Explanation for below code snippet C++ - c++

I was reading C++11 Faq and came across this code. I have a better understanding of C++ coding, but I'm still not able to understand the below code.
template<class T>
class Handle {
T* p;
public:
Handle(T* pp) : p{pp} {}
~Handle() { delete p; } // user-defined destructor: no implicit copy or move
Handle(Handle&& h) :p{h.p} { h.p=nullptr; }; // transfer ownership
Handle& operator=(Handle&& h) { delete p; p=h.p; h.p=nullptr; return *this; } // transfer ownership
Handle(const Handle&) = delete; // no copy
Handle& operator=(const Handle&) = delete;
// ...
};
What does "transfer ownership" mean?
Why is the copy ctor equated to "delete"? how is it useful?
Please if someone can add a few examples with explanation, it would be a great help.

It's a move constructor, the special && syntax introduced in C++11 takes a rvalue reference, so a reference to a variable which has no name and can't be referenced anywhere else inside the code.
What happens in the constructor is that the Handle takes the ownership of the Handle passed through the move constructor in the way that it steals (pass me the term) the T* p inside by assigning its value to its own variable and then setting nullptr to the variable of the rvalue passed.
This is used because you don't really need to copy an rvalue, since that value won't be used anymore in the code, so it's safe to just take its data, this avoids a, possibly costly, copy constructor.

In C++ you had copy constructors and copy operators, which were expensive if your object was big. Now in C++11 you have move constructor and move operator which says "take everything from the source and kill it".
mybigthing y ;
...
mybigthing x( move(y)) ;
y is created with lots of stuff internally. after x(y), y is now empty and all the big stuff is in x.
One of the main reasons for this is to make returning big objects from functions free:
mybigthing f()
{
mybigthing tmp ;
...
return tmp ;
}
{
mybigthing y= f() ;
}
In c++03, this would be horrible performance wise. Now its free. The compilers are required to actually use y as the temporary inside of f() and never do any copies.

transfer ownership means if you do a=b the contents of b belong to a and does not exist in b anymore. This makes more sense in the example {A a; dosomething(a); return a;}. a exist locally in the function. It's contents are being moved into the return value. If A is a typedef for std::string it would mean the string internals have been moved instead of making a copy of a intentionally long string (html page maybe). However I believe string has a copy on write flag so it wouldn't make a copy in that situation but other classes may not bother to implement a copy on write.
The reason the constructor and assignment operator (which are move, not copy) delete is because the current p may be pointing to something. Not freeing it means a memory leak.

about your second question:
Why is the copy ctor equated to "delete"? how is it useful?
Here is an answer:
http://www.developerfusion.com/article/133063/constructors-in-c11/
C++11 Explicitly Deleted Constructors
C++11 also supports the concept of explicitly deleted constructors.
For example, you can define a class for which you do not want to write
any constructors and you also do not want the compiler to generate the
default constructor. In that case you need to explicitly delete the
default constructor:
class MyClass { public:
MyClass() = delete; };

Related

Is it idiomatic to construct against `this`?

When making a curses version of Snake, I found that the this pointer was bindable for reconstruction from inside an 'update' method.
The issue with this is that, although very convenient (saves having to rebind 'player' in a game object), it doesn't feel particularly idiomatic.
Using the snake as an example, we'd be destroying it and reconstructing it as we're inside a method call on the initial(?) snake.
Here's an example of rebinding this in some struct A:
struct A
{
int first;
A(int first) : first(first){};
void method(int i);
};
void A::method(int i)
{
*this = i;
}
It's legal, but if I saw it I would question whether the author knew what they were doing: Did they really mean to invoke this->operator=()? Surely there's a better way to do... whatever it is they're trying to do.
In your case, *this = i is equivalent to this->operator=(i). Since there's no operator=(int) defined, it uses the default assignment operator and the A(int) constructor to perform this->operator=(A(i)). The net effect is exactly the same as if you had written:
this->first = i;
Why didn't they just assign to first directly? I'd be asking.
If for some reason you do want all those steps, I'd at least make the implicit A(int) construction explicit:
*this = A(i);
*this = i; implicitly constructs new instance of A as A::A(int) is not an explicit constructor and therefore creates the implicit conversion from int to A. *this = i; then calls default A::operator= with this new instance of A constructed from i. Then the new instance of A is destroyed.
So the code *this = i; is equivalent to operator=(A(i)); in your case.
It's legal to do so, but the code readability suffers from such a big amount of implicit actions.
You aren't destroying the object pointed to by this, you are calling it's operator=, which will copy first from a temporary initialised from i. You destroy the temporary after the assignment.
It might be clearer to write an A& operator=(int) which had the same effect.

Does postblit constructor differ only by source from copy constructor?

If I understand correctly postblit constructor in D starts from bitwise copy (always), then there is user-defined body of it.
But when I look at the body of postblit constructor it is very similar to C++ copy constructor, the only difference is in C++ the source is some object, when in D is this (itself).
Am I correct?
Eh, close. I think you have a pretty good handle on it, but to spell it out:
a = b; (iff a and b are both the same type, a struct) translates into:
memcpy(&a, &b, b.sizeof); // bitwise copy
a.__postblit(); // call the postblit on the destination only (iff this(this) is defined on the type!)
So you don't have to explicitly assign any variables in the postblit (they are all copied automatically) and also cannot use it to implement move semantics (you don't have access to the source).
The place I most often use the postblit is when the struct is a pointer to another object, so I can increase the refcount:
struct S {
SomeObject* wrapped;
this(this) { if(wrapped) wrapped.addReference(); }
~this() { if(wrapped) wrapped.releaseReference(); }
}
This only works with references since otherwise you'd be incrementing a copy of the variable!
You can (but shouldn't) also use it to perform deep copies:
struct S {
string content;
this(this) { content = content.idup; }
}
But that's actually a bad idea since struct assignment is supposed to be universally cheap in D and deep copies aren't cheap. There's also generally no need anyway, since the garbage collector handles cases like double free where you might want this in C++.
The other case where I use it a lot in D is actually to disable it:
struct S {
#disable this(this);
}
S a, b;
a = b; // compile error, b is not copyable
That's different than just not implementing a postblit at all, which leaves you with the automatic implementation of memcpy. This makes assignment an outright compile error, which you can use to funnel the user toward another method, for move semantics for example:
struct S {
int* cool;
#disable this(this);
S release() { auto n = cool; cool = null; return S(cool); }
}
Since a=b is prohibited, we can now force the user to use the .release method when they want to reassign it which does our moving.

Copy Constructor classes

Here is my piece of code, please help me understand how to get the copy constructor correct. My class has no copy constructor written for it
test(cosnt test&obj){
////////something
}
But yet when I attempt to make a copy such as test t2(t1); it appears to be copied correctly! Can you please explain to me the reason that the copy seems to work even without an explicit copy constructor?
#include <iostream>
using namespace std;
class test{
int *ptr;
public:
test(int t=0){
ptr=new int;
*ptr=t;
}
void increment(){
(*ptr)++;
}
void display(){
cout<<*ptr<<endl;
}
};
int main(){
test t1;
t1.display();
t1.increment();
t1.display();
test t2(t1);//copy constructor works fine!
t2.display();
t1.increment();
t1.display();
t2.display();
}
C++ is so amazing that when you don't define a copy constructor, move constructor, copy assignment and move assignment for a class, the compiler will have to define them for you (the Standard says so). Of course you can delete them via:
func() = delete;
So for example, if you want to delete the implicit copy constructor in your example you would declare:
test(const test&) = delete;
and as you can see your code won't no longer compile.
The behavior of the implicit copy constructor is the one you would expect: it will copy construct each member of the class to the the other object. In this case it will copy construct the pointer value (not the pointed value), effectively make the two object share the same pointer.
Now, your program is leaking memory right? You have called new but no delete. Let's say you want to clean your resources up by inserting:
delete ptr;
in the destructor (it's a simplified version, of course you would need to define at least a proper move assignment and move constructor). You know what will happen? A nice and beautiful runtime error, telling you that the pointer you are trying to free has not been allocated. The reason why that is, is that both your objects (t1 and t2) destructors a will be called and they will both delete the same pointer. The first correctly and the second erroneously.
For this reason a Rule of three (now Rule of Five) has been established in the C++ community. But you know what? There's even a better rule which is called Rule of Zero. To sums it up (but you should really read about it) it says: don't do RAII yourself. I'd suggest you to follow the latter.
Now, let's discuss a little a bit of new. I'm sure you know this, but I'm here to prevent future damages: you don't need to use new at all in C++. Not anymore, in most cases.
Most of the things pointers once did (optional parameter, pass array by pointer, copyable reference, etc..) has now been "deprecated" (not in the literal sense: they are still there) in favor of sexier approaches (namely boost:optional/std::optional, std::array/std::vector, std::reference_wrapper). And even when all those fails to give you what you need, you can still use std::shared_ptr and std::unique_ptr.
So, please, don't use naked new pointers. Thanks.
If you did not define the copy constructor yourself then the compiler implicitly defines it instead of you. This copy constructor makes member-wise copies of class data members.
Relative to your example of code the implicitly defined copy constructor will copy data member ptr. As the result two or more objects can refer to the same memory.
Your class also needs destructor and the copy assignment operator.
These three specail functions can look the following way for your class
test( const test &rhs ) : ptr( new int( *rhs.ptr ) )
{
}
test & operator =( const test &rhs )
{
if ( this != &rhs )
{
int tmp = new int( *rhs.ptr );
delete ptr;
ptr = tmp;
}
return ( *this );
}
~test()
{
delete ptr;
}
You did not define a copy constructor. Like #jrok said, the compiler-generated default copy constructor only does shallow member-wise copy.
Your copy constructor can look something like:
public:
test(const test& t)
{
ptr = new int;
*ptr = *t.ptr;
}
BTW, you might want to define a destrcutor too to prevent memory leak.
~test()
{
delete ptr;
}

Can we return objects having a deleted/private copy/move constructor by value from a function?

In C++03 it is impossible to return an object of a class having a private non-defined copy constructor by value:
struct A { A(int x) { ... } private: A(A const&); };
A f() {
return A(10); // error!
return 10; // error too!
}
I was wondering, was this restriction lifted in C++11, making it possible to write functions having a class type return type for classes without constructors used for copy or move? I remember it could be useful to allow callers of a function use the newly returned object, but that they are not able to copy the value and store it somewhere.
Here is how it can work
A f() {
return { 10 };
}
This works even though A has no working copy or move constructor and no other constructor that could copy or move an A!
To make use of this feature of C++11, the constructor (taking int in this case) has to be non-explicit though.
The restriction has not been lifted. As per the access specifier, there is a note in §12.8/32 that explains:
two-stage overload resolution must be performed regardless of whether copy elision will occur. It determines the constructor to be called if elision is not performed, and the selected constructor must be accessible even if the call is elided.
As of the deleted copy/move constructors §8.4.3/2 states that
A program that refers to a deleted function implicitly or explicitly, other than to declare it, is ill-formed. [ Note: This includes calling the function implicitly or explicitly and forming a pointer or pointer-to-member to the function. It applies even for references in expressions that are not potentially-evaluated. If a function is overloaded, it is referenced only if the function is selected by overload resolution. — end note ]
Not sure about this particular case, but my understanding of the quote is that, if after the overload resolution in §12.8/32 the deleted copy/move constructor is selected, even if the operation is elided, that could constitute a reference to the function, and the program would be ill formed.
The above code is still ill-formed in C++11. But you could add a public move constructor to A and then it would be legal:
struct A
{
A(int x) {}
A(A&&);
private:
A(A const&);
};
A f() {
return A(10); // Ok!
}
I was wondering, was this restriction lifted in C++11?
How could it be? By returning something by value, you are by definition copying (or moving) it. And while C++ can allow that copy/move to be elided in certain circumstances, it's still copying (or moving) by the specification.
I remember it could be useful to allow callers of a function use the returned object, but that they are not able to copy the value and store it somewhere.
Yes. You get rid of the copy constructor/assignment, but allow the value to be moved. std::unique_ptr does this.
You can return a unique_ptr by value. But in doing so, you are returning an "prvalue": a temporary that is being destroyed. Therefore, if you have a function g as such:
std::unique_ptr<SomeType> g() {...}
You can do this:
std::unique_ptr<SomeType> value = g();
But not this:
std::unique_ptr<SomeType> value1 = g();
std::unique_ptr<SomeType> value2 = g();
value1 = value 2;
But this is possible:
std::unique_ptr<SomeType> value = g();
value = g();
The second line invokes the move assignment operator on value. It will delete the old pointer and move the new pointer into it, leaving the old value empty.
In this way, you can ensure that the contents of any unique_ptr is only ever stored in one place. You can't stop them from referencing it in multiple places (via pointers to unique_ptr or whatever), but there will be at most one location in memory where the actual pointer is stored.
Removing both the copy and move constructors creates an immobile object. Where it is created is where it's values stay, forever. Movement allows you to have unique ownership, but without being immobile.
You could probably hack together a proxy to do the trick if you really wanted, and have a converting constructor that copies the value stored within the proxy.
Something along the lines of:
template<typename T>
struct ReturnProxy {
//This could be made private, provided appropriate frienship is granted
ReturnProxy(T* p_) : p(p_) { }
ReturnProxy(ReturnProxy&&) = default;
private:
//don't want these Proxies sticking around...
ReturnProxy(const ReturnProxy&) = delete;
void operator =(const ReturnProxy&) = delete;
void operator =(ReturnProxy&&) = delete;
struct SUPER_FRIENDS { typedef T GO; };
friend struct SUPER_FRIENDS::GO;
unique_ptr<T> p;
};
struct Object {
Object() : data(0) { }
//Pseudo-copy constructor
Object(ReturnProxy<Object>&& proxy)
: data(proxy.p ? proxy.p->data : throw "Don't get sneaky with me \\glare")
{
//steals `proxy.p` so that there isn't a second copy of this object floating around
//shouldn't be necessary, but some men just want to watch the world burn.
unique_ptr<Object> thief(std::move(proxy.p));
}
private:
int data;
Object(const Object&) = delete;
void operator =(const Object&) = delete;
};
ReturnProxy<Object> func() {
return ReturnProxy(new Object);
}
int main() {
Object o(func());
}
You could probably do the same in 03, though, using auto_ptrs. And it obviously doesn't prevent storage of the resultant Object, although it does limit you to one copy per instance.

Questions about a Segmentation Fault in C++ most likely caused by a custom copy constructor

I'm getting a segmentation fault which I believe is caused by the copy constructor. However, I can't find an example like this one anywhere online. I've read about shallow copy and deep copy but I'm not sure which category this copy would fall under. Anyone know?
MyObject::MyObject{
lots of things including const and structs, but no pointers
}
MyObject::MyObject( const MyObject& oCopy){
*this = oCopy;//is this deep or shallow?
}
const MyObject& MyObject::operator=(const MyObject& oRhs){
if( this != oRhs ){
members = oRhs.members;
.....//there is a lot of members
}
return *this;
}
MyObject::~MyObject(){
//there is nothing here
}
Code:
const MyObject * mpoOriginal;//this gets initialized in the constructor
int Main(){
mpoOriginal = new MyObject();
return DoSomething();
}
bool DoSomething(){
MyObject *poCopied = new MyObject(*mpoOriginal);//the copy
//lots of stuff going on
delete poCopied;//this causes the crash - can't step into using GDB
return true;
}
EDIT: Added operator= and constructor
SOLVED: Barking up the wrong tree, it ended up being a function calling delete twice on the same object
It is generally a bad idea to use the assignment operator like this in the copy constructor. This will default-construct all the members and then assign over them. It is much better to either just rely on the implicitly-generated copy constructor, or use the member initializer list to copy those members that need copying, and apply the appropriate initialization to the others.
Without details of the class members, it is hard to judge what is causing your segfault.
According to your code you're not creating the original object... you're just creating a pointer like this:
const MyObject * mpoOriginal;
So the copy is using bad data into the created new object...
Wow....
MyObject::MyObject( const MyObject& oCopy)
{
*this = oCopy;//is this deep or shallow?
}
It is neither. It is a call to the assignment operator.
Since you have not finished the construction of the object this is probably ill-advised (though perfectly valid). It is more traditional to define the assignment operator in terms of the copy constructor though (see copy and swap idium).
const MyObject& MyObject::operator=(const MyObject& oRhs)
{
if( this != oRhs ){
members = oRhs.members;
.....//there is a lot of members
}
return *this;
}
Basically fine, though normally the result of assignment is not cont.
But if you do it this way you need to divide up your processing a bit to make it exception safe. It should look more like this:
const MyObject& MyObject::operator=(const MyObject& oRhs)
{
if( this == oRhs )
{
return *this;
}
// Stage 1:
// Copy all members of oRhs that can throw during copy into temporaries.
// That way if they do throw you have not destroyed this obbject.
// Stage 2:
// Copy anything that can **not** throw from oRhs into this object
// Use swap on the temporaries to copy them into the object in an exception sage mannor.
// Stage 3:
// Free any resources.
return *this;
}
Of course there is a simpler way of doing this using copy and swap idum:
MyObject& MyObject::operator=(MyObject oRhs) // use pass by value to get copy
{
this.swap(oRhs);
return *this;
}
void MyObject::swap(MyObject& oRhs) throws()
{
// Call swap on each member.
return *this;
}
If there is nothing to do in the destructor don't declare it (unless it needs to be virtual).
MyObject::~MyObject(){
//there is nothing here
}
Here you are declaring a pointer (not an object) so the constructor is not called (as pointers don;t have constructors).
const MyObject * mpoOriginal;//this gets initialized in the constructor
Here you are calling new to create the object.
Are you sure you want to do this? A dynamically allocated object must be destroyed; ostensibly via delete, but more usually in C++ you wrap pointers inside a smart pointer to make sure the owner correctly and automatically destroys the object.
int main()
{ //^^^^ Note main() has a lower case m
mpoOriginal = new MyObject();
return DoSomething();
}
But since you probably don't want a dynamic object. What you want is automatic object that is destroyed when it goes out of scope. Also you probably should not be using a global variable (pass it as a parameter otherwise your code is working using the side affects that are associated with global state).
int main()
{
const MyObject mpoOriginal;
return DoSomething(mpoOriginal);
}
You do not need to call new to make a copy just create an object (passing the object you want to copy).
bool DoSomething(MyObject const& data)
{
MyObject poCopied (data); //the copy
//lots of stuff going on
// No need to delete.
// delete poCopied;//this causes the crash - can't step into using GDB
// When it goes out of scope it is auto destroyed (as it is automatic).
return true;
}
What you are doing is making your copy constructor use the assignment operator (which you don't seem to have defined). Frankly I'm surprised it compiles, but because you haven't shown all your code maybe it does.
Write you copy constructor in the normal way, and then see if you still get the same problem. If it's true what you say about 'lots of things ... but I don't see any pointers' then you should not be writing a copy constructor at all. Try just deleting it.
I don't have a direct answer as for what exactly causes the segfault, but conventional wisdom here is to follow the rule of three, i.e. when you find yourself needing any of copy constructor, assignment operator, or a destructor, you better implement all three of them (c++0x adds move semantics, which makes it "rule of four"?).
Then, it's usually the other way around - the copy assignment operator is implemented in terms of copy constructor - copy and swap idiom.
MyObject::MyObject{
lots of things including const and structs, but no pointers
}
The difference between a shallow copy and a deep copy is only meaningful if there is a pointer to dynamic memory. If any of those member structs isn't doing a deep copy of it's pointer, then you'll have to work around that (how depends on the struct). However, if all members either don't contain pointers, or correctly do deep copies of their pointers, then the copy constructor/assignment is not the source of your problems.
It's either, depending on what your operator= does. That's where the magic happens; the copy constructor is merely invoking it.
If you didn't define an operator= yourself, then the compiler synthesised one for you, and it is performing a shallow copy.