C++ vector elements dynamically instantiated or not - c++

I am starting to learn c++ and have a simple question.
When i have std::vector which schould hold some custom objects.
Is it better to create those object with the new operator or should i just normally instantiate the objects and pass it to the vector? I am just wondering, because in Java i do not need to care about this.
i.e. i am creating a bunch of objects in the main class. Then i pass these objects in a vector which is contained in another class Is it okay to instantiate the object on the stack? Or should i always do it with the new operator (then i have to take care that the objects get deleted somewore). or is the simple answer: it depends on your program?
cheers

Simple is better. Just store the values directly in the vector, unless the values are (a) huge, (b) non-copyable (even then we have std::move in C++11), or (c) owned by another object (use shared_ptr or raw pointers).

Are the objects polymorphic (i.e. are you making nontrival use of inheritance)? Do you plan to share object references? Are they noncopyable? If the answer to these questions are no, you're likely best off storing them by value (use emplace).
If you are storing them by reference, you should be using some variety of smart pointers.

It really depends on the objects. If they are just small structs holding a couple of simple values then you don't really need to use new. But if your objects are very large or have other classes inside of them, then I would pass pointers of them to your vector.
The thing to realize is that std::vector stores copies of the objects, so if they are smaller then you don't care about copying. Also if these objects have any dynamic memory usage inside them, then you should probably overload the copy-constructor, because this is what is used to make these copies.

Related

Memory allocation of values in a std::map

I've had some experience in C++ from school works. I've learned, among other things, that objects should be stored in a container (vector, map, etc) as pointers. The main reason being that we need the use of the new-operator, along with a copy constructor, in order to create a copy on the heap (otherwise called dynamic memory) of the object. This method also necessitates defining a destructor.
However, from what I've read since then, it seems that STL containers already store the values they contain on the heap. Thus, if I were to store my objects as values, a copy (using the copy constructor) would be made on the heap anyway, and there would be no need to define a destructor. All in all, a copy on the heap would be made anyway???
Also, if(true), then the only other reason I can think of for storing objects using pointers would be to alleviate resource needs for copying the container, as pointers are easier to copy than whole objects. However, this would require the use of std::shared_ptr instead of regular pointers, since you don't want elements in the copied container to be deleted when the original container is destroyed. This method would also alleviate the need for defining a destructor, wouldn't it?
Edit : The destructor to be defined would be for the class using the container, not for the class of the objects stored.
Edit 2 : I guess a more precise question would be : "Does it make a difference to store objects as pointers using the new-operator, as opposed to plain values, on a memory and resources used standpoint?"
The main reason to avoid storing full objects in containers (rather than pointers) is because copying or moving those objects is expensive. In that case, the recommended alternative is to store smart pointers in the container.
So...
vector<something_t> ................. Usually perfectly OK
vector<shared_ptr<something_t>> ..... Preferred if you want pointers
vector<something_t*> ................ Usually best avoided
The problem with raw pointers is that, when a raw pointer disappears, the object it points to hangs around causing memory and resource leaks - unless you've explicitly deleted it. C++ doesn't have garbage collection, and when a pointer is discarded, there's no way to know if other pointers may still be pointing to that object.
Raw pointers are a low-level tool - mostly used to write libraries such as vector and shared_ptr. Smart pointers are a high-level tool.
However, particularly with C++11 move semantics, the costs of moving items around in a vector is normally very small even for huge objects. For example, a vector<string> is fine even if all the strings are megabytes long. You mostly worry about the cost of moving objects if sizeof(classname) is big - if the object holds lots of data inside itself rather than in separate heap-allocated memory.
Even then, you don't always worry about the cost of moving objects. It doesn't matter that moving an object is expensive if you never move it. For example, a map doesn't need to move items around much. When you insert and delete items, the nodes (and contained items) stay where they are, it's just the pointers that link the nodes that change.

Pointer to vector vs vector of pointers vs pointer to vector of pointers

Just wondering what you think is the best practice regarding vectors in C++.
If I have a class containing a vector member variable.
When should this vector be declared a:
"Whole-object" vector member varaiable containing values, i.e. vector<MyClass> my_vector;
Pointer to a vector, i.e vector<MyClass>* my_vector;
Vector of pointers, i.e. vector<MyClass*> my_vector;
Pointer to vector of pointers, i.e. vector<MyClass*>* my_vector;
I have a specific example in one of my classes where I have currently declared a vector as case 4, i.e. vector<AnotherClass*>* my_vector;
where AnotherClass is another of the classes I have created.
Then, in the initialization list of my constructor, I create the vector using new:
MyClass::MyClass()
: my_vector(new vector<AnotherClass*>())
{}
In my destructor I do the following:
MyClass::~MyClass()
{
for (int i=my_vector->size(); i>0; i--)
{
delete my_vector->at(i-1);
}
delete my_vector;
}
The elements of the vectors are added in one of the methods of my class.
I cannot know how many objects will be added to my vector in advance. That is decided when the code executes, based on parsing an xml-file.
Is this good practice? Or should the vector instead be declared as one of the other cases 1, 2 or 3 ?
When to use which case?
I know the elements of a vector should be pointers if they are subclasses of another class (polymorphism). But should pointers be used in any other cases ?
Thank you very much!!
Usually solution 1 is what you want since it’s the simplest in C++: you don’t have to take care of managing the memory, C++ does all that for you (for example you wouldn’t need to provide any destructor then).
There are specific cases where this doesn’t work (most notably when working with polymorphous objects) but in general this is the only good way.
Even when working with polymorphous objects or when you need heap allocated objects (for whatever reason) raw pointers are almost never a good idea. Instead, use a smart pointer or container of smart pointers. Modern C++ compilers provide shared_ptr from the upcoming C++ standard. If you’re using a compiler that doesn’t yet have that, you can use the implementation from Boost.
Definitely the first!
You use vector for its automatic memory management. Using a raw pointer to a vector means you don't get automatic memory management anymore, which does not make sense.
As for the value type: all containers basically assume value-like semantics. Again, you'd have to do memory management when using pointers, and it's vector's purpose to do that for you. This is also described in item 79 from the book C++ Coding Standards. If you need to use shared ownership or "weak" links, use the appropriate smart pointer instead.
Deleting all elements in a vector manually is an anti-pattern and violates the RAII idiom in C++. So if you have to store pointers to objects in a vector, better use a 'smart pointer' (for example boost::shared_ptr) to facilitate resource destructions. boost::shared_ptr for example calls delete automatically when the last reference to an object is destroyed.
There is also no need to allocate MyClass::my_vector using new. A simple solution would be:
class MyClass {
std::vector<whatever> m_vector;
};
Assuming whatever is a smart pointer type, there is no extra work to be done. That's it, all resources are automatically destroyed when the lifetime of a MyClass instance ends.
In many cases you can even use a plain std::vector<MyClass> - that's when the objects in the vector are safe to copy.
In your example, the vector is created when the object is created, and it is destroyed when the object is destroyed. This is exactly the behavior you get when making the vector a normal member of the class.
Also, in your current approach, you will run into problems when making copies of your object. By default, a pointer would result in a flat copy, meaning all copies of the object would share the same vector. This is the reason why, if you manually manage resources, you usually need The Big Three.
A vector of pointers is useful in cases of polymorphic objects, but there are alternatives you should consider:
If the vector owns the objects (that means their lifetime is bounded by that of the vector), you could use a boost::ptr_vector.
If the objects are not owned by the vector, you could either use a vector of boost::shared_ptr, or a vector of boost::ref.
A pointer to a vector is very rarely useful - a vector is cheap to construct and destruct.
For elements in the vector, there's no correct answer. How often does the vector change? How much does it cost to copy-construct the elements in the vector? Do other containers have references or pointers to the vector elements?
As a rule of thumb, I'd go with no pointers until you see or measure that the copying of your classes is expensive. And of course the case you mentioned, where you store various subclasses of a base class in the vector, will require pointers.
A reference counting smart pointer like boost::shared_ptr will likely be the best choice if your design would otherwise require you to use pointers as vector elements.
Complex answer : it depends.
if your vector is shared or has a lifecycle different from the class which embeds it, it might be better to keep it as a pointer.
If the objects you're referencing have no (or have expensive) copy constructors , then it's better to keep a vector of pointer. In the contrary, if your objects use shallow copy, using vector of objects prevent you from leaking...

Raw Pointer in C++

I have a piece of C++ classes and I have the raw pointer to the objects. The pointer to the object would get passed down to the function. The problem is the underlying function might need to store the pointer at times in an STL container in which pointer to the object would be used later on. If I am not using shared_ptr, I am thinking of adding a bool flag to the class which indicates whether the caller of the function is responsible for deleting the object memory. Would that be fine?
Thanks.
Messy. And rife with many potential bugs that will keep you at work well past midnight on a Saturday.
Be clear and consistent about resource ownership. Either the vector owns the pointers, or some specific function owns the pointers, or smart pointers own pointers. Any mixing of these semantics will have the ultimate result of you tearing your hair out late at night.
The best solution is usually to use a reference-counted smart pointer. (As you probably already know all to well, you can't use std::auto_ptr) Barring that, create a class whose sole purpose in life is to allocate, deallocate and grant access to the vector's contained pointers. Any function that needs the contained object would go through your manager class to get to them.
STL containers will almost certainly take a copy of the object which you insert into it. When the object is removed from the container, the object will be destroyed.
If the default copy constructor is not sufficient (i.e. you need to do a deep copy of the object), you need to ensure you implement your own version which does the copy properly.

A std::vector of pointers?

Here is what I'm trying to do. I have a std::vector with a certain number of elements, it can grow but not shrink. The thing is that its sort of cell based so there may not be anything at that position. Instead of creating an empty object and wasting memory, I thought of instead just NULLing that cell in the std::vector. The issue is that how do I get pointers in there without needing to manage my memory? How can I take advantage of not having to do new and keep track of the pointers?
How large are the objects and how sparse do you anticipate the vector will be? If the objects are not large or if there aren't many holes, the cost of having a few "empty" objects may be lower than the cost of having to dynamically allocate your objects and manage pointers to them.
That said, if you do want to store pointers in the vector, you'll want to use a vector of smart pointers (e.g., a vector<shared_ptr<T>>) or a container designed to own pointers (e.g., Boost's ptr_vector<T>).
If you're going to use pointers something will need to manage the memory.
It sounds like the best solution for you would be to use boost::optional. I believe it has exactly the semantics that you are looking for. (http://www.boost.org/doc/libs/1_39_0/libs/optional/doc/html/index.html).
Actually, after I wrote this, I realized that your use case(e.g. expensive default constructor) is used by the boost::optional docs: http://www.boost.org/doc/libs/1_39_0/libs/optional/doc/html/boost_optional/examples.html#boost_optional.examples.bypassing_expensive_unnecessary_default_construction
You can use a deque to hold an ever-increasing number of objects, and use your vector to hold pointers to the objects. The deque won't invalidate pointers to existing objects it holds if you only add new objects to the end of it. This is far less overhead than allocating each object separately. Just ensure that the deque is destroyed after or at the same time as the vector so you don't create dangling pointers.
However, based on the size of the 3-D array you mentioned in another answer's comment, you may have difficulty storing that many pointers. You might want to look into a sparse array implementation so that you mainly use memory for the portions of the array where you have non-null pointers.
You could use a smart pointer. For example boost::shared_ptr.
The issue is that how do I get pointers in there without needing to manage my memory?
You can do certainly do this using the shared_ptr or other similar techniques mentioned here. But in near future you will come across some problem where you will have to manage your own memory. So please get yourself comfortable with the pointer concept.
Normally if you see in big servers the memory management of object itself is considered as a responsibility and specially for this purpose you will create a class. This is known as pool. Whenever you need an object you ask the pool to give you the object and whenever you are done with the object you tell the pool that I am done. Now it is the responsibility of the pool to see what can be done with that object.
But the basic idea is your main program still deals with pointers but do not care about the memory. There is some other object who cares about it.

Should I store entire objects, or pointers to objects in containers?

Designing a new system from scratch. I'll be using the STL to store lists and maps of certain long-live objects.
Question: Should I ensure my objects have copy constructors and store copies of objects within my STL containers, or is it generally better to manage the life & scope myself and just store the pointers to those objects in my STL containers?
I realize this is somewhat short on details, but I'm looking for the "theoretical" better answer if it exists, since I know both of these solutions are possible.
Two very obvious disadvantage to playing with pointers:
1) I must manage allocation/deallocation of these objects myself in a scope beyond the STL.
2) I cannot create a temp object on the stack and add it to my containers.
Is there anything else I'm missing?
Since people are chiming in on the efficency of using pointers.
If you're considering using a std::vector and if updates are few and you often iterate over your collection and it's a non polymorphic type storing object "copies" will be more efficent since you'll get better locality of reference.
Otoh, if updates are common storing pointers will save the copy/relocation costs.
This really depends upon your situation.
If your objects are small, and doing a copy of the object is lightweight, then storing the data inside an stl container is straightforward and easier to manage in my opinion because you don't have to worry about lifetime management.
If you objects are large, and having a default constructor doesn't make sense, or copies of objects are expensive, then storing with pointers is probably the way to go.
If you decide to use pointers to objects, take a look at the Boost Pointer Container Library. This boost library wraps all the STL containers for use with dynamically allocated objects.
Each pointer container (for example ptr_vector) takes ownership of an object when it is added to the container, and manages the lifetime of those objects for you. You also access all the elements in a ptr_ container by reference. This lets you do things like
class BigExpensive { ... }
// create a pointer vector
ptr_vector<BigExpensive> bigVector;
bigVector.push_back( new BigExpensive( "Lexus", 57700 ) );
bigVector.push_back( new BigExpensive( "House", 15000000 );
// get a reference to the first element
MyClass& expensiveItem = bigList[0];
expensiveItem.sell();
These classes wrap the STL containers and work with all of the STL algorithms, which is really handy.
There are also facilities for transferring ownership of a pointer in the container to the caller (via the release function in most of the containers).
If you're storing polymporhic objects you always need to use a collection of base class pointers.
That is if you plan on storing different derived types in your collection you must store pointers or get eaten by the slicing deamon.
Sorry to jump in 3 years after the event, but a cautionary note here...
On my last big project, my central data structure was a set of fairly straightforward objects. About a year into the project, as the requirements evolved, I realised that the object actually needed to be polymorphic. It took a few weeks of difficult and nasty brain surgery to fix the data structure to be a set of base class pointers, and to handle all the collateral damage in object storage, casting, and so on. It took me a couple of months to convince myself that the new code was working. Incidentally, this made me think hard about how well-designed C++'s object model is.
On my current big project, my central data structure is a set of fairly straightforward objects. About a year into the project (which happens to be today), I realised that the object actually needs to be polymorphic. Back to the net, found this thread, and found Nick's link to the the Boost pointer container library. This is exactly what I had to write last time to fix everything, so I'll give it a go this time around.
The moral, for me, anyway: if your spec isn't 100% cast in stone, go for pointers, and you may potentially save yourself a lot of work later.
Why not get the best of both worlds: do a container of smart pointers (such as boost::shared_ptr or std::shared_ptr). You don't have to manage the memory, and you don't have to deal with large copy operations.
Generally storing the objects directly in the STL container is best as it is simplest, most efficient, and is easiest for using the object.
If your object itself has non-copyable syntax or is an abstract base type you will need to store pointers (easiest is to use shared_ptr)
You seem to have a good grasp of the difference. If the objects are small and easy to copy, then by all means store them.
If not, I would think about storing smart pointers (not auto_ptr, a ref counting smart pointer) to ones you allocate on the heap. Obviously, if you opt for smart pointers, then you can't store temp stack allocated objects (as you have said).
#Torbjörn makes a good point about slicing.
Using pointers will be more efficient since the containers will be only copying pointers around instead of full objects.
There's some useful information here about STL containers and smart pointers:
Why is it wrong to use std::auto_ptr<> with standard containers?
If the objects are to be referred to elsewhere in the code, store in a vector of boost::shared_ptr. This ensures that pointers to the object will remain valid if you resize the vector.
Ie:
std::vector<boost::shared_ptr<protocol> > protocols;
...
connection c(protocols[0].get()); // pointer to protocol stays valid even if resized
If noone else stores pointers to the objects, or the list doesn't grow and shrink, just store as plain-old objects:
std::vector<protocol> protocols;
connection c(protocols[0]); // value-semantics, takes a copy of the protocol
This question has been bugging me for a while.
I lean to storing pointers, but I have some additional requirements (SWIG lua wrappers) that might not apply to you.
The most important point in this post is to test it yourself, using your objects
I did this today to test the speed of calling a member function on a collection of 10 million objects, 500 times.
The function updates x and y based on xdir and ydir (all float member variables).
I used a std::list to hold both types of objects, and I found that storing the object in the list is slightly faster than using a pointer. On the other hand, the performance was very close, so it comes down to how they will be used in your application.
For reference, with -O3 on my hardware the pointers took 41 seconds to complete and the raw objects took 30 seconds to complete.