Creating objects in c++ - c++

I just waste hours on a simple line causing data loss. I have AnotherClass holding a vector of instances of MyClass. This AnotherClass instantiates objects of MyClass the following way:
AnotherClass::AnotherClass(){
MyClass myObject(...);
myVector.push_back(&myObject);
}
The address of myObject is afterwards pushed into a vector (with other instances of MyClass), like written in the code. When I start using instances of AnotherClass I notice the values of MyClass were lost (completely random). When I change the code to:
AnotherClass::AnotherClass(){
MyClass* myObject = new MyClass(...);
myVector.push_back(myObject);
}
I don't have data loss.
Can somebody be so kind to explain me why the second way of creating objects doesn't lead to a loss of data? (without referencing me to books of 1.000 pages)

Simple. The first version creates a local variable on the stack, which gets destroyed automatically when it goes out of scope (at the end of the function)
Your vector just contains a pointer to where the object used to be.
The second version creates an object on the heap, which will live until you eventually delete it.

The reason is RAII.
In the first snippet you declare an object in the scope of your method/constructor.
As soon this scope ends, this is the case when method is finished, your object gets out-of-scope and becomes cleaned for you (this means that its desctructor is called). Your vector now still holds pointers to your already cleaned and thus invalid objects, thats the reason why you get garbage.
In the second snippter, your object are contained on the heap. They wont become cleaned / destroyed unless you call delete myObj;. Thats the reason why they remain valid even after the method has finsihed.
You can solve this on multiple ways:
Declare your vector as std::vector<MyClass> (notice, not a pointer type)
Keep your second snippet but make sure to delete all elements of your vector once your done
Use smart pointers if you dont want to cleanup your objects by your own (e.g std::shared_ptr or std::unique_ptr)

The first way allocates a MyClass object on the stack. That object will be deallocated the moment it goes out ofscope, I.e. when the constructor has run its course.
The second way allocates the object in dynamic memory. That object will continue to exist until you call delete on it.
The second way is the way to do it but you should add a destructor to AnotherClass that iterates through the vector and deletes all objects. Otherwise your program will have a memory leak.

Related

Can i delete a statically defined variable using delete operator? [duplicate]

I have an object with a vector of pointers to other objects in it, something like this:
class Object {
...
vector<Object*> objlist;
...
};
Now, Objects will be added to list in both of these ways:
Object obj;
obj.objlist.push_back(new Object);
and
Object name;
Object* anon = &name;
obj.objlist.push_back(anon);
If a make a destructor that is simply
~Object {
for (int i = 0; i < objlist.size(); i++) {
delete objlist[i];
objlist[i] = NULL;
}
}
Will there be any adverse consequences in terms of when it tries to delete an object that was not created with new?
Yes, there will be adverse effects.
You must not delete an object that was not allocated with new. If the object was allocated on the stack, your compiler has already generated a call to its destructor at the end of its scope. This means you will call the destructor twice, with potentially very bad effects.
Besides calling the destructor twice, you will also attempt to deallocate a memory block that was never allocated. The new operator presumably puts the objects on the heap; delete expects to find the object in the same region the new operator puts them. However, your object that was not allocated with new lives on the stack. This will very probably crash your program (if it does not already crash after calling the destructor a second time).
You'll also get in deep trouble if your Object on the heap lives longer than your Object on the stack: you'll get a dangling reference to somewhere on the stack, and you'll get incorrect results/crash the next time you access it.
The general rule I see is that stuff that live on the stack can reference stuff that lives on the heap, but stuff on the heap should not reference stuff on the stack because of the very high chances that they'll outlive stack objects. And pointers to both should not be mixed together.
No, you can only delete what you newed
Object* anon = &name;
When name goes out of scope, you will have an invalid pointer in your vector.
What you're actually asking is whether it's safe to delete an object not allocated via new through the delete operator, and if so, why?
Unfortunately, this is obfuscated by some other problems in your code. As mentioned, when name goes out of scope, you're going to end up with an invalid pointer.
See zneak's answer for why your original question doesn't result in a safe operation, and why the scope for name actually matters.
This will not work - if you delete an object that wasn't allocated by new you've violated the rules or the delete operator.
If you need to have your vector store objects that may or may not need to be deleted, you'll need to keep track of that somehow. One option is to use a smart pointer that keeps track of whether the pointed to object is dynamic or not. For example, shared_ptr<> allows you to specify a deallocator object when constructing the shard_ptr<> and as the docs mention:
For example, a "no-op" deallocator is useful when returning a shared_ptr to a statically allocated object
However, you should still be careful when passing pointers to automatic variables - if the vector's lifetime is longer than the lifetime of the variable then it'll be refering to garbage at some point.

C++ Class array memory reallocation

I'm sorry if this question as already been asked but I have no idea how to word this right.
So I'm building an application which needs to be really memory efficient since its on an Arduino Uno (2kbyte sram) and cant load a full array of class objects I need, so I decided to load it in parts.
This is basically how I plan to do it:
//declare class object array
MyClass objects[10];
objects[0] = MyClass(*parameters for initializing*);
....
....
//Some code with objects
//now changing the objects
objects[0] = MyClass(*parameters for initializing*);
Now my question is will the first objects[0] memory be freed when I change object[0] to the other value?
As far as I understand an object is basically a pointer to the fields of the class and when calling a constructor you get a new pointer to a object, so what I'm doing in the code is changing what objects[0] is pointing at but I'm not sure the first pointed at value of objects[0] memory gets freed.
As far as I understand an object is basically a pointer to the fields of the class and when calling a constructor you get a new pointer to a object[.]
No, in C++ an object is... well, an actual object. MyClass objects[10] is made of ten MyClasses side-by-side, no pointer involved.
When you write objects[0] = MyClass(/* ... */);, you are constructing a new MyClass, then assigning (copying) it to the first MyClass in the array, then destroying it. Again, no pointer involved.
Now my question is will the first objects[0] memory be freed when I change object[0] to the other value?
No. Throughout the lifetime of the array, the 10 objects are the same. No objects are ever added or removed. The memory of all the objects (not counting dynamic memory that they may own) is allocated when the lifetime of the array begins, and freed when the lifetime of the array ends.
When you assign to one member of the array, the copy (or move) assignment operator changes the state of the object within the array. The temporary object that was copied from, is destroyed at the end of the assignment.
As far as I understand an object is basically a pointer to the fields of the class
That seems misleading to me. A better analogy is that an object is a block of memory, and the member objects are sub-objects within that memory block. Just like array is a block of memory, and members of the array are sub objects within that memory block.
Your pointer analogy would be appropriate in some languages like Java where non-primitive variables are implicitly pointers. But not in languages like C++, where pointers are explicit, and value semantics are used implicitly.

std::move a stack object (to a different thread)

So there are two things that I'm not sure.
If I do something like this:
void sendToDifferentThread(SomeClass &&obj);
...
{
SomeClass object;
sendToDifferentThread(std::move(object));
}
What will happen? How can there ever only be one copy of object if it's created on the stack, since when we go out of the enclosing scope everything on stack is destroyed?
If I do something like this:
SomeClass object;
doSomethingOnSameThread(std::move(object));
What will happen if I do something in the current scope to object later? It was "moved away" to some other function, so did the current function "lose" ownership of it in some way?
In C++ when an object is constructed, memory is allocated at the same time. If the constructor runs to completion (without throwing) then the object is "alive". At some point if it is a stack object and goes out of scope, or its a heap object and you call delete, its destructor is called and that original memory is freed, and then the object is "dead". C++11 std::move / move constructors don't change any of this. What a move constructor does is give you a way and a simple syntax to "destructively" copy objects.
For instance if you move construct from a std::vector<int>, instead of reading all the ints and copying them, it will copy the pointer and the size count instead to the new vector, and set the old pointer to a nullptr and size to 0 (or possibly, allocate a (tiny) new vector of minimal size... depends on implementation). Basically when you move from something you have to leave it in a "valid", "alive" state -- it's not "dead" after you move from it, and the destructor is still going to be called later. It didn't "move" in the sense that it's still following the same lifetime and now it's just "somewhere else in memory". When you "move" from an object, there are definitely two different objects involved from C++'s point of view and I don't think you can make sense of it after a certain point if you try to think of it as though there's only one object that exists in that scenario.

New Object variations

This is a very newbie question, but something completely new to me. In my code, and everywhere I have seen it before, new objects are created as such...
MyClass x = new MyClass(factory);
However, I just saw some example code that looks like this...
MyClass x(factory);
Does that do the same thing?
Not at all.
The first example uses dynamic memory allocation, i.e., you are allocating an instance of MyClass on the heap (as opposed to the stack). You would need to call delete on that pointer manually or you end up with a memory leak. Also, operator new returns a pointer, not the object itself, so your code would not compile. It needs to change to:
MyClass* x = new MyClass(factory);
The second example allocated an instance of MyClass on the stack. This is very useful for short lived objects as they will automatically be cleaned up when the leave the current scope (and it is fast; cleaning up the stack involves nothing more than incrementing or decrementing a pointer).
This is also how you would implement the Resource Acquisition is Initialization pattern, more commonly referred to as RAII. The destructor for your type would clean up any dynamically allocated memory, so when the stack allocated variable goes out of scope any dynamically allocated memory is cleaned up for you without the need for any outside calls to delete.
No. When you use new, you create objects off the heap that you must then delete later. In addition, you really need MyClass*. The other form creates an object on the stack that will be automatically destroyed at end of scope.

Is it possible to delete a non-new object?

I have an object with a vector of pointers to other objects in it, something like this:
class Object {
...
vector<Object*> objlist;
...
};
Now, Objects will be added to list in both of these ways:
Object obj;
obj.objlist.push_back(new Object);
and
Object name;
Object* anon = &name;
obj.objlist.push_back(anon);
If a make a destructor that is simply
~Object {
for (int i = 0; i < objlist.size(); i++) {
delete objlist[i];
objlist[i] = NULL;
}
}
Will there be any adverse consequences in terms of when it tries to delete an object that was not created with new?
Yes, there will be adverse effects.
You must not delete an object that was not allocated with new. If the object was allocated on the stack, your compiler has already generated a call to its destructor at the end of its scope. This means you will call the destructor twice, with potentially very bad effects.
Besides calling the destructor twice, you will also attempt to deallocate a memory block that was never allocated. The new operator presumably puts the objects on the heap; delete expects to find the object in the same region the new operator puts them. However, your object that was not allocated with new lives on the stack. This will very probably crash your program (if it does not already crash after calling the destructor a second time).
You'll also get in deep trouble if your Object on the heap lives longer than your Object on the stack: you'll get a dangling reference to somewhere on the stack, and you'll get incorrect results/crash the next time you access it.
The general rule I see is that stuff that live on the stack can reference stuff that lives on the heap, but stuff on the heap should not reference stuff on the stack because of the very high chances that they'll outlive stack objects. And pointers to both should not be mixed together.
No, you can only delete what you newed
Object* anon = &name;
When name goes out of scope, you will have an invalid pointer in your vector.
What you're actually asking is whether it's safe to delete an object not allocated via new through the delete operator, and if so, why?
Unfortunately, this is obfuscated by some other problems in your code. As mentioned, when name goes out of scope, you're going to end up with an invalid pointer.
See zneak's answer for why your original question doesn't result in a safe operation, and why the scope for name actually matters.
This will not work - if you delete an object that wasn't allocated by new you've violated the rules or the delete operator.
If you need to have your vector store objects that may or may not need to be deleted, you'll need to keep track of that somehow. One option is to use a smart pointer that keeps track of whether the pointed to object is dynamic or not. For example, shared_ptr<> allows you to specify a deallocator object when constructing the shard_ptr<> and as the docs mention:
For example, a "no-op" deallocator is useful when returning a shared_ptr to a statically allocated object
However, you should still be careful when passing pointers to automatic variables - if the vector's lifetime is longer than the lifetime of the variable then it'll be refering to garbage at some point.