Alternatives to an Object Pool? - c++

I'm not quite sure that I need an object pool, yet it seems the most viable solution, but has some un-wanted cons associated with it. I am making a game, where entities are stored within an object pool. These entities are not allocated directly with new, instead a std::deque handles the memory for them.
This is what my object pool more or less looks like:
struct Pool
{
Pool()
: _pool(DEFAULT_SIZE)
{}
Entity* create()
{
if(!_destroyedEntitiesIndicies.empty())
{
_nextIndex = _destroyedEntitiesIndicies.front();
_destroyedEntitiesIndicies.pop();
}
Entity* entity = &_pool[_nextIndex];
entity->id = _nextIndex;
return entity;
}
void destroy(Entity* x)
{
_destroyedEntitiesIndicies.emplace(x->id);
x->id = 0;
}
private:
std::deque<Entity> _pool;
std::queue<int> _destroyedEntitiesIndicies;
int _nextIndex = 0;
};
If I destroy an entity, it's ID will be added to the _destroyedEntitiesIndicies queue, which will make it so that the ID will be re-used, and lastly it's ID will be set to 0. Now the only pitfall to this is, if I destroy an entity and then immediately create a new one, the Entity that was previously destroyed will be updated to be the same entity that was just created.
i.e.
Entity* object1 = pool.create(); // create an object
pool.destroy(object1); // destroy it
Entity* object2 = pool.create(); // create another object
// now object1 will be the same as object2
std::cout << (object1 == object2) << '\n'; // this will print out 1
This doesn't seem right to me. How do I avoid this? Obviously the above will probably not happen (as I'll delay object destruction until the next frame). But this may cause some disturbance whilst saving entity states to a file, or something along those lines.
EDIT:
Let's say I did NULL entities to destroy them. What if I was able to get an Entity from the pool, or store a copy of a pointer to the actual entity? How would I NULL all the other duplicate entities when destroyed?
i.e.
Pool pool;
Entity* entity = pool.create();
Entity* theSameEntity = pool.get(entity->getId());
pool.destroy(entity);
// now entity == nullptr, but theSameEntity still points to the original entity

If you want an Entity instance only to be reachable via create, you will have to hide the get function (which did not exist in your original code anyway :) ).
I think adding this kind of security to your game is quite a bit of an overkill but if you really need a mechanism to control access to certain parts in memory, I would consider returning something like a handle or a weak pointer instead of a raw pointer. This weak pointer would contain an index on a vector/map (that you store somewhere unreachable to anything but that weak pointer), which in turn contains the actual Entity pointer, and a small hash value indicating whether the weak pointer is still valid or not.
Here's a bit of code so you see what I mean:
struct WeakEntityPtr; // Forward declaration.
struct WeakRefIndex { unsigned int m_index; unsigned int m_hash; }; // Small helper struct.
class Entity {
friend struct WeakEntityPtr;
private:
static std::vector< Entity* > s_weakTable( 100 );
static std::vector< char > s_hashTable( 100 );
static WeakRefIndex findFreeWeakRefIndex(); // find next free index and change the hash value in the hashTable at that index
struct WeakEntityPtr {
private:
WeakRefIndex m_refIndex;
public:
inline Entity* get() {
Entity* result = nullptr;
// Check if the weak pointer is still valid by comparing the hash values.
if ( m_refIndex.m_hash == Entity::s_hashTable[ m_refIndex.m_index ] )
{
result = WeakReferenced< T >::s_weakTable[ m_refIndex.m_index ];
}
return result;
}
}
This is not a complete example though (you will have to take care of proper (copy) constructors, assignment operations etc etc...) but it should give you the idea what I am talking about.
However, I want to stress that I still think a simple pool is sufficient for what you are trying to do in that context. You will have to make the rest of your code to play nicely with the entities so they don't reuse objects that they're not supposed to reuse, but I think that is easier done and can be maintained more clearly than the whole handle/weak pointer story above.

This question seems to have various parts. Let's see:
(...) If I destroy an entity and then immediately create a new one,
the Entity that was previously destroyed will be updated to be the
same entity that was just created. This doesn't seem right to me. How
do I avoid this?
You could modify this method:
void destroy(Entity* x)
{
_destroyedEntitiesIndicies.emplace(x->id);
x->id = 0;
}
To be:
void destroy(Entity *&x)
{
_destroyedEntitiesIndicies.emplace(x->id);
x->id = 0;
x = NULL;
}
This way, you will avoid the specific problem you are experiencing. However, it won't solve the whole problem, you can always have copies which are not going to be updated to NULL.
Another way is yo use auto_ptr<> (in C++'98, unique_ptr<> in C++-11), which guarantee that their inner pointer will be set to NULL when released. If you combine this with the overloading of operators new and delete in your Entity class (see below), you can have a quite powerful mechanism. There are some variations, such as shared_ptr<>, in the new version of the standard, C++-11, which can be also useful to you. Your specific example:
auto_ptr<Entity> object1( new Entity ); // calls pool.create()
object1.release(); // calls pool.destroy, if needed
auto_ptr<Entity> object2( new Entity ); // create another object
// now object1 will NOT be the same as object2
std::cout << (object1.get() == object2.get()) << '\n'; // this will print out 0
You have various possible sources of information, such as the cplusplus.com, wikipedia, and a very interesting article from Herb Shutter.
Alternatives to an Object Pool?
Object pools are created in order to avoid continuous memory manipulation, which is expensive, in those situations in which the maximum number of objects is known. There are not alternatives to an object pool that I can think of for your case, I think you are trying the correct design. However, If you have a lot of creations and destructions, maybe the best approach is not an object pool. It is impossible to say without experimenting, and measuring times.
About the implementation, there are various options.
In the first place, it is not clear whether you're experiencing performance advantages by avoiding memory allocation, since you are using _destroyedEntitiesIndicies (you are anyway potentially allocating memory each time you destroy an object). You'll have to experiment with your code if this is giving you enough performance gain in contrast to plain allocation. You can try to remove _destroyedEntitiesIndicies altogether, and try to find an empty slot only when you are running out of them (_nextIndice >= DEFAULT_SIZE ). Another thing to try is discard the memory wasted in those free slots and allocate another chunk (DEFAULT_SIZE) instead.
Again, it all depends of the real use you are experiencing. The only way to find out is experimenting and measuring.
Finally, remember that you can modify class Entity in order to transparently support the object pool or not. A benefit of this is that you can experiment whether it is a really better approach or not.
class Entity {
public:
// more things...
void * operator new(size_t size)
{
return pool.create();
}
void operator delete(void * entity)
{
}
private:
Pool pool;
};
Hope this helps.

Related

Remove related object from list C++

I have some code:
class LowLevelObject {
public:
void* variable;
};
// internal, can't get access, erase, push. just exists somewhere
std::list<LowLevelObject*> low_level_objects_list;
class HighLevelObject {
public:
LowLevelObject* low_level_object;
};
// my list of objects
std::list<HighLevelObject*> high_level_objects_list;
// some callback which notifies that LowLevelObject* added to low_level_objects_list.
void CallbackAttachLowLevelObject(LowLevelObject* low_level_object) {
HighLevelObject* high_level_object = new HighLevelObject;
high_level_object->low_level_object = low_level_object;
low_level_object->variable = high_level_object;
high_level_objects_list.push_back(high_level_object);
}
void CallbackDetachLowLevelObject(LowLevelObject* low_level_object) {
// how to delete my HighLevelObject* from high_level_objects_list?
// HighLevelObject* address in field `variable` of LowLevelObject.
}
I have low level object which defined in library, it contains field variable for using by user.
I set to this varaible pointer to my HighLevelObject from my code.
I can set callbacks on add and remove LowLevelObject from list in library.
But how can I remove my HighLevelObject from my list of objects?
Of course, I know that I can iterate whole list and find by object by pointer and remove, but it's long way.
List may contains a lot of objects.
Thanks in advance!
The setup lends itself to finding a solution where converting a pointer to an iterator is a constant-time operation. Boost.Intrusive offers this feature. This will require changes to your code though; if you were not careful about encapsulation, these changes might be significant. A boost::intrusive::list is functionally similar to a std::list, but requires some changes to your data structure. This option might not be for everyone.
Another feature of Boost.Intrusive is that sometimes you do not need to explicitly convert a pointer to an iterator. If you enable auto-unlinking, then the actual deletion from the list happens behind the scenes in a destructor. This is not a good option if you need to get the size of your list in constant time, though. (Nothing in the question indicates that getting the size of the list is needed, so I'll go ahead with this approach.)
If you had a container of objects, I might let you work through the documentation for the intrusive list. However, your use of pointers makes the conversion potentially confusing, so I'll walk through the setup. The setup begins with the following.
#include <boost/intrusive/list.hpp>
// Shorten the needed boost namespace.
namespace bi = boost::intrusive;
Since the list of high-level objects contains pointers, an auxiliary structure is needed. We need what amounts to a pointer that derives from a class provided by Boost. (I will proceed assuming that the objects created in CallbackAttachLowLevelObject() must be destroyed in CallbackDetachLowLevelObject(). Hence, I've changed the raw pointer to a smart pointer.)
#include <memory>
#include <utility>
// The auxiliary structure that will be stored in the high level list:
// The hook supplies the intrusive infrastructure.
// The link_mode enables auto-unlinking.
class ListEntry : public bi::list_base_hook< bi::link_mode<bi::auto_unlink> >
{
public:
// The expected way to construct this.
explicit ListEntry(std::unique_ptr<HighLevelObject> && p) : ptr(std::move(p)) {}
// Another option would be to forward parameters for constructing HighLevelObject,
// and have the constructor call make_unique. I'll leave that as an exercise.
// Make this class look like a pointer to HighLevelObject.
const std::unique_ptr<HighLevelObject> & operator->() const { return ptr; }
HighLevelObject& operator*() const { return *ptr; }
private:
std::unique_ptr<HighLevelObject> ptr;
};
The definition of the list becomes the following. We need to specify non-constant time size() to allow auto-unlinking.
bi::list<ListEntry, bi::constant_time_size<false>> high_level_objects_list;
These changes require some changes to the "attach" callback. I'll present them before going on to the "detach" callback.
// Callback that notifies when LowLevelObject* is added to low_level_objects_list.
void CallbackAttachLowLevelObject(LowLevelObject* low_level_object) {
// Dynamically allocate the entry, in addition to allocating the high level object.
ListEntry * entry = new ListEntry(std::make_unique<HighLevelObject>());
(*entry)->low_level_object = low_level_object; // Double indirection needed here.
low_level_object->variable = entry;
high_level_objects_list.push_back(*entry); // Intentional indirection here!
}
With this prep work, the cleanup is in your destructors, as is appropriate for RAII. Your "detach" just has to initiate the process. One line suffices.
void CallbackDetachLowLevelObject(LowLevelObject* low_level_object) {
delete static_cast<ListEntry *>(low_level_object->variable);
}
There (appropriately) is not enough context in the question to explain why the high level list is of pointers instead of being of objects. One potential reason is that the high-level object is polymorphic, and the use of pointers avoids slicing. If this is the case (or if there is not a good reason for using pointers), an intrusive list could be designed with less impact on existing code. The caveat here is that changes to HighLevelObject are required.
The initial setup is the same as before.
#include <boost/intrusive/list.hpp>
// Shorten the needed boost namespace.
namespace bi = boost::intrusive;
Next, have HighLevelObject derive from the hook.
class HighLevelObject : public bi::list_base_hook< bi::link_mode<bi::auto_unlink> > {
public:
LowLevelObject* low_level_object;
};
In this situation, the list is of HighLevelObjects, not of pointers, nor of pointer stand-ins.
bi::list<HighLevelObject, bi::constant_time_size<false>> high_level_objects_list;
The "attach" callback reverts to almost what is in the question. The one change to this function is that the object itself is pushed into the list, not a pointer. This is why slicing is not a problem; it's not a copy that is added to the list, but the object itself.
high_level_objects_list.push_back(*high_level_object); // Intentional indirection!
The rest of your code might work as-is. We just need the "detach" callback, which again is a one-liner.
void CallbackDetachLowLevelObject(LowLevelObject* low_level_object) {
delete static_cast<HighLevelObject *>(low_level_object->variable);
}
This answer is for those who do not want to use – or cannot use – Boost.Intrusive.
As long as modifying HighLevelObject is an option, the object could be told how to remove itself from the list. Add a callback to HighLevelObject and invoke it in its destructor.
#include <functional>
#include <utility>
class HighLevelObject {
public:
LowLevelObject* low_level_object;
// ****** The above is from the question. The below is new. ******
// Have the destructor invoke the callback.
~HighLevelObject() { if ( on_delete ) on_delete(); }
// Provide a way to set the callback.
void set_deleter(std::function<void()> && deleter)
{ on_delete = std::move(deleter); }
private:
// Storage for the callback:
std::function<void()> on_delete;
};
Set the callback when an object is added to the high level list.
Caution: This setup supports only one callback. Don't overwrite the callback somewhere else in your code!
Caution: Additional precautions are needed if multiple threads might add elements to high_level_objects_list.
// Callback that notifies when LowLevelObject* is added to low_level_objects_list.
void CallbackAttachLowLevelObject(LowLevelObject* low_level_object) {
HighLevelObject* high_level_object = new HighLevelObject;
high_level_object->low_level_object = low_level_object;
low_level_object->variable = high_level_object;
high_level_objects_list.push_back(high_level_object);
// ****** The above is from the question. The below is new. ******
// Arrange cleanup.
auto iter = high_level_objects_list.end(); // Not thread-safe
high_level_object->set_deleter([iter]() { high_level_objects_list.erase(iter); });
}
With this prep work, the cleanup is in your destructor, as is appropriate for RAII. Your "detach" just has to initiate the process. One line suffices.
void CallbackDetachLowLevelObject(LowLevelObject* low_level_object) {
delete static_cast<HighLevelObject *>(low_level_object->variable);
}
I was thinking of storing an iterator (specifically, iter in the above) in HighLevelObject and having the destructor use that to call erase() instead of going through a lambda. However, I ran into trouble with the declarations, since members of std::list cannot be instantiated with an incomplete element type. It could be done with type erasure, but at that point I preferred using a function object.

Dynamically point to existing or create new object

I have a function, that uses information stored in a struct A. This function is called very often and most of the time it can just rely on the information stored in A.
Under some (rare) conditions, one of the objects of A cannot be used. A new object has to be created and it should not live longer than the function (since it can just be used one time and uses lots of storage).
I have a little bit of pseudo code that demonstrates my problem. At the moment I really don't like it, because of the call to "new" but I can't think of another way to accomplish this with smart pointers.
As I read in every book that you should not use pointers directly nowadays and rely on smart pointers, I'm not sure, hot to implement what I want correctly.
struct A{
myData data;
}
void often_called_function(int i, A &structA)
{
// Pointer which shall dynamically point to existing or newly created object
myData *current_data;
// we rarely land here, data can't be used
if (i == 10) {
current_data = new myData(special arguments);
current_data->reinit(i);
}
// most of the time we land here, no need to re-create data, just reinit existing data from struct A
else {
structA.data.reinit(i);
current_data = &structA.data;
}
// do more stuff with current_data
current_data->do_something();
}
So basically I'm looking for a "nicer" and safe way to accomplish this, can anybody help me?
Thanks in advance
You can create a smart pointer to own the new object and free it at the end of the function, but make it empty unless you need to create the new object. When you do create it, just make current_data refer to the object managed by the smart pointer:
void often_called_function(int i, A &structA)
{
// Pointer which shall dynamically point to existing or newly created object
myData *current_data;
// smart pointer that will own the dynamically-created object, if needed:
std::unique_ptr<myData> owner;
// we rarely land here, data can't be used
if (i == 10){
owner = std::make_unique<myData>(special_arguments);
current_data = owner.get();
current_data->reinit(i);
}
// most of the time we land here, no need to re-create data, just reinit existing data from struct A
else{
structA.data.reinit(i);
current_data = &structA.data;
}
// do more stuff with current_data
current_data->do_something();
}
N.B. it looks like you could simplify the function a bit by moving the reinit(i) call out of the conditional branches:
// we rarely land here, data can't be used
if (i == 10){
owner = std::make_unique<myData>(special_arguments);
current_data = owner.get();
}
// most of the time we land here, no need to re-create data, just reinit existing data from struct A
else{
current_data = &structA.data;
}
current_data->reinit(i);

Converting "handle" to void*, how to create and store? When to delete?

Introduction
I have created a poll data structure for a game engine, as explained in:-
http://experilous.com/1/blog/post/dense-dynamic-arrays-with-stable-handles-part-1
In short, the structure stores values, instead of pointers.
Here is a draft.
template<class T> class Handle{
int id;
}
template<class T> class PackArray{
std::vector <int>indirection ; //promote indirection here
std::vector <T>data;
//... some fields for pooling (for recycling instance of T)
Handle<T> create(){
data.push_back(T());
//.... update indirection ...
return Id( .... index , usually = indirection.size()-1 .... )
}
T* get(Handle<T> id){
return &data[indirection[id.id]];
//the return result is not stable, caller can't hold it very long
}
//... others function e.g. destroy(Id<T>) ...
}
Problem
Most steps of the refactor to adopt this new data structure are simple, e.g.
Bullet* bullet= new Bullet(); //old version
Handle<Bullet> bullet= packBulletArray.create(); //new version
The problem start when it come to some interfaces the require pointer.
As an example, one of the interfaces is the physic engine.
If I want the engine's collision callback, physic engines likes Box2D and Bullet Physics requires me to pass void*.
Bullet* bullet= .... ;
physicBody->setUserData(bullet); <-- It requires void*.
Question: How should I change the second line to a valid code?
Handle<Bullet> bullet = .... ;
physicBody->setUserData( ???? );
Caution:
(1) There is no guarantee that this instance of "Handle" will exist in the future.
physicBody->setUserData( &bullet ); //can't do this
//e.g. "Handle<Bullet> bullet" in the above code is a local variable, it will be deleted soon
(2) There is no guarantee that the underlying object of "bullet" will exist in the same address in the future.
physicBody->setUserData( bullet->get() ); //can't do this
//because "std::vector<T> data" may reallocate in the future
The answer can assume that:
(1) "physicBody" is encapsulated by me already. It can cache generic pointers if requires, but caching a value of Handle is not allowed, because it creates a severe coupling.
(2) "bullet" has a way to access the correct "physicBody" via its encapsulator. "physicBody" is always deleted before "bullet".
(3) "Handle" also cache "PackArray*", this cache is always a correct pointer.
I guess the solution is something about unique-pointer / make_pointer, but I don't have enough experience to use them for this problem.
P.S. I care about performance.
For reference, this is a sequel of a question create dense dynamic array (array of value) as library that has been solved.

Pointer Reference Pattern - Common use?

In a system where current object is operated by other contained objects, when reference to current object is passed, it appears that the link goes on and on....without any end ( For the code below, Car->myCurrentComponent->myCar_Brake->myCurrentComponent->myCar_Brake->myCurrentComponent ....).
ICar and Car->myCurrentComponent->myCar_Brake refer to same address, point to same objects. It's like Car contains Brake which refers to Car.
In fact, Car is the only object, myCar_Brake and myCar_Speed just refer(point) to it.Is this kind of use of reference and pointer normal? Are there any potential problem with this approach?
Sample Code
class Brake
class C
class Car
{
public:
Car();
// Objects of type B and C.
Brake* myBrake;
Speed* mySpeed;
// Current component under action.
Component* myCurrentComponent;
}
/******************************/
// Constructor
Car::Car()
{
myBrake = new Brake(*this);
mySpeed = new Speed(*this);
myCurrentComponent = myBrake;
}
/******************************/
class Brake: public Component
{
public:
Brake(Car&);
// Needs to operate on A.
Car* myCar_Brake;
}
// Constructor
Brake::Brake(Car&)
{
myCar_Brake = Car;
}
/******************************/
class Speed
{
public:
Speed(Car&);
// Needs to operate on A.
Car* myCar_Speed;
}
// Constructor
Speed::Speed(Car&)
{
myCar_Speed = Car;
}
/****************************/
There's no fundamental problem with having circular references in your object graph, so long as you understand that and don't try to traverse your object graph without keeping track of which objects you've encountered. To specifically answer your question, having circular references between objects is relatively common; it's the way a doubly-linked list works, for example.
Although, as Paul mentions, there is no problem with having circular references, the above code example is totally missing encapsulation and is not memory leak safe.
Does it make sense to allow something like this?
Speed::Speed(Car& value)
{
myCar_Speed = value;
// WTF code below
value->myCurrentComponent->myCar_Brake = NULL;
}
Also,
Car::Car()
{
myBrake = new Brake(*this);
mySpeed = new Speed(*this);
//if Speed::Speed(Car&) throws an exception, memory allocated for myBrake will leak
myCurrentComponent = myBrake;
}
Never use raw pointers without some kind of a resource manager.
Without debating the validity of the actual object structure of the relation of Car, Break and Speed, this approach has one minor problem: it can be in invalid states.
If - something - goes wrong, it is possible in this setup, that a Car instance#1 has a Break instance#2 that belongs to a Car instance#3. A general problem with doubly-linked lists too - the architecture itself enables invalid states. Of course careful visibility modifier choosing and good implementation of functions can guarantee it will not happen. And when its done and safe, you stop modifying it, take it as a 'black box', and just use it, thus eliminating the probability of screwing it up.
But, I'd personally recommend to avoid architectures that allow invalid states for high level, constantly maintained code. A doubly-linked list is a low level balck box code that will most likely not need any code changes, like ever. Can you say that about your Car, Break and Speed?
If a Car had a Break and Speed, and Break and Speed would not know of their "owning Car", it would be impossible to make and invalid state. Of course, it might not suit the concrete situation.

Manually incrementing and decrementing a boost::shared_ptr?

Is there a way to manually increment and decrement the count of a shared_ptr in C++?
The problem that I am trying to solve is as follows. I am writing a library in C++ but the interface has to be in pure C. Internally, I would like to use shared_ptr to simplify memory management while preserving the ability to pass a raw pointer through the C interface.
When I pass a raw pointer through the interface, I would like to increment the reference count. The client will then be responsible to call a function that will decrement the reference count when it no longer needs the passed object.
Maybe you are using boost::shared_ptr accross DLL boundaries, what won't work properly. In this case boost::intrusive_ptr might help you out. This is a common case of misuse of shared_ptr people try to work around with dirty hacks... Maybe I am wrong in your case but there should be no good reason to do what you try to do ;-)
ADDED 07/2010: The issues seem to come more from DLL loading/unloading than from the shared_ptr itself. Even the boost rationale doesn't tell much about the cases when boost::intrusive_ptr should be preferred over shared_ptr. I switched to .NET development and didn't follow the details of TR1 regarding this topic, so beware this answer might not be valid anymore now...
In your suggestion
The client will then be responsible to decrement the counter.
means that the client in question is responsible for memory management, and that your trust her. I still do not understand why.
It is not possible to actually modify the shared_ptr counter... (hum, I'll explain at the end how to...) but there are other solutions.
Solution 1: complete ownership to the client
Hand over the pointer to the client (shared_ptr::release) and expect it to pass the ownership back to you when calling back (or simply deleting the object if it is not really shared).
That's actually the traditional approach when dealing with raw pointers and it apply here as well. The downside is that you actually release ownership for this shared_ptr only. If the object is actually shared that might prove inconvenient... so bear with me.
Solution 2: with a callback
This solution means that you always keep ownership and are responsible to maintain this object alive (and kicking) for as long as the client needs it. When the client is done with the object, you expect her to tell you so and invoke a callback in your code that will perform the necessary cleanup.
struct Object;
class Pool // may be a singleton, may be synchronized for multi-thread usage
{
public:
int accept(boost::shared_ptr<Object>); // adds ptr to the map, returns NEW id
void release(int id) { m_objects.erase(id); }
private:
std::map< int, boost::shared_ptr<Object> > m_objects;
}; // class Pool
This way, your client 'decrementing' the counter is actually your client calling a callback method with the id you used, and you deleting one shared_ptr :)
Hacking boost::shared_ptr
As I said it is possible (since we are in C++) to actually hack into the shared_ptr. There are even several ways to do it.
The best way (and easiest) is simply to copy the file down under another name (my_shared_ptr ?) and then:
change the include guards
include the real shared_ptr at the beginning
rename any instance of shared_ptr with your own name (and change the private to public to access the attributes)
remove all the stuff that is already defined in the real file to avoid clashes
This way you easily obtain a shared_ptr of your own, for which you can access the count. It does not solve the problem of having the C code directly accessing the counter though, you may have to 'simplify' the code here to replace it by a built-in (which works if you are not multi-threaded, and is downright disastrous if you are).
I purposely left out the 'reinterpret_cast' trick and the pointer offsets ones. There are just so many ways to gain illegit access to something in C/C++!
May I advise you NOT to use the hacks though? The two solutions I presented above should be enough to tackle your problem.
You should do separation of concerns here: if the client passes in a raw pointer, the client will be responsible for memory management (i.e. clean up afterwards). If you create the pointers, you will be responsible for memory management. This will also help you with the DLL boundary issues that were mentioned in another answer.
1. A handle?
If you want maximum security, gives the user a handle, not the pointer. This way, there's no way he will try to free it and half-succeed.
I'll assume below that, for simplicity's sake, you'll give the user the object pointer.
2. acquire and unacquire ?
You should create a manager class, as described by Matthieu M. in his answer, to memorize what was acquired/unacquired by the user.
As the inferface is C, you can't expect him to use delete or whatever. So, a header like:
#ifndef MY_STRUCT_H
#define MY_STRUCT_H
#ifdef __cplusplus
extern "C"
{
#endif // __cplusplus
typedef struct MyStructDef{} MyStruct ; // dummy declaration, to help
// the compiler not mix types
MyStruct * MyStruct_new() ;
size_t MyStruct_getSomeValue(MyStruct * p) ;
void MyStruct_delete(MyStruct * p) ;
#ifdef __cplusplus
}
#endif // __cplusplus
#endif // MY_STRUCT_H
Will enable the user to use your class. I used a declaration of a dummy struct because I want to help the C user by not imposing him the use of the generic void * pointer. But using void * is still a good thing.
The C++ source implementing the feature would be:
#include "MyClass.hpp"
#include "MyStruct.h"
MyManager g_oManager ; // object managing the shared instances
// of your class
extern "C"
{
MyStruct * MyStruct_new()
{
MyClass * pMyClass = g_oManager.createMyClass() ;
MyStruct * pMyStruct = reinterpret_cast<MyStruct *>(pMyClass) ;
return pMyStruct ;
}
size_t MyStruct_getSomeValue(MyStruct * p)
{
MyClass * pMyClass = reinterpret_cast<MyClass *>(p) ;
if(g_oManager.isMyClassExisting(pMyClass))
{
return pMyClass->getSomeValue() ;
}
else
{
// Oops... the user made a mistake
// Handle it the way you want...
}
return 0 ;
}
void MyStruct_delete(MyStruct * p)
{
MyClass * pMyClass = reinterpret_cast<MyClass *>(p) ;
g_oManager.destroyMyClass(pMyClass) ;
}
}
Note that the pointer to MyStruct is plain invalid. You should not use it for whatever reason without reinterpret_cast-ing it into its original MyClass type (see Jaif's answer for more info on that. The C user will use it only with the associated MyStruct_* functions.
Note too that this code verify the class does exist. This could be overkill, but it is a possible use of a manager (see below)
3. About the manager
The manager will hold, as suggested by Matthieu M., a map containing the shared pointer as a value (and the pointer itself, or the handle, as the key). Or a multimap, if it is possible for the user to somehow acquire the same object multiple times.
The good thing about the use of a manager will be that your C++ code will be able to trace which objects were not "unacquired" correctly by the user (adding info in the acquire/unacquire methods like __FILE__ and __LINE__ could help narrow the bug search).
Thus the manager will be able to:
NOT free a non-existing object (how did the C user managed to acquire one, by the way ?)
KNOW at the end of execution which objects were not unaquired
In case of unacquired objets, destroy them anyway (which is good from a RAII viewpoint)
This is somewhat evil, but you could offer this
As shown in the code above, it could even help detect a pointer does not point to a valid class
I came across a use case where I did need something like this, related to IOCompletionPorts and concurrency concerns. The hacky but standards compliant method is to lawyer it as described by Herb Sutter here.
The following code snippet is for std::shared_ptr as implemented by VC11:
Impl File:
namespace {
struct HackClass {
std::_Ref_count_base *_extracted;
};
}
template<>
template<>
void std::_Ptr_base<[YourType]>::_Reset<HackClass>(std::auto_ptr<HackClass> &&h) {
h->_extracted = _Rep; // Reference counter pointer
}
std::_Ref_count_base *get_ref_counter(const std::shared_ptr<[YourType]> &p) {
HackClass hck;
std::auto_ptr<HackClass> aHck(&hck);
const_cast<std::shared_ptr<[YourType]>&>(p)._Reset(std::move(aHck));
auto ret = hck._extracted; // The ref counter for the shared pointer
// passed in to the function
aHck.release(); // We don't want the auto_ptr to call delete because
// the pointer that it is owning was initialized on the stack
return ret;
}
void increment_shared_count(std::shared_ptr<[YourType]> &sp) {
get_ref_counter(sp)->_Incref();
}
void decrement_shared_count(std::shared_ptr<[YourType]> &sp) {
get_ref_counter(sp)->_Decref();
}
Replace [YourType] with the type of object you need to modify the count on. It is important to note that this is pretty hacky, and uses platform specific object names. The amount of work you have to go through to get this functionality is probably indicative of how bad of an idea it is. Also, I am playing games with the auto_ptr because the function I am hijacking from shared_ptr takes in an auto_ptr.
Another option would be to just allocate dynamically a copy of the shared_ptr, in order to increment the refcount, and deallocate it in order to decrement it. This guarantees that my shared object will not be destroyed while in use by the C api client.
In the following code snippet, I use increment() and decrement() in order to control a shared_ptr. For the simplicity of this example, I store the initial shared_ptr in a global variable.
#include <iostream>
#include <boost/shared_ptr.hpp>
#include <boost/make_shared.hpp>
#include <boost/scoped_ptr.hpp>
using namespace std;
typedef boost::shared_ptr<int> MySharedPtr;
MySharedPtr ptr = boost::make_shared<int>(123);
void* increment()
{
// copy constructor called
return new MySharedPtr(ptr);
}
void decrement( void* x)
{
boost::scoped_ptr< MySharedPtr > myPtr( reinterpret_cast< MySharedPtr* >(x) );
}
int main()
{
cout << ptr.use_count() << endl;
void* x = increment();
cout << ptr.use_count() << endl;
decrement(x);
cout << ptr.use_count() << endl;
return 0;
}
Output:
1
2
1
fastest possible concurrent lockless manager (if you know what you are doing).
template< class T >
class shared_pool
{
public:
typedef T value_type;
typedef shared_ptr< value_type > value_ptr;
typedef value_ptr* lock_handle;
shared_pool( size_t maxSize ):
_poolStore( maxSize )
{}
// returns nullptr if there is no place in vector, which cannot be resized without locking due to concurrency
lock_handle try_acquire( const value_ptr& lockPtr ) {
static value_ptr nullPtr( nullptr );
for( auto& poolItem: _poolStore ) {
if( std::atomic_compare_exchange_strong( &poolItem, &nullPtr, lockPtr ) ) {
return &poolItem;
}
}
return nullptr;
}
lock_handle acquire( const value_ptr& lockPtr ) {
lock_handle outID;
while( ( outID = try_acquire( lockPtr ) ) == nullptr ) {
mt::sheduler::yield_passive(); // ::SleepEx( 1, false );
}
return outID;
}
value_ptr release( const lock_handle& lockID ) {
value_ptr lockPtr( nullptr );
std::swap( *lockID, lockPtr);
return lockPtr;
}
protected:
vector< value_ptr > _poolStore;
};
std::map is not so fast, requires additional search, extra memory, spin-locking.
But it grants extra safety with handles approach.
BTW, hack with manual release/acquire seems to be a much better approach (in terms of speed and memory usage). C++ std better add such a functionality in their classes, just to keep C++ razor-shaped.