I have a list of smart pointers where each pointer points to a separate Entity class.
std::list<std::unique_ptr<Entity>> m_entities;
I would like the constructor to handle the assigning of each pointer to a std::list class as it is "automatically" handled by the code on class instantiation. However, if this design is bad then I would welcome a better alternative as it only makes sense to me coming from a C# background.
Entity::Entity(Game &game)
: m_game(game),
m_id(m_game.g_idGenerator->generateNewID())
{
m_game.m_entities.push_back(std::unique_ptr<Entity>(this));
}
The main problem I have encountered with this method is that the Entity class' lifetime is unmanaged by the Entity class.
For example if I allocate an Entity class on the stack it will call the Entity destructor after leaving the method in which it was allocated and the pointer will no longer be valid.
I therefore considered the alternative of creating a smart pointer, allocating the Entity class to the heap and then explicitly adding the pointer to the list.
std::unique_ptr<Entity> b(new Entity(*this));
m_entities.push_back(b); // ERROR
This produces the following error
error C2664: 'void std::list<_Ty>::push_back(_Ty &&)' : cannot convert parameter 1 from 'std::unique_ptr<_Ty>' to 'std::unique_ptr<_Ty> &&'
What would be considered the best approach for allocating each pointer to the list and is a constructor based version possible?
I'm currently thinking that it is the list of smart pointers that should handle the lifetime for each Entity class and that assigning pointers in a constructor is not a good design choice. In that case I should probably create a CreateEntity method that adds the pointer to list rather than let the constructor handle it. Is this better?
I considered what type of smart pointer would be appropriate for this operation after reading through questions found here, here and here (offsite). It is difficult to get an exact answer based on what I've read so far though as they all offer somewhat conflicting advice.
Using constructor this way is definitely not good idea because constructor has no information about how object is created and controlled - on the stack, statically, dynamically by some smart pointer, dynamically by dumb pointer?
To solve this problem you could use static factory method to create Entity instances:
class Entity
{
public:
// Variant with unique ownership
static void CreateGameEntity(Game& game)
{
std::unique_ptr<Entity> p(new Entity());
game.m_entities.push_back(std::move(p));
}
// OR (you cannot use both)
// Variant with shared ownership
static std::shared_ptr<Entity> CreateGameEntity(Game& game)
{
std::shared_ptr<Entity> p(new Entity());
game.m_entities.push_back(p);
return p;
}
private:
// Declare ctors private to avoid possibility to create Entity instances
// without CreateGameEntity() method, e.g. on stack.
Entity();
Entity(const Entity&);
};
Which smart pointer to use? Well, this depends on your design. If Game object solely owns Entity instances and completely manages their lifetime, using std::unique_ptr is OK. If you need some kind of shared ownership (e.g. you have several Game objects that can share same Entity objects) you shall use std::shared_ptr.
Also in case of unique ownership you may use Boost Pointer Container library. It contains specialized owning pointer containers like ptr_vector, ptr_list, ptr_map etc.
I won't comment on your design questions, but to fix your error, change your code to either:
m_entities.push_back(std::unique_ptr<Boundary>(new Boundary(*this, body)));
or:
std::unique_ptr<Boundary> b(new Boundary(*this, body));
m_entities.push_back(std::move(b));
The reason is that b in your code is an lvalue, but std::unique_ptr<> is a move-only type (i.e. has no copy constructor).
The problem in your code is that you try to move a std::unique_ptr<T> from an l-value. The instantiations of std::unique_ptr<T> are non-copyable and are only movable. To move from an l-value you need to explicitly do so:
this->m_entities.push_back(std::move(b));
The call to std::move() won't really move anything but it does yield a type which indicates to the compiler that the object can be moved.
To address the issue with the stack-created instance, you could simply add a parameter to the constructor that tells it to not add the new instance to the list, eg:
Entity::Entity(Game &game, bool AddToList = true)
: m_game(game),
m_id(m_game.g_idGenerator->generateNewID())
{
if (AddToList) m_game.m_entities.push_back(this);
}
.
{
...
Entity e(game, false);
...
}
Another option might be to add a destructor to Entity that removes it from the list if it is still present, but that might get a little complex trying to avoid conflicts between direct Entity destructions and unique_ptr destructions.
Related
Is it possible to do the following: I have an inherited class B from base class A. I want to create a constructor for a method that takes in a unique pointer to class A but still accept unique pointers to class B, similar to pointer polymorphism.
void Validate(unique_ptr<A> obj) {obj->execute();}
...
unique_ptr<B> obj2;
Validate(obj2);
This doesn't seem to work as I've written it (I get a No matching constructor for initialization error), but I wonder if this is still possible?
Your issue doesn't really have anything to do with polymorphism, but rather how unique_ptr<> works in general.
void Validate(unique_ptr<A> obj) means that the function will take ownership of the passed object. So, assuming that this is what the function is meant to do, you need to handoff said ownership as you call it.
In the code you posted, you would do this by moving the existing std::unique_ptr<>. This will ultimately (as in not by the call to std::move() itself, but the handoff as a whole) null-out the original pointer. That's the whole point of unique_ptr<> after all: There can only be one of them pointing at a given object.
void Validate(unique_ptr<A> obj) {obj->execute();}
...
unique_ptr<B> obj2;
Validate(std::move(obj2));
// obj2 is now null.
By extension, if Validate() is not meant to take ownership of obj, then it should not accept a unique_ptr<> in the first place. Instead, it should accept either a reference or a raw pointer depending on whether nullptr is an expected valid value:
Ideally:
void Validate(A& obj) {
obj.execute();
}
...
unique_ptr<B> obj2;
Validate(*obj2);
Alternatively:
void Validate(A* obj) {
if(obj) {
obj->execute();
}
}
...
unique_ptr<B> obj2;
Validate(obj2.get());
You cannot copy a unique pointer.
If you wish to transfer the ownership to the Validate function, then you must move from the unique pointer:
Validate(std::move(obj2));
A unique pointer parmeter accepted by Validate implies that it takes ownership, but that design sounds odd given the name of the function - but that may be due to missing context.
If ~A isn't virtual, then you may not use std::unique_ptr<A> because it would try to destroy the object through a pointer to the base which would result in undefined behaviour. You could use a custom deleter in such case.
If you don't wish to transfer ownership but instead the function should just access the object, then don't use a unique pointer parameter in the first place. Use a reference instead:
void Validate(A& obj) {
obj.execute();
}
It doesn't matter whether the caller has a smart pointer or even whether the object is allocated dynamically.
You can use a bare pointer if you need to represent null, but if you don't need it (as is implied by your attempted implementation), then it's better to use reference since being able to avoid checking for null makes it easier to write a correct program.
What would the best practice to hold a non owning reference to a object, that can be deleted?
The first part is fairly simple, I simply using the stupid-smart pointer: observer_ptr. However, the last part makes it somewhat more difficult.
Example
Having this setup, to illustrate the need of my vector unique ptr
class Object
{
};
class Derrived : public Object
{
};
With the implementation of
vector<nonstd::observer_ptr<Object>> _observers;
vector<unique_ptr<Object>> _objects;
auto t = make_unique<Derrived>();
_observers.push_back(nonstd::make_observer(t.get()));
_objects.push_back(move(t));
// Same objects
cout << (_observers.at(0).get() == _objects.at(0).get()) << endl;
Issue
Now at any time, somewhere, one of the objects in _objects might be deleted.
I will simply illustrate this by deleting the first object in the vector:
_objects.erase(_objects.begin());
This will result in the _objects vector is empty. However, the _observers vector now points to a freed memory space.
Of course, I can simply delete the observer from _observers, but imagine having such observing references in different parts of my program.
Would there be any cleaner solution for this, and it this the right way to observe different objects?
Please let me know if the example at hand does not illustrate the problem (or any problem for that matter) that I described.
Your use-case sounds like a std::weak_ptr<Object> would be suitable non-owning representation. Of course, for a std::weak_ptr<T> the owning representation is std::shared_ptr<T>. However, since you’ll need to “pin” the object before you could access a std::weak_ptr<T> you’d have more than one owner anyway while accessing the pointer.
As stated in the comments, this is a typical use-case for std::weak_ptr:
std::weak_ptr is a smart pointer that holds a non-owning ("weak")
reference to an object that is managed by std::shared_ptr. It must be
converted to std::shared_ptr in order to access the referenced object.
Example:
vector<shared_ptr<Object>> objects;
objects.push_back(make_shared<Derived>());
weak_ptr<Object> ptr{ objects.back() };
auto sh_ptr = ptr.lock(); // increase reference count if object is still alive
if(sh_ptr) { // if object was not deleted yet
sh_ptr->doStuff(); // safely access the object, as this thread holds a valid reference
}
Today there is no way to make non-owning relationship to be enforced by compiler:
1. weak_ptr could be converted to shared_ptr
2. Everything else could be deleted.
3. Wrappers around weak_ptr that would be non convertible to shared_ptr would not work also: once reference to an object is retrieved it could be deleted too.
I have a C++ project where I store objects in cells in a grid container. Every cell may contain one or zero objects stored in a std::unique_ptr. Naturally all methods having these objects as arguments should take a const std::unique_ptr reference to maintain the "uniqueness".
Secondly, when something happens to the objects they emit a signal with themselves as one of the arguments; these signals are caught by the grid container in a single handler (therefore we need the object reference). The handler may take some action on the object or emit its own signal, passing the object reference further.
The problem is that the objects themselves obviously cannot return a std::unique_ptr reference to themselves, while all other methods operating on them expects one. Is there a way to solve this, or do I have to let go of unique pointers and use raw ones?
Here's a code example using the sigc++ library (please allow for minor errors since I haven't tested it):
class Inhabitant
{
public:
void sos()
{
signal_distress.emit (*this);
}
// Signals
sigc::signal<void, Inhabitant &> signal_distress;
};
class Cell
{
public:
std::unique_ptr<Inhabitant> set_inhabitant (std::unique_ptr<Inhabitant> inhabitant)
{
// Set new inhabitant, return previous one...
}
private:
std::unique_ptr<Inhabitant> m_inhabitant;
};
class Grid
{
public:
void add_inhabitant_at (std::unique_ptr<Inhabitant> inhabitant,
unsigned int x, unsigned int y)
{
// Connect the inhabitant to our rescue team
inhabitant->signal_distress.connect (sigc::mem_fun (*this,
&Grid::on_inhabitant_distress));
// Place in cell
m_cells[x][y].set_inhabitant (std::move (inhabitant));
}
private:
// Data
Cell m_cells[100][100];
// Helpers
void help_inhabitant (const std::unique_ptr<Inhabitant> &inhabitant)
{
// Do something helpful
}
// Signal handlers
void on_inhabitant_distress (Inhabitant &inhabitant)
{
// Now, how do I call help_inhabitant(), or any other function that expects
// a unique_ptr reference?
}
};
It is a best practice not to pass smart pointers such as unique_ptr to functions that do not need to take (or share) ownership of the resource managed by the unique_ptr. Put another way, I don't think you would ever want to pass a unique_ptr by const reference. Instead, all the functions that are taking these unique_ptr references really only need to take a const Inhabitant &. For example:
void help_inhabitant (const Inhabitant &inhabitant) {
// do stuff with the inhabitant directly
}
Naturally all methods having these objects as arguments should take a const std::unique_ptr reference to maintain the "uniqueness".
No, the object still has a single unique owner, no matter how many other pieces of code can access it via non-owning pointers or references. Your idea that passing around const unique_ptr<T>& maintains any kind of invariant or enforces a policy is an illusion.
Is there a way to solve this, or do I have to let go of unique pointers and use raw ones?
You don't have to give it up competely, just where it's inappropriate. Use unique_ptr for managing ownership and lifetime, use raw pointers for simply referring to an object that is managed by some other piece of code.
surely the whole point about unique_ptr is that you pass references to it, rather than a raw pointer?
No, definitely not.
The unique_ptr manages the ownership of the object, but not doesn't have to be used for access to the object.
If you want to refer to the object without owning it then passing references or pointers to the object is fine (as long as the code receiving those pointers or references doesn't think it is taking ownership and try to delete the object). The code that just wants to use Inhabitant doesn't need to care that it is owned by a unique_ptr, it just wants to use the object. How its lifetime is managed is someone else's concern, and the code that doesn't own the object should not be made dependent on the ownership policy. Avoiding that dependency would allow you to change the owner to use shared_ptr or some other mechanism, and the signal handlers would be unaffected because they do not have to change how they access the object.
Pass a unique_ptr by value (or rvalue reference) to transfer ownership. Do not pass a unique_ptr by const-reference, because it's completely useless, the caller can't do anything with it that can't be done with a raw pointer.
Using a reference to a unique_ptr actually introduces a new class of bug that wouldn't exist otherwise:
void register_callback(func_type f, const unique_ptr<T>& obj);
unique_ptr<T> p(new T);
register_callback(func, p); // stores reference to p
unique_ptr<T> p2 = std::move(p);
Now the signal handler still refers to p which is going to be empty when the callback happens. The identity of the unique_ptr is completely irrelevant, all that matters is that exactly one unique_ptr object owns the pointer, it doesn't matter which one owns it. But you have made the callback depend on the exact instance of unique_ptr by binding a reference to it, so you cannot move that (so you can never move a Cell, which means you can't store it in a container such as vector that might reallocate and move its elements)
If you do it this way instead the callback refers to the object, and it doesn't matter precisely where it's stored:
void register_callback(func_type f, T* obj);
unique_ptr<T> p(new T);
register_callback(func, p.get()); // stores p.get()
unique_ptr<T> p2 = std::move(p);
The callback's copy of the p.get() pointer remains valid even though ownership of it transfers from one object to another.
OK, solved the problem when I realized there is no reason why the cell inhabitants should send a reference to themselves with the signal. Instead the listener (the grid) can bind a reference to the inhabitant (the unique_ptr to it, that is) when registering with the signal:
inhabitant->signal_distress().connect (std::bind (&Grid::on_inhabitant_distress,
this,
std::cref (inhabitant));
This way the signal handler can take a unique_ptr:
void on_inhabitant_distress (const std::unique_ptr<Inhabitant> &inhabitant)
{
// Now everything is fine!
help_inhabitant (inhabitant);
}
and the "uniqueness" chain stays intact.
I have some code that currently uses raw pointers, and I want to change to smart pointers. This helps cleanup the code in various ways. Anyway, I have factory methods that return objects and its the caller's responsibility to manager them. Ownership isn't shared and so I figure unique_ptr would be suitable. The objects I return generally all derive from a single base class, Object.
For example,
class Object { ... };
class Number : public Object { ... };
class String : public Object { ... };
std::unique_ptr<Number> State::NewNumber(double value)
{
return std::unique_ptr<Number>(new Number(this, value));
}
std::unique_ptr<String> State::NewString(const char* value)
{
return std::unique_ptr<String>(new String(this, value));
}
The objects returned quite often need to be passed to another function, which operates on objects of type Object (the base class). Without any smart pointers the code is like this.
void Push(const Object* object) { ... } // push simply pushes the value contained by object onto a stack, which makes a copy of the value
Number* number = NewNumber(5);
Push(number);
When converting this code to use unique_ptrs I've run into issues with polymorphism. Initially I decided to simply change the definition of Push to use unique_ptrs too, but this generates compile errors when trying to use derived types. I could allocate objects as the base type, like
std::unique_ptr<Object> number = NewNumber(5);
and pass those to Push - which of course works. However I often need to call methods on the derived type. In the end I decided to make Push operate on a pointer to the object stored by the unique_ptr.
void Push(const Object* object) { ... }
std::unique_ptr<Object> number = NewNumber(5);
Push(number.get());
Now, to the reason for posting. I'm wanting to know if this is the normal way to solve the problem I had? Is it better to have Push operate on the unique_ptr vs the object itself? If so how does one solve the polymorphism issues? I would assume that simply casting the ptrs wouldn't work. Is it common to need to get the underlying pointer from a smart pointer?
Thanks, sorry if the question isn't clear (just let me know).
edit: I think my Push function was a bit ambiguous. It makes a copy of the underlying value and doesn't actually modify, nor store, the input object.
Initially I decided to simply change the definition of Push to use
unique_ptrs too, but this generates compile errors when trying to use
derived types.
You likely did not correctly deal with uniqueness.
void push(std::unique_ptr<int>);
int main() {
std::unique_ptr<int> i;
push(i); // Illegal: tries to copy i.
}
If this compiled, it would trivially break the invariant of unique_ptr, that only one unique_ptr owns an object, because both i and the local argument in push would own that int, so it is illegal. unique_ptr is move only, it's not copyable. It has nothing to do with derived to base conversion, which unique_ptr handles completely correctly.
If push owns the object, then use std::move to move it there. If it doesn't, then use a raw pointer or reference, because that's what you use for a non-owning alias.
Well, if your functions operate on the (pointed to) object itself and don't need its address, neither take any ownership, and, as I guess, always need a valid object (fail when passed a nullptr), why do they take pointers at all?
Do it properly and make them take references:
void Push(const Object& object) { ... }
Then the calling code looks exactly the same for raw and smart pointers:
auto number = NewNumber(5);
Push(*number);
EDIT: But of course no matter if using references or pointers, don't make Push take a std::unique_ptr if it doesn't take ownership of the passed object (which would make it steal the ownership from the passed pointer). Or in general don't use owning pointers when the pointed to object is not to be owned, std::shared_ptr isn't anything different in this regard and is as worse a choice as a std::unique_ptr for Push's parameter if there is no ownership to be taken by Push.
If Push does not take owenrship, it should probably take reference instead of pointer. And most probably a const one. So you'll have
Push(*number);
Now that's obviously only valid if Push isn't going to keep the pointer anywhere past it's return. If it does I suspect you should try to rethink the ownership first.
Here's a polymorphism example using unique pointer:
vector<unique_ptr<ICreature>> creatures;
creatures.emplace_back(new Human);
creatures.emplace_back(new Fish);
unique_ptr<vector<string>> pLog(new vector<string>());
for each (auto& creature in creatures)
{
auto state = creature->Move(*pLog);
}
I have objects which create other child objects within their constructors, passing 'this' so the child can save a pointer back to its parent. I use boost::shared_ptr extensively in my programming as a safer alternative to std::auto_ptr or raw pointers. So the child would have code such as shared_ptr<Parent>, and boost provides the shared_from_this() method which the parent can give to the child.
My problem is that shared_from_this() cannot be used in a constructor, which isn't really a crime because 'this' should not be used in a constructor anyways unless you know what you're doing and don't mind the limitations.
Google's C++ Style Guide states that constructors should merely set member variables to their initial values. Any complex initialization should go in an explicit Init() method. This solves the 'this-in-constructor' problem as well as a few others as well.
What bothers me is that people using your code now must remember to call Init() every time they construct one of your objects. The only way I can think of to enforce this is by having an assertion that Init() has already been called at the top of every member function, but this is tedious to write and cumbersome to execute.
Are there any idioms out there that solve this problem at any step along the way?
Use a factory method to 2-phase construct & initialize your class, and then make the ctor & Init() function private. Then there's no way to create your object incorrectly. Just remember to keep the destructor public and to use a smart pointer:
#include <memory>
class BigObject
{
public:
static std::tr1::shared_ptr<BigObject> Create(int someParam)
{
std::tr1::shared_ptr<BigObject> ret(new BigObject(someParam));
ret->Init();
return ret;
}
private:
bool Init()
{
// do something to init
return true;
}
BigObject(int para)
{
}
BigObject() {}
};
int main()
{
std::tr1::shared_ptr<BigObject> obj = BigObject::Create(42);
return 0;
}
EDIT:
If you want to object to live on the stack, you can use a variant of the above pattern. As written this will create a temporary and use the copy ctor:
#include <memory>
class StackObject
{
public:
StackObject(const StackObject& rhs)
: n_(rhs.n_)
{
}
static StackObject Create(int val)
{
StackObject ret(val);
ret.Init();
return ret;
}
private:
int n_;
StackObject(int n = 0) : n_(n) {};
bool Init() { return true; }
};
int main()
{
StackObject sObj = StackObject::Create(42);
return 0;
}
Google's C++ programming guidelines have been criticized here and elsewhere again and again. And rightly so.
I use two-phase initialization only ever if it's hidden behind a wrapping class. If manually calling initialization functions would work, we'd still be programming in C and C++ with its constructors would never have been invented.
Depending on the situation, this may be a case where shared pointers don't add anything. They should be used anytime lifetime management is an issue. If the child objects lifetime is guaranteed to be shorter than that of the parent, I don't see a problem with using raw pointers. For instance, if the parent creates and deletes the child objects (and no one else does), there is no question over who should delete the child objects.
KeithB has a really good point that I would like to extend (in a sense that is not related to the question, but that will not fit in a comment):
In the specific case of the relation of an object with its subobjects the lifetimes are guaranteed: the parent object will always outlive the child object. In this case the child (member) object does not share the ownership of the parent (containing) object, and a shared_ptr should not be used. It should not be used for semantic reasons (no shared ownership at all) nor for practical reasons: you can introduce all sorts of problems: memory leaks and incorrect deletions.
To ease discussion I will use P to refer to the parent object and C to refer to the child or contained object.
If P lifetime is externally handled with a shared_ptr, then adding another shared_ptr in C to refer to P will have the effect of creating a cycle. Once you have a cycle in memory managed by reference counting you most probably have a memory leak: when the last external shared_ptr that refers to P goes out of scope, the pointer in C is still alive, so the reference count for P does not reach 0 and the object is not released, even if it is no longer accessible.
If P is handled by a different pointer then when the pointer gets deleted it will call the P destructor, that will cascade into calling the C destructor. The reference count for P in the shared_ptr that C has will reach 0 and it will trigger a double deletion.
If P has automatic storage duration, when it's destructor gets called (the object goes out of scope or the containing object destructor is called) then the shared_ptr will trigger the deletion of a block of memory that was not new-ed.
The common solution is breaking cycles with weak_ptrs, so that the child object would not keep a shared_ptr to the parent, but rather a weak_ptr. At this stage the problem is the same: to create a weak_ptr the object must already be managed by a shared_ptr, which during construction cannot happen.
Consider using either a raw pointer (handling ownership of a resource through a pointer is unsafe, but here ownership is handled externally so that is not an issue) or even a reference (which also is telling other programmers that you trust the referred object P to outlive the referring object C)
A object that requires complex construction sounds like a job for a factory.
Define an interface or an abstract class, one that cannot be constructed, plus a free-function that, possibly with parameters, returns a pointer to the interface, but behinds the scenes takes care of the complexity.
You have to think of design in terms of what the end user of your class has to do.
Do you really need to use the shared_ptr in this case? Can the child just have a pointer? After all, it's the child object, so it's owned by the parent, so couldn't it just have a normal pointer to it's parent?