placement new on shared_ptr make seg fault when delete [duplicate] - c++

This question already has answers here:
Closed 10 years ago.
Edit Solution::
In fact, i juste forget the placment new in the copy constructor ><"
Question:
I have a weird problem. After having tried for a long momnet origin I found masi does not understand.
If someone can explain to me why.
My class:
class B; //on other file
class A {
public:
A(int type) : type(type)
{
switch(type)
{
case TOKEN:
{
for(int i=0;i<4;++i)
new(&token.h[i].link) shared_ptr<B>; //< init the ptr on the addr (because of union)
}break;
case OTHER: {}break;
}
}
~A()
{
switch(type)
{
case TOKEN:
{
for(int i=0;i<4;++i)
{
/*option 1*/ token.h[i].link.~shared_pt<B>(); //< Make seg fault
/*option 2*/ token.h[i].link.reset(); //< ok
}
}break;
case OTHER: {}break;
}
}
}
enum {TOKEN=0,OTHER} type;
union {
struct {
double score;
struct {
std::shared_ptr<B> link;
double to_find;
} h [4];
}token;
struct {
//else
} other;
}
};
My code:
void f()
{
vector<A> vec;
A tmp = A(A::TOKEN);
vec.emplace_back(tmp);
}
Option 1: this causes an error when leaving f;
option 2: Ok but ~shared_ptr() is not call, so it make memory leak, right?
If you have an idea that could help me understand who is wrong.
Edit:
I use C++11 with gcc.4.6.3 on Ubuntu 12.04x86.
Original code:
class stack_token {
public:
stack_token();
stack_token(const stack_token& other);
stack_token(const int i,Parser::peptide::peak* data); //peak
stack_token(const int i,const double e,AnalyseurPeptide::stack_token* peak); //aa
stack_token(const int i); //aa pour boucher un trou
stack_token(const double score); //HEADER
~stack_token();
stack_token& operator=(const stack_token& other);
inline stack_token* get_peak_stack_NULL() {
stack_token* res = aa_token.pt_data;
aa_token.pt_data=NULL;
return res;
};
void __print__() const;
enum Type {UNKNOW=-1,AA_TOKEN=0,AA_HOLD_TOKEN,/*AA_LIST,*/PEAK_TOKEN, HEADER_TOKEN} type;
union {
struct {
int index;
double error;
stack_token* pt_data;
} aa_token;
struct{
double error;
stack_token* pt_data;
std::vector<int> aa_index;
} aa_hold_token;
struct {
int index;
Parser::peptide::peak* pt_data;
} peak_token;
struct {
double score;
struct {
std::shared_ptr<std::list<list_arg> > link;
double to_find;
} holds [Parser::peptide::SIZE];
} header_token;
};
};
stack_token::~stack_token()
{
switch(type)
{
case AA_TOKEN:
{
if(aa_token.pt_data != NULL)
delete aa_token.pt_data;
}break;
case AA_HOLD_TOKEN :
{
aa_hold_token.aa_index.~vector<int>();
}break;
case PEAK_TOKEN :
{
}break;
case HEADER_TOKEN :
{
for (int i=0;i<Parser::peptide::SIZE;++i)
header_token.holds[i].link.reset();//~shared_ptr<std::list<list_arg> >();
}break;
default : break;
}
};
stack_token::stack_token()
{
this->type = UNKNOW;
};
stack_token::stack_token(const int i,Parser::peptide::peak* data) //peak
{
this->type=PEAK_TOKEN;
peak_token.index = i;
peak_token.pt_data = data;
};
stack_token::stack_token(const int i,const double e,AnalyseurPeptide::stack_token* peak) //aa
{
this->type=AA_TOKEN;
aa_token.error =e;
aa_token.index = i;
aa_token.pt_data = peak;
};
stack_token::stack_token(const int i)
{
this->type=AA_HOLD_TOKEN;
aa_hold_token.error = 0;
aa_hold_token.pt_data = this;
new(&aa_hold_token.aa_index) vector<int>();
};
stack_token::stack_token(const double score) //HEADER
{
this->type = HEADER_TOKEN;
header_token.score = score;
for (int i=0;i<Parser::peptide::SIZE;++i)
new (&header_token.holds[i].link) shared_ptr<list<list_arg> >;
#warning "add to_find init"
};
Code that fail:
void save_stack(const std::list<stack_token*>& search, std::list<std::vector<stack_token> >& res)
{
vector<AnalyseurPeptide::stack_token> l;
auto i=search.begin();
auto end = search.end();
stack_token tmp = stack_token(0.f); /* if I remove this */
l.emplace_back(tmp); /* and this, all is ok */
while(i!=end)
{
l.emplace_back(**i); //< fail here
++i;
}
res.emplace_back(l);
}

If you're compiling with C++03, the code is illegal, because
C++03 doesn't allow types with non-trivial default constructors,
copy constructors, assignment operators or destructors in
a union. With C++11, the code is illegal, because if the union
contains any of the above, the compiler deletes the
corresponding member of the union. So your union has no default
constructor, copy constructor, assignment or destructor. Which
means you can't instantiate it, or use it in any way. And which
means that the default constructor needed by A::A(int) doesn't
exist, and that the compile should complain when you define this
function (or any constructor of A).
If the compiler compiles such code, it means that the compiler
doesn't implement the new union stuff correctly, and thus, that
you cannot use it.
With regards to what actually happens: I suspect that the
compiler is using bitwise copy in the copy constructor of A
(rather than refusing to generate it). vec.emplace_back(tmp)
uses the copy constructor to create the new element in vec.
Bitwise copy means that you end up with two instances of
a shared_ptr which point to the same object, but which both
have a count of 1. The first one destructs correctly, and the
second accesses deleted memory. Boom.
The simplest way to solve your problem is to use
boost::variant (which means defining the struct in the union
somewhere outside of the union, and giving them a name). If for
some reason you cannot use Boost, it's relatively trivial to
implement by hand, along the lines of what you are doing. In
the union itself, you just have unsigned char token[
sizeof(TokenType) ]; etc., for each non-POD member, with some
additional members if necessary to ensure alignment (on most
processors, a double will do the trick). You then use
reinterpret_cast on the name of the array to get a pointer to
the desired type, placement new to initialize it, and explicit
destruction to destruct it, much along the lines you've done.
And you implement a copy constructor and an assignment
operator that work, and take into account the types as well.
(It's not that difficult. I've done it one or two times: for
tokens in a parser, for modeling tables which we get from Excel,
etc.)

Technical problems:
union (don't),
uninitialized,
rule of three (not taking properly charge of copying)
Design problems:
Representing types as numbers. Represent types as types.
Keep the knowledge you gained from writing that code, and start from scratch again.
Very little more can be meaningfully said until you post the real code (e.g. swithc will never compile: what you posted is not the real code).

Related

How to write destructor for union-like class

I'm trying to use an union (C++) that has some non-primitive variables, but I'm stuck trying to create the destructor for that class. As I have read, it is not possible to guess what variable of the union is being used so there is no implicit destructor, and as I'm using this union on the stack, the compiler errors that the destructor is deleted. The union is as follows:
struct LuaVariant {
LuaVariant() : type(VARIANT_NONE) { }
LuaVariantType_t type;
union {
std::string text;
Position pos;
uint32_t number;
};
};
The type variable holds what field of the union is being used (chosen from an enum), for the purpose of reading from the union and it could be used to guess what value should be deleted. I tried some different approaches but none of them worked. First of all, just tried the default destructor:
~LuaVariant() = default;
It did not work, as the default is... deleted. So, I tried swapping the value with an empty one, so that the contents would be erased and there would be no problem "leaking" an empty value:
~LuaVariant() {
switch (type) {
case VARIANT_POSITION:
case VARIANT_TARGETPOSITION: {
Position p;
std::swap(p, pos);
break;
}
case VARIANT_STRING: {
std::string s;
std::swap(s, text);
break;
}
default:
number = 0;
break;
}
};
But as I am not a master of the unions, I don't know if that can cause other problems, such as allocated memory that never gets deallocated, or something like that. Can this swap strategy be used without flaws and issues?
This grouping (union + enum value for discriminating type) is called a discriminated union.
It will be up to you to call any construction/destruction, because the union itself cannot (if it could, it would also be able to discriminate for initialized/non-initialized types within the union, and you would not need the enum).
Code:
class LuaVariant // no public access to the raw union
{
public:
LuaVariant() : type(VARIANT_NONE) { }
~LuaVariant() { destroy_value(); }
void text(std::string value) // here's a setter example
{
using std::string;
destroy_value();
type = VARIANT_TEXT;
new (&value.text) string{ std::move(value) };
}
private:
void destroy_value()
{
using std::string;
switch(type)
{
case VARIANT_TEXT:
(&value.text)->string::~string();
break;
case VARIANT_POSITION:
(&value.pos)->Position::~Position();
break;
case VARIANT_NUMBER:
value.number = 0;
break;
default:
break;
}
}
LuaVariantType_t type;
union {
std::string text;
Position pos;
uint32_t number;
} value;
};
If you want to use std::string in a union in C++11, you have to explicitly call its destructor, and placement new to construct it. Example from cppreference.com:
#include <iostream>
#include <string>
#include <vector>
union S {
std::string str;
std::vector<int> vec;
~S() {} // needs to know which member is active, only possible in union-like class
}; // the whole union occupies max(sizeof(string), sizeof(vector<int>))
int main()
{
S s = {"Hello, world"};
// at this point, reading from s.vec is UB
std::cout << "s.str = " << s.str << '\n';
s.str.~basic_string<char>();
new (&s.vec) std::vector<int>;
// now, s.vec is the active member of the union
s.vec.push_back(10);
std::cout << s.vec.size() << '\n';
s.vec.~vector<int>();
}

scalar deleting destructor issue

I can't figure out why I get error for the code below.
The instances of object A will be pushed into a vector (vectorA.push_back(A a)) continuously. So sometimes, vectorA needs to be reallocated; the destructor will be called, which is where the destructor of A gets called, then the error message appears.
class A
{
long filePos;
union {
Recording* recording;
UINT64 timeStamp;
};
public:
inline A(long fpos, UINT64 ts) : filePos(fpos), timeStamp(ts) {}
~A()
{
if (getDetailedType() == RECORDING_TYPE)
if (recording)
delete recording; // error: scalar deleting destructor ???
}
inline short getDetailedType() const { return (short)(timeStamp % 5); }
A(const A& edi)
{
filePos = edi.filePos;
if (getDetailedType() == RECORDING_INFO)
recording = edi.recording;
else
timeStamp = edi.timeStamp;
}
}
class Recording : protected RECORDINGS
{
UINT64 timestamp;
float scalar;
public:
~Recording() // with or without this dtor, got same error
{
}
inline Recording()
{
timestamp = 0;
scalar = 2.0;
time = 0;
rate = 30;
type = 1;
side = 1;
}
}
typedef struct
{
UINT32 time;
float rate;
int type;
int side;
} RECORDINGS;
Your copy constructor does a shallow copy. So, now you have two objects that both have the same recording pointer.
You should either do a deep copy, or ensure the ownership is properly transferred (by using something like std::unique_ptr<Recording> if C++11 is available.
See This question on the difference between deep and shallow copies.
Let's look at some examples:
class ABadCopyingClass
{
public:
ABadCopyingClass()
{
a_ = new int(5);
}
~ABadCopyingClass()
{
delete a_;
}
private:
int* a_;
};
The above class is bad because the default copy constructor and assignment operator will perform a shallow copy, and lead to two objects both thinking that they own the underlying a_ object. When one of them goes out of scope, the a_ will be deleted, and the other one will be left with a dangling pointer that will eventually lead to a crash.
class ABetterCopyingClass
{
public:
ABetterCopyingClass()
a_(new int(5))
{
}
ABetterCopyingClass(const ABetterCopyingClass& r)
{
a_ = new int(*r.a_);
}
ABetterCopyingClass& operator=(const ABetterCopyingClass& r)
{
// in the case of reassignment...
delete a_;
a_ = new int(*r.a_);
return *this;
}
~ABetterCopyingClass()
{
delete a_;
}
private:
int* a_;
};
This class improved our situation a little (note, that the normal error checking is left out in this simple example). Now the copy constructor and assignment operator properly perform the necessary deep copying. The drawback here is the amount of boilerplate code we had to add -- it's easy to get that wrong.
class ACannonicalCopyingClass
{
public:
ACannonicalCopyingClass()
: a_(new int(5))
{
}
ACannonicalCopyingClass(ACannonicalCopyingClass&& moved_from)
{
a_ = std::move(moved_from.a_);
}
private:
std::unique_ptr<int> a_;
};
This example (C++11 only) is even better. We've removed a significant amount of boilerplate code, however the semantics here are a bit different. Instead of deep copying, we get in this case transfer of ownership of the underlying a_ object.
The easiest version (C++11 only) to implement is the version that provides shared ownership of the underlying a_ object. This is the version that is most similar to your provided example, with the added bonus that it does not cause a crash.
class ASharedCopyingClass
{
public:
ASharedCopyingClass()
: a_(std::make_shared<int>(5))
{
}
private:
std::shared_ptr<int> a_;
};
This version can be copied at will, and the underlying a_ object will happily be reference counted. The last copy to go out of scope will set the reference count to 0, which will trigger the memory deallocation.
My psychic debugging skills tell me that you forgot to implement a copy constructor for A which then results in a double deletion of a Recording when the copy is destroyed.
The growth of the vector would trigger the copy-destroy pairs.

RAII - store `void*&` or `void**`

I am working on design a wrapper class to provide RAII function.
The original use case is as follows:
void* tid(NULL);
OpenFunc(&tid);
CloseFunc(&tid);
After I introduce a new wrapper class, I expect the future usage will be as follows:
void* tid(NULL);
TTTA(tid);
or
TTTB(tid);
Question:
Which implementation TTTA or TTTB is better? Or they are all bad and please introduce a better one.
One thing I have concern is that after the resource is allocated, the id will be accessed outside of class TTTA or TTTB until the id is destroyed. Based on my understanding, my design should not have side-effect for that.
Thank you
class TTTA : boost::noncopyable
{
public:
explicit TTTA(void *id)
: m_id(id)
{
OpenFunc(&m_id); // third-party allocate resource API
}
~TTTA()
{
CloseFunc(&m_id); // third-party release resource API
}
private:
void* &m_id; // have to store the value in order to release in destructor
}
class TTTB : boost::noncopyable
{
public:
explicit TTTB(void *id)
: m_id(&id)
{
OpenFunc(m_id); // third-party allocate resource API
}
~TTTB()
{
CloseFunc(m_id); // third-party release resource API
}
private:
void** m_id; // have to store the value in order to release in destructor
}
// pass-in pointers comparison
class TTTD
{
public:
TTTD(int* id) // Take as reference, do not copy to stack.
: m_id(&id)
{
*m_id = new int(40);
}
private:
int** m_id;
};
class TTTC
{
public:
TTTC(int* &id)
: m_id(id)
{
m_id = new int(30);
}
private:
int* &m_id;
};
class TTTB
{
public:
TTTB(int* id)
: m_id(id)
{
m_id = new int(20);
}
private:
int* &m_id;
};
class TTTA
{
public:
TTTA(int** id)
: m_id(id)
{
*m_id = new int(10);
}
private:
int** m_id;
};
int main()
{
//////////////////////////////////////////////////////////////////////////
int *pA(NULL);
TTTA a(&pA);
cout << *pA << endl; // 10
//////////////////////////////////////////////////////////////////////////
int *pB(NULL);
TTTB b(pB);
//cout << *pB << endl; // wrong
//////////////////////////////////////////////////////////////////////////
int *pC(NULL);
TTTC c(pC);
cout << *pC << endl; // 30
//////////////////////////////////////////////////////////////////////////
int *pD(NULL);
TTTD d(pD);
cout << *pD << endl; // wrong
}
Both break in bad ways.
TTTA stores a reference to a variable (the parameter id) that's stored on the stack.
TTTB stores a pointer to a variable that's stored on the stack.
Both times, the variable goes out of scope when the constructor returns.
EDIT: Since you want the values modifiable, the simplest fix is to take the pointer as a reference; that will make TTTC reference the actual pointer instead of the local copy made when taking the pointer as a non reference parameter;
class TTTC : boost::noncopyable
{
public:
explicit TTTA(void *&id) // Take as reference, do not copy to stack.
: m_id(id)
...
private:
void* &m_id; // have to store the value in order to release in destructor
}
The simple test that breaks your versions is to add a print method to the classes to print the pointer value and do;
int main() {
void* a = (void*)0x200;
void* b = (void*)0x300;
{
TTTA ta(a);
TTTA tb(b);
ta.print();
tb.print();
}
}
Both TTTA and TTTB print both values as 0x300 on my machine. Of course, the result is really UB; so your result may vary.
Why do you tid at all? It’s leaking information to the client and makes the usage twice as long (two lines instead of one):
class tttc {
void* id;
public:
tttc() {
OpenFunc(&id);
}
~tttc() {
CloseFunc(&id);
}
tttc(tttc const&) = delete;
tttc& operator =(tttc const&) = delete;
};
Note that this class forbids copying – your solutions break the rule of three.
If you require access to id from the outside, provide a conversion inside tttc:
void* get() const { return id; }
Or, if absolutely necessary, via an implicit conversion:
operator void*() const { return id; }
(But use that one judiciously since implicit conversions weaken the type system and may lead to hard to diagnose bugs.)
And then there’s std::unique_ptr in the standard library which, with a custom deleter, actually achieves the same and additionally implements the rule of three properly.
What about wrapping it completely? This way you do not have to worry about managing the lifecycles of two variables, but only one.
class TTTC
{
void* m_id;
public:
TTTC()
: m_id(nullptr)
{
OpenFunc(&m_id); // third-party allocate resource API
}
TTTC(TTTC const&) = delete; // or ensure copying does what you expect
void*const& tid() const { return m_id; }
~TTTC()
{
CloseFunc(&m_id); // third-party release resource API
}
};
Using it is simplicity itself:
TTTC wrapped;
DoSomethingWithTid(wrapped.tid());

c++ redefine variable as constant

I have a struct:
struct s
{
UINT_PTR B_ID;
};
s d;
d.B_ID=0x1;
That works fine, but I want d.B_ID to be constant. I tried to use (const) but it didn't work. So after I put a value to d.B_ID, then I want make it a constant.
Any ideas?
EDIT
ok i don't want the whole struct a constant.
when i set timer and use the b.B_ID as an idea for the timer.
in the
switch(wparam)
{
case b.B_ID // error: B_ID must be constant
....
break;
}
so that is why i need it to be a constant
Variable modifiers are fixed at compile time for each variable. You may have to explain the context of what you are trying to do, but perhaps this will suit your needs?
struct s
{
int* const B_ID;
};
int main (void) {
int n = 5;
s d = {&n};
int* value = d.B_ID; // ok
// d.B_ID = &n; // error
return 0;
}
Since you are using C++ I would recommend:
class s {
public:
int* const B_ID;
s (int* id) :
B_ID (id) {
}
};
void main (void) {
int n = 5;
s my_s_variable = s(&n);
int* value = my_s_variable.B_ID; // ok
//my_s_variable.B_ID = &n; // error
return 0;
}
Ramiz Toma: well i need way to do it using the s.B_ID=something
In C/C++ type modifiers (like const) are declared at run time for a given type and cannot be changed at run time. This means that if a variable is declared const it can never be assigned to using the assignment operator. It will only be assigned a value when it is constructed.
This is not a problem however because you can always get around this by proper design.
If you say you need to use assignment, I assume that this is because you create the struct before you know what the value of the variable will be. If this is the case then you simply need to move the struct declaration till after you know the value.
For example
s d; //variable declaration
//calculate B_ID
//...
int* n = 5;
//...
d.B_ID = &n;
This will not work, because if you want b.D_ID to be 'un assignable' it will always be so. You will need to refactor your code similarly to:
//calculate B_ID
//...
int* n = 5;
//...
s d (&n);
//good
struct s
{
s() : B_ID(0){}
UINT_PTR const B_ID;
};
int main(){
s d;
d.B_ID=0x1; // error
}
EDIT: Sorry, here is the updated code snippet in C++
struct s
{
s(UINT_PTR const &val) : B_ID(val){}
UINT_PTR const B_ID;
};
int main(){
s d(1);
d.B_ID=0x1; // error
}
In C++ language the case label must be built from an Integral Constant Expression (ICE). ICE is what the compiler implies under the term "constant" in your error message. A non-static member of a class cannot be used in an ICE. It is not possible to do literally what you are trying to do. I.e. it is not possible to use a struct member in a case label.
Forget about switch/case in this context. Use ordinary if branching instead of switch statement.
You can't do that - ie. it is not possible to selectively make a single member of a struct const. One option is to 'constify' the entire struct:
s d;
d.B_ID=0x1;
const s cs = s; // when using this B_ID won't be modifiable - but nor would any other members
Or you could set it at construction:
struct s
{
s(UINT_PTR const p): B_ID(p) {}
UINT_PTR const B_ID;
};
s d(0xabcdef);
Another way would be a getter and a one time setter
class s
{
private:
bool m_initialized;
UINT_PTR m_value;
public:
s() : m_initialized(false), m_value(NULL) {}
s(UINT_PTR value) : m_initialized(true), m_value(value) {}
//no need for copy / assignment operators - the default works
inline UINT_PTR GetValue() const { return m_value; } //getter
bool SetValue(UINT_PTR value) //works only one time
{
if (m_initialized)
{
m_value = value;
m_initialized=true;
return true;
}
else
{
return false;
}
}
inline bool IsInitialized() const { return m_initialized; }
};

How to avoid successive deallocations/allocations in C++?

Consider the following code:
class A
{
B* b; // an A object owns a B object
A() : b(NULL) { } // we don't know what b will be when constructing A
void calledVeryOften(…)
{
if (b)
delete b;
b = new B(param1, param2, param3, param4);
}
};
My goal: I need to maximize performance, which, in this case, means minimizing the amount of memory allocations.
The obvious thing to do here is to change B* b; to B b;. I see two problems with this approach:
I need to initialize b in the constructor. Since I don't know what b will be, this means I need to pass dummy values to B's constructor. Which, IMO, is ugly.
In calledVeryOften(), I'll have to do something like this: b = B(…), which is wrong for two reasons:
The destructor of b won't be called.
A temporary instance of B will be constructed, then copied into b, then the destructor of the temporary instance will be called. The copy and the destructor call could be avoided. Worse, calling the destructor could very well result in undesired behavior.
So what solutions do I have to avoid using new? Please keep in mind that:
I only have control over A. I don't have control over B, and I don't have control over the users of A.
I want to keep the code as clean and readable as possible.
I liked Klaim's answer, so I wrote this up real fast. I don't claim perfect correctness but it looks pretty good to me. (i.e., the only testing it has is the sample main below)
It's a generic lazy-initializer. The space for the object is allocated once, and the object starts at null. You can then create, over-writing previous objects, with no new memory allocations.
It implements all the necessary constructors, destructor, copy/assignment, swap, yadda-yadda. Here you go:
#include <cassert>
#include <new>
template <typename T>
class lazy_object
{
public:
// types
typedef T value_type;
typedef const T const_value_type;
typedef value_type& reference;
typedef const_value_type& const_reference;
typedef value_type* pointer;
typedef const_value_type* const_pointer;
// creation
lazy_object(void) :
mObject(0),
mBuffer(::operator new(sizeof(T)))
{
}
lazy_object(const lazy_object& pRhs) :
mObject(0),
mBuffer(::operator new(sizeof(T)))
{
if (pRhs.exists())
{
mObject = new (buffer()) T(pRhs.get());
}
}
lazy_object& operator=(lazy_object pRhs)
{
pRhs.swap(*this);
return *this;
}
~lazy_object(void)
{
destroy();
::operator delete(mBuffer);
}
// need to make multiple versions of this.
// variadic templates/Boost.PreProccesor
// would help immensely. For now, I give
// two, but it's easy to make more.
void create(void)
{
destroy();
mObject = new (buffer()) T();
}
template <typename A1>
void create(const A1 pA1)
{
destroy();
mObject = new (buffer()) T(pA1);
}
void destroy(void)
{
if (exists())
{
mObject->~T();
mObject = 0;
}
}
void swap(lazy_object& pRhs)
{
std::swap(mObject, pRhs.mObject);
std::swap(mBuffer, pRhs.mBuffer);
}
// access
reference get(void)
{
return *get_ptr();
}
const_reference get(void) const
{
return *get_ptr();
}
pointer get_ptr(void)
{
assert(exists());
return mObject;
}
const_pointer get_ptr(void) const
{
assert(exists());
return mObject;
}
void* buffer(void)
{
return mBuffer;
}
// query
const bool exists(void) const
{
return mObject != 0;
}
private:
// members
pointer mObject;
void* mBuffer;
};
// explicit swaps for generality
template <typename T>
void swap(lazy_object<T>& pLhs, lazy_object<T>& pRhs)
{
pLhs.swap(pRhs);
}
// if the above code is in a namespace, don't put this in it!
// specializations in global namespace std are allowed.
namespace std
{
template <typename T>
void swap(lazy_object<T>& pLhs, lazy_object<T>& pRhs)
{
pLhs.swap(pRhs);
}
}
// test use
#include <iostream>
int main(void)
{
// basic usage
lazy_object<int> i;
i.create();
i.get() = 5;
std::cout << i.get() << std::endl;
// asserts (not created yet)
lazy_object<double> d;
std::cout << d.get() << std::endl;
}
In your case, just create a member in your class: lazy_object<B> and you're done. No manual releases or making copy-constructors, destructors, etc. Everything is taken care of in your nice, small re-usable class. :)
EDIT
Removed the need for vector, should save a bit of space and what-not.
EDIT2
This uses aligned_storage and alignment_of to use the stack instead of heap. I used boost, but this functionality exists in both TR1 and C++0x. We lose the ability to copy, and therefore swap.
#include <boost/type_traits/aligned_storage.hpp>
#include <cassert>
#include <new>
template <typename T>
class lazy_object_stack
{
public:
// types
typedef T value_type;
typedef const T const_value_type;
typedef value_type& reference;
typedef const_value_type& const_reference;
typedef value_type* pointer;
typedef const_value_type* const_pointer;
// creation
lazy_object_stack(void) :
mObject(0)
{
}
~lazy_object_stack(void)
{
destroy();
}
// need to make multiple versions of this.
// variadic templates/Boost.PreProccesor
// would help immensely. For now, I give
// two, but it's easy to make more.
void create(void)
{
destroy();
mObject = new (buffer()) T();
}
template <typename A1>
void create(const A1 pA1)
{
destroy();
mObject = new (buffer()) T(pA1);
}
void destroy(void)
{
if (exists())
{
mObject->~T();
mObject = 0;
}
}
// access
reference get(void)
{
return *get_ptr();
}
const_reference get(void) const
{
return *get_ptr();
}
pointer get_ptr(void)
{
assert(exists());
return mObject;
}
const_pointer get_ptr(void) const
{
assert(exists());
return mObject;
}
void* buffer(void)
{
return mBuffer.address();
}
// query
const bool exists(void) const
{
return mObject != 0;
}
private:
// types
typedef boost::aligned_storage<sizeof(T),
boost::alignment_of<T>::value> storage_type;
// members
pointer mObject;
storage_type mBuffer;
// non-copyable
lazy_object_stack(const lazy_object_stack& pRhs);
lazy_object_stack& operator=(lazy_object_stack pRhs);
};
// test use
#include <iostream>
int main(void)
{
// basic usage
lazy_object_stack<int> i;
i.create();
i.get() = 5;
std::cout << i.get() << std::endl;
// asserts (not created yet)
lazy_object_stack<double> d;
std::cout << d.get() << std::endl;
}
And there we go.
Simply reserve the memory required for b (via a pool or by hand) and reuse it each time you delete/new instead of reallocating each time.
Example :
class A
{
B* b; // an A object owns a B object
bool initialized;
public:
A() : b( malloc( sizeof(B) ) ), initialized(false) { } // We reserve memory for b
~A() { if(initialized) destroy(); free(b); } // release memory only once we don't use it anymore
void calledVeryOften(…)
{
if (initialized)
destroy();
create();
}
private:
void destroy() { b->~B(); initialized = false; } // hand call to the destructor
void create( param1, param2, param3, param4 )
{
b = new (b) B( param1, param2, param3, param4 ); // in place new : only construct, don't allocate but use the memory that the provided pointer point to
initialized = true;
}
};
In some cases a Pool or ObjectPool could be a better implementation of the same idea.
The construction/destruction cost will then only be dependante on the constructor and destructor of the B class.
How about allocating the memory for B once (or for it's biggest possible variant) and using placement new?
A would store char memB[sizeof(BiggestB)]; and a B*. Sure, you'd need to manually call the destructors, but no memory would be allocated/deallocated.
void* p = memB;
B* b = new(p) SomeB();
...
b->~B(); // explicit destructor call when needed.
If B correctly implements its copy assignment operator then b = B(...) should not call any destructor on b. It is the most obvious solution to your problem.
If, however, B cannot be appropriately 'default' initialized you could do something like this. I would only recommend this approach as a last resort as it is very hard to get safe. Untested, and very probably with corner case exception bugs:
// Used to clean up raw memory of construction of B fails
struct PlacementHelper
{
PlacementHelper() : placement(NULL)
{
}
~PlacementHelper()
{
operator delete(placement);
}
void* placement;
};
void calledVeryOften(....)
{
PlacementHelper hp;
if (b == NULL)
{
hp.placement = operator new(sizeof(B));
}
else
{
hp.placement = b;
b->~B();
b = NULL; // We can't let b be non-null but point at an invalid B
}
// If construction throws, hp will clean up the raw memory
b = new (placement) B(param1, param2, param3, param4);
// Stop hp from cleaning up; b points at a valid object
hp.placement = NULL;
}
A quick test of Martin York's assertion that this is a premature optimisation, and that new/delete are optimised well beyond the ability of mere programmers to improve. Obviously the questioner will have to time his own code to see whether avoiding new/delete helps him, but it seems to me that for certain classes and uses it will make a big difference:
#include <iostream>
#include <vector>
int g_construct = 0;
int g_destruct = 0;
struct A {
std::vector<int> vec;
A (int a, int b) : vec((a*b) % 2) { ++g_construct; }
~A() {
++g_destruct;
}
};
int main() {
const int times = 10*1000*1000;
#if DYNAMIC
std::cout << "dynamic\n";
A *x = new A(1,3);
for (int i = 0; i < times; ++i) {
delete x;
x = new A(i,3);
}
#else
std::cout << "automatic\n";
char x[sizeof(A)];
A* yzz = new (x) A(1,3);
for (int i = 0; i < times; ++i) {
yzz->~A();
new (x) A(i,3);
}
#endif
std::cout << g_construct << " constructors and " << g_destruct << " destructors\n";
}
$ g++ allocperf.cpp -oallocperf -O3 -DDYNAMIC=0 -g && time ./allocperf
automatic
10000001 constructors and 10000000 destructors
real 0m7.718s
user 0m7.671s
sys 0m0.030s
$ g++ allocperf.cpp -oallocperf -O3 -DDYNAMIC=1 -g && time ./allocperf
dynamic
10000001 constructors and 10000000 destructors
real 0m15.188s
user 0m15.077s
sys 0m0.047s
This is roughly what I expected: the GMan-style (destruct/placement new) code takes twice as long, and is presumably doing twice as much allocation. If the vector member of A is replaced with an int, then the GMan-style code takes a fraction of a second. That's GCC 3.
$ g++-4 allocperf.cpp -oallocperf -O3 -DDYNAMIC=1 -g && time ./allocperf
dynamic
10000001 constructors and 10000000 destructors
real 0m5.969s
user 0m5.905s
sys 0m0.030s
$ g++-4 allocperf.cpp -oallocperf -O3 -DDYNAMIC=0 -g && time ./allocperf
automatic
10000001 constructors and 10000000 destructors
real 0m2.047s
user 0m1.983s
sys 0m0.000s
This I'm not so sure about, though: now the delete/new takes three times as long as the destruct/placement new version.
[Edit: I think I've figured it out - GCC 4 is faster on the 0-sized vectors, in effect subtracting a constant time from both versions of the code. Changing (a*b)%2 to (a*b)%2+1 restores the 2:1 time ratio, with 3.7s vs 7.5]
Note that I've not taken any special steps to correctly align the stack array, but printing the address shows it's 16-aligned.
Also, -g doesn't affect the timings. I left it in accidentally after I was looking at the objdump to check that -O3 hadn't completely removed the loop. That pointers called yzz because searching for "y" didn't go quite as well as I'd hoped. But I've just re-run without it.
Are you sure that memory allocation is the bottleneck you think it is? Is B's constructor trivially fast?
If memory allocation is the real problem, then placement new or some of the other solutions here might well help.
If the types and ranges of the param[1..4] are reasonable, and the B constructor "heavy", you might also consider using a cached set of B. This presumes you are actually allowed to have more than one at a time, that it does not front a resource for example.
Like the others have already suggested: Try placement new..
Here is a complete example:
#include <new>
#include <stdio.h>
class B
{
public:
int dummy;
B (int arg)
{
dummy = arg;
printf ("C'Tor called\n");
}
~B ()
{
printf ("D'tor called\n");
}
};
void called_often (B * arg)
{
// call D'tor without freeing memory:
arg->~B();
// call C'tor without allocating memory:
arg = new(arg) B(10);
}
int main (int argc, char **args)
{
B test(1);
called_often (&test);
}
I'd go with boost::scoped_ptr here:
class A: boost::noncopyable
{
typedef boost::scoped_ptr<B> b_ptr;
b_ptr pb_;
public:
A() : pb_() {}
void calledVeryOften( /*…*/ )
{
pb_.reset( new B( params )); // old instance deallocated
// safely use *pb_ as reference to instance of B
}
};
No need for hand-crafted destructor, A is non-copyable, as it should be in your original code, not to leak memory on copy/assignment.
I'd suggest to re-think the design though if you need to re-allocate some inner state object very often. Look into Flyweight and State patterns.
Erm, is there some reason you can't do this?
A() : b(new B()) { }
void calledVeryOften(…)
{
b->setValues(param1, param2, param3, param4);
}
(or set them individually, since you don't have access to the B class - those values do have mutator-methods, right?)
Just have a pile of previously used Bs, and re-use them.