Correct memory management for struct - c++

I want to be sure that no memory leak takes place.
struct tStruct{
uint32_t id;
A* a;
C b;
};
std::vector<tStruct*> m_vector;
I push and erase objects into vector following way.
Pushing :
tStruct* myStruct = new tStruct;
myStruct->id = ID; // Some unique value
myStruct->a= new A();
myStruct->b = c; // c is an object
m_vector.push_back(myStruct);
Erasing :
// Some stuff here
for (uint32_t i = 0; i < m_vector.size(); i++) {
if (m_vector.at(i)->id == ID) { // Some filtering
delete m_vector.at(i);
m_vector.erase(m_vector.begin() + i);
}
}
Do i understand correctly that
I need to delete myStruct->a explicitely as it is alloced in heap ?
For the other members, they will be deleted automatically as they are in stack.

Rule of thumb: If you have a new you must have a corresponding delete. Same with malloc and free in C.

You need to manually delete all dynamically allocated objects which are created by new operator. Otherwise you have potential memory leak, as you haven't deleted A* a;
new and delete, new [] and delete [] should always be used in pair.
Better solution is to use smart pointers:
struct tStruct
{
uint32_t id;
std::unique_ptr<A> a;
C b;
};
std::vector<std::unique_ptr<tStruct>> m_vector;
Use erase remove idiom to remove items from vector:
m_vector.erase(std::remove_if(m_vector.begin(), m_vector.end(),
[](std::unique_ptr<tStruct>& up){ return up->id == ID; }),
m_vector.end());

Everytime you create an object in the heap using new, there must be a corresponding delete somewhere. Otherwise you will be leaking resources (memory, in this case).
But, generally speaking (and this applies to your example), the best that you can do is using an auxiliary class to manage those resources. In your case, a smart pointer. In C++11 the standard library offers std::shared_ptr<> which looks like the right smart pointer for your case:
struct tStruct{
uint32_t id;
std::shared_ptr<A> a;
C b;
};
std::vector<std::shared_ptr<tStruct>> m_vector;
Creating a smart pointer is not too different from creating a raw pointer:
std::shared_ptr<tStruct> myStruct (new tStruct);
myStruct->id = ID; // Some unique value
myStruct->a.reset(new A());
myStruct->b = c; // c is an object
m_vector.push_back(myStruct);
But now you can forget about calling delete because std::shared_ptr<> will take care of that:
// Some stuff here
for (uint32_t i = 0; i < m_vector.size(); i++) {
if (m_vector.at(i)->id == ID) { // Some filtering
// delete m_vector.at(i); This is no longer needed
m_vector.erase(m_vector.begin() + i);
}
}

Your code still contains several memory leaks. Your pushing code does not have any roll-back for if pushing the object fails:
tStruct* myStruct = new tStruct;
myStruct->id = ID;
myStruct->a= new A(); //could throw, if it does, then `myStruct` will leak
myStruct->b = c; // c is an object
//could throw, if it does, then `myStruct` and `myStruct->a` will leak
m_vector.push_back(myStruct);
In general, any manual calls to delete indicates that your code either leaks or is overly complicated. To make the code not leak, you should use smart pointers:
struct tStruct{
uint32_t id;
std::unique_ptr<A> a;
C b;
};
std::vector<std::unique_ptr<tStruct>> m_vector;
To construct:
std::unique_ptr<tStruct> myStruct(new tStruct);
myStruct->id = ID;
myStruct->a.reset(new A());
myStruct->b = c; // c is an object
m_vector.push_back(std::move(myStruct));
No special deletion code is needed.

Related

It is legal this approach for create a local variable in C++

I'm new to C++ and try to understand how to create and use a class in C++.
For this I have the following code:
class MyClass
{
public:
MyClass()
{
_num = 0;
_name = "";
}
MyClass(MyClass* pMyClass)
{
_num = pMyClass->_num;
_name = pMyClass->_name;
}
void PrintValues() { std::cout << _name << ":" << _num << std::endl; }
void SetValues(int number, std::string name)
{
_num = number;
_name = name;
}
private:
int _num;
std::string _name;
};
int main()
{
std::vector<MyClass*> myClassArray;
MyClass myLocalObject = new MyClass();
for (int i = 0; i < 3; i++)
{
myLocalObject.SetValues(i, "test");
myClassArray.push_back(new MyClass(myLocalObject));
}
myClassArray[1]->PrintValues();
// use myClassArray further
}
I get a similar example from the internet and try to understand it.
My intentions is to populate myClassArray with new class objects.
If I compile the code above using VisualStudio 2022 I get no errors, but I'm not sure it doesn't produce memory leaks or if there is a faster and simple approach.
Especially I do not understand the following line:
MyClass myLocalObject = new MyClass();
myLocalObject is created on the stack but is initialized with a heap value (because of the new). If new operator is used where should delete must apply?
Thank you for any suggestions!
You have a memory leak at MyClass myLocalObject = new MyClass();, since the dynamically-allocated object is used to converting-construct the new myLocalObject (this was almost but not quite a copy constructor) and then the pointer is lost.
You also didn't show the code using the vector, but if it doesn't delete the pointers inside, you will have more memory leaks.
There's no reason to have an almost-copy-constructor; the compiler has provided you with a better real copy-constructor.
The faster and simpler approach is to recognize that this code doesn't need pointers at all.
class MyClass
{
public:
MyClass()
: _num(), _name() // initialize is better than assignment
{
//_num = 0;
//_name = "";
}
// compiler provides a copy constructor taking const MyClass&
//MyClass(MyClass* pMyClass)
//{
// _num = pMyClass->_num;
// _name = pMyClass->_name;
//}
void PrintValues() { std::cout << _name << ":" << _num << std::endl; }
void SetValues(int number, std::string name)
{
_num = number;
_name = name;
}
private:
int _num;
std::string _name;
};
int main()
{
std::vector<MyClass> myClassArray; // not a pointer
MyClass myLocalObject; // = new MyClass(); // why copy a default instance when you can just default initialize?
for (int i = 0; i < 3; i++)
{
myLocalObject.SetValues(i, "test"); // works just as before
myClassArray.push_back(/*new MyClass*/(myLocalObject)); // don't need a pointer, vector knows how to copy objects
// also, this was using the "real" copy-constructor, not the conversion from pointer
}
myClassArray[1].PrintValues(); // instead of ->
// use myClassArray further
}
for cases where a pointer is necessary, for example polymorphism, use a smart pointer:
std::vector<std::unique_ptr<MyClass>> myClassArray; // smart pointer
myClassArray.push_back(make_unique<MyDerivedClass>(stuff));
std::unique_ptr will automatically free the object when it is removed from the vector (unless you explicitly move it out), avoiding the need to remember to delete.
There are basically 2 ways to instantiate objects of classes.
Dynamic allocation (on heap)
MyClass* myLocalObject = new MyClass(); // dynamically allocates memory and assigns memory address to myLocalObject
Example for your loop:
class MyClass
{
private:
int _num;
std::string _name;
public:
// let's add an additional constuctor having default values
// that makes it easier later on
// if parameters are passed, they are used, or the defalt values, if not
// can call it like MyClass(), MyClass(123), or MyClass(456,"hello")
// you might want to pass larger data as reference, to avoid copying it
MyClass(int num=0, std::string name = "some default text")
: _num(num), _name(name)
{}
};
std::vector<MyClass*> myClassArray; // your array of pointers
for (int i = 0; i < 3; i++)
myClassArray.push_back(new MyClass(i, "test"));
// delete
for (auto& pointerToElement : myClassArray) // get a reference to each element (which is a pointer)
delete pointerToElement; // delete element (call's destructor if defined)
In that case you must delete myLocalObject; or you get a memory leak.
Instead of dealing with raw pointers, especially when new to C++, I recommend to use smart pointers, that deal with memory management for you.
Automatic allocation (on stack when possible)
MyClass myLocalObject = MyClass(); // automatically allocates memory and creates myLocalObject
This happens usually on stack (if possible). That's much faster and you don't have to deal with dynamic memory management
Example for your loop:
std::vector<MyClass> myClassArray; // now "containg" the memory of objects itself
for (int i = 0; i < 3; i++)
{
myClassArray.emplace_back(i, "test"); // we use emplace_back instead to construct instances of type MyClass directly into the array
}
// no deletion required here
// destructors of each element will be called (if defined) when myClassArray is deleted automatically when out of scope
There are other ways, like dynamic stack allocation and other black magic, but recommend to focus on "the standard".
In case of dealing with large amounts of data, you might want to use std::vector::reserve. In combination with automatic/stack allocation that helps to speed up a lot by limiting memory allocations to 1 at all instead of 1 per element.
Hope that helps :-)

Create new struct, insert into list, re-use pointer, return in vector... whether and how to delete?

In C++ code that I wrote to demonstrate an algorithm in an answer, I'm creating structs in a function using new, storing them in a list, moving them to a vector, then returning the vector:
struct my_struct {int a, b, c;};
std::vector<my_struct> myFunction(...) {
std::list<my_struct> my_list;
std::list<my_struct>::iterator current = my_list.begin();
std::vector<my_struct> my_vector;
my_struct *new_struct = nullptr;
while (...) {
...
if (!new_struct) {
new_struct = new my_struct;
new_struct->a = ...
}
...
if (new_struct) {
new_struct->b = ...
my_list.insert(current, *my_struct);
my_struct = nullptr;
}
...
if (...) {
current->c = ...
my_vector.push_back(*current);
current = my_list.erase(current);
}
...
}
return my_vector;
}
It compiles and seems to work correctly, however I'm more used to JavaScript and this code just feels like translated JavaScript; I'm specifically wondering whether I'm creating memory leaks, and whether I have to delete the structs in the calling function (and how).
Yes, you have a memory leak. If you invoke the new command, you will need to invoke a delete command in the future to free the memory allocated by new.
So, in this statement:
my_list.insert(current, *my_struct);
you are indeed copy the contents of *my_struct, not getting the ownership of it. So, in the following statement:
my_struct = nullptr;
You just got a memory leak.
To solve this, change your design to use smartpointer, for example, unique_ptr, or, better yet, dont use pointer at all, and just use a plain object:
my_struct new_struct;
As others in the question section have already pointed out, you probably shouldn't use new at all. The only reason to use pointers there at all is the if(newstruct) checks, if they are an essential part of your algorithm.
But if you use new, you should delete, too. It's safe to do that after inserting the struct into the list or vector - the list and vector contain copies.
Beginning with C++17, std::optional (and before that, boost::optional) is a sensible alternative solution for your specific problem here. It removes the need for pointers and the danger of memory leaks but at the same time still gives you a "nothing" state.
Your pseudo code would become something like:
// this is the correct way of defining a struct in C++:
struct my_struct {
int a;
int b;
int c;
};
std::vector<my_struct> myFunction(...) {
std::list<my_struct> my_list;
std::list<my_struct>::iterator current = my_list.begin();
std::vector<my_struct> my_vector;
std::optional<my_struct> new_struct; // new_struct does not hold a value
while (...) {
...
if (!new_struct.has_value()) { // if it does not hold a value...
new_struct = my_struct(); // it holds a value now (a default my_struct)
new_struct->a = ... // access syntax like a pointer
}
...
if (new_struct.has_value()) {
new_struct->b = ...
my_list.insert(current, *new_struct); // dereference syntax like a pointer
new_struct.reset(); // it no longer holds a value now
}
...
if (...) {
current->c = ...
my_vector.push_back(*current);
current = my_list.erase(current);
}
...
}
return my_vector;
}
Note how the syntax of std::optional deliberately mimics that of pointers.

Releasing memory of a struct containing multiple vectors

Having a struct such as:
struct PAIR {
vector<double> a;
vector<double> b;
};
Is using a function like the following a proper way to release the memory after defining and populating such a struct? If not, how do you deal with this situation?
void release(PAIR& p){
vector<double>().swap(p.a);
vector<double>().swap(p.b);
}
Isn't there a way to call some predefined/std function on PAIR itself to release memory?
Note that I'm not using new, etc. so definitions are simply like PAIR p;. Also, the struct is much more complex than just a pair of vectors that could have been defined using a std::pair.
All the related questions in SO on releasing memory for vectors are either about vectors themselves or vectors of a struct, not a struct containing multiple vectors. I'm looking for an elegant way to release memory used by such a struct.
Context
The vectors get really big, and I want to release the memory as soon as I can. But that lifetime/usability reaches in the middle of function! I don't want to spread the functionality in this function to multiple functions. These are pretty complicated computations and don't want to mess things up.
Given function does not release memory on the stack actually. It is approximately equivalent to
p.a.clear();
p.a.shrink_to_fit();
The vector itself remains in the memory (just with 0 elements).
Remember, any memory that was allocated on the stack (~ without the use of new) gets released only when the variable occupying this memory goes out of scope, not earlier.
So if you have a variable on the stack and want to delete it, you can just limit its scope:
struct PAIR {
vector<double> a;
vector<double> b;
};
int main()
{
// some stuff before...
{
PAIR p;
// some stuff with p object...
} // here p gets deleted (all memory gets released)
// some stuff after...
}
You mentioned new PAIR. With pointers it would look like this:
int main()
{
// some stuff before...
PAIR* p = new PAIR;
// some stuff with p object...
delete p; // here p gets deleted (all memory gets released)
// some stuff after...
}
Or as commentators requested:
int main()
{
// some stuff before...
{
auto p = std::make_unique<PAIR>();
// some stuff with p...
} // here p gets deleted (all memory gets released)
// some stuff after...
}
Is that what you wanted to achieve?
Does PAIR have to be a POD? Maybe something like this might work for you?
struct PAIR
{
private:
std::unique_ptr<std::vector<double>> aptr;
std::unique_ptr<std::vector<double>> bptr;
PAIR(const PAIR&) = delete;
public:
PAIR() : aptr(std::make_unique<std::vector<double>()),
bptr(std::make_unique<std::vector<double>()) {}
~PAIR() { release(); }
std::vector<double> &a = *aptr;
std::vector<double> &b = *bptr;
void release()
{
aptr.reset();
bptr.reset();
}
...
};
simply .resize(0) the vectors.

Use constructor to allocate memory

I have a class that contains several arrays whose sizes can be determined by parameters to its constructor. My problem is that instances of this class have sizes that can't be determined at compile time, and I don't know how to tell a new method at run time how big I need my object to be. Each object will be of a fixed size, but different instances may be different sizes.
There are several ways around the problem:- use a factory- use a placement constructor- allocate arrays in the constructor and store pointers to them in my object.
I am adapting some legacy code from an old application written in C. In the original code, the program figures out how much memory will be needed for the entire object, calls malloc() for that amount, and proceeds to initialize the various fields.
For the C++ version, I'd like to be able to make a (fairly) normal constructor for my object. It will be a descendant of a parent class, and some of the code will be depending on polymorphism to call the right method. Other classes descended from the same parent have sizes known at compile time, and thus present no problem.
I'd like to avoid some of the special considerations necessary when using placement new, and I'd like to be able to delete the objects in a normal way.
I'd like to avoid carrying pointers within the body of my object, partially to avoid ownership problems associated with copying the object, and partially because I would like to re-use as much of the existing C code as possible. If ownership were the only issue, I could probably just use shared pointers and not worry.
Here's a very trimmed-down version of the C code that creates the objects:
typedef struct
{
int controls;
int coords;
} myobject;
myobject* create_obj(int controls, int coords)
{
size_t size = sizeof(myobject) + (controls + coords*2) * sizeof(double);
char* mem = malloc(size);
myobject* p = (myobject *) mem;
p->controls = controls;
p->coords = coords;
return p;
}
The arrays within the object maintain a fixed size of the life of the object. In the code above, memory following the structure of myobject will be used to hold the array elements.
I feel like I may be missing something obvious. Is there some way that I don't know about to write a (fairly) normal constructor in C++ but be able to tell it how much memory the object will require at run time, without resorting to a "placement new" scenario?
How about a pragmatic approach: keep the structure as is (if compatibility with C is important) and wrap it into a c++ class?
typedef struct
{
int controls;
int coords;
} myobject;
myobject* create_obj(int controls, int coords);
void dispose_obj(myobject* obj);
class MyObject
{
public:
MyObject(int controls, int coords) {_data = create_obj(controls, coords);}
~MyObject() {dispose_obj(_data);}
const myobject* data() const
{
return _data;
}
myobject* data()
{
return _data;
}
int controls() const {return _data->controls;}
int coords() const {return _data->coords;}
double* array() { return (double*)(_data+1); }
private:
myobject* _data;
}
While I understand the desire to limit the changes to the existing C code, it would be better to do it correctly now rather than fight with bugs in the future. I suggest the following structure and changes to your code to deal with it (which I suspect would mostly be pulling out code that calculates offsets).
struct spots
{
double x;
double y;
};
struct myobject
{
std::vector<double> m_controls;
std::vector<spots> m_coordinates;
myobject( int controls, int coordinates ) :
m_controls( controls ),
m_coordinates( coordinates )
{ }
};
To maintain the semantics of the original code, where the struct and array are in a single contigious block of memory, you can simply replace malloc(size) with new char[size] instead:
myobject* create_obj(int controls, int coords)
{
size_t size = sizeof(myobject) + (controls + coords*2) * sizeof(double);
char* mem = new char[size];
myobject* p = new(mem) myobject;
p->controls = controls;
p->coords = coords;
return p;
}
You will have to use a type-cast when freeing the memory with delete[], though:
myobject *p = create_obj(...);
...
p->~myobject();
delete[] (char*) p;
In this case, I would suggest wrapping that logic in another function:
void free_obj(myobject *p)
{
p->~myobject();
delete[] (char*) p;
}
myobject *p = create_obj(...);
...
free_obj(p);
That being said, if you are allowed to, it would be better to re-write the code to follow C++ semantics instead, eg:
struct myobject
{
int controls;
int coords;
std::vector<double> values;
myobject(int acontrols, int acoords) :
controls(acontrols),
coords(acoords),
values(acontrols + acoords*2)
{
}
};
And then you can do this:
std::unique_ptr<myobject> p = std::make_unique<myobject>(...); // C++14
...
std::unique_ptr<myobject> p(new myobject(...)); // C++11
...
std::auto_ptr<myobject> p(new myobject(...)); // pre C++11
...
New Answer (given comment from OP):
Allocate a std::vector<byte> of the correct size. The array allocated to back the vector will be contiguous memory. This vector size can be calculated and the vector will manage your memory correctly. You will still need to be very careful about how you manage your access to that byte array obviously, but you can use iterators and the like at least (if you want).
By the way here is a little template thing I use to move along byte blobs with a little more grace (note this has aliasing issues as pointed out by Sergey in the comments below, I'm leaving it here because it seems to be a good example of what not to do... :-) ) :
template<typename T>
T readFromBuf(byte*& ptr) {
T * const p = reinterpret_cast<T*>(ptr);
ptr += sizeof(T);
return *p;
}
Old Answer:
As the comments suggest, you can easily use a std::vector to do what you want. Also I would like to make another suggestion.
size_t size = sizeof(myobject) + (controls + coords*2) * sizeof(double);
The above line of code suggests to me that you have some "hidden structure" in your code. Your myobject struct has two int values from which you are calculating the size of what you actually need. What you actually need is this:
struct ControlCoord {
double control;
std::pair<double, double> coordinate;
};
std::vector<ControlCoord>> controlCoords;
When the comments finally scheded some light on the actual requirements, the solution would be following:
allocate a buffer large enough to hold your object and the array
use placement new in the beginning of the buffer
Here is how:
class myobject {
myobject(int controls, int coords) : controls(controls), coords(coords) {}
~myobject() {};
public:
const int controls;
const int coords;
static myobject* create(int controls, int coords) {
std::unique_ptr<char> buffer = new char[sizeof(myobject) + (controls + coords*2) * sizeof(double)];
myobject obj* = new (buffer.get()) myobject(controls, coords);
buffer.release();
return obj;
}
void dispose() {
~myobject();
char* p = (char*)this;
delete[] p;
}
};
myobject *p = myobject::create(...);
...
p->dispose();
(or suitably wrapped inside deleter for smart pointer)

Using "new" operator to create objects in an array C++

In Java
nodes[i] = new Object();
is a valid statement
What is the C++ equivalent?
EDIT:
It seems I am not providing enough context.
I was reading some Java code implementing a QuadTree, and I was curious on how I could rewrite that segment of code in C++.
I did not need a direct equivalent, I wanted something that essentially means the same thing.
In Java, you can do things like
class A
{
public A (someObject o);
}
main method:
A aObject = new A(new someObject());
or in a loop:
for(int i = 0; i < arr.length; i++)
{
arr[i] = new someObject();
}
In C++ I know you can do:
std::vector<someObject*> arr;
someObject* o = new someObject;
arr.push_back(o);
Is there something similar to java's new Object(); style of creating objects without explicit declaration in C++?
Java is a garbage-collected language, while C++ is not. The languages differ so much on what the code above "means", that it is not trivial to quote a direct "equivalent".
A similar method of implementing this in C++, would be to use shared_ptr, which is not garbage collected, but instead ensures that the underlying objects are destroyed when all references to them go out of scope.
#include <vector>
#include <memory>
using namespace std;
class Object
{
};
int main()
{
std::vector<std::shared_ptr<Object>> nodes(1);
nodes[0] = std::make_shared<Object>();
return 0;
}
There are actually a few aspects regarding your question, depending on what do you really mean by the piece of code you posted.
1. Explicit command
Yes, this command can be issued in C++, for example:
class Object
{
};
int main(int argc, char * argv[])
{
std::vector<Object *> nodes;
nodes.push_back(nullptr);
int i = 0;
nodes[i] = new Object();
// To prevent memory leaks
delete nodes[i];
}
2. Using generic base class, Object
C++ does not have a universal base class such as Object in Java or C#. You have to instantiate something to put it into the array or std::vector. (read more: Root base class in C++)
If you really need such class in your code, you can simply define one, for example:
class Object
{
virtual std::string ToString()
{
return "Object";
}
virtual int GetHashCode()
{
return (int)this;
}
virtual bool Equals(Object & other)
{
return this == &other;
}
};
3. Memory management
In C++ you can explicitly instantiate class at some point.
However, C++ does not have garbage collector working for the dynamic objects such as Java or C#. If you allocate memory explicitly using new operator, you have to delete allocated memory at some point.
On the other hand, C++ tries lately to catch up to high-level languages by providing a set of classes simplifying memory management, such as std::shared_ptr, std::weak_ptr or std::unique_ptr, for example:
class Object
{
};
int main(int argc, char * argv[])
{
std::vector<std::unique_ptr<Object>> nodes;
nodes.resize(1);
int i = 0;
nodes[i] = std::unique_ptr<Object>(new Object());
// nodes destructor will call std::unique_ptr<Object>
// destructor, which will eventually destroy instance
// of the Object class.
}
Read more here: What is a smart pointer and when should I use one?
4. Indexing arrays, classes
You can always use [] to index arrays. You may use [] to index class instances (such as std::vector) if class supports that (overloads [] operator).
int main(int argc, char * argv[])
{
// Statically allocated array
int test[5];
test[0] = 1;
// Dynamically allocated array
// This is useful if you work with
// some C libraries or simply (really)
// need to allocate a block of memory.
int * test2 = new int[5];
test2[0] = 1;
delete[test2];
// This is a lot more C++ way of keeping
// an array of items:
std::vector<int> test3;
test3.resize(1);
test3[0] = 1;
}