Why can't you free variables on the stack? - c++

The languages in question are C/C++.
My prof said to free memory on the heap when your done using it, because otherwise you can end up with memory that can't be accessed. The problem with this is you might end up with all your memory used up and you are unable to access any of it.
Why doesn't the same concept apply to the stack? I understand that you can always access the memory you used on the stack, but if you keep creating new variables, you will eventually run out of space right? So why can't you free variables on the stack to make room for new variables like you can on the heap?
I get that the compiler frees variables on the stack, but thats at the end of the scope of the variable right. Doesn't it also free a variable on the heap at the end of its scope? If not, why not?

Dynamically allocated objects ("heap objects" in colloquial language) are never variables. Thus, they can never go out of scope. They don't live inside any scope. The only way you can handle them is via a pointer that you get at the time of allocation.
(The pointer is usually assigned to a variable, but that doesn't help.)
To repeat: Variables have scope; objects don't. But many objects are variables.
And to answer the question: You can only free objects, not variables.

The end of the closed "}" braces is where the stack "frees" its memory. So if I have:
{
int a = 1;
int b = 2;
{
int c = 3; // c gets "freed" at this "}" - the stack shrinks
// and c is no longer on the stack.
}
} // a and b are "freed" from the stack at this last "}".
You can think of c as being "higher up" on the stack than "a" and "b", so c is getting popped off before them. Thus, every time you write a "}" symbol, you are effectively shrinking the stack and "freeing" data.

There are already nice answers but I think you might need some more clarification, so I'll try to make this a more detailed answer and also try to make it simple (if I manage to). If something isn't clear (which with me being not a native english speaker and having problems with formulating answers sometimes might be likely) just ask in the comments. Also gonna take the use the Variables vs Objects idea that Kerrek SB uses in his answer.
To make that clearer I consider Variables to be named Objects with an Object being something to store data within your program.
Variables on the stack got automatic storage duration they automatically get destroyed and reclaimed once their scope ends.
{
std::string first_words = "Hello World!";
// do some stuff here...
} // first_words goes out of scope and the memory gets reclaimed.
In this case first_words is a Variable (since it got its own name) which means it is also an Object.
Now what about the heap? Lets describe what you might consider being "something on the heap" as a Variable pointing to some memory location on the heap where an Object is located. Now these things got what's called dynamic storage duration.
{
std::string * dirty = nullptr
{
std::string * ohh = new std::string{"I don't like this"} // ohh is a std::string* and a Variable
// The actual std::string is only an unnamed
// Object on the heap.
// do something here
dirty = ohh; // dirty points to the same memory location as ohh does now.
} // ohh goes out of scope and gets destroyed since it is a Variable.
// The actual std::string Object on the heap doesn't get destroyed
std::cout << *dirty << std::endl; // Will work since the std::string on the heap that dirty points to
// is still there.
delete dirty; // now the object being pointed to gets destroyed and the memory reclaimed
dirty = nullptr; can still access dirty since it's still in its scope.
} // dirty goes out of scope and get destroyed.
As you can see objects don't adhere to scopes and you got to manually manage their memory. That's also a reason why "most" people prefer to use "wrappers" around it. See for example std::string which is a wrapper around a dynamic "String".
Now to clarify some of your questions:
Why can't we destroy objects on the stack?
Easy answer: Why would you want to?
Detailed answer: It would be destroued by you and then destroyed again once it leaves the scope which isn't allowed. Also you should generally only have variables in your scope that you actually need for your computation and how would you destroy it if you actually need that variable to finish your computation? But if you really were to only need a variable for a small time within a computation you could just make a new smaller scope with { } so your variable gets automatically destroyed once it isn't needed anymore.
Note: If you got a lot of variables that you only need for a small part of your computation it might be a hint that that part of the computation should be in its own function/scope.
From your comments: Yeah I get that, but thats at the end of the scope of the variable right. Doesn't it also free a variable on the heap at the end of its scope?
They don't. Objects on the heap got no scope, you can pass their address out of a function and it still persists. The pointer pointing to it can go out of scope and be destroyed but the Object on the heap still exists and you can't access it anymore (memory leak). That's also why it's called manual memory management and most people prefer wrappers around them so that it gets automatically destroyed when it isn't needed anymore. See std::string, std::vector as examples.
From your comments: Also how can you run out of memory on a computer? An int takes up like 4 bytes, most computers have billions of bytes of memory... (excluding embedded systems)?
Well, computer programs don't always just hold a few ints. Let me just answer with a little "fake" quote:
640K [of computer memory] ought to be enough for anybody.
But that isn't enough like we all should know. And how many memory is enough? I don't know but certainly not what we got now. There are many algorithms, problems and other stuff that need tons of memory. Just think about something like computer games. Could we make "bigger" games if we had more memory? Just think about it... You can always make something bigger with more resources so I don't think there's any limit where we can say it's enough.

So why can't you free variables on the stack to make room for new variables like you can on the heap?
All information that "stack allocator" knows is ESP which is pointer to the bottom of stack.
N: used
N-1: used
N-2: used
N-3: used <- **ESP**
N-4: free
N-5: free
N-6: free
...
That makes "stack allocation" very efficient - just decrease ESP by the size of allocation, plus it is locality/cache-friendly.
If you would allow arbitrary deallocations, of different sizes - that will turn your "stack" into "heap", with all associated additional overhead - ESP would not be enough, because you have to remember which space is deallocated and which is not:
N: used
N-1: free
N-2: free
N-3: used
N-4: free
N-5: used
N-6: free
...
Clearly - ESP is not more enough. And you also have to deal with fragmentation problems.
I get that the compiler frees variables on the stack, but thats at the end of the scope of the variable right. Doesn't it also free a variable on the heap at the end of its scope? If not, why not?
One of the reasons is that you don't always want that - sometimes you want to return allocated data to caller of your function, that data should outlive scope where it was created.
That said, if you really need scope-based lifetime management for "heap" allocated data (and most of time it is scope-based, indeed) - it is common practice in C++ to use wrappers around such data. One of examples is std::vector:
{
std::vector<int> x(1024); // internally allocates array of 1024 ints on heap
// use x
// ...
} // at the end of the scope destructor of x is called automatically,
// which does deallocation

Read about function calls - each call pushes data and function address on the stack. Function pops data from stack and eventually pushes its result.
In general, stack is managed by OS, and yes - it can be depleted. Just try doing something like this:
int main(int argc, char **argv)
{
int table[1000000000];
return 0;
}
That should end quickly enough.

Local variables on the stack don't actually get freed. The registers pointing at the current stack are just moved back up and the stack "forgets" about them. And yes, you can occupy so much stack space that it overflows and the program crashes.
Variables on the heap do get freed automatically - by the operating system, when the program exits. If you do
int x;
for(x=0; x<=99999999; x++) {
int* a = malloc(sizeof(int));
}
the value of a keeps getting overwritten and the place in the heap where a was stored is lost. This memory is NOT freed, because the program doesn't exit. This is called a "memory leak". Eventually, you will use up all the memory on the heap, and the program will crash.

The heap is managed by code: Deleting a heap allocation is done by calling the heap manager. The stack is managed by hardware. There is no manager to call.

Related

Understanding when to use the stack memory and when to use heap memory while programming? [duplicate]

In C++, when is it best to use the stack? When is it best to use the heap?
Use the stack when your variable will not be used after the current function returns. Use the heap when the data in the variable is needed beyond the lifetime of the current function.
As a rule of thumb, avoid creating huge objects on the stack.
Creating an object on the stack frees you from the burden of remembering to cleanup(read delete) the object. But creating too many objects on the stack will increase the chances of stack overflow.
If you use heap for the object, you get the as much memory the OS can provide, much larger than the stack, but then again you must make sure to free the memory when you are done. Also, creating too many objects too frequently in the heap will tend to fragment the memory, which in turn will affect the performance of your application.
Use the stack when the memory being used is strictly limited to the scope in which you are creating it. This is useful to avoid memory leaks because you know exactly where you want to use the memory, and you know when you no longer need it, so the memory will be cleaned up for you.
int main()
{
if (...)
{
int i = 0;
}
// I know that i is no longer needed here, so declaring i in the above block
// limits the scope appropriately
}
The heap, however, is useful when your memory may be accessed outside of the scope of its creation and you do not wish to copy a stack variable. This can give you explicit control over how memory is allocated and deallocated.
Object* CreateObject();
int main()
{
Object* obj = CreateObject();
// I can continue to manipulate object and I decide when I'm done with it
// ..
// I'm done
delete obj;
// .. keep going if you wish
return 0;
}
Object* CreateObject()
{
Object* returnValue = new Object();
// ... do a bunch of stuff to returnValue
return returnValue;
// Note the object created via new here doesn't go away, its passed back using
// a pointer
}
Obviously a common problem here is that you may forget to delete your object. This is called a memory leak. These problems are more prevalent as your program becomes less and less trivial where "ownership" (or who exactly is responsible for deleting things) becomes more difficult to define.
Common solutions in more managed languages (C#, Java) are to implement garbage collection so you don't have to think about deleting things. However, this means there's something in the background that runs aperiodically to check on your heap data. In a non-trivial program, this can become rather inefficient as a "garbage collection" thread pops up and chugs away, looking for data that should be deleted, while the rest of your program is blocked from executing.
In C++, the most common, and best (in my opinion) solution to dealing with memory leaks is to use a smart pointer. The most common of these is boost::shared_ptr which is (reference counted)
So to recreate the example above
boost::shared_ptr CreateObject();
int main()
{
boost::shared_ptr<Object> obj = CreateObject();
// I can continue to manipulate object and I decide when I'm done with it
// ..
// I'm done, manually delete
obj.reset(NULL);
// .. keep going if you wish
// here, if you forget to delete obj, the shared_ptr's destructor will note
// that if no other shared_ptr's point to this memory
// it will automatically get deleted.
return 0;
}
boost::shared_ptr<Object> CreateObject()
{
boost::shared_ptr<Object> returnValue(new Object());
// ... do a bunch of stuff to returnValue
return returnValue;
// Note the object created via new here doesn't go away, its passed back to
// the receiving shared_ptr, shared_ptr knows that another reference exists
// to this memory, so it shouldn't delete the memory
}
An exception to the rule mentioned above that you should generally use the stack for local variables that are not needed outside the scope of the function:
Recursive functions can exhaust the stack space if they allocate large local variables or if they are recursively invoked many times. If you have a recursive function that utilizes memory, it might be a good idea to use heap-based memory instead of stack-based memory.
as a rule of thumb use the stack whenever you can. i.e. when the variable is never needed outside of that scope.
its faster, causes less fragmentation and is going to avoid the other overheads associated with calling malloc or new. allocating off of the stack is a couple of assembler operations, malloc or new is several hundred lines of code in an efficient implementation.
its never best to use the heap... just unavoidable. :)
Use the heap for only allocating space for objects at runtime. If you know the size at compile time, use the stack. Instead of returning heap-allocated objects from a function, pass a buffer into the function for it to write to. That way the buffer can be allocated where the function is called as an array or other stack-based structure.
The fewer malloc() statements you have, the fewer chances for memory leaks.
There are situations where you need the stack, others where you need the heap, others where you need the static storage, others where you need the const memory data, others where you need the free store.
The stack is fast, because allocation is just an "increment" over the SP, and all "allocation" is performed at invocation time of the function you are in. Heap (or free store) allocation/deallocation is more time expensive and error prone.

Stack-allocated objects still taking memory after going out of scope?

People always talk about how objects created without the new keyword are destroyed when they go out of scope, but when I think about this, it seems like that's wrong. Perhaps the destructor is called when the variable goes out of scope, but how do we know that it is no longer taking up space in the stack? For example, consider the following:
void DoSomething()
{
{
My_Object obj;
obj.DoSomethingElse();
}
AnotherFuncCall();
}
Is it guaranteed that obj will not be saved on the stack when AnotherFuncCall is executed? Because people are always saying it, there must be some truth to what they say, so I assume that the destructor must be called when obj goes out of scope, before AnotherFuncCall. Is that a fair assumption?
You are confusing two different concepts.
Yes, your object's destructor will be called when it leaves its enclosing scope. This is guaranteed by the standard.
No, there is no guarantee that an implementation of the language uses a stack to implement automatic storage (i.e., what you refer to as "stack allocated objects".)
Since most compilers use a fixed size stack I'm not even sure what your question is. It is typically implemented as a fixed size memory region where a pointer move is all that is required to "clean up" the stack as that memory will be used again soon enough.
So, since the memory region used to implement a stack is fixed in size there is no need to set the memory your object took to 0 or something else. It can live there until it is needed again, no harm done.
I believe it depends where in the stack the object was created. If it was on the bottom (assuming stack grows down) then I think the second function may overwrite the destroyed objects space. If the object was inside the stack, then probably that space is wasted, since all further objects would have to be shifted.
Your stack is not dynamically allocated and deallocated, it's just there. Your objects constructors and destructors will get called but you don't get the memory back.
Because people are always saying it, there must be some truth to what they say, so I assume that the destructor must be called when obj goes out of scope, before AnotherFuncCall. Is that a fair assumption?
This is correct. Note that this final question says nothing about a stack". Whether an implementation uses a stack, or something else, is up to the implementation.
Objects created "on the stack" in local scope have what is called automatic storage duration. The Standard says:
C++03 3.7.2 Automatic storage duration
1/ Local objects explicitly declared auto or register or not
explicitly declared static or extern have automatic storage duration.
The storage for these objects lasts until the block in which they are
created exits.
2/ [Note: these objects are initialized and destroyed as described in
6.7. ]
On the destruction of these objects:
6.7 Declaration statement
2/ Variables with automatic storage duration (3.7.2) are initialized
each time their declaration-statement is executed. Variables with
automatic storage duration declared in the block are destroyed on exit
from the block (6.6).
Hence, according to the Standard, when object with local scope fall out of scope, the destructor is called and the storage is released.
Weather or not that storage is on a stack the Standard doesn't say. It just says the storage is released, wherever it might be.
Some architectures don't have stacks in the same sense a PC has. C++ is meant to work on any kind of programmable device. That's why it never mentions anything about stacks, heaps, etc.
On a typical PC-type platform running Windows and user-mode code, these automatic variables are stored on a stack. These stacks are fixed-size, and are created when the thread starts. As they become instantiated, they take up more of the space on the stack, and the stack pointer moves. If you allocate enough of these variables, you will overflow the stack and your program will die an ugly death.
Try running this on a Windows PC and see what happens for an example:
int main()
{
int boom[10000000];
for( int* it = &boom[0]; it != &boom[sizeof(boom)/sizeof(boom[0])]; ++it )
*it = 42;
}
What people say is indeed true. The object still remains in the memory location. However, the way stack works means that the object does not take any memory space from stack.
What usually happens when memory is allocated on the stack is that the stack pointer is decremented by sizeof(type) and when the variable goes out of scope and the object is freed, the stack pointer is incremented, thus shrinking the effective size of data allocated on the stack. Indeed, the data still resides in it's original address, it is not destroyed or deleted at all.
And just to clarify, the C++ standard says absolutely nothing about this! The C++ standard is completely unaware of anything called stack or heap in sense of memory allocation because they are platform specific implementation details.
Your local variables on stack do not take extra memory. The system provides some memory from each thread's stack, and the variables on the stack just use part of it. After running out of the scope, the compiler can reuse the same part of the stack for other variables (used later in the same function).
how do we know that it is no longer taking up space in the stack?
We don't. There are way to see whether they do or don't, but those are architecture and ABI specific. Generally, functions do pop whatever they pushed to the stack when they return control to the caller. What C/C++ guarantees is that it will call a destructor of high-level objects when they leave the scope (though some older C++ like MSVC 6 had terrible bugs at a time when they did not).
Is it guaranteed that obj will not be saved on the stack when AnotherFuncCall is executed?
No. It is up to the compiler to decide when and how to push and pop stack frames as long as that way complies with ABI requirements.
The question "Is something taking up space in the stack" is a bit of a loaded question, because in reality, there is no such thing as free space (at a hardware level.) A lot of people (myself included, at one point) thought that space on a computer is freed by actually clearing it, i.e. changing the data to zeroes. However, this is actually not the case, as doing so would be a lot of extra work. It takes less time to do nothing to memory than it does to clear it. So if you don't need to clear it, don't! This is true for the stack as well as files you delete from your computer. (Ever noticed that "emptying the recycle bin" takes less time than copying those same files to another folder? That's why - they're not actually deleted, the computer just forgets where they're stored.)
Generally speaking, most hardware stacks are implemented with a stack pointer, which tells the CPU where the next empty slot in the stack is. (Or the most recent item pushed on the stack, again, this depends on the CPU architecture.)
When you enter a function, the assembly code subtracts from the stack pointer to create enough room for your local variables, etc. Once the function ends, and you exit scope, the stack pointer is increased by the same amount it was originally decreased, before returning. This increasing of the stack pointer is what is meant by "the local variables on the stack have been freed." It's less that they've been freed and more like "the CPU is now willing to overwrite them with whatever it wants to without a second thought."
Now you may be asking, if our local variables from a previous scope still exist, why can't we use them? Reason being, there's no guarantee they'll still be there from the time you exit scope and the time you try to read them again.

C++ dynamically allocated memory

I don't quite get the point of dynamically allocated memory and I am hoping you guys can make things clearer for me.
First of all, every time we allocate memory we simply get a pointer to that memory.
int * dynInt = new int;
So what is the difference between doing what I did above and:
int someInt;
int* dynInt = &someInt;
As I understand, in both cases memory is allocated for an int, and we get a pointer to that memory.
So what's the difference between the two. When is one method preferred to the other.
Further more why do I need to free up memory with
delete dynInt;
in the first case, but not in the second case.
My guesses are:
When dynamically allocating memory for an object, the object doesn't get initialized while if you do something like in the second case, the object get's initialized. If this is the only difference, is there a any motivation behind this apart from the fact that dynamically allocating memory is faster.
The reason we don't need to use delete for the second case is because the fact that the object was initialized creates some kind of an automatic destruction routine.
Those are just guesses would love it if someone corrected me and clarified things for me.
The difference is in storage duration.
Objects with automatic storage duration are your "normal" objects that automatically go out of scope at the end of the block in which they're defined.
Create them like int someInt;
You may have heard of them as "stack objects", though I object to this terminology.
Objects with dynamic storage duration have something of a "manual" lifetime; you have to destroy them yourself with delete, and create them with the keyword new.
You may have heard of them as "heap objects", though I object to this, too.
The use of pointers is actually not strictly relevant to either of them. You can have a pointer to an object of automatic storage duration (your second example), and you can have a pointer to an object of dynamic storage duration (your first example).
But it's rare that you'll want a pointer to an automatic object, because:
you don't have one "by default";
the object isn't going to last very long, so there's not a lot you can do with such a pointer.
By contrast, dynamic objects are often accessed through pointers, simply because the syntax comes close to enforcing it. new returns a pointer for you to use, you have to pass a pointer to delete, and (aside from using references) there's actually no other way to access the object. It lives "out there" in a cloud of dynamicness that's not sitting in the local scope.
Because of this, the usage of pointers is sometimes confused with the usage of dynamic storage, but in fact the former is not causally related to the latter.
An object created like this:
int foo;
has automatic storage duration - the object lives until the variable foo goes out of scope. This means that in your first example, dynInt will be an invalid pointer once someInt goes out of scope (for example, at the end of a function).
An object created like this:
int foo* = new int;
Has dynamic storage duration - the object lives until you explicitly call delete on it.
Initialization of the objects is an orthogonal concept; it is not directly related to which type of storage-duration you use. See here for more information on initialization.
Your program gets an initial chunk of memory at startup. This memory is called the stack. The amount is usually around 2MB these days.
Your program can ask the OS for additional memory. This is called dynamic memory allocation. This allocates memory on the free store (C++ terminology) or the heap (C terminology). You can ask for as much memory as the system is willing to give (multiple gigabytes).
The syntax for allocating a variable on the stack looks like this:
{
int a; // allocate on the stack
} // automatic cleanup on scope exit
The syntax for allocating a variable using memory from the free store looks like this:
int * a = new int; // ask OS memory for storing an int
delete a; // user is responsible for deleting the object
To answer your questions:
When is one method preferred to the other.
Generally stack allocation is preferred.
Dynamic allocation required when you need to store a polymorphic object using its base type.
Always use smart pointer to automate deletion:
C++03: boost::scoped_ptr, boost::shared_ptr or std::auto_ptr.
C++11: std::unique_ptr or std::shared_ptr.
For example:
// stack allocation (safe)
Circle c;
// heap allocation (unsafe)
Shape * shape = new Circle;
delete shape;
// heap allocation with smart pointers (safe)
std::unique_ptr<Shape> shape(new Circle);
Further more why do I need to free up memory in the first case, but not in the second case.
As I mentioned above stack allocated variables are automatically deallocated on scope exit.
Note that you are not allowed to delete stack memory. Doing so would inevitably crash your application.
For a single integer it only makes sense if you need the keep the value after for example, returning from a function. Had you declared someInt as you said, it would have been invalidated as soon as it went out of scope.
However, in general there is a greater use for dynamic allocation. There are many things that your program doesn't know before allocation and depends on input. For example, your program needs to read an image file. How big is that image file? We could say we store it in an array like this:
unsigned char data[1000000];
But that would only work if the image size was less than or equal to 1000000 bytes, and would also be wasteful for smaller images. Instead, we can dynamically allocate the memory:
unsigned char* data = new unsigned char[file_size];
Here, file_size is determined at runtime. You couldn't possibly tell this value at the time of compilation.
Read more about dynamic memory allocation and also garbage collection
You really need to read a good C or C++ programming book.
Explaining in detail would take a lot of time.
The heap is the memory inside which dynamic allocation (with new in C++ or malloc in C) happens. There are system calls involved with growing and shrinking the heap. On Linux, they are mmap & munmap (used to implement malloc and new etc...).
You can call a lot of times the allocation primitive. So you could put int *p = new int; inside a loop, and get a fresh location every time you loop!
Don't forget to release memory (with delete in C++ or free in C). Otherwise, you'll get a memory leak -a naughty kind of bug-. On Linux, valgrind helps to catch them.
Whenever you are using new in C++ memory is allocated through malloc which calls the sbrk system call (or similar) itself. Therefore no one, except the OS, has knowledge about the requested size. So you'll have to use delete (which calls free which goes to sbrk again) for giving memory back to the system. Otherwise you'll get a memory leak.
Now, when it comes to your second case, the compiler has knowledge about the size of the allocated memory. That is, in your case, the size of one int. Setting a pointer to the address of this int does not change anything in the knowledge of the needed memory. Or with other words: The compiler is able to take care about freeing of the memory. In the first case with new this is not possible.
In addition to that: new respectively malloc do not need to allocate exactly the requsted size, which makes things a bit more complicated.
Edit
Two more common phrases: The first case is also known as static memory allocation (done by the compiler), the second case refers to dynamic memory allocation (done by the runtime system).
What happens if your program is supposed to let the user store any number of integers? Then you'll need to decide during run-time, based on the user's input, how many ints to allocate, so this must be done dynamically.
In a nutshell, dynamically allocated object's lifetime is controlled by you and not by the language. This allows you to let it live as long as it is required (as opposed to end of the scope), possibly determined by a condition that can only be calculated at run-rime.
Also, dynamic memory is typically much more "scalable" - i.e. you can allocate more and/or larger objects compared to stack-based allocation.
The allocation essentially "marks" a piece of memory so no other object can be allocated in the same space. De-allocation "unmarks" that piece of memory so it can be reused for later allocations. If you fail to deallocate memory after it is no longer needed, you get a condition known as "memory leak" - your program is occupying a memory it no longer needs, leading to possible failure to allocate new memory (due to the lack of free memory), and just generally putting an unnecessary strain on the system.

Proper stack and heap usage in C++?

I've been programming for a while but It's been mostly Java and C#. I've never actually had to manage memory on my own. I recently began programming in C++ and I'm a little confused as to when I should store things on the stack and when to store them on the heap.
My understanding is that variables which are accessed very frequently should be stored on the stack and objects, rarely used variables, and large data structures should all be stored on the heap. Is this correct or am I incorrect?
No, the difference between stack and heap isn't performance. It's lifespan: any local variable inside a function (anything you do not malloc() or new) lives on the stack. It goes away when you return from the function. If you want something to live longer than the function that declared it, you must allocate it on the heap.
class Thingy;
Thingy* foo( )
{
int a; // this int lives on the stack
Thingy B; // this thingy lives on the stack and will be deleted when we return from foo
Thingy *pointerToB = &B; // this points to an address on the stack
Thingy *pointerToC = new Thingy(); // this makes a Thingy on the heap.
// pointerToC contains its address.
// this is safe: C lives on the heap and outlives foo().
// Whoever you pass this to must remember to delete it!
return pointerToC;
// this is NOT SAFE: B lives on the stack and will be deleted when foo() returns.
// whoever uses this returned pointer will probably cause a crash!
return pointerToB;
}
For a clearer understanding of what the stack is, come at it from the other end -- rather than try to understand what the stack does in terms of a high level language, look up "call stack" and "calling convention" and see what the machine really does when you call a function. Computer memory is just a series of addresses; "heap" and "stack" are inventions of the compiler.
I would say:
Store it on the stack, if you CAN.
Store it on the heap, if you NEED TO.
Therefore, prefer the stack to the heap. Some possible reasons that you can't store something on the stack are:
It's too big - on multithreaded programs on 32-bit OS, the stack has a small and fixed (at thread-creation time at least) size (typically just a few megs. This is so that you can create lots of threads without exhausting address space. For 64-bit programs, or single threaded (Linux anyway) programs, this is not a major issue. Under 32-bit Linux, single threaded programs usually use dynamic stacks which can keep growing until they reach the top of the heap.
You need to access it outside the scope of the original stack frame - this is really the main reason.
It is possible, with sensible compilers, to allocate non-fixed size objects on the heap (usually arrays whose size is not known at compile time).
It's more subtle than the other answers suggest. There is no absolute divide between data on the stack and data on the heap based on how you declare it. For example:
std::vector<int> v(10);
In the body of a function, that declares a vector (dynamic array) of ten integers on the stack. But the storage managed by the vector is not on the stack.
Ah, but (the other answers suggest) the lifetime of that storage is bounded by the lifetime of the vector itself, which here is stack-based, so it makes no difference how it's implemented - we can only treat it as a stack-based object with value semantics.
Not so. Suppose the function was:
void GetSomeNumbers(std::vector<int> &result)
{
std::vector<int> v(10);
// fill v with numbers
result.swap(v);
}
So anything with a swap function (and any complex value type should have one) can serve as a kind of rebindable reference to some heap data, under a system which guarantees a single owner of that data.
Therefore the modern C++ approach is to never store the address of heap data in naked local pointer variables. All heap allocations must be hidden inside classes.
If you do that, you can think of all variables in your program as if they were simple value types, and forget about the heap altogether (except when writing a new value-like wrapper class for some heap data, which ought to be unusual).
You merely have to retain one special bit of knowledge to help you optimise: where possible, instead of assigning one variable to another like this:
a = b;
swap them like this:
a.swap(b);
because it's much faster and it doesn't throw exceptions. The only requirement is that you don't need b to continue to hold the same value (it's going to get a's value instead, which would be trashed in a = b).
The downside is that this approach forces you to return values from functions via output parameters instead of the actual return value. But they're fixing that in C++0x with rvalue references.
In the most complicated situations of all, you would take this idea to the general extreme and use a smart pointer class such as shared_ptr which is already in tr1. (Although I'd argue that if you seem to need it, you've possibly moved outside Standard C++'s sweet spot of applicability.)
You also would store an item on the heap if it needs to be used outside the scope of the function in which it is created. One idiom used with stack objects is called RAII - this involves using the stack based object as a wrapper for a resource, when the object is destroyed, the resource would be cleaned up. Stack based objects are easier to keep track of when you might be throwing exceptions - you don't need to concern yourself with deleting a heap based object in an exception handler. This is why raw pointers are not normally used in modern C++, you would use a smart pointer which can be a stack based wrapper for a raw pointer to a heap based object.
To add to the other answers, it can also be about performance, at least a little bit. Not that you should worry about this unless it's relevant for you, but:
Allocating in the heap requires finding a tracking a block of memory, which is not a constant-time operation (and takes some cycles and overhead). This can get slower as memory becomes fragmented, and/or you're getting close to using 100% of your address space. On the other hand, stack allocations are constant-time, basically "free" operations.
Another thing to consider (again, really only important if it becomes an issue) is that typically the stack size is fixed, and can be much lower than the heap size. So if you're allocating large objects or many small objects, you probably want to use the heap; if you run out of stack space, the runtime will throw the site titular exception. Not usually a big deal, but another thing to consider.
Stack is more efficient, and easier to managed scoped data.
But heap should be used for anything larger than a few KB (it's easy in C++, just create a boost::scoped_ptr on the stack to hold a pointer to the allocated memory).
Consider a recursive algorithm that keeps calling into itself. It's Very hard to limit and or guess the total stack usage! Whereas on the heap, the allocator (malloc() or new) can indicate out-of-memory by returning NULL or throw ing.
Source: Linux Kernel whose stack is no larger than 8KB!
For completeness, you may read Miro Samek's article about the problems of using the heap in the context of embedded software.
A Heap of Problems
The choice of whether to allocate on the heap or on the stack is one that is made for you, depending on how your variable is allocated. If you allocate something dynamically, using a "new" call, you are allocating from the heap. If you allocate something as a global variable, or as a parameter in a function it is allocated on the stack.
In my opinion there are two deciding factors
1) Scope of variable
2) Performance.
I would prefer to use stack in most cases but if you need access to variable outside scope you can use heap.
To enhance performance while using heaps you can also use the functionality to create heap block and that can help in gaining performance rather than allocating each variable in different memory location.
probably this has been answered quite well. I would like to point you to the below series of articles to have a deeper understanding of low level details. Alex Darby has a series of articles, where he walks you through with a debugger. Here is Part 3 about the Stack.
http://www.altdevblogaday.com/2011/12/14/c-c-low-level-curriculum-part-3-the-stack/

When is it best to use the stack instead of the heap and vice versa?

In C++, when is it best to use the stack? When is it best to use the heap?
Use the stack when your variable will not be used after the current function returns. Use the heap when the data in the variable is needed beyond the lifetime of the current function.
As a rule of thumb, avoid creating huge objects on the stack.
Creating an object on the stack frees you from the burden of remembering to cleanup(read delete) the object. But creating too many objects on the stack will increase the chances of stack overflow.
If you use heap for the object, you get the as much memory the OS can provide, much larger than the stack, but then again you must make sure to free the memory when you are done. Also, creating too many objects too frequently in the heap will tend to fragment the memory, which in turn will affect the performance of your application.
Use the stack when the memory being used is strictly limited to the scope in which you are creating it. This is useful to avoid memory leaks because you know exactly where you want to use the memory, and you know when you no longer need it, so the memory will be cleaned up for you.
int main()
{
if (...)
{
int i = 0;
}
// I know that i is no longer needed here, so declaring i in the above block
// limits the scope appropriately
}
The heap, however, is useful when your memory may be accessed outside of the scope of its creation and you do not wish to copy a stack variable. This can give you explicit control over how memory is allocated and deallocated.
Object* CreateObject();
int main()
{
Object* obj = CreateObject();
// I can continue to manipulate object and I decide when I'm done with it
// ..
// I'm done
delete obj;
// .. keep going if you wish
return 0;
}
Object* CreateObject()
{
Object* returnValue = new Object();
// ... do a bunch of stuff to returnValue
return returnValue;
// Note the object created via new here doesn't go away, its passed back using
// a pointer
}
Obviously a common problem here is that you may forget to delete your object. This is called a memory leak. These problems are more prevalent as your program becomes less and less trivial where "ownership" (or who exactly is responsible for deleting things) becomes more difficult to define.
Common solutions in more managed languages (C#, Java) are to implement garbage collection so you don't have to think about deleting things. However, this means there's something in the background that runs aperiodically to check on your heap data. In a non-trivial program, this can become rather inefficient as a "garbage collection" thread pops up and chugs away, looking for data that should be deleted, while the rest of your program is blocked from executing.
In C++, the most common, and best (in my opinion) solution to dealing with memory leaks is to use a smart pointer. The most common of these is boost::shared_ptr which is (reference counted)
So to recreate the example above
boost::shared_ptr CreateObject();
int main()
{
boost::shared_ptr<Object> obj = CreateObject();
// I can continue to manipulate object and I decide when I'm done with it
// ..
// I'm done, manually delete
obj.reset(NULL);
// .. keep going if you wish
// here, if you forget to delete obj, the shared_ptr's destructor will note
// that if no other shared_ptr's point to this memory
// it will automatically get deleted.
return 0;
}
boost::shared_ptr<Object> CreateObject()
{
boost::shared_ptr<Object> returnValue(new Object());
// ... do a bunch of stuff to returnValue
return returnValue;
// Note the object created via new here doesn't go away, its passed back to
// the receiving shared_ptr, shared_ptr knows that another reference exists
// to this memory, so it shouldn't delete the memory
}
An exception to the rule mentioned above that you should generally use the stack for local variables that are not needed outside the scope of the function:
Recursive functions can exhaust the stack space if they allocate large local variables or if they are recursively invoked many times. If you have a recursive function that utilizes memory, it might be a good idea to use heap-based memory instead of stack-based memory.
as a rule of thumb use the stack whenever you can. i.e. when the variable is never needed outside of that scope.
its faster, causes less fragmentation and is going to avoid the other overheads associated with calling malloc or new. allocating off of the stack is a couple of assembler operations, malloc or new is several hundred lines of code in an efficient implementation.
its never best to use the heap... just unavoidable. :)
Use the heap for only allocating space for objects at runtime. If you know the size at compile time, use the stack. Instead of returning heap-allocated objects from a function, pass a buffer into the function for it to write to. That way the buffer can be allocated where the function is called as an array or other stack-based structure.
The fewer malloc() statements you have, the fewer chances for memory leaks.
There are situations where you need the stack, others where you need the heap, others where you need the static storage, others where you need the const memory data, others where you need the free store.
The stack is fast, because allocation is just an "increment" over the SP, and all "allocation" is performed at invocation time of the function you are in. Heap (or free store) allocation/deallocation is more time expensive and error prone.