Allocate multidimensional array using new - c++

When I allocate multidimensional arrays using new, I am doing it this way:
void manipulateArray(unsigned nrows, unsigned ncols[])
{
typedef Fred* FredPtr;
FredPtr* matrix = new FredPtr[nrows];
for (unsigned i = 0; i < nrows; ++i)
matrix[i] = new Fred[ ncols[i] ];
}
where ncols[] contains the length for each element in matrix, and nrows the number of element in matrix.
If I want to populate matrix, I then have
for (unsigned i = 0; i < nrows; ++i) {
for (unsigned j = 0; j < ncols[i]; ++j) {
someFunction( matrix[i][j] );
But I am reading C++ FAQ, who is telling be to be very careful. I should initialize each row with NULL first. Then, I should trycatch the allocation for rows. I really do not understand why all this. I have always (but I am in the beginning) initialized in C style with the above code.
FAQ wants me to do this
void manipulateArray(unsigned nrows, unsigned ncols[])
{
typedef Fred* FredPtr;
FredPtr* matrix = new FredPtr[nrows];
for (unsigned i = 0; i < nrows; ++i)
matrix[i] = NULL;
try {
for (unsigned i = 0; i < nrows; ++i)
matrix[i] = new Fred[ ncols[i] ];
for (unsigned i = 0; i < nrows; ++i) {
for (unsigned j = 0; j < ncols[i]; ++j) {
someFunction( matrix[i][j] );
}
}
}
catch (...) {
for (unsigned i = nrows; i > 0; --i)
delete[] matrix[i-1];
delete[] matrix;
throw; // Re-throw the current exception
}
}
1/ Is it farfetched or very proper to always initialize so cautiously ?
2/ Are they proceeding this way because they are dealing with non built-in types? Would code be the same (with same level of cautiousness) with double* matrix = new double[nrows]; ?
Thanks
EDIT
Part of the answer is in next item in FAQ

The reason for being this careful is that you'll have memory leaks if any of those allocations fail, or if the Fred constructor throws. If you were to catch the exception higher up the callstack, you have no handles to the memory you allocated, which is a leak.
1) It's correct, but generally if you're going to this much trouble to protect against memory leaks, you'd prefer to use std::vector and std::shared_ptr (and so on) to manage memory for you.
2) It's the same for built-in types, though at least then the only exception that will be thrown is std::bad_alloc if the allocation fails.

I would think that it depends on the target platform and the requirements to your system. If safety is a high priority and / or if you can run out of memory, then no, this is not farfetched. However, if you are not concerned too much with safety and you know that the users of your system will have ample free memory, then I would not do this either.
It does not depend on whether builtin-types are used or not. The FAQ solution is nulling the pointers to the rows so that in the event of an exception, only those rows which have already been created are deleted (and not some random memory location).
That said, I can only second R. Martinho Ferndandes' comment that you should use STL containers for this. Managing your own memory is tedious and dangerous.

Related

c++ malloc and two-dimension array not reserving enough memory

I need to creat a 2 dimension array with malloc, so that I can return it's pointer with a function. In this function I also allocate integers (by getpixel() function) into this array. I do it this way:
int **tab;
tab = (int**)malloc((600) * sizeof(int));
for (int i = 0; i<600; i++)
{
tab[i] = (int*)malloc((800) * sizeof(int*));
}
for (int i = 0; i<600; i++)
{
for (int j = 0; j<800; j++)
{
tab[i][j] = getpixel(i, j);
}
}
This array works of course in most of the cases, when I check it, it has the values I expected inside. However, it stops working, when I get to a bigger Y. So eg. when I want to check array tab[799][599], I can't, because there is an error about exception, I can't copy it directly, because I have the other language than English verion, but it goes something like that:
"The unsupported exception in 0x00E71C05 w bgi.exe: 0xC0000005: violation of rules of access when reading from the location 0x0000095C."
I think it means, that mallock() didn't reserve enought memory for me. But how can I make array big enough then? Or is this any other problem?
Your malloc is wrong, it needs to be like:
int **tab;
tab = (int**)malloc((800) * sizeof(int*));
for (int i = 0; i<800; i++)
{
tab[i] = (int*)malloc((600) * sizeof(int));
}
If you want your array to be 800x600. If you want it to be 600x800 just swap the values.

How to insert an object in the array of pointers

I have an array of pointers:
Hotel *hotels[size];
for (int i = 0; i < size; ++i)
hotels[i] = new Hotel();
And I want to insert an object in this array after some object with name I know:
cin >> tmp_name;
for (int i = 0; i < size; i++) {
if (hotels[i]->get_name() == tmp_name) {
hotels[size] = new Hotel();
size += 1;
Hotel *tmp_hotel;
tmp_hotel = hotels[i+1];
hotels[i+1]->fillHotel();
for (i = i + 2; i < size; i++) {
hotels[i] = tmp_hotel;
tmp_hotel = hotels[i+1];
}
break;
}
}
What I do wrong?
UPD:
My solution:
cin >> tmp_name;
for (int i = 0, j = 0; i < size; i++, j++) {
new_hotels[j] = hotels[i];
if (hotels[i]->get_name() == tmp_name) {
new_hotels[j+1]->fillHotel();
++j;
system("clear");
}
}
hotels[size] = new Hotel();
++size;
for (int i = 0; i < size; i++) {
hotels[i] = new_hotels[i];
}
I can see different errors in your code.
For example:
Hotel *hotels[size];
size should be a constant expression and something let me think this is not the case. VLA are not part of the C++ standard. In short you cannot allocate dynamic memory on the stack. The proper initialization should be:
Hotel* hotels = new Hotel*[size];
The line in the loop:
hotels[size] = new Hotel();
you're actually accessing out of bounds of your array: size index is some memory is not included in your array and this will produce an undefined behaviour.
Another strange line is the following:
size += 1;
Despite the fact that confirms size is not a constant, you cannot increase your size of vector simply changing that variable. You're actually just changing a variable size, but the allocated memory for your array will be the same.
How resolve?
In order in increase (or change) the size of an array, the solution is almost always to create a new array, copy the old one. In your case that solution is pretty reasonable because you should copy just pointers and not entire objects.
There are a lots of question on S.O. where this topic is, for example here.
Despite of that, I strongly suggest you to use the most practical alternative, that is to use a real C++ code.
The most efficient class is std::vector which is a C++ way to handle dynamic array.
Finally, you should also consider the std::unique_ptr<T> class to handle dynamic memory and pointers.
The final solution will be a class:
std::vector<std::unique_ptr<Hotel>> hotels;

munmap_chunk(): invalid pointer in C++ program

I get an error "munmap_chunk(): invalid pointer", I don't know why. Problem appears when I use MultipliedByMatrix method. It can't properly delete the matrix that was created in this method.
#include "matrix.h"
Matrix::Matrix(int matr_size) {
size = matr_size;
Matr = new int *[size];
for(int i = 0; i < size; i++)
Matr[i] = new int[size];
for(int i = 0 ; i < size; i++)
for(int j = 0; j < size; j++)
Matr[i][j] = rand() % 100;
std::cout << "New matrix is created" << std::endl;
}
Matrix::~Matrix() {
for(int i = 0; i < size; i++)
delete[] Matr[i];
delete[] Matr;
Matr = NULL;
std::cout << "Matrix is deleted" << std::endl;
}
Matrix Matrix::MultipliedByMatrix(Matrix OtherMatr) {
Matrix new_matr = Matrix(this->GetSize());
int new_value;
for(int i = 0 ; i < size; i++)
for(int j = 0; j < size; j++) {
new_value = 0;
new_value += Matr[j][i] * OtherMatr.GetValue(i, j);
new_matr.SetValue(i, j, new_value);
}
return new_matr;
}
int Matrix::GetSize() {
return size;
}
int Matrix::GetValue(int i, int j) {
return Matr[i][j];
}
void Matrix::SetValue(int i, int j, int value) {
Matr[i][j] = value;
}
Did you write the Matrix class yourself? If so, I bet the problem is that you don't have a copy or move constructor. If so, the compiler will have generated one for you. This will copy the values of size and Matr but it won't create copies of the pointed-to arrays. When you write:
return new_matr;
this creates a new matrix (using the copy constructor - which just copies the pointer), and then calls the destructor of new_matr (which deletes the memory which is pointed to). The calling function is then dealing with junk memory, and when it tries to eventually delete the result, all hell will break loose
You also will need to write a move assignment operator.
Alternatively make Matr a std::vector<int> (of length 'size' squared), and write:
int Matrix::GetValue(int i, int j) {
return Matr[i*size+j];
}
(and similarly for other functions). std::vector has a proper copy and move constructor, and proper assignment behaviour - so it will all just work. (It will also be a lot faster - you save a whole pointer indirection.)
This is not an analytical answer to the question but a piece of advice with respect to solving (or better circumventing) the problem.
Avoid memory handling on your own if you can. (And it is very likely that you actually can avoid it.)
You can read my answer on the question "1D or 2D array, what's faster?" to get a lengthy explenation why it is probably undesirable to use the kind of memory layout you're using.
Furthermore, you'll find an (yet untested) example of how to implement a simple matrix container on top of std::vector.
You can look at the scheme and try to implement your own if you want. The design has several advantages compared to your implementation:
It is templated and thus usable with int as well as many other types.
Conformance to the standard container concept is achieved easily.
No destructor / copy constructor / move constructor or assignment operators required: std::vector is handling the resources and does the "dirty work" for you.
If you still want to use your RAW-Pointer approach (for academic purposes or something):
Read What is meant by Resource Acquisition is Initialization (RAII)? and try to understand the answers.
Read What is The Rule of Three? properly and make sure you have implemented (preferably obeying the RAII concept) those functions:
copy constructor,
destructor,
assignment operator and if desired
move constructor and
move assignment operator.
Still read my answer to the "1D or 2D array, what's faster?" question to see how you would want to organize your allocations in order to be exception safe in case of std::bad_alloc.
Example: Your constructor the 'a little better' way:
Matrix::Matrix(std::size_t const matr_size) // you have a size here, no sign required
{
Matr = new int*[matr_size];
std::size_t allocs(0U);
try
{ // try block doing further allocations
for (std::size_t i = 0; i < matr_size; ++i)
{
Matr[i] = new int[matr_size]; // allocate
++allocs; // advance counter if no exception occured
for(std::size_t j = 0; j < matr_size; j++)
{
Matr[i][j] = rand() % 100;
}
}
}
catch (std::bad_alloc & be)
{ // if an exception occurs we need to free out memory
for (size_t i = 0; i < allocs; ++i) delete[] Matr[i]; // free all alloced rows
delete[] Matr; // free Matr
throw; // rethrow bad_alloc
}
}

Deleting two dimensional array use memory?

I have been working on this program for quite some time. This is just two of the functions extracted that are causing a memory leak that I cant seem to debug. Any help would be fantastic!
vector<int**> garbage;
CODE for deleting the used memory
void clearMemory()
{
for(int i = 0; i < garbage.size(); i++)
{
int ** dynamicArray = garbage[i];
for( int j = 0 ; j < 100 ; j++ )
{
delete [] dynamicArray[j];
}
delete [] dynamicArray;
}
garbage.clear();
}
CODE for declaring dynamic array
void main()
{
int ** dynamicArray1 = 0;
int ** dynamicArray2 = 0;
dynamicArray1 = new int *[100] ;
dynamicArray2 = new int *[100] ;
for( int i = 0 ; i < 100 ; i++ )
{
dynamicArray1[i] = new int[100];
dynamicArray2[i] = new int[100];
}
for( int i = 0; i < 100; i++)
{
for(int j = 0; j < 100; j++)
{
dynamicArray1[i][j] = random();
}
}
//BEGIN MULTIPLICATION WITH SELF AND ASSIGN TO SECOND ARRAY
dynamicArray2 = multi(dynamicArray1); //matrix multiplication
//END MULTIPLICATION AND ASSIGNMENT
garbage.push_back(dynamicArray1);
garbage.push_back(dynamicArray2);
clearMemory();
}
I stared at the code for some time and I can't seem to find any leak. It looks to me there's exactly one delete for every new, as it should be.
Nonetheless, I really wanted to say that declaring an std::vector<int**> pretty much defies the point of using std::vector itself.
In C++, there are very few cases when you HAVE to use pointers, and this is not one of them.
I admit it would be a pain to declare and use an std::vector<std::vector<std::vector<int>>> but that would make sure there are no leaks in your code.
So I'd suggest you rethink your implementations in term of objects that automatically manage memory allocation.
Point 1: If you have a memory leak, use valgrind to locate it. Just like blue, I can't seem to find a memory leak in your code, but valgrind will tell you for sure what's up with your memory.
Point 2: You are effectively creating a 2x100x100 3D array. C++ is not the right language for this kind of thing. Of course, you could use an std::vector<std::vector<std::vector<int>>> with the obvious drawbacks. Or you can drop back to C:
int depth = 2, width = 100, height = 100;
//Allocation:
int (*threeDArray)[height][width] = malloc(depth*sizeof(*threeDArray));
//Use of the last element in the 3D array:
threeDArray[depth-1][height-1][width-1] = 42;
//Deallocation:
free(threeDArray);
Note that this is valid C, but not valid C++: The later language does not allow runtime sizes to array types, while the former supports that since C99. In this regard, C is more powerful than C++.

delete multidimensional arrays

In C++ FAQ, the [16.16] gives the following example,
void manipulateArray(unsigned nrows, unsigned ncols[])
{
typedef Fred* FredPtr;
FredPtr* matrix = new FredPtr[nrows];
// Set each element to NULL in case there is an exception later.
// (See comments at the top of the try block for rationale.)
for (unsigned i = 0; i < nrows; ++i)
matrix[i] = NULL;
try {
for (unsigned i = 0; i < nrows; ++i)
matrix[i] = new Fred[ ncols[i] ];
for (unsigned i = 0; i < nrows; ++i) {
for (unsigned j = 0; j < ncols[i]; ++j) {
someFunction( matrix[i][j] );
}
}
if (today == "Tuesday" && moon.isFull()) {
for (unsigned i = nrows; i > 0; --i)
delete[] matrix[i-1];
delete[] matrix;
return;
}
...code that fiddles with the matrix...
}
catch (...) {
for (unsigned i = nrows; i > 0; --i)
delete[] matrix[i-1];
delete[] matrix;
throw; // Re-throw the current exception
}
for (unsigned i = nrows; i > 0; --i)
delete[] matrix[i-1];
delete[] matrix;
}
Why we have to use delete this way, I mean,
First delete[] matrix[i-1];
then delete[] matrix;
Moreover, what’s the point of after the whole “try…catch” cycle, we still have to put
for (unsigned i = nrows; i > 0; --i)
delete[] matrix[i-1];
delete[] matrix;
at the end of this function.
What you're missing is the horribly evil indentation.
delete matrix[i-1]; happens once per loop iteration and deletes the nested arrays.
delete matrix happens just one time after the loop completes and deletes the outer array.
Never write code like this in C++, use vector<vector<T> > instead.
The reason the deletes also exist in the catch is because if you catch an exception you're still responsible to clean up the memory you allocated.
The try/catch block is necessary to ensure proper clean-up even if an exception is thrown anywhere in the code before the normal clean-up happens. This includes an exception in one of the new expressions. The delete[] is safe because all the relevant pointers were initially set to zero, so that the deletion is valid even if no allocation ever occurred.
(Note that if any exception does occur, it will still be propagated outside the function. The local try/catch block only ensures that the function itself doesn't leak any memory.)
There are two sets of arrays: one is the outer array matrix, which is an array of pointers. This array gets allocated first and deleted last. Second, each element matrix[i] is itself a pointer to an array of Fred elements. Each array gets allocated in the first for loop, and thus has to be deleted in another loop at the end.
When you in a loop deleting each of the rows, you're freeing up the memory allocated to the corresponding row. Then you need to free up the memory allocated for the pointers to each row.
Think of it this way:
FredPtr* matrix = new FredPtr[nrows];
allocates an array of pointers to rows - and it will need to be freed up at the end.
Then for each of the rows,
matrix[i] = new Fred[ ncols[i] ];
allocates memory for an array of pointers to columns - and it will need to be freed up separately.
yes, that is not a quality of an example-code but it is working fine. The copy-pasted code in the catch-block and after the catch-block is needed because in case of an exception the memory should be freed and in this case the exception is forwarded to the caller of that function. if you dont want to forward that exception you can delete the code inside the catch-block (but at least a console-output would be nice ;) )
The catch block in the try...catch is there to delete the matrix if an exception was thrown, and then re-throw the exception.
If no exception is thrown, the catch block never gets hit, and the matrix has to be deleted on the way out through the normal exit of the routine.