C++ Memory leak when freeing *? - c++

I am using this in a void:
unsigned char *nEncodedBytes = NULL;
nEncodedBytes = new unsigned char[m_lLenCompressedBytes];
short *shrtDecoded = NULL;
shrtDecoded = new short[iCountDecodedShorts];
short *m_ShortOut;
m_ShortOut = (short*)malloc(( 960*6)*sizeof(short));
unsigned char *m_DataBytes;
m_DataBytes = (unsigned char*)calloc((960*6),sizeof(char));
When I am done, I free the memory using
delete (nEncodedBytes);
delete (shrtDecoded);
free(m_DataBytes);
free(m_ShortOut);
Is this fine? I am unsure why I was using delete in one place, and free in the other.
I copied my code around.
Is there a memory leak?
Thank you.

You use free when you use malloc. In all likelihood, you shouldn't be using malloc at all in C++; it's the C way of doing things and only rarely wanted in C++.
You use delete when you allocate with new. new calls the constructor as well as allocating memory, and delete calls the destructor as well as releasing memory. These are thus the object orientated C++ options. There is, however, a wrinkle. Because the implementation of C++ doesn't know whether a pointer refers to an array or a single object if you allocate an array (e.g. nEncodedBytes = new unsigned char[m_lLenCompressedBytes];) then you should use delete[] instead of delete to release it.
Mind you, failing to call delete[] only means that you will only call the destructor for the first object in an array so, in this particular case there should be no difference in the outcome between calling delete[] and calling delete because char has no destructor.
I don't see a memory leak in your code but since you haven't posted all your code we can't tell.

You should use
delete [] nEncodedBytes;
delete [] shrtDecoded;
as you are deleting arrays.

Don't mix malloc and new (first because of stylistic reasons, and then because you should never delete a  malloc-ed memory or free a new-ed zone). Consider using standard C++ containers. You won't even need to explicitly allocate memory (the library will do that for you).
You could code
std::vector<char> nEncodedBytes;
nEncodedBytes.resize(encodedbyteslen);
On Linux, use valgrind to hunt memory leaks. BTW, you might be interested by Boehm's GC, perhaps using its allocator like here.
BTW, when using yourself malloc you should always test its result, at least like
SomeType* ptr = malloc(sizeof(SomeType));
if (!ptr) { perror("malloc SomeType"); exit(EXIT_FAILURE); };
remember that malloc could fail. You may want to limit the memory available (e.g. with ulimit -m in bash in your terminal) for testing purposes (e.g. to make malloc -or new- fail more easily to ensure you handle that kind of failure well enough).

Is this fine?
Not quite. There are a couple problems. One -- your troublesome use of free -- we'll address in a moment. But first, your use of new[] with delete (non-[]) invokes Undefined Behavior:
Here you are using new []:
nEncodedBytes = new unsigned char[m_lLenCompressedBytes];
And here you are using delete:
delete (nEncodedBytes);
This should be:
delete [] nEncodedBytes;
Using the [] for of new with the non-[] form of delete invokes Undefined Behavior. Now in reality, all the compilers & platforms I'm aware of will handle this fine and do what you expect in this particular case -- but you should never rely on Undefined Behavior.
Now for your use of malloc and free:
I am unsure why I was using delete in one place, and free in the
other.
You probably shouldn't be. Here's a rule of thumb:
In C++, always use new and delete; never use malloc and free.
Yes, there are exceptions, but they are first of all rare, and second of all you will know exactly when the exceptions come in to play. In the example you've posted here, I see no reason that compels the use of malloc and free. Hence, you should not be.
Contrary to (popular?) belief, mixing new/delete and malloc/free in a single C++ program does no in itself invoke Undefined Behavior or make your program otherwise ill-formed. You can do it, if you do it properly. But you still shouldn't.
Is there a memory leak?
Well, since you have invoked Undefined Behavior, there could be. Undefined Behavior means anything can happen. You are however de-allocating everything you allocate in the code shown. So aside from the UB, I see no memory leak here.

Related

What if, memory allocated using malloc is deleted using delete rather than free

I came across an issue which I could not resolve.
My question is, if I used malloc to allocate memory and then memory block is delete using delete?
The general thumb rule is
If we allocate memory using malloc, it should be deleted using free.
If we allocate memory using new, it should be deleted using delete.
Now, in order to check what happens if we do the reverse, I wrote a small code.
#include<iostream>
#include<cstdio>
#include<cstdlib>
using namespace std;
class A
{
int p=10;
public:
int lol() {
return p;
}
};
int main()
{
int *a = (int *)malloc(sizeof(int)*5);
for(int i=0; i<4; i++) {
a[i] = i;
cout << a[i] << endl;
}
delete(a);
// Works fine till here..
A b;
cout << b.lol() << endl;
free(b); // Causes error.
return 0;
}
The error which I get is:
error: cannot convert ‘A’ to ‘void*’ for argument ‘1’ to ‘void
free(void*)’
I am unable to understand why is this happening. Please explain.
When you call delete a pointer, the compiler will call the dtor of the class for you automatically, but free won't. (Also new will call ctor of the class, malloc won't.)
In you example, a char array apparently don't have a dtor, so delete does nothing but return the memory. That's why it's okay. (Or vise versa, new a char array and then free it.)
But there can still be a problem: what if new and malloc are borrowing memory from different heap manager?
Imagine that, you borrow money from people A, and return to people B later. Even if you are okay with that, have you ever consider A's feeling?
BTW, you should use delete [] pArray; to free an array allocated using new[].
The free function expects a pointer to memory allocated by malloc. The compiler is simply telling you that did not pass it a pointer, a fact that it can readily prove. I guess you meant to create an object with new and then call free on the address of that object. But you did not call new.
When you correct this you may well find the free succeeds but you should not read anything significant into any such success. You know the rules, they are clearly stated in your documentation. It is incorrect to do what you are attempting. The behaviour is undefined. There's little to be gained from an experiment like this. You won't learn anything about why the C memory management functions cannot be paired with C++ memory management functions.
The problem with your experiment is that is has no power. You can just show the outcome for one specific scenario. But these functions are designed to work across the board. How are you going to test every single possible scenario?
Never program using trial and error. You must always understand the rules and priciples behind what you do.
Your b variable is not a pointer, but a stack-allocated A. If you want to try this experiment, then you'd want to say
A* b = new A;
free(b);
I'm all for experimentation, but I'm not sure what you were trying to achieve here.
In C++, operator new doesn't just allocate memory, it runs constructors too. Similarly, delete runs destructors for you (taking polymorphic classes into account), as well as freeing the returned memory. On the other hand, malloc() and free() are just C library routines which (from a programmer's point of view) do nothing more than request a chunk of memory from the operating system, and then hand it back.
Now, for a simple, POD class with trivial constructors and destructors, you might be able to get away with mixing up C and C++ memory allocation, because there's nothing C++-specific to be done. But even if you do, what does it prove? It's undefined behaviour, and it probably won't work on another compiler. It might not work tomorrow.
If you use any C++ features -- inheritance, virtual functions, etc etc, it very definitely won't work, because new and delete have to do a lot more work than just allocating memory.
So please, stick to the rules! :-)
You didn't create b using new so you are not testing the intended hypothesis. (Also, the name of b is not a pointer.)
Anyway, malloc/new and delete/free work interchangeably only as long as their implementations are interchangeable. In simple cases and on simpler platforms this is more likely, but it's a risky bet in the long term or as a habit.
For example, the array form of new, when applied to a class with a nontrivial destructor, requires the implementation (compiler, runtime, etc.) to remember the size of the array so that delete may call the destructor for each array object. There is almost nowhere to put such information but in the dynamically allocated block itself, preceding the memory location referred to by the pointer returned by new. Passing this pointer to free would then require the memory allocator to determine the actual start of the allocation block, which it may or may not be able to do.
More generally, new and malloc may refer to completely different memory allocators. The compiler, runtime library, and OS work together to provide memory to your program. The details can change as a result of switching or upgrading any of these components.
From the documentation,
void free (void* ptr);
ptr::
Pointer to a memory block previously allocated with malloc, calloc or
realloc.
And what you are passing is not a pointer, so it complains.
A *b = new A();
cout << b->lol() << endl;
free(b); // Will Not cause error
No, it is not a rule of thumb that you should not mix new/free or malloc/delete.
Sure, it might be possible to use free to relinquish an allocation you obtained with new without a crash, but it is highly implementation/system specific.
Ignoring the fact that you're bypassing destructors or writing code that will corrupt memory on some systems, the more fundamental, more basic C++ consideration is really simply this:
malloc/free are global, system functions, while new and delete are operators.
struct X {
void* operator new(size_t);
void operator delete(void* object);
};
Sure - you can borrow a book from Amazon and return it to your local library: go there late one night and leave it on their front door step.
It's going to have undefined behavior, up to and including your getting arrested - and I'm talking about mixing new/free again here :)
Put another way: malloc and free deal with raw memory allocations, while new and delete deal with objects, and that's a very different thing.
void* p = new std::vector<int>(100);
void* q = malloc(sizeof(*q));
Many good reasons have already been given. I'll add one more reason: the new operator can be overriden in c++. This allows the user to specify their own memory management model if they so desire. Although this is pretty uncommon, its existence is just one more reason why malloc and new, delete and free cannot be used interchangeably. This is for the reason described by #Patz.
free() accepts a pointer.
You are passing an object (not a pointe) to free. That is why you are getting the error. If you make below change, your code works fine.
A *a = new A;
free(a);
Though the code above works fine, it will lead to a memory leak because free() doesn't call the destructor, which is responsible for freeing the resource(s) created by the constructor.

What happens when delete pointer to stack object? [duplicate]

Ignoring programming style and design, is it "safe" to call delete on a variable allocated on the stack?
For example:
int nAmount;
delete &nAmount;
or
class sample
{
public:
sample();
~sample() { delete &nAmount;}
int nAmount;
}
No, it is not safe to call delete on a stack-allocated variable. You should only call delete on things created by new.
For each malloc or calloc, there should be exactly one free.
For each new there should be exactly one delete.
For each new[] there should be exactly one delete[].
For each stack allocation, there should be no explicit freeing or deletion. The destructor is called automatically, where applicable.
In general, you cannot mix and match any of these, e.g. no free-ing or delete[]-ing a new object. Doing so results in undefined behavior.
Well, let's try it:
jeremy#jeremy-desktop:~$ echo 'main() { int a; delete &a; }' > test.cpp
jeremy#jeremy-desktop:~$ g++ -o test test.cpp
jeremy#jeremy-desktop:~$ ./test
Segmentation fault
So apparently it is not safe at all.
Keep in mind that when you allocate a block of memory using new (or malloc for that matter), the actual block of memory allocated will be larger than what you asked for.
The memory block will also contain some bookkeeping information so that when you free the block, it can easily be put back into the free pool and possibly be coalesced with adjacent free blocks.
When you try to free any memory that you didn't receive from new, that bookkeeping information wont be there but the system will act like it is and the results are going to be unpredictable (usually bad).
Yes, it is undefined behavior: passing to delete anything that did not come from new is UB:
C++ standard, section 3.7.3.2.3:
The value of the first argument supplied to one of thea deallocation functions provided in the standard library may be a null pointer value; if so, and if the deallocation function is one supplied in the standard library, the call to the deallocation function has no effect. Otherwise, the value supplied to operator delete(void*) in the standard library shall be one of the values returned by a previous invocation of either operator new(std::size_t) or operator new(std::size_t, const std::nothrow_t&) in the standard library.
The consequences of undefined behavior are, well, undefined. "Nothing happens" is as valid a consequence as anything else. However, it's usually "nothing happens right away": deallocating an invalid memory block may have severe consequences in subsequent calls to the allocator.
After playing a bit with g++ 4.4 in windows, I got very interesting results:
calling delete on a stack variable doesn't seem to do anything. No errors throw, but I can access the variable without problems after deletion.
Having a class with a method with delete this successfully deletes the object if it is allocated in the heap, but not if it is allocated in the stack (if it is in the stack, nothing happens).
Nobody can know what happens. This invokes undefined behavior, so literally anything can happen. Don't do this.
No,
Memory allocated using new should be deleted using delete operator
and that allocated using malloc should be deleted using free.
And no need to deallocate the variable which are allocated on stack.
An angel loses its wings... You can only call delete on a pointer allocated with new, otherwise you get undefined behavior.
here the memory is allocated using stack so no need to delete it exernally but if you have allcoted dynamically
like
int *a=new int()
then you have to do delete a and not delete &a(a itself is a pointer), because the memory is allocated from free store.
You already answered the question yourself. delete must only be used for pointers optained through new. Doing anything else is plain and simple undefined behaviour.
Therefore there is really no saying what happens, anything from the code working fine through crashing to erasing your harddrive is a valid outcome of doing this. So please never do this.
It's UB because you must not call delete on an item that has not been dynamically allocated with new. It's that simple.
Motivation: I have two objects, A and B. I know that A has to be instantiated before B, maybe because B needs information calculated by A. Yet, I want to destruct A before B. Maybe I am writing an integration test, and I want server A to shut-down first. How do I accomplish that?
A a{};
B b{a.port()};
// delete A, how?
Solution: Don't allocate A on the stack. Instead, use std::make_unique and keep a stack-allocated smart pointer to a heap-allocated instance of A. That way is the least messy option, IMO.
auto a = std::make_unique<A>();
B b{a->port()};
// ...
a.reset()
Alternatively, I considered moving the destruction logic out of A's destructor and calling that method explicitly myself. The destructor would then call it only if it has not been called previously.

Do we have a concept of dangling object in C++

I was just thinking what happens when we use free() with new in C++.
In case if we use free() with new then the memory could be freed. Its just the destructor will not be called. Leaving behavior something like similar to dangling pointer.
I understand that above we should not use free() with new as it may corrupt the heap.
But then also I would like to visualize the behavior conceptually.
Using free on memory allocated by new is undefined behavior. There's no guarantee that new returns an address returned from malloc. (In fact, new[] often doesn't.)
You're not supposed to mix these at all. new and delete are paired up just as malloc and free are.
Remember that the behavior of new can be completely re-defined by the application and can use an allocation strategy that has nothing to do with the heap at all. It's because of this that you can't depend on free to be able to do anything at all with pointers generated by new. They're two different worlds.

Why can't we free() memory that was allocated by new?

I know free() won't call the destructor, but what else will this cause besides that the member variable won't be destructed properly?
Also, what if we delete a pointer that is allocated by malloc?
It is implementation defined whether new uses malloc under the hood. Mixing new with free and malloc with delete could cause a catastrophic failure at runtime if the code was ported to a new machine, a new compiler, or even a new version of the same compiler.
I know free() won't call the destructor
And that is reason enough not to do it.
In addition, there's no requirement for a C++ implementation to even use the same memory areas for malloc and new so it may be that you're trying to free memory from a totally different arena, something which will almost certainly be fatal.
Many points:
It's undefined behaviour, and hence inherently risky and subject to change or breakage at any time and for no reason at all.
(As you know) delete calls the destructor and free doesn't... you may have some POD type and not care, but it's easy for someone else to add say a string to that type without realising there are weird limitations on its content.
If you malloc and forget to use placement new to construct an object in it, then invoke a member function as if the object existed (including delete which calls the destructor), the member function may attempt operations using pointers with garbage values
new and malloc may get memory from different heaps.
Even if new calls malloc to get its memory, there may not be a 1:1 correspondence between the new/delete and underlying malloc/free behaviour.
e.g. new may have extra logic such as small-object optimisations that have proven beneficial to typical C++ programs but harmful to typical C programs.
Someone may overload new, or link in a debug version of malloc/realloc/free, either of which could break if you're not using the functions properly.
Tools like ValGrind, Purify and Insure won't be able to differentiate between the deliberately dubious and the accidentally.
In the case of arrays, delete[] invokes all the destructors and free() won't, but also the heap memory typically has a counter of the array size (for 32-bit VC++2005 Release builds for example, the array size is in the 4 bytes immediately before the pointer value visibly returned by new[]. This extra value may or may not be be there for POD types (not for VC++2005), but if it is free() certainly won't expect it. Not all heap implementations allow you to free a pointer that's been shifted from the value returned by malloc().
An important difference is that new and delete also call the constructor and destructor of the object. Thus, you may get unexpected behavior. That is the most important thing i think.
Because it might not be the same allocator, which could lead to weird, unpredictable behaviour. Plus, you shouldn't be using malloc/free at all, and avoid using new/delete where it's not necessary.
It totally depends on the implementation -- it's possible to write an implementation where this actually works fine. But there's no guarantee that the pool of memory new allocates from is the same pool that free() wants to return the memory to. Imagine that both malloc() and new use a few bytes of extra memory at the beginning of each allocated block to specify how large the block is. Further, imagine that malloc() and new use different formats for this info -- for example, malloc() uses the number of bytes, but new uses the number of 4-byte long words (just an example). Now, if you allocate with malloc() and free with delete, the info delete expects won't be valid, and you'll end up with a corrupted heap.

Will this C++ code cause a memory leak (casting array new)

I have been working on some legacy C++ code that uses variable length structures (TAPI), where the structure size will depend on variable length strings. The structures are allocated by casting array new thus:
STRUCT* pStruct = (STRUCT*)new BYTE[sizeof(STRUCT) + nPaddingSize];
Later on however the memory is freed using a delete call:
delete pStruct;
Will this mix of array new[] and non-array delete cause a memory leak or would it depend on the compiler? Would I be better off changing this code to use malloc and free instead?
Technically I believe it could cause a problem with mismatched allocators, though in practice I don't know of any compiler that would not do the right thing with this example.
More importantly if STRUCT where to have (or ever be given) a destructor then it would invoke the destructor without having invoked the corresponding constructor.
Of course, if you know where pStruct came from why not just cast it on delete to match the allocation:
delete [] (BYTE*) pStruct;
I personally think you'd be better off using std::vector to manage your memory, so you don't need the delete.
std::vector<BYTE> backing(sizeof(STRUCT) + nPaddingSize);
STRUCT* pStruct = (STRUCT*)(&backing[0]);
Once backing leaves scope, your pStruct is no longer valid.
Or, you can use:
boost::scoped_array<BYTE> backing(new BYTE[sizeof(STRUCT) + nPaddingSize]);
STRUCT* pStruct = (STRUCT*)backing.get();
Or boost::shared_array if you need to move ownership around.
Yes it will cause a memory leak.
See this except from C++ Gotchas: http://www.informit.com/articles/article.aspx?p=30642 for why.
Raymond Chen has an explanation of how vector new and delete differ from the scalar versions under the covers for the Microsoft compiler... Here:
http://blogs.msdn.com/oldnewthing/archive/2004/02/03/66660.aspx
IMHO you should fix the delete to:
delete [] pStruct;
rather than switching to malloc/free, if only because it's a simpler change to make without making mistakes ;)
And, of course, the simpler to make change that I show above is wrong due to the casting in the original allocation, it should be
delete [] reinterpret_cast<BYTE *>(pStruct);
so, I guess it's probably as easy to switch to malloc/free after all ;)
The behaviour of the code is undefined. You may be lucky (or not) and it may work with your compiler, but really that's not correct code. There's two problems with it:
The delete should be an array delete [].
The delete should be called on a pointer to the same type as the type allocated.
So to be entirely correct, you want to be doing something like this:
delete [] (BYTE*)(pStruct);
The C++ standard clearly states:
delete-expression:
::opt delete cast-expression
::opt delete [ ] cast-expression
The first alternative is for non-array objects, and the second is for arrays. The operand shall have a pointer type, or a class type having a single conversion function (12.3.2) to a pointer type. The result has type void.
In the first alternative (delete object), the value of the operand of delete shall be a pointer to a non-array object [...] If not, the behavior is undefined.
The value of the operand in delete pStruct is a pointer to an array of char, independent of its static type (STRUCT*). Therefore, any discussion of memory leaks is quite pointless, because the code is ill-formed, and a C++ compiler is not required to produce a sensible executable in this case.
It could leak memory, it could not, or it could do anything up to crashing your system. Indeed, a C++ implementation with which I tested your code aborts the program execution at the point of the delete expression.
As highlighted in other posts:
1) Calls to new/delete allocate memory and may call constructors/destructors (C++ '03 5.3.4/5.3.5)
2) Mixing array/non-array versions of new and delete is undefined behaviour. (C++ '03 5.3.5/4)
Looking at the source it appears that someone did a search and replace for malloc and free and the above is the result. C++ does have a direct replacement for these functions, and that is to call the allocation functions for new and delete directly:
STRUCT* pStruct = (STRUCT*)::operator new (sizeof(STRUCT) + nPaddingSize);
// ...
pStruct->~STRUCT (); // Call STRUCT destructor
::operator delete (pStruct);
If the constructor for STRUCT should be called, then you could consider allocating the memory and then use placement new:
BYTE * pByteData = new BYTE[sizeof(STRUCT) + nPaddingSize];
STRUCT * pStruct = new (pByteData) STRUCT ();
// ...
pStruct->~STRUCT ();
delete[] pByteData;
#eric - Thanks for the comments. You keep saying something though, that drives me nuts:
Those run-time libraries handle the
memory management calls to the OS in a
OS independent consistent syntax and
those run-time libraries are
responsible for making malloc and new
work consistently between OSes such as
Linux, Windows, Solaris, AIX, etc....
This is not true. The compiler writer provides the implementation of the std libraries, for instance, and they are absolutely free to implement those in an OS dependent way. They're free, for instance, to make one giant call to malloc, and then manage memory within the block however they wish.
Compatibility is provided because the API of std, etc. is the same - not because the run-time libraries all turn around and call the exact same OS calls.
The various possible uses of the keywords new and delete seem to create a fair amount of confusion. There are always two stages to constructing dynamic objects in C++: the allocation of the raw memory and the construction of the new object in the allocated memory area. On the other side of the object lifetime there is the destruction of the object and the deallocation of the memory location where the object resided.
Frequently these two steps are performed by a single C++ statement.
MyObject* ObjPtr = new MyObject;
//...
delete MyObject;
Instead of the above you can use the C++ raw memory allocation functions operator new and operator delete and explicit construction (via placement new) and destruction to perform the equivalent steps.
void* MemoryPtr = ::operator new( sizeof(MyObject) );
MyObject* ObjPtr = new (MemoryPtr) MyObject;
// ...
ObjPtr->~MyObject();
::operator delete( MemoryPtr );
Notice how there is no casting involved, and only one type of object is constructed in the allocated memory area. Using something like new char[N] as a way to allocate raw memory is technically incorrect as, logically, char objects are created in the newly allocated memory. I don't know of any situation where it doesn't 'just work' but it blurs the distinction between raw memory allocation and object creation so I advise against it.
In this particular case, there is no gain to be had by separating out the two steps of delete but you do need to manually control the initial allocation. The above code works in the 'everything working' scenario but it will leak the raw memory in the case where the constructor of MyObject throws an exception. While this could be caught and solved with an exception handler at the point of allocation it is probably neater to provide a custom operator new so that the complete construction can be handled by a placement new expression.
class MyObject
{
void* operator new( std::size_t rqsize, std::size_t padding )
{
return ::operator new( rqsize + padding );
}
// Usual (non-placement) delete
// We need to define this as our placement operator delete
// function happens to have one of the allowed signatures for
// a non-placement operator delete
void operator delete( void* p )
{
::operator delete( p );
}
// Placement operator delete
void operator delete( void* p, std::size_t )
{
::operator delete( p );
}
};
There are a couple of subtle points here. We define a class placement new so that we can allocate enough memory for the class instance plus some user specifiable padding. Because we do this we need to provide a matching placement delete so that if the memory allocation succeeds but the construction fails, the allocated memory is automatically deallocated. Unfortunately, the signature for our placement delete matches one of the two allowed signatures for non-placement delete so we need to provide the other form of non-placement delete so that our real placement delete is treated as a placement delete. (We could have got around this by adding an extra dummy parameter to both our placement new and placement delete, but this would have required extra work at all the calling sites.)
// Called in one step like so:
MyObject* ObjectPtr = new (padding) MyObject;
Using a single new expression we are now guaranteed that memory won't leak if any part of the new expression throws.
At the other end of the object lifetime, because we defined operator delete (even if we hadn't, the memory for the object originally came from global operator new in any case), the following is the correct way to destroy the dynamically created object.
delete ObjectPtr;
Summary!
Look no casts! operator new and operator delete deal with raw memory, placement new can construct objects in raw memory. An explicit cast from a void* to an object pointer is usually a sign of something logically wrong, even if it does 'just work'.
We've completely ignored new[] and delete[]. These variable size objects will not work in arrays in any case.
Placement new allows a new expression not to leak, the new expression still evaluates to a pointer to an object that needs destroying and memory that needs deallocating. Use of some type of smart pointer may help prevent other types of leak. On the plus side we've let a plain delete be the correct way to do this so most standard smart pointers will work.
If you really must do this sort of thing, you should probably call operator new directly:
STRUCT* pStruct = operator new(sizeof(STRUCT) + nPaddingSize);
I believe calling it this way avoids calling constructors/destructors.
I am currently unable to vote, but slicedlime's answer is preferable to Rob Walker's answer, since the problem has nothing to do with allocators or whether or not the STRUCT has a destructor.
Also note that the example code does not necessarily result in a memory leak - it's undefined behavior. Pretty much anything could happen (from nothing bad to a crash far, far away).
The example code results in undefined behavior, plain and simple. slicedlime's answer is direct and to the point (with the caveat that the word 'vector' should be changed to 'array' since vectors are an STL thing).
This kind of stuff is covered pretty well in the C++ FAQ (Sections 16.12, 16.13, and 16.14):
http://www.parashift.com/c++-faq-lite/freestore-mgmt.html#faq-16.12
It's an array delete ([]) you're referring to, not a vector delete.
A vector is std::vector, and it takes care of deletion of its elements.
You'd could cast back to a BYTE * and the delete:
delete[] (BYTE*)pStruct;
Yes that may, since your allocating with new[] but deallocating with delelte, yes malloc/free is safer here, but in c++ you should not use them since they won't handle (de)constructors.
Also your code will call the deconstructor, but not the constructor. For some structs this may cause a memory leak (if the constructor allocated further memory, eg for a string)
Better would be to do it correctly, as this will also correctly call any constructors and deconstructors
STRUCT* pStruct = new STRUCT;
...
delete pStruct;
It's always best to keep acquisition/release of any resource as balanced as possible.
Although leaking or not is hard to say in this case. It depends on the compiler's implementation of the vector (de)allocation.
BYTE * pBytes = new BYTE [sizeof(STRUCT) + nPaddingSize];
STRUCT* pStruct = reinterpret_cast< STRUCT* > ( pBytes ) ;
// do stuff with pStruct
delete [] pBytes ;
Len: the problem with that is that pStruct is a STRUCT*, but the memory allocated is actually a BYTE[] of some unknown size. So delete[] pStruct will not de-allocate all of the allocated memory.
You're sort of mixing C and C++ ways of doing things. Why allocate more than the size of a STRUCT? Why not just "new STRUCT"? If you must do this then it might be clearer to use malloc and free in this case, since then you or other programmers might be a little less likely to make assumptions about the types and sizes of the allocated objects.
#Matt Cruikshank
You should pay attention and read what I wrote again because I never suggested not calling delete[] and just let the OS clean up. And you're wrong about the C++ run-time libraries managing the heap. If that were the case then C++ would not be portable as is today and a crashing application would never get cleaned up by the OS. (acknowledging there are OS specific run-times that make C/C++ appear non-portable). I challenge you to find stdlib.h in the Linux sources from kernel.org. The new keyword in C++ actually is talking to the same memory management routines as malloc.
The C++ run-time libraries make OS system calls and it's the OS that manages the heaps. You are partly correct in that the run-time libraries indicate when to release the memory however, they don't actually walk any heap tables directly. In other words, the runtime you link against does not add code to your application to walk heaps to allocate or deallocate. This is the case in Windows, Linux, Solaris, AIX, etc... It's also the reason you won't fine malloc in any Linux's kernel source nor will you find stdlib.h in Linux source. Understand these modern operating system have virtual memory managers that complicates things a bit further.
Ever wonder why you can make a call to malloc for 2G of RAM on a 1G box and still get back a valid memory pointer?
Memory management on x86 processors is managed within Kernel space using three tables. PAM (Page Allocation Table), PD (Page Directories) and PT (Page Tables). This is at the hardware level I'm speaking of. One of the things the OS memory manager does, not your C++ application, is to find out how much physical memory is installed on the box during boot with help of BIOS calls. The OS also handles exceptions such as when you try to access memory your application does not have rights too. (GPF General Protection Fault).
It may be that we are saying the same thing Matt, but I think you may be confusing the under hood functionality a bit. I use to maintain a C/C++ compiler for a living...
#ericmayo - cripes. Well, experimenting with VS2005, I can't get an honest leak out of scalar delete on memory that was made by vector new. I guess the compiler behavior is "undefined" here, is about the best defense I can muster.
You've got to admit though, it's a really lousy practice to do what the original poster said.
If that were the case then C++ would
not be portable as is today and a
crashing application would never get
cleaned up by the OS.
This logic doesn't really hold, though. My assertion is that a compiler's runtime can manage the memory within the memory blocks that the OS returns to it. This is how most virtual machines work, so your argument against portability in this case don't make much sense.
#Matt Cruikshank
"Well, experimenting with VS2005, I can't get an honest leak out of scalar delete on memory that was made by vector new. I guess the compiler behavior is "undefined" here, is about the best defense I can muster."
I disagree that it's a compiler behavior or even a compiler issue. The 'new' keyword gets compiled and linked, as you pointed out, to run-time libraries. Those run-time libraries handle the memory management calls to the OS in a OS independent consistent syntax and those run-time libraries are responsible for making malloc and new work consistently between OSes such as Linux, Windows, Solaris, AIX, etc.... This is the reason I mentioned the portability argument; an attempt to prove to you that the run-time does not actually manage memory either.
The OS manages memory.
The run-time libs interface to the OS.. On Windows, this is the virtual memory manager DLLs. This is why stdlib.h is implemented within the GLIB-C libraries and not the Linux kernel source; if GLIB-C is used on other OSes, it's implementation of malloc changes to make the correct OS calls. In VS, Borland, etc.. you will never find any libraries that ship with their compilers that actually manage memory either. You will, however, find OS specific definitions for malloc.
Since we have the source to Linux, you can go look at how malloc is implemented there. You will see that malloc is actually implemented in the GCC compiler which, in turn, basically makes two Linux system calls into the kernel to allocate memory. Never, malloc itself, actually managing memory!
And don't take it from me. Read the source code to Linux OS or you can see what K&R say about it... Here is a PDF link to the K&R on C.
http://www.oberon2005.ru/paper/kr_c.pdf
See near end of Page 149:
"Calls to malloc and free may occur in any order; malloc calls
upon the operating system to obtain more memory as necessary. These routines illustrate some of the considerations involved in writing machine-dependent code in a relatively machineindependent way, and also show a real-life application of structures, unions and typedef."
"You've got to admit though, it's a really lousy practice to do what the original poster said."
Oh, I don't disagree there. My point was that the original poster's code was not conducive of a memory leak. That's all I was saying. I didn't chime in on the best practice side of things. Since the code is calling delete, the memory is getting free up.
I agree, in your defense, if the original poster's code never exited or never made it to the delete call, that the code could have a memory leak but since he states that later on he sees the delete getting called. "Later on however the memory is freed using a delete call:"
Moreover, my reason for responding as I did was due to the OP's comment "variable length structures (TAPI), where the structure size will depend on variable length strings"
That comment sounded like he was questioning the dynamic nature of the allocations against the cast being made and was consequentially wondering if that would cause a memory leak. I was reading between the lines if you will ;).
In addition to the excellent answers above, I would also like to add:
If your code runs on linux or if you can compile it on linux then I would suggest running it through Valgrind. It is an excellent tool, among the myriad of useful warnings it produces it also will tell you when you allocate memory as an array and then free it as a non-array ( and vice-versa ).
Use operator new and delete:
struct STRUCT
{
void *operator new (size_t)
{
return new char [sizeof(STRUCT) + nPaddingSize];
}
void operator delete (void *memory)
{
delete [] reinterpret_cast <char *> (memory);
}
};
void main()
{
STRUCT *s = new STRUCT;
delete s;
}
I think the is no memory leak.
STRUCT* pStruct = (STRUCT*)new BYTE [sizeof(STRUCT) + nPaddingSize];
This gets translated into a memory allocation call within the operating system upon which a pointer to that memory is returned. At the time memory is allocated, the size of sizeof(STRUCT) and the size of nPaddingSize would be known in order to fulfill any memory allocation requests against the underlying operating system.
So the memory that is allocated is "recorded" in the operating system's global memory allocation tables. Memory tables are indexed by their pointers. So in the corresponding call to delete, all memory that was originally allocated is free. (memory fragmentation a popular subject in this realm as well).
You see, the C/C++ compiler is not managing memory, the underlying operating system is.
I agree there are cleaner methods but the OP did say this was legacy code.
In short, I don't see a memory leak as the accepted answer believes there to be one.
Rob Walker reply is good.
Just small addition, if you don't have any constructor or/and distructors, so you basically need allocate and free a chunk of raw memory, consider using free/malloc pair.
ericmayo.myopenid.com is so wrong, that someone with enough reputation should downvote him.
The C or C++ runtime libraries are managing the heap which is given to it in blocks by the Operating System, somewhat like you indicate, Eric. But it is the responsibility of the developer to indicate to the compiler which runtime calls should be made to free memory, and possibly destruct the objects that are there. Vector delete (aka delete[]) is necessary in this case, in order for the C++ runtime to leave the heap in a valid state. The fact that when the PROCESS terminates, the OS is smart enough to deallocate the underlying memory blocks is not something that developers should rely on. This would be like never calling delete at all.