too
// do something with p
// WON'T EVER LEAK, even in case of exceptions, returns, breaks, etc.
}
void doRAIIStatic()
{
T p ;
// do something with p
// WON'T EVER LEAK, even in case of exceptions, returns, breaks, etc.
}
About RAII
To summarize (after the comment from Ogre Psalm33), RAII relies on three concepts:
Once the object is constructed, it just works! Do acquire resources in the constructor.
Object destruction is enough! Do free resources in the destructor.
It's all about scopes! Scoped objects (see doRAIIStatic example above) will be constructed at their declaration, and will be destroyed the moment the execution exits the scope, no matter how the exit (return, break, exception, etc.).
This means that in correct C++ code, most objects won't be constructed with new, and will be declared on the stack instead. And for those constructed using new, all will be somehow scoped (e.g. attached to a smart pointer).
As a developer, this is very powerful indeed as you won't need to care about manual resource handling (as done in C, or for some objects in Java which makes intensive use of try/finally for that case)...
Edit (2012-02-12)
"scoped objects ... will be destructed ... no matter the exit" that's not entirely true. there are ways to cheat RAII. any flavour of terminate() will bypass cleanup. exit(EXIT_SUCCESS) is an oxymoron in this regard.
– wilhelmtell
wilhelmtell is quite right about that: There are exceptional ways to cheat RAII, all leading to the process abrupt stop.
Those are exceptional ways because C++ code is not littered with terminate, exit, etc., or in the case with exceptions, we do want an unhandled exception to crash the process and core dump its memory image as is, and not after cleaning.
But we must still know about those cases because, while they rarely happen, they can still happen.
(who calls terminate or exit in casual C++ code?... I remember having to deal with that problem when playing with GLUT: This library is very C-oriented, going as far as actively designing it to make things difficult for C++ developers like not caring about stack allocated data, or having "interesting" decisions about never returning from their main loop... I won't comment about that).
Instead of managing memory manually, try to use smart pointers where applicable.
Take a look at the Boost lib, TR1, and smart pointers.
Also smart pointers are now a part of C++ standard called C++11.
You'll want to look at smart pointers, such as boost's smart pointers.
Instead of
int main()
{
Object* obj = new Object();
//...
delete obj;
}
boost::shared_ptr will automatically delete once the reference count is zero:
int main()
{
boost::shared_ptr<Object> obj(new Object());
//...
// destructor destroys when reference count is zero
}
Note my last note, "when reference count is zero, which is the coolest part. So If you have multiple users of your object, you won't have to keep track of whether the object is still in use. Once nobody refers to your shared pointer, it gets destroyed.
This is not a panacea, however. Though you can access the base pointer, you wouldn't want to pass it to a 3rd party API unless you were confident with what it was doing. Lots of times, your "posting" stuff to some other thread for work to be done AFTER the creating scope is finished. This is common with PostThreadMessage in Win32:
void foo()
{
boost::shared_ptr<Object> obj(new Object());
// Simplified here
PostThreadMessage(...., (LPARAM)ob.get());
// Destructor destroys! pointer sent to PostThreadMessage is invalid! Zohnoes!
}
As always, use your thinking cap with any tool...
Read up on RAII and make sure you understand it.
Bah, you young kids and your new-fangled garbage collectors...
Very strong rules on "ownership" - what object or part of the software has the right to delete the object. Clear comments and wise variable names to make it obvious if a pointer "owns" or is "just look, don't touch". To help decide who owns what, follow as much as possible the "sandwich" pattern within every subroutine or method.
create a thing
use that thing
destroy that thing
Sometimes it's necessary to create and destroy in widely different places; i think hard to avoid that.
In any program requiring complex data structures, i create a strict clear-cut tree of objects containing other objects - using "owner" pointers. This tree models the basic hierarchy of application domain concepts. Example a 3D scene owns objects, lights, textures. At the end of the rendering when the program quits, there's a clear way to destroy everything.
Many other pointers are defined as needed whenever one entity needs access another, to scan over arays or whatever; these are the "just looking". For the 3D scene example - an object uses a texture but does not own; other objects may use that same texture. The destruction of an object does not invoke destruction of any textures.
Yes it's time consuming but that's what i do. I rarely have memory leaks or other problems. But then i work in the limited arena of high-performance scientific, data acquisition and graphics software. I don't often deal transactions like in banking and ecommerce, event-driven GUIs or high networked asynchronous chaos. Maybe the new-fangled ways have an advantage there!
Most memory leaks are the result of not being clear about object ownership and lifetime.
The first thing to do is to allocate on the Stack whenever you can. This deals with most of the cases where you need to allocate a single object for some purpose.
If you do need to 'new' an object then most of the time it will have a single obvious owner for the rest of its lifetime. For this situation I tend to use a bunch of collections templates that are designed for 'owning' objects stored in them by pointer. They are implemented with the STL vector and map containers but have some differences:
These collections can not be copied or assigned to. (once they contain objects.)
Pointers to objects are inserted into them.
When the collection is deleted the destructor is first called on all objects in the collection. (I have another version where it asserts if destructed and not empty.)
Since they store pointers you can also store inherited objects in these containers.
My beaf with STL is that it is so focused on Value objects while in most applications objects are unique entities that do not have meaningful copy semantics required for use in those containers.
Great question!
if you are using c++ and you are developing real-time CPU-and-memory boud application (like games) you need to write your own Memory Manager.
I think the better you can do is merge some interesting works of various authors, I can give you some hint:
Fixed size allocator is heavily discussed, everywhere in the net
Small Object Allocation was introduced by Alexandrescu in 2001 in his perfect book "Modern c++ design"
A great advancement (with source code distributed) can be found in an amazing article in Game Programming Gem 7 (2008) named "High Performance Heap allocator" written by Dimitar Lazarov
A great list of resources can be found in this article
Do not start writing a noob unuseful allocator by yourself... DOCUMENT YOURSELF first.
One technique that has become popular with memory management in C++ is RAII. Basically you use constructors/destructors to handle resource allocation. Of course there are some other obnoxious details in C++ due to exception safety, but the basic idea is pretty simple.
The issue generally comes down to one of ownership. I highly recommend reading the Effective C++ series by Scott Meyers and Modern C++ Design by Andrei Alexandrescu.
There's already a lot about how to not leak, but if you need a tool to help you track leaks take a look at:
BoundsChecker under VS
MMGR C/C++ lib from FluidStudio
http://www.paulnettle.com/pub/FluidStudios/MemoryManagers/Fluid_Studios_Memory_Manager.zip (its overrides the allocation methods and creates a report of the allocations, leaks, etc)
User smart pointers everywhere you can! Whole classes of memory leaks just go away.
Share and know memory ownership rules across your project. Using the COM rules makes for the best consistency ([in] parameters are owned by the caller, callee must copy; [out] params are owned by the caller, callee must make a copy if keeping a reference; etc.)
valgrind is a good tool to check your programs memory leakages at runtime, too.
It is available on most flavors of Linux (including Android) and on Darwin.
If you use to write unit tests for your programs, you should get in the habit of systematicaly running valgrind on tests. It will potentially avoid many memory leaks at an early stage. It is also usually easier to pinpoint them in simple tests that in a full software.
Of course this advice stay valid for any other memory check tool.
Also, don't use manually allocated memory if there's a std library class (e.g. vector). Make sure if you violate that rule that you have a virtual destructor.
If you can't/don't use a smart pointer for something (although that should be a huge red flag), type in your code with:
allocate
if allocation succeeded:
{ //scope)
deallocate()
}
That's obvious, but make sure you type it before you type any code in the scope
A frequent source of these bugs is when you have a method that accepts a reference or pointer to an object but leaves ownership unclear. Style and commenting conventions can make this less likely.
Let the case where the function takes ownership of the object be the special case. In all situations where this happens, be sure to write a comment next to the function in the header file indicating this. You should strive to make sure that in most cases the module or class which allocates an object is also responsible for deallocating it.
Using const can help a lot in some cases. If a function will not modify an object, and does not store a reference to it that persists after it returns, accept a const reference. From reading the caller's code it will be obvious that your function has not accepted ownership of the object. You could have had the same function accept a non-const pointer, and the caller may or may not have assumed that the callee accepted ownership, but with a const reference there's no question.
Do not use non-const references in argument lists. It is very unclear when reading the caller code that the callee may have kept a reference to the parameter.
I disagree with the comments recommending reference counted pointers. This usually works fine, but when you have a bug and it doesn't work, especially if your destructor does something non-trivial, such as in a multithreaded program. Definitely try to adjust your design to not need reference counting if it's not too hard.
Tips in order of Importance:
-Tip#1 Always remember to declare your destructors "virtual".
-Tip#2 Use RAII
-Tip#3 Use boost's smartpointers
-Tip#4 Don't write your own buggy Smartpointers, use boost (on a project I'm on right now I can't use boost, and I've suffered having to debug my own smart pointers, I would definately not take the same route again, but then again right now I can't add boost to our dependencies)
-Tip#5 If its some casual/non-performance critical (as in games with thousands of objects) work look at Thorsten Ottosen's boost pointer container
-Tip#6 Find a leak detection header for your platform of choice such as Visual Leak Detection's "vld" header
If you can, use boost shared_ptr and standard C++ auto_ptr. Those convey ownership semantics.
When you return an auto_ptr, you are telling the caller that you are giving them ownership of the memory.
When you return a shared_ptr, you are telling the caller that you have a reference to it and they take part of the ownership, but it isn't solely their responsibility.
These semantics also apply to parameters. If the caller passes you an auto_ptr, they are giving you ownership.
Others have mentioned ways of avoiding memory leaks in the first place (like smart pointers). But a profiling and memory-analysis tool is often the only way to track down memory problems once you have them.
Valgrind memcheck is an excellent free one.
For MSVC only, add the following to the top of each .cpp file:
#ifdef _DEBUG
#define new DEBUG_NEW
#endif
Then, when debugging with VS2003 or greater, you will be told of any leaks when your program exits (it tracks new/delete). It's basic, but it has helped me in the past.
valgrind (only avail for *nix platforms) is a very nice memory checker
If you are going to manage your memory manually, you have two cases:
I created the object (perhaps indirectly, by calling a function that allocates a new object), I use it (or a function I call uses it), then I free it.
Somebody gave me the reference, so I should not free it.
If you need to break any of these rules, please document it.
It is all about pointer ownership.
Try to avoid allocating objects dynamically. As long as classes have appropriate constructors and destructors, use a variable of the class type, not a pointer to it, and you avoid dynamical allocation and deallocation because the compiler will do it for you.
Actually that's also the mechanism used by "smart pointers" and referred to as RAII by some of the other writers ;-) .
When you pass objects to other functions, prefer reference parameters over pointers. This avoids some possible errors.
Declare parameters const, where possible, especially pointers to objects. That way objects can't be freed "accidentially" (except if you cast the const away ;-))).
Minimize the number of places in the program where you do memory allocation and deallocation. E. g. if you do allocate or free the same type several times, write a function for it (or a factory method ;-)).
This way you can create debug output (which addresses are allocated and deallocated, ...) easily, if required.
Use a factory function to allocate objects of several related classes from a single function.
If your classes have a common base class with a virtual destructor, you can free all of them using the same function (or static method).
Check your program with tools like purify (unfortunately many $/€/...).
You can intercept the memory allocation functions and see if there are some memory zones not freed upon program exit (though it is not suitable for all the applications).
It can also be done at compile time by replacing operators new and delete and other memory allocation functions.
For example check in this site [Debugging memory allocation in C++]
Note: There is a trick for delete operator also something like this:
#define DEBUG_DELETE PrepareDelete(__LINE__,__FILE__); delete
#define delete DEBUG_DELETE
You can store in some variables the name of the file and when the overloaded delete operator will know which was the place it was called from. This way you can have the trace of every delete and malloc from your program. At the end of the memory checking sequence you should be able to report what allocated block of memory was not 'deleted' identifying it by filename and line number which is I guess what you want.
You could also try something like BoundsChecker under Visual Studio which is pretty interesting and easy to use.
We wrap all our allocation functions with a layer that appends a brief string at the front and a sentinel flag at the end. So for example you'd have a call to "myalloc( pszSomeString, iSize, iAlignment ); or new( "description", iSize ) MyObject(); which internally allocates the specified size plus enough space for your header and sentinel. Of course, don't forget to comment this out for non-debug builds! It takes a little more memory to do this but the benefits far outweigh the costs.
This has three benefits - first it allows you to easily and quickly track what code is leaking, by doing quick searches for code allocated in certain 'zones' but not cleaned up when those zones should have freed. It can also be useful to detect when a boundary has been overwritten by checking to ensure all sentinels are intact. This has saved us numerous times when trying to find those well-hidden crashes or array missteps. The third benefit is in tracking the use of memory to see who the big players are - a collation of certain descriptions in a MemDump tells you when 'sound' is taking up way more space than you anticipated, for example.
C++ is designed RAII in mind. There is really no better way to manage memory in C++ I think.
But be careful not to allocate very big chunks (like buffer objects) on local scope. It can cause stack overflows and, if there is a flaw in bounds checking while using that chunk, you can overwrite other variables or return addresses, which leads to all kinds security holes.
One of the only examples about allocating and destroying in different places is thread creation (the parameter you pass).
But even in this case is easy.
Here is the function/method creating a thread:
struct myparams {
int x;
std::vector<double> z;
}
std::auto_ptr<myparams> param(new myparams(x, ...));
// Release the ownership in case thread creation is successfull
if (0 == pthread_create(&th, NULL, th_func, param.get()) param.release();
...
Here instead the thread function
extern "C" void* th_func(void* p) {
try {
std::auto_ptr<myparams> param((myparams*)p);
...
} catch(...) {
}
return 0;
}
Pretty easyn isn't it? In case the thread creation fails the resource will be free'd (deleted) by the auto_ptr, otherwise the ownership will be passed to the thread.
What if the thread is so fast that after creation it releases the resource before the
param.release();
gets called in the main function/method? Nothing! Because we will 'tell' the auto_ptr to ignore the deallocation.
Is C++ memory management easy isn't it?
Cheers,
Ema!
Manage memory the same way you manage other resources (handles, files, db connections, sockets...). GC would not help you with them either.
Exactly one return from any function. That way you can do deallocation there and never miss it.
It's too easy to make a mistake otherwise:
new a()
if (Bad()) {delete a; return;}
new b()
if (Bad()) {delete a; delete b; return;}
... // etc.