Handling de-allocation of stl containers in destructors - c++

It is the first time I am using STL and I am confused about how should I deallocate the the memory used by these containers. For example:
class X {
private:
map<int, int> a;
public:
X();
//some functions
}
Now let us say I define the constructor as:
X::X() {
for(int i=0; i<10; ++i) {
map[i]=i;
}
}
Now my question is should I write the destructor for this class or the default C++ destructor will take care of deallocating the memory(completely)?
Now consider the modification to above class
class X {
private:
map<int, int*> a;
public:
X();
~X();
//some functions
}
Now let us say I define the constructor as:
X::X() {
for(int i=0; i<10; ++i) {
int *k= new int;
map[i]=k;
}
}
Now I understand that for such a class I need to write a destructor as the the memory allocated by new cannot be destructed by the default destructor of map container(as it calls destructor of objects which in this case is a pointer). So I attempt to write the following destructor:
X::~X {
for(int i=0; i<10; ++i) {
delete(map[i]);
}
//to delete the memory occupied by the map.
}
I do not know how to delete the memory occupied by the map. Although clear function is there but it claims to bring down the size of the container to 0 but not necessarily deallocate the memory underneath. Same is the case with vectors too(and I guess other containers in STL but I have not checked them).
Any help appreciated.

should I write the destructor for this class or the default C++ destructor will take care of deallocating the memory(completely)?
Yes it will. All the standard containers follow the principle of RAII, and manage their own dynamic resources. They will automatically free any memory they allocated when they are destroyed.
I do not know how to delete the memory occupied by the map.
You don't. You must delete something if and only if you created it with new. Most objects have their memory allocated and freed automatically.
The map itself is embedded in the X object being destroyed, so it will be destroyed automatically, and its memory will be freed along with the object's, once the destructor has finished.
Any memory allocated by the map is the responsibility of the map; it will deallocate it in its destructor, which is called automatically.
You are only responsible for deleting the dynamically allocated int objects. Since it is difficult to ensure you delete these correctly, you should always use RAII types (such as smart pointers, or the map itself) to manage memory for you. (For example, you have a memory leak in your constructor if a use of new throws an exception; that's easily fixed by storing objects or smart pointers rather than raw pointers.)

When a STL collection is destroyed, the corresponding destructor of the contained object is called.
This means that if you have
class YourObject {
YourObject() { }
~YourObject() { }
}
map<int, YourObject> data;
Then the destructor of YourObject is called.
On the other hand, if you are storing pointers to object like in
map<int, YourObject*> data
Then the destruct of the pointer is called, which releases the pointer itself but without calling the pointed constructor.
The solution is to use something that can hold your object, like a shared_ptr, that is a special object that will care about calling the holded item object when there are no more references to it.
Example:
map<int, shared_ptr<YourObject>>

If you ignore the type of container you're dealing with an just think of it as a container, you'll notice that anything you put in the container is owned by whomever owns the container. This also means that it's up to the owner to delete that memory. Your approach is sufficient to deallocate the memory that you allocated. Because the map object itself is a stack-allocated object, it's destructor will be called automatically.
Alternatively, a best practice for this type of situation is to use shared_ptr or unique_ptr, rather than a raw pointer. These wrapper classes will deallocate the memory for you, automatically.
map<int shared_ptr<int>> a;
See http://en.cppreference.com/w/cpp/memory

The short answer is that the container will normally take care of deleting its contents when the container itself is destroyed.
It does that by destroying the objects in the container. As such, if you wanted to badly enough, you could create a type that mismanaged its memory by allocating memory (e.g., in its ctor) but doesn't release it properly. That should obviously be fixed by correcting the design of those objects though (e.g., adding a dtor that releases the memory they own). Alternatively, you could get the same effect by just storing a raw pointer.
Likewise, you could create an Allocator that didn't work correctly -- that allocated memory but did nothing when asked to release memory.
In every one of these cases, the real answer is "just don't do that".

If you have to write a destructor (or cctor or op=) it indicates you likely do something wrong. If you do it to deallocate a resource more likely so.
The exception is the RAII handler for resources, that does nothing else.
In regular classes you use proper members and base classes, so your dtor has no work of its own.
STL classes all handle themselves, so having a map you have no obligations. Unless you filled it with dumb pointers to allocated memory or something like that -- where the first observation kicks in.
You second X::X() sample is broken in many ways, if exception is thrown on the 5th new you leak the first 4. And if you want to handle that situatuion by hand you end up with mess of a code.
That is all avoided if you use a proper smart thing, like unique_ptr or shared_ptr instead of int*.

Related

Leaking in constructor

Do I leak if I allocate memory with new in the constructor of an object and immediately after I throw an exception?
The object shouldn't be constructed at all and thus no destructor will be called, but what about that memory?
e.g.
MyObject() {
data = new char[200]; // Will this be leaked?
if(something_is_wrong)
throw exception();
}
It will leak. Once you have gotten a pointer from new it eventually needs to be deleted. The solution is to make data a smart pointer (or in this case, probably a std::string); while MyObject's destructor won't be called, data members' destructors are called.
Yes, it will be a leak unless data is kind of handle, smart pointer and not a raw pointer char* data. A safe variant of this is:
class MyObject {
std::vector<char> data; // or some handle/smart pointer (i.e. unique_ptr)
// it might be just std::string
public:
MyObject( int sz) : data( sz) {}
};
In this case the memory used is now managed by vector. You can of course do it by yourself what is actually done in vector already and is exception safe. This is you can use approach similar to std::uninitialized_fill.
Unless data is a smart pointer (or, more generally, any object that frees the memory passed to it when it destructs) you will leak memory.
The new will need to be balanced with a delete[] (note the []). It's important to note that, since a MyObject instance was not created, the destructor to MyObject will not be called so you cannot rely on any memory cleanup there.
Two alternatives.
free the memory before the throw statement.
Make data a smart pointer (if it isn't already).
2 is preferred - by exploiting RAII it makes code more stable.
The situation that you sketch,
MyObject() {
data = new char[200]; // Will this be leaked?
if(something_is_wrong)
throw exception();
}
will1 leak unless automatic garbage collection is used (and even so it may still leak).
This case is very easily dealt with by using an appropriate standard library container:
MyObject()
{
string data( 200, '\0' );
if(something_is_wrong)
throw exception();
}
And in general preferentially use standard library containers instead of all this new'ing, and if there isn't a suitable container, use smart pointers such as std::unique_ptr.
In short, there's not really a problem, not any more than a call to std::terminate is a problem (just remove the call, or don't do it in the first place).
However, if you define a custom allocation function for the class, and forget to define a corresponding deallocation function, then throwing an exception from a constructor can leak memory.
As a learner simply don't define allocation functions.
As a professional remember to do it properly if at some time you should really need it.
1) Under the reasonable assumption that you're not using a smart pointer to guarantee cleanup and asking this question without mentioning the smart pointer.

destructing an object stored in the vector of pointers [duplicate]

This question already has answers here:
Does std::list::remove method call destructor of each removed element?
(6 answers)
Closed 9 years ago.
I have a class that contains pointers, the class inherits nothing
class MyClass
{
public:
MyClass();
~MyClass();
private:
//i have pointers here
};
MyClass::~MyClass()
{
print("destroyed..");
}
Now i have to use this class as a pointer in vector like this:
vector<MyClass*> classes;
Push some classes in here but when i remove an element:
classes.remove(index);
The destructor doesn't get called,and i think that I have a memory leak.
So how do i make it call the destructor
A vector of pointers does nothing to delete the pointers when they get removed or cleared from it. The vector cannot know if the pointers are dynamically allocated or not. It is not it's job to call delete.
It is up to you to call delete on the pointers, if and when it is necessary. There are not enough details in your question to determine whether it is necessary at all (you haven't shown how the objects pointed to are allocated). But since you claim there is a memory leak, this could indicate that they are dynamically allocated. The immediate solution is to call delete:
delete *it;
classes.erase(it); // vector has no remove member function
A safer solution is to store unique ownership smart pointers, such as std::unique_ptr<MyClass>. The standard library also provides smart pointers for shared and weak ownership. See Smart Pointers.
All the above is assuming that you do actually need to store a pointer. In general, it is safer and clearer to store values:
std::vector<MyClass> classes; // but don't call it "classes". A vector stores objects.
That's one of the reasons why you should avoid using std::vector<MyClass*> at first place. There's an ugly memory management connected with it and it won't stay as easy as classes.remove(index);
Basically, for every new a delete must be called and for every new[] a delete[] must be called, no matter whether you use this pointer as a local variable or you put it into the vector:
vector<MyClass*> vec;
vec.push_back(new MyClass()); // <-- object has been created
...
delete classes[index]; // <-- object shall be destructed
// the delete call will automatically invoke the destructor if needed
...
// now you can remove the dangling pointer from the vector
Just note that once the object has been destructed, any (old) reference to this object is invalid and trying to access this object using such reference (dangling pointer) will yield undefined behavior.
Firstly, std::vector has no remove, you probably mean erase.
Secondly, you need to manually call delete on whatever you're removing:
vector<MyClass*> classes;
auto iter = <iterator to index to remove>;
delete *iter;;
classes.erase(iter);
Or, to avoid all this pain, use a std::unique_ptr<MyClass>.
It is unclear who is responsible for managing the lifetime of the objects pointed by the pointers inside classes. Have you pushed newed pointers into it, or have you pushed the addresses of automatic storage objects?
If you have done the former, then you must manually delete the pointer before removing it. Else, if you have done the latter, then you could just leave it as is, just leaving the pointed-to objects destroy themselves as they leave their respective scopes. If you have mixed newed and non-newed pointers, whose possibility isn't that remote as you would think, then you're definitely damned, undefined behavior making demons fly out of your nose.
These kinds of situations involving pointers are very ambiguous, and it is generally recommended not to use pointers at all, and make the std::vector store plain objects, which makes your object lifetime management much simpler and the making the declaration just speak for itself.
vector<MyClass> classes; // Do this instead
You have to manually delete your pointers before your application exit or after your class object is removed from vector.
// Delete all
vector<MyClass*>::iterator it = classes.begin();
while (it != classes.end()) {
delete *it;
it = classes.erase(it);
}
Tip: Never add stack constructed pointers like following:
MyClass m;
classes.push_back(&m);
Edit: As suggested by other member the better solution is:
MyClass m(/* ... */);
vector<MyClass> classes;
classes.push_back(m);
However please note, you have to properly implement the copy constructor especially if your class has pointer data members that were created with new.
Make a temp pointer to hole MyClass* pointer before you remove it from your vector.
vector<MyClass*> classes;
//push some classes in here but
//when i remove an element
MyClass* temp = classes[index];
classes.remove(index);
// call delete temp; if you want to call the destructor thus avoid memory leak.
delete temp;
To avoid memory leak, remember never to loose control of heap object, always keep a a pointer or reference to it before object release.
It seems that you want your vector to be manager of your items.
Take a look at boost::ptr_vector class
its basically a wrapper around std::vector class.
You declare that this vector is the "holder" of these pointers, and if you remove them from this containers you want them to be deleted.
#include <boost/ptr_container/ptr_vector.hpp>
...
boost::ptr_vector<MyClass> myClassContainer;
myClassContainer.push_back(new MyClass());
myClassContainer.clear(); // will call delete on every stored object!

C++ Destructors with Vectors, Pointers,

As far as I know, I should destroy in destructors everything I created with new and close opened filestreams and other streams.
However, I have some doubts about other objects in C++:
std::vector and std::strings: Are they destroyed automatically?
If I have something like
std::vector<myClass*>
of pointers to classes. What happens when the vector destructor is called?
Would it call automatically the destructor of myClass? Or only the vector is destroyed but all the Objects it contains are still existant in the memory?
What happens if I have a pointer to another class inside a class, say:
class A {
ClassB* B;
}
and Class A is destroyed at some point in the code. Will Class B be destroyed too or just the pointer and class B will be still existent somewhere in the memory?
std::vector and std::strings: Are they destroyed automatically?
Yes (assuming member variables are not pointers to std::vector and std::string).
If I have something like std::vector what happens when the vector destructor is called?
Would it call automatically the destructor of myClass? Or only the vector is destroyed but all the Objects it contains are still existant in the memory?
If vector<MyClass> then all objects contained in the vector will be destroyed. If vector<MyClass*> then all objects must be explicitly deleted (assuming the class being destructed owns the objects in the vector). A third alternative is vector of smart pointers, like vector<shared_ptr<MyClass>>, in which case the elements of the vector do not need to be explictly deleted.
What happens if I have a pointer to another class inside a class
The B must be explicitly deleted. Again, a smart pointer could be used to handle the destruction of B.
You only need to worry about for the memory you have created dynamically (When you reserve memory with new.)
For example:
Class Myclass{
private:
char* ptr;
public:
~Myclass() {delete[] ptr;};
}
if they are in automatic storage, yes. You can have std::string* s = new std::string, in which case you have to delete it yourself.
nothing, you need to manually delete memory you own (for memory allocated with new).
if you allocated b with new, you should destroy it in the destructor explicitly.
A good rule of thumb is to use a delete/delete[] for each new/new[] you have in your code.
A better rule of thumb is to use RAII, and use smart pointers instead of raw pointers.
It depends. std::vector and std::string and MyClass all have 1 thing in common - if you declare a variable to be any of those types, then it will be allocated on stack, be local to the current block you're in, and be destructed when that block ends.
E.g.
{
std::vector<std::string> a;
std::string b;
MyClass c;
} //at this point, first c will be destroyed, then b, then all strings in a, then a.
If you get to pointers, you guessed correctly: Only the memory the pointer itself occupies (usually a 4 byte integer) will be automatically freed upon leaving scope. Nothing happens to the memory pointed to unless you explicitly delete it (whether it's in a vector or not). If you have a class that contains pointers to other objects you may have to delete them in the destructor (depending on whether or not that class owns those objects). Note that in C++11 there are pointer classes (called smart pointers) that let you treat pointers in a similar fashion to 'normal' objects:
Ex:
{
std::unique_ptr<std::string> a = make_unique<std::string>("Hello World");
function_that_wants_string_ptr(a.get());
} //here a will call delete on it's internal string ptr and then be destroyed
If I have something like std::vector what happens when the vector destructor is called?
It depends.
If you have a vector of values std::vector <MyClass>, then the destructor of the vector calls the destructor for every instance of MyClass in the vector.
If you have a vector of pointers std::vector <MyClass*>, then you're responsible for deleting the instances of MyClass.
What happens if I have a pointer to another class inside a class
ClassB instance would remain in memory. Possible ways to have ClassA destructor to make the job for you are to make B an instance member or a smart pointer.
std::vector, std::string and as far as I know all other STL containers have automatic destructors. This is the reason why it is often better to use these containers instead of new and delete since you will prevent memory leaks.
Your myClass destructor will only be called if your vector is a vector of myClass objects (std::vector< myClass >) instead of a vector of pointers to myClass objects (std::vector< myClass* >).
In the first case the destructor of std::vector will also call the destructor of myClass for each of its elements; in the second case the destructor of std::vector will call the destructor of myClass*, which means it will free the space taken to store each pointer but will not free the space taken to store the myClass objects themselves.
The Class B objects you point to will not be destroyed, but the space assigned to store its pointer will be freed.
Yes. std::vector and std::stringare automatically when they finish out of scope, calling also the destructor of the objects contained (for std::vector).
As said before, std::vectoris destroyed when it finish out of scope, calling the destructor of the objects contained. But in fact, in this case, the objects contained are the pointers, not the object pointed by the pointers. So you have to delete them manually.
The same as (2). A will be destroyed and so the pointer, but not the class B pointed. You have to provide a destructor for A that delete B.
In C++11 there is a very useful solution: use std::unique_pointer. Can be use only to point a single object and this will be deleted when the pointer goes out of scope (for example when you destroy your std::vector).
http://en.cppreference.com/w/cpp/memory/unique_ptr

When is a C++ destructor called?

Basic Question: when does a program call a class' destructor method in C++? I have been told that it is called whenever an object goes out of scope or is subjected to a delete
More specific questions:
1) If the object is created via a pointer and that pointer is later deleted or given a new address to point to, does the object that it was pointing to call its destructor (assuming nothing else is pointing to it)?
2) Following up on question 1, what defines when an object goes out of scope (not regarding to when an object leaves a given {block}). So, in other words, when is a destructor called on an object in a linked list?
3) Would you ever want to call a destructor manually?
1) If the object is created via a pointer and that pointer is later deleted or given a new address to point to, does the object that it was pointing to call its destructor (assuming nothing else is pointing to it)?
It depends on the type of pointers. For example, smart pointers often delete their objects when they are deleted. Ordinary pointers do not. The same is true when a pointer is made to point to a different object. Some smart pointers will destroy the old object, or will destroy it if it has no more references. Ordinary pointers have no such smarts. They just hold an address and allow you to perform operations on the objects they point to by specifically doing so.
2) Following up on question 1, what defines when an object goes out of scope (not regarding to when an object leaves a given {block}). So, in other words, when is a destructor called on an object in a linked list?
That's up to the implementation of the linked list. Typical collections destroy all their contained objects when they are destroyed.
So, a linked list of pointers would typically destroy the pointers but not the objects they point to. (Which may be correct. They may be references by other pointers.) A linked list specifically designed to contain pointers, however, might delete the objects on its own destruction.
A linked list of smart pointers could automatically delete the objects when the pointers are deleted, or do so if they had no more references. It's all up to you to pick the pieces that do what you want.
3) Would you ever want to call a destructor manually?
Sure. One example would be if you want to replace an object with another object of the same type but don't want to free memory just to allocate it again. You can destroy the old object in place and construct a new one in place. (However, generally this is a bad idea.)
// pointer is destroyed because it goes out of scope,
// but not the object it pointed to. memory leak
if (1) {
Foo *myfoo = new Foo("foo");
}
// pointer is destroyed because it goes out of scope,
// object it points to is deleted. no memory leak
if(1) {
Foo *myfoo = new Foo("foo");
delete myfoo;
}
// no memory leak, object goes out of scope
if(1) {
Foo myfoo("foo");
}
Others have already addressed the other issues, so I'll just look at one point: do you ever want to manually delete an object.
The answer is yes. #DavidSchwartz gave one example, but it's a fairly unusual one. I'll give an example that's under the hood of what a lot of C++ programmers use all the time: std::vector (and std::deque, though it's not used quite as much).
As most people know, std::vector will allocate a larger block of memory when/if you add more items than its current allocation can hold. When it does this, however, it has a block of memory that's capable of holding more objects than are currently in the vector.
To manage that, what vector does under the covers is allocate raw memory via the Allocator object (which, unless you specify otherwise, means it uses ::operator new). Then, when you use (for example) push_back to add an item to the vector, internally the vector uses a placement new to create an item in the (previously) unused part of its memory space.
Now, what happens when/if you erase an item from the vector? It can't just use delete -- that would release its entire block of memory; it needs to destroy one object in that memory without destroying any others, or releasing any of the block of memory it controls (for example, if you erase 5 items from a vector, then immediately push_back 5 more items, it's guaranteed that the vector will not reallocate memory when you do so.
To do that, the vector directly destroys the objects in the memory by explicitly calling the destructor, not by using delete.
If, perchance, somebody else were to write a container using contiguous storage roughly like a vector does (or some variant of that, like std::deque really does), you'd almost certainly want to use the same technique.
Just for example, let's consider how you might write code for a circular ring-buffer.
#ifndef CBUFFER_H_INC
#define CBUFFER_H_INC
template <class T>
class circular_buffer {
T *data;
unsigned read_pos;
unsigned write_pos;
unsigned in_use;
const unsigned capacity;
public:
circular_buffer(unsigned size) :
data((T *)operator new(size * sizeof(T))),
read_pos(0),
write_pos(0),
in_use(0),
capacity(size)
{}
void push(T const &t) {
// ensure there's room in buffer:
if (in_use == capacity)
pop();
// construct copy of object in-place into buffer
new(&data[write_pos++]) T(t);
// keep pointer in bounds.
write_pos %= capacity;
++in_use;
}
// return oldest object in queue:
T front() {
return data[read_pos];
}
// remove oldest object from queue:
void pop() {
// destroy the object:
data[read_pos++].~T();
// keep pointer in bounds.
read_pos %= capacity;
--in_use;
}
~circular_buffer() {
// first destroy any content
while (in_use != 0)
pop();
// then release the buffer.
operator delete(data);
}
};
#endif
Unlike the standard containers, this uses operator new and operator delete directly. For real use, you probably do want to use an allocator class, but for the moment it would do more to distract than contribute (IMO, anyway).
When you create an object with new, you are responsible for calling delete. When you create an object with make_shared, the resulting shared_ptr is responsible for keeping count and calling delete when the use count goes to zero.
Going out of scope does mean leaving a block. This is when the destructor is called, assuming that the object was not allocated with new (i.e. it is a stack object).
About the only time when you need to call a destructor explicitly is when you allocate the object with a placement new.
1) Objects are not created 'via pointers'. There is a pointer that is assigned to any object you 'new'. Assuming this is what you mean, if you call 'delete' on the pointer, it will actually delete (and call the destructor on) the object the pointer dereferences. If you assign the pointer to another object there will be a memory leak; nothing in C++ will collect your garbage for you.
2) These are two separate questions. A variable goes out of scope when the stack frame it's declared in is popped off the stack. Usually this is when you leave a block. Objects in a heap never go out of scope, though their pointers on the stack may. Nothing in particular guarantees that a destructor of an object in a linked list will be called.
3) Not really. There may be Deep Magic that would suggest otherwise, but typically you want to match up your 'new' keywords with your 'delete' keywords, and put everything in your destructor necessary to make sure it properly cleans itself up. If you don't do this, be sure to comment the destructor with specific instructions to anyone using the class on how they should clean up that object's resources manually.
Pointers -- Regular pointers don't support RAII. Without an explicit delete, there will be garbage. Fortunately C++ has auto pointers that handle this for you!
Scope -- Think of when a variable becomes invisible to your program. Usually this is at the end of {block}, as you point out.
Manual destruction -- Never attempt this. Just let scope and RAII do the magic for you.
To give a detailed answer to question 3: yes, there are (rare) occasions when you might call the destructor explicitly, in particular as the counterpart to a placement new, as dasblinkenlight observes.
To give a concrete example of this:
#include <iostream>
#include <new>
struct Foo
{
Foo(int i_) : i(i_) {}
int i;
};
int main()
{
// Allocate a chunk of memory large enough to hold 5 Foo objects.
int n = 5;
char *chunk = static_cast<char*>(::operator new(sizeof(Foo) * n));
// Use placement new to construct Foo instances at the right places in the chunk.
for(int i=0; i<n; ++i)
{
new (chunk + i*sizeof(Foo)) Foo(i);
}
// Output the contents of each Foo instance and use an explicit destructor call to destroy it.
for(int i=0; i<n; ++i)
{
Foo *foo = reinterpret_cast<Foo*>(chunk + i*sizeof(Foo));
std::cout << foo->i << '\n';
foo->~Foo();
}
// Deallocate the original chunk of memory.
::operator delete(chunk);
return 0;
}
The purpose of this kind of thing is to decouple memory allocation from object construction.
Remember that Constructor of an object is called immediately after the memory is allocated for that object and whereas the destructor is called just before deallocating the memory of that object.
Whenever you use "new", that is, attach an address to a pointer, or to say, you claim space on the heap, you need to "delete" it.
1.yes, when you delete something, the destructor is called.
2.When the destructor of the linked list is called, it's objects' destructor is called. But if they are pointers, you need to delete them manually.
3.when the space is claimed by "new".
Yes, a destructor (a.k.a. dtor) is called when an object goes out of scope if it is on the stack or when you call delete on a pointer to an object.
If the pointer is deleted via delete then the dtor will be called. If you reassign the pointer without calling delete first, you will get a memory leak because the object still exists in memory somewhere. In the latter instance, the dtor is not called.
A good linked list implementation will call the dtor of all objects in the list when the list is being destroyed (because you either called some method to destory it or it went out of scope itself). This is implementation dependent.
I doubt it, but I wouldn't be surprised if there is some odd circumstance out there.
If the object is created not via a pointer(for example,A a1 = A();),the destructor is called when the object is destructed, always when the function where the object lies is finished.for example:
void func()
{
...
A a1 = A();
...
}//finish
the destructor is called when code is execused to line "finish".
If the object is created via a pointer(for example,A * a2 = new A();),the destructor is called when the pointer is deleted(delete a2;).If the point is not deleted by user explictly or given a new address before deleting it, the memory leak is occured. That is a bug.
In a linked list, if we use std::list<>, we needn't care about the desctructor or memory leak because std::list<> has finished all of these for us. In a linked list written by ourselves, we should write the desctructor and delete the pointer explictly.Otherwise, it will cause memory leak.
We rarely call a destructor manually. It is a function providing for the system.
Sorry for my poor English!

What are the dynamics of the C++ delete statement?

This is merely for curiosity sake because I have not used new and delete in c++ except for the most basic uses.
I know that delete releases memory. The thing I'm wondering is how does it handle more complex cases?
For instance, if I have a user-defined class like this:
class MyClass
{
public:
MyClass();
~MyClass()
{
delete [] intArray;
}
//public members here
private:
int* intArray;
};
Assuming the class allocates memory somehow for intArray, and then release it in the destructor, What if I used the class like this: MyClass* myClass = new MyClass(); and released it later with delete myclass;
How does delete handle the releasing of all the memory? Does the class destructor get called first to release all of the memory allocated by the class (ie int* intArray) and then release the memory allocated to hold the class?
What if I had a class like this:
class MyClass
{
public:
MyClass();
~MyClass()
{
delete anotherMyClass;
}
//public members here
private:
MyClass* anotherMyClass;
};
Assuming anotherMyClass is not allocated with the constructor, which would use up memory very quickly, what if there was a chain of MyClasses attached to each other like a linked-list? Would the delete statement in the destructor work in this case? Would each anotherMyClass be recursively released when the destructor gets called?
Are there any specific weird tricks or caveats with the new and delete statements that you know about?
Given a pointer (p) to a dynamically allocated object, delete does two things:
It calls the destructor of the dynamically allocated object. Note that when ~MyClass() completes, the destructors for any member variables of class type are called.
It frees the memory occupied by the dynamically allocated object.
It doesn't search the member variables of the object for other pointers to free; it doesn't free any other memory and doesn't do anything else.
If you need to free the memory pointed to by intArray, you need to delete it in the destructor of MyClass.
However, in almost all C++ code, you don't need to worry about this. You should be using smart pointers like shared_ptr, unique_ptr, auto_ptr, and scoped_ptr to automatically manage dynamically allocated objects. Manual resource management is difficult at best and should be avoided wherever possible.
This is part of a broader idiom, Scope-Bound Resource Management (SBRM, also called Resource Acquisition is Initialization, or RAII). This is by far the most important design pattern to understand and to use everywhere in your C++ code.
If in your class you had declared this instead:
boost::scoped_ptr<int> intArray;
then when the scoped_ptr<int> object is destroyed, it will free the pointer that it holds. You then do not have to do any work to manually destroy the object.
In well-written, modern C++ code, you should rarely need to manually use delete. Smart pointers and other SBRM containers should be used to manage any type of resource that needs cleanup, including dynamically allocated objects.
In your second example, given a linked list that looks like:
x -> y -> z -> 0
you would have an order of operations that looks like this:
delete x;
x.~MyClass();
delete y;
y.~MyClass();
delete z;
z.~MyClass();
delete 0;
[free memory occupied by z]
[free memory occupied by y]
[free memory occupied by x]
The objects in the linked list would be destroyed in reverse order.
delete intArray;
I assume intArray points to the first element of an int array? In that case, delete intArray yields undefined behavior. If you allocate via new[], you must release via delete[].
delete[] intArray;
Yes I know, delete intArray might appear to work just fine on certain systems with certain compiler versions under certain compiler options -- or it might not. That's undefined behavior for ya.
Also, you should follow the Rule of Three. Defining your own destructor but relying on the implicitly-defined copy constructor and copy assignment operator is a recipe for disaster.