Replacing delete in C++, missinformation - c++

I'm trying to (and have solved) a problem with 16 byte alignment issues with a class that contains SSE optimised members. But what is bugging me is a large portion of the examples I have found online contain a line of code that to me seems totally redundant yet is repeated in many places.
public:
void* operator new (size_t size)throw (std::bad_alloc)
{
void * p = _aligned_malloc(size, 16);
if (p == 0) throw std::bad_alloc();
return p;
}
void operator delete (void *p)
{
Camera* pC = static_cast<Camera*>(p);
_aligned_free(p);
}
The line in question is
Camera* pC = static_cast<Camera*>(p);
As pC is never referenced and goes out of scope at the end of the function, what is the point of doing it? I have tried taking the line out and it appears to make no difference at all yet that line appears in lots of examples! Am I missing something really obvious or has an anomalous line of code been copied from example to example blindly and become prevalent across a lot of "tutorials"?

The object ends its lifetime as soon as the destructor is entered, so you cannot do much with this pointer. The line Camera* pC = static_cast<Camera*>(p); can be removed safely and the only reason it exists in tutorials is that many people just copy-n-paste the code here and there without actually thinking how it works.
The clean and correct code for your delete() will look as follows:
void operator delete (void *p)
{
_aligned_free(p);
}

As discussed in many comments to your question, the following line is indeed redundant:
Camera* pC = static_cast<Camera*>(p); // Just an unused variable
Even if the p was of type Camera* before (other possibilities are the subclasses like Canon*, Sony*, Nikon*), you still cannot do much with pC, because the Camera::~Camera() should have already been called. operator delete is called after that.
P.S.: I haven't come across such practice to cast a pointer to specific class, but if you encounter such advise in a tutorial then you may want to change it.

Related

How would I call delete on a pointer to a Mat destructor ~Mat()

I have this function to delete a pointer to A Mat that I was advised to update to call the Mat destructor to facilitate the delete:
void cv_x_Mat(void* ptr) {
delete (Mat*)ptr;
}
This doesn't seem to be compiling though, didn't post error, because I thought anyone would be able to see the error thats familiar with Destructors. Any help is appreciated.
void cv_x_Mat(void* ptr) {
Mat::~Mat() {delete ptr;};
}
You can use Mat::release() to free matrix memory:
cv::Mat *ptr = new cv::Mat(1000, 1000, CV_8UC3);
ptr->setTo(cv::Scalar(255, 0, 0));
// some code
ptr->release(); // DON'T release manually ptr->data
delete ptr; // this will call delete[] on ptr->data
You can even omit release() because cv::Mat destructor will do it for you:
cv::Mat *ptr = new cv::Mat(1000, 1000, CV_8UC3);
ptr->setTo(cv::Scalar(255, 0, 0));
// some code
delete ptr; // this will call delete[] on ptr->data
And Mat::release is delete-safe. If does twice, will not cause any bad side effect.
Can't comment because I lack rep, but I'm the colleague referenced by user3517736. We're working on OpenCV bindings to other languages and so we're tackling the tough problem of memory management across language boundaries.
What I was suggesting he do was exactly what marol suggested. I was under the assumption (now confirmed) that that release would be called by the destructor, so what he needs to do is pass an extern "C" function that calls delete on the Mat pointer like so:
extern "C" void cv_delete_Mat(Mat* self) {
delete self;
}
And pass that as the object's finalizer to the garbage collector in the target language with proper C interop (Common Lisp in user3517736's case).
In Haskell (my target), this would mean treating the pointer as a ForeignPtr and explicitly constructing it with a finalizer that calls cv_Mat_delete. I can expand on this if anyone is curious.
The confusion I think arose because I was trying to explain that a language with C interop and a GC will probably try to call free on the pointer, which is not correct on objects initialized via new. The issue is further compounded in that the finalizer may be called antecedent to a call to free -- this is obviously problematic, and the correct answer in this case is to either explicitly call the destructor, or perhaps just Mat::release(). The former obviously generalizes to other OpenCV types as well.
So here's the most general solution that should work with most FFIs, and generalizes to other types pretty easily:
extern "C" void cv_delete_Mat(Mat* self) {
self->~Mat();
}
Of course, that (implicit) call to free is still wrong, but there's not much that can be done about it without trying to expand the FFI itself to include C++ -- in which case all of this is moot anyway.
Hopefully that answers both the OP's question as well as the follow ups on this page.

Removing a rigid body, but still getting collisions for it

What is the correct way to remove a rigid body, I am doing just this to remove it:
void removeRigidBody(btDynamicsWorld* pDynamicsWorld, btRigidBody* rb)
{
pDynamicsWorld->removeRigidBody(rb);
delete rb->getMotionState();
delete rb;
}
However, the object still appears in pDynamicsWorld->getCollisionObjectArray() after I do a pDynamicsWorld->stepSimulation
Strangely enough this does not happen on ARM, just x86.
Actually, this is what I've found. Posting code in the comments would look awful, that's why the answer instead.
//remove the rigidbodies from the dynamics world and delete them
int i;
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
{
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
m_dynamicsWorld->removeCollisionObject( obj );
delete obj;
}
So you remove the body from the collision objects.
This was, like most bugs just a stupid mistake. Sorry to those who took time to read it.
The error was actually in some java that called the removeRigidBody by jni.
if (body.id > 0) {
The id is actually an int cast of the btRigidBody address, so of course any != 0 integer could be a valid address. On the x86, the addresses happened to be < 0 which on the other device happened to be > 0.

Why I am getting a Heap Corruption Error?

I am new to C++. I am getting HEAP CORRUPTION ERROR. Any help will be highly appreciated. Below is my code
class CEntity
{
//some member variables
CEntity(string section1,string section2);
CEntity();
virtual ~CEntity();
//pure virtual function ..
virtual CEntity* create()const = 0;
};
I derive CLine from CEntity as below
class CLine:public CEntity
{
// Again some variables ...
// Constructor and destructor
CLine(string section1,string section2);
CLine();
~CLine();
CLine* Create() const;
}
// CLine Implementation
CLine::CLine(string section1,string section2) : CEntity(section1,section2){};
CLine::CLine();
CLine* CLine::create() const {return new CLine();}
I have another class CReader which uses CLine object and populates it in a multimap as below
class CReader
{
public:
CReader();
~CReader();
multimap<int,CEntity*>m_data_vs_entity;
};
//CReader Implementation
CReader::CReader()
{
m_data_vs_entity.clear();
};
CReader::~CReader()
{
multimap<int,CEntity*>::iterator iter;
for(iter = m_data_vs_entity.begin();iter!=m_data_vs_entity.end();iter++)
{
CEntity* current_entity = iter->second;
if(current_entity)
delete current_entity;
}
m_data_vs_entity.clear();
}
I am reading the data from a file and then populating the CLine Class.The map gets populated in a function of CReader class. Since CEntity has a virtual destructor, I hope the piece of code in CReader's destructor should work. In fact, it does work for small files but I get HEAP CORRUPTION ERROR while working with bigger files. If there is something fundamentally wrong, then, please help me find it, as I have been scratching my head for quit some time now.
Thanks in advance and awaiting reply,
Regards,
Atul
Continued from Y'day :
Further studying this in detail I now have realized that Heap allocation error in my case is because I am allocating something, and then overwriting it with a higher size.
Below is the code where in my data gets populated in the constructor.
CEntity::CEntity(string section1,string section2)
{
size_t length;
char buffer[9];
//Entity Type Number
length = section1.copy(buffer,8,0);
buffer[length]='\0';
m_entity_type = atoi(buffer);
//Parameter Data Count
length = section1.copy(buffer,8,8);
buffer[length]='\0';
m_param_data_pointer = atoi(buffer);
//.... like wise ....
}
I am getting the values at a fixed interval of 8 chars and I am adding a '\0' so this, i guess will take care of any garbage value that I encounter.
About
Heap allocation error: after normal block (XXX) at XXX, CRT detected that application wrote to memory after end of Heap buffer. Mostly, Heap allocation errors occur somewhere else than where it crashes. I would appreciate if some one here would help me, how to make use of this normal block and the address.
Thanks,
Well, you're only showing half the problem.
Where's the code that creates the CLine objects and stores them in the CReader?
Also, what do you consider actually "owns" the CEntity objects? Generally, you should make the 'owner' responsible for creation as well as deletion...
I wrote earlier:
"You might like to consider storing
the CEntitys directly in the map,
rather than storing pointers.
Potentially less efficient, but also
much less scope for cockups."
As Neil points out, it's not CEntities that you will be storing, so that suggestion isn't going to help you much...
Finally, after two days of debugging, I was able to fix up the crash. It was due to me copying wrong number of characters from the string.
Lessons learnt :
1. When you encounter memory allocation errors, try to form a simple test case which has minimum entities to reproduce the problem.
2. A sure shot way is a line by line debugging. I agree,it test your patience, but then, there are no short cuts to success
3. And it gives you a chance to do a code review, further enhancing the quality of code that you produce in future
Thank you for all your help and formatting my code :)
Regards,
Atul

Pointer object in C++

I have a very simple class that looks as follows:
class CHeader
{
public:
CHeader();
~CHeader();
void SetCommand( const unsigned char cmd );
void SetFlag( const unsigned char flag );
public:
unsigned char iHeader[32];
};
void CHeader::SetCommand( const unsigned char cmd )
{
iHeader[0] = cmd;
}
void CHeader::SetFlag( const unsigned char flag )
{
iHeader[1] = flag;
}
Then, I have a method which takes a pointer to CHeader as input and looks
as follows:
void updateHeader(CHeader *Hdr)
{
unsigned char cmd = 'A';
unsigned char flag = 'B';
Hdr->SetCommand(cmd);
Hdr->SetFlag(flag);
...
}
Basically, this method simply sets some array values to a certain value.
Afterwards, I create then a pointer to an object of class CHeader and pass it to
the updateHeader function:
CHeader* hdr = new CHeader();
updateHeader(hdr);
In doing this, the program crashes as soon as it executes the Hdr->SetCommand(cmd)
line. Anyone sees the problem, any input would be really appreciated
When you run into a crash, act like a crime investigator: investigate the crime scene.
what is the information you get from your environment (access violation? any debug messages? what does the memory at *Hdr look like? ...)
Is the passed-in Hdr pointer valid?
Then use logical deduction, e.g.:
the dereferencing of Hdr causes an access violation
=> passed in Hdr points to invalid memory
=> either memory wasn't valid to start with (wrong pointer passed in), or memory was invalidated (object was deleted before passing in the pointer, or someone painted over the memory)
...
It's probably SEGFAULTing. Check the pointers.
After
your adding some source code
your comment that the thing runs on another machine
the fact that you use the term 'flag' and 'cmd' and some very small datatypes
making me assume the target machine is quite limited in capacity, I suggest testing the result of the new CHeader for validity: if the system runs out of resources, the resulting pointer will not refer to valid memory.
There is nothing wrong with the code you've provided.
Are you sure the pointer you've created is the same same address once you enter the 'updateHeader' function? Just to be sure, after new() note the address, fill the memory, sizeof(CHeader), with something you know is unique like 0XDEAD, then trace into the updateHeader function, making sure everything is equal.
Other than that, I wonder if it is an alignment issues. I know you're using 8 bit values, but try changing your array to unsigned ints or longs and see if you get the same issue. What architecture are you running this on?
Your code looks fine. The only potential issue I can see is that you have declared a CHeader constructor and destructor in your class, but do not show the implementation of either. I guess you have just omitted to show these, else the linker should have complained (if I duplicate this project in VC++6 it comes up with an 'unresolved external' error for the constructor. It should also have shown the same error for the destructor if you had a... delete hdr; ...statement in your code).
But it is actually not necessary to have an implementation for every method declared in a class unless the methods are actually going to get called (any unimplemented methods are simply ignored by the compiler/linker if never called). Of course, in the case of an object one of the constructor(s) has to be called when the object is instantiated - which is the reason the compiler will create a default constructor for you if you omit to add any constructors to your class. But it will be a serious error for your compiler to compile/link the above code without the implementation of your declared constructor, so I will really be surprised if this is the reason for your problem.
But the symptoms you describe definitely sounds like the 'hdr' pointer you are passing to the updateHeader function is invalid. The reason being that the 1st time you are dereferencing this pointer after the updateHeader function call is in the... Hdr->SetCommand(cmd); ...call (which you say crashes).
I can only think of 2 possible scenarios for this invalid pointer:
a.) You have some problem with your heap and the allocation of memory with the 'new' operator failed on creation of the 'hdr' object. Maybe you have insufficient heap space. On some embedded environments you may also need to provide 'custom' versions of the 'new' and 'delete' operator. The easiest way to check this (and you should always do) is to check the validity of the pointer after the allocation:
CHeader* hdr = new CHeader();
if(hdr) {
updateHeader(hdr);
}
else
//handle or throw exception...
The normal behaviour when 'new' fails should actually be to throw an exception - so the following code will cater for that as well:
try{
CHeader* hdr = new CHeader();
} catch(...) {
//handle or throw specific exception i.e. AfxThrowMemoryException() for MFC
}
if(hdr) {
updateHeader(hdr);
}
else
//handle or throw exception...
}
b.) You are using some older (possibly 16 bit and/or embedded) environment, where you may need to use a FAR pointer (which includes the SEGMENT address) for objects created on the heap.
I suspect that you will need to provide more details of your environment plus compiler to get any useful feedback on this problem.

To GOTO or not to GOTO? [closed]

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Currently I am working on a project where goto statements are heavely used. The main purpose of goto statements is to have one cleanup section in a routine rather than multiple return statements.
Like below:
BOOL foo()
{
BOOL bRetVal = FALSE;
int *p = NULL;
p = new int;
if (p == NULL)
{
cout<<" OOM \n";
goto Exit;
}
// Lot of code...
Exit:
if(p)
{
delete p;
p = NULL;
}
return bRetVal;
}
This makes it much easier as we can track our clean up code at one section in code, that is, after the Exit label.
However, I have read many places it's bad practice to have goto statements.
Currently I am reading the Code Complete book, and it says that we need to use variables close to their declarations. If we use goto then we need to declare/initialize all variables before first use of goto otherwise the compiler will give errors that initialization of xx variable is skipped by the goto statement.
Which way is right?
From Scott's comment:
It looks like using goto to jump from one section to another is bad as it makes the code hard to read and understand.
But if we use goto just to go forward and to one label then it should be fine(?).
I am not sure what do you mean by clean up code but in C++ there is a concept called "resource acquisition is initialization" and it should be the responsibility of your destructors to clean up stuff.
(Note that in C# and Java, this is usually solved by try/finally)
For more info check out this page:
http://www.research.att.com/~bs/bs_faq2.html#finally
EDIT: Let me clear this up a little bit.
Consider the following code:
void MyMethod()
{
MyClass *myInstance = new MyClass("myParameter");
/* Your code here */
delete myInstance;
}
The problem: What happens if you have multiple exits from the function? You have to keep track of each exit and delete your objects at all possible exits! Otherwise, you will have memory leaks and zombie resources, right?
The solution: Use object references instead, as they get cleaned up automatically when the control leaves the scope.
void MyMethod()
{
MyClass myInstance("myParameter");
/* Your code here */
/* You don't need delete - myInstance will be destructed and deleted
* automatically on function exit */
}
Oh yes, and use std::unique_ptr or something similar because the example above as it is is obviously imperfect.
I've never had to use a goto in C++. Ever. EVER. If there is a situation it should be used, it's incredibly rare. If you are actually considering making goto a standard part of your logic, something has flown off the tracks.
There are basically two points people are making in regards to gotos and your code:
Goto is bad. It's very rare to encounter a place where you need gotos, but I wouldn't suggest striking it completely. Though C++ has smart enough control flow to make goto rarely appropriate.
Your mechanism for cleanup is wrong: This point is far more important. In C, using memory management on your own is not only OK, but often the best way to do things. In C++, your goal should be to avoid memory management as much as possible. You should avoid memory management as much as possible. Let the compiler do it for you. Rather than using new, just declare variables. The only time you'll really need memory management is when you don't know the size of your data in advance. Even then, you should try to just use some of the STL collections instead.
In the event that you legitimately need memory management (you have not really provided any evidence of this), then you should encapsulate your memory management within a class via constructors to allocate memory and deconstructors to deallocate memory.
Your response that your way of doing things is much easier is not really true in the long run. Firstly, once you get a strong feel for C++ making such constructors will be 2nd nature. Personally, I find using constructors easier than using cleanup code, since I have no need to pay careful attention to make sure I am deallocating properly. Instead, I can just let the object leave scope and the language handles it for me. Also, maintaining them is MUCH easier than maintaining a cleanup section and much less prone to problems.
In short, goto may be a good choice in some situations but not in this one. Here it's just short term laziness.
Your code is extremely non-idiomatic and you should never write it. You're basically emulating C in C++ there. But others have remarked on that, and pointed to RAII as the alternative.
However, your code won't work as you expect, because this:
p = new int;
if(p==NULL) { … }
won't ever evaluate to true (except if you've overloaded operator new in a weird way). If operator new is unable to allocate enough memory, it throws an exception, it never, ever returns 0, at least not with this set of parameters; there's a special placement-new overload that takes an instance of type std::nothrow and that indeed returns 0 instead of throwing an exception. But this version is rarely used in normal code. Some low-level codes or embedded device applications could benefit from it in contexts where dealing with exceptions is too expensive.
Something similar is true for your delete block, as Harald as said: if (p) is unnecessary in front of delete p.
Additionally, I'm not sure if your example was chose intentionally because this code can be rewritten as follows:
bool foo() // prefer native types to BOOL, if possible
{
bool ret = false;
int i;
// Lots of code.
return ret;
}
Probably not a good idea.
In general, and on the surface, there isn't any thing wrong with your approach, provided that you only have one label, and that the gotos always go forward. For example, this code:
int foo()
{
int *pWhatEver = ...;
if (something(pWhatEver))
{
delete pWhatEver;
return 1;
}
else
{
delete pWhatEver;
return 5;
}
}
And this code:
int foo()
{
int ret;
int *pWhatEver = ...;
if (something(pWhatEver))
{
ret = 1;
goto exit;
}
else
{
ret = 5;
goto exit;
}
exit:
delete pWhatEver;
return ret;
}
really aren't all that different from each other. If you can accept one, you should be able to accept the other.
However, in many cases the RAII (resource acquisition is initialization) pattern can make the code much cleaner and more maintainable. For example, this code:
int foo()
{
Auto<int> pWhatEver = ...;
if (something(pWhatEver))
{
return 1;
}
else
{
return 5;
}
}
is shorter, easier to read, and easier to maintain than both of the previous examples.
So, I would recommend using the RAII approach if you can.
Your example is not exception safe.
If you are using goto to clean up the code then, if an exception happens before the cleanup code, it is completely missed. If you claim that you do not use exceptions then you are mistaken because the new will throw bad_alloc when it does not have enough memory.
Also at this point (when bad_alloc is thrown), your stack will be unwound, missing all the cleanup code in every function on the way up the call stack thus not cleaning up your code.
You need to look to do some research into smart pointers. In the situation above you could just use a std::auto_ptr<>.
Also note in C++ code there is no need to check if a pointer is NULL (usually because you never have RAW pointers), but because new will not return NULL (it throws).
Also in C++ unlike (C) it is common to see early returns in the code. This is because RAII will do the cleanup automatically, while in C code you need to make sure that you add special cleanup code at the end of the function (a bit like your code).
I think other answers (and their comments) have covered all the important points, but here's one thing that hasn't been done properly yet:
What your code should look like instead:
bool foo() //lowercase bool is a built-in C++ type. Use it if you're writing C++.
{
try {
std::unique_ptr<int> p(new int);
// lots of code, and just return true or false directly when you're done
}
catch (std::bad_alloc){ // new throws an exception on OOM, it doesn't return NULL
cout<<" OOM \n";
return false;
}
}
Well, it's shorter, and as far as I can see, more correct (handles the OOM case properly), and most importantly, I didn't need to write any cleanup code or do anything special to "make sure my return value is initialized".
One problem with your code I only really noticed when I wrote this, is "what the hell is bRetVal's value at this point?". I don't know because, it was declared waaaaay above, and it was last assigned to when? At some point above this. I have to read through the entire function to make sure I understand what's going to be returned.
And how do I convince myself that the memory gets freed?
How do I know that we never forget to jump to the cleanup label? I have to work backwards from the cleanup label, finding every goto that points to it, and more importantly, find the ones that aren't there. I need to trace through all paths of the function just to be sure that the function gets cleaned up properly. That reads like spaghetti code to me.
Very fragile code, because every time a resource has to be cleaned up you have to remember to duplicate your cleanup code. Why not write it once, in the type that needs to be cleaned up? And then rely on it being executed automatically, every time we need it?
In the eight years I've been programming I've used goto a lot, most of that was in the first year when I was using a version of GW-BASIC and a book from 1980 that didn't make it clear goto should only be used in certain cases. The only time I've used goto in C++ is when I had code like the following, and I'm not sure if there was a better way.
for (int i=0; i<10; i++) {
for (int j=0; j<10; j++)
{
if (somecondition==true)
{
goto finish;
}
//Some code
}
//Some code
}
finish:
The only situation I know of where goto is still used heavily is mainframe assembly language, and the programmers I know make sure to document where code is jumping and why.
As used in the Linux kernel, goto's used for cleanup work well when a single function must perform 2 or more steps that may need to be undone. Steps need not be memory allocation. It might be a configuration change to a piece of code or in a register of an I/O chipset. Goto's should only be needed in a small number of cases, but often when used correctly, they may be the best solution. They are not evil. They are a tool.
Instead of...
do_step1;
if (failed)
{
undo_step1;
return failure;
}
do_step2;
if (failed)
{
undo_step2;
undo_step1;
return failure;
}
do_step3;
if (failed)
{
undo_step3;
undo_step2;
undo_step1;
return failure;
}
return success;
you can do the same with goto statements like this:
do_step1;
if (failed) goto unwind_step1;
do_step2;
if (failed) goto unwind_step2;
do_step3;
if (failed) goto unwind_step3;
return success;
unwind_step3:
undo_step3;
unwind_step2:
undo_step2;
unwind_step1:
undo_step1;
return failure;
It should be clear that given these two examples, one is preferable to the other. As to the RAII crowd... There is nothing wrong with that approach as long as they can guarantee that the unwinding will always occur in exactly reverse order: 3, 2, 1. And lastly, some people do not use exceptions in their code and instruct the compilers to disable them. Thus not all code must be exception safe.
You should read this thread summary from the Linux kernel mailing lists (paying special attention to the responses from Linus Torvalds) before you form a policy for goto:
http://kerneltrap.org/node/553/2131
In general, you should design your programs to limit the need for gotos. Use OO techniques for "cleanup" of your return values. There are ways to do this that don't require the use of gotos or complicating the code. There are cases where gotos are very useful (for example, deeply nested scopes), but if possible should be avoided.
The downside of GOTO is pretty well discussed. I would just add that 1) sometimes you have to use them and should know how to minimize the problems, and 2) some accepted programming techniques are GOTO-in-disguise, so be careful.
1) When you have to use GOTO, such as in ASM or in .bat files, think like a compiler. If you want to code
if (some_test){
... the body ...
}
do what a compiler does. Generate a label whose purpose is to skip over the body, not to do whatever follows. i.e.
if (not some_test) GOTO label_at_end_of_body
... the body ...
label_at_end_of_body:
Not
if (not some_test) GOTO the_label_named_for_whatever_gets_done_next
... the body ...
the_label_named_for_whatever_gets_done_next:
In otherwords, the purpose of the label is not to do something, but to skip over something.
2) What I call GOTO-in-disguise is anything that could be turned into GOTO+LABELS code by just defining a couple macros. An example is the technique of implementing finite-state-automata by having a state variable, and a while-switch statement.
while (not_done){
switch(state){
case S1:
... do stuff 1 ...
state = S2;
break;
case S2:
... do stuff 2 ...
state = S1;
break;
.........
}
}
can turn into:
while (not_done){
switch(state){
LABEL(S1):
... do stuff 1 ...
GOTO(S2);
LABEL(S2):
... do stuff 2 ...
GOTO(S1);
.........
}
}
just by defining a couple macros. Just about any FSA can be turned into structured goto-less code. I prefer to stay away from GOTO-in-disguise code because it can get into the same spaghetti-code issues as undisguised gotos.
Added: Just to reassure: I think one mark of a good programmer is recognizing when the common rules don't apply.
Using goto to go to a cleanup section is going to cause a lot of problems.
First, cleanup sections are prone to problems. They have low cohesion (no real role that can be described in terms of what the program is trying to do ), high coupling (correctness depends very heavily on other sections of code), and are not at all exception-safe. See if you can use destructors for cleanup. For example, if int *p is changed to auto_ptr<int> p, what p points to will be automatically released.
Second, as you point out, it's going to force you to declare variables long before use, which will make it harder to understand the code.
Third, while you're proposing a fairly disciplined use of goto, there's going to be the temptation to use them in a looser manner, and then the code will become difficult to understand.
There are very few situations where a goto is appropriate. Most of the time, when you are tempted to use them, it's a signal that you're doing things wrong.
The entire purpose of the every-function-has-a-single-exit-point idiom in C was to put all the cleanup stuff in a single place. If you use C++ destructors to handle cleanup, that's no longer necessary -- cleanup will be done regardless of how many exit points a function has. So in properly-designed C++ code, there's no longer any need for this kind of thing.
Since this is a classic topic, I will reply with Dijkstra's Go-to statement considered harmful (originally published in ACM).
Goto provides better don't repeat yourself (DRY) when "tail-end-logic" is common to some-but-not-all-cases. Especially within a "switch" statement I often use goto's when some of the switch-branches have tail-end-commonality.
switch(){
case a: ... goto L_abTail;
case b: ... goto L_abTail;
L_abTail: <commmon stuff>
break://end of case b
case c:
.....
}//switch
You have probably noticed than introducing additional curly-braces is enough to satisfy the compiler when you need such tail-end-merging in-the-middle of a routine. In other words, you don't need to declare everything way up at the top; that's inferior readability indeed.
...
goto L_skipMiddle;
{
int declInMiddleVar = 0;
....
}
L_skipMiddle: ;
With the later versions of Visual Studio detecting the use of uninitialized variables, I find myself always initializing most variables even though I think they may be assigned in all branches - it's easy to code a "tracing" statement which refs a variable that was never assigned because your mind doesn't think of the tracing statement as "real code", but of course Visual Studio will still detect an error.
Besides don't repeat yourself, assigning label-names to such tail-end-logic even seems to help my mind keep things straight by choosing nice label names. Without a meaningful label your comments might end up saying the same thing.
Of course, if you are actually allocating resources then if auto-ptr doesn't fit, you really must use a try-catch, but tail-end-merge-don't-repeat-yourself happens quite often when exception-safety is not an issue.
In summary, while goto can be used to code spaghetti-like structures, in the case of a tail-end-sequence which is common to some-but-not-all-cases then the goto IMPROVES the readability of the code and even maintainability if you would otherwise be copy/pasting stuff so that much later on someone might update one-and-not-the-other. So it's another case where being fanatic about a dogma can be counterproductive.
The only two reasons I use goto in my C++ code are:
Breaking a level 2+ nested loops
Complicated flows like this one (a comment in my program):
/* Analysis algorithm:
1. if classData [exporter] [classDef with name 'className'] exists, return it,
else
2. if project/target_codename/temp/classmeta/className.xml exist, parse it and go back to 1 as it will succeed.
3. if that file don't exists, generate it via haxe -xml, and go back to 1 as it will succeed.
*/
For code readability here, after this comment, I defined the step1 label and used it in step 2 and 3. Actually, in 60+ source files, only this situation and one 4-levels nested for are the places I used goto. Only two places.
A lot of people freak out with gotos are evil; they are not. That said, you will never need one; there is just about always a better way.
When I find myself "needing" a goto to do this type of thing, I almost always find that my code is too complex and can be easily broken up into a few method calls that are easier to read and deal with. Your calling code can do something like:
// Setup
if(
methodA() &&
methodB() &&
methodC()
)
// Cleanup
Not that this is perfect, but it's much easier to follow since all your methods will be named to clearly indicate what the problem might be.
Reading through the comments, however, should indicate that your team has more pressing issues than goto handling.
The code you're giving us is (almost) C code written inside a C++ file.
The kind of memory cleaning you're using would be OK in a C program not using C++ code/libraries.
In C++, your code is simply unsafe and unreliable. In C++ the kind of management you're asking for is done differently. Use constructors/destructors. Use smart pointers. Use the stack. In a word, use RAII.
Your code could (i.e., in C++, SHOULD) be written as:
BOOL foo()
{
BOOL bRetVal = FALSE;
std::auto_ptr<int> p = new int;
// Lot of code...
return bRetVal ;
}
(Note that new-ing an int is somewhat silly in real code, but you can replace int by any kind of object, and then, it makes more sense). Let's imagine we have an object of type T (T could be an int, some C++ class, etc.). Then the code becomes:
BOOL foo()
{
BOOL bRetVal = FALSE;
std::auto_ptr<T> p = new T;
// Lot of code...
return bRetVal ;
}
Or even better, using the stack:
BOOL foo()
{
BOOL bRetVal = FALSE;
T p ;
// Lot of code...
return bRetVal;
}
Anyway, any of the above examples are magnitudes more easy to read and secure than your example.
RAII has many facets (i.e. using smart pointers, the stack, using vectors instead of variable length arrays, etc.), but all in all is about writing as little code as possible, letting the compiler clean up the stuff at the right moment.
All of the above is valid, you might also want to look at whether you might be able to reduce the complexity of your code and alleviate the need for goto's by reducing the amout of code that is in the section marked as "lot of code" in your example. Additionaly delete 0 is a valid C++ statement
Using GOTO labels in C++ is a bad way to program, you can reduce the need by doing OO programming (deconstructors!) and trying to keep procedures as small as possible.
Your example looks a bit weird, there is no need to delete a NULL pointer. And nowadays an exception is thrown when a pointer can't get allocated.
Your procedure could just be wrote like:
bool foo()
{
bool bRetVal = false;
int p = 0;
// Calls to various methods that do algorithms on the p integer
// and give a return value back to this procedure.
return bRetVal;
}
You should place a try catch block in the main program handling out of memory problems that informs the user about the lack of memory, which is very rare... (Doesn't the OS itself inform about this too?)
Also note that there is not always the need to use a pointer, they are only useful for dynamic things. (Creating one thing inside a method not depending on input from anywhere isn't really dynamic)
I am not going to say that goto is always bad, but your use of it most certainly is. That kind of "cleanup sections" was pretty common in early 1990's, but using it for new code is pure evil.
The easiest way to avoid what you are doing here is to put all of this cleanup into some kind of simple structure and create an instance of it. For example instead of:
void MyClass::myFunction()
{
A* a = new A;
B* b = new B;
C* c = new C;
StartSomeBackgroundTask();
MaybeBeginAnUndoBlockToo();
if ( ... )
{
goto Exit;
}
if ( ... ) { .. }
else
{
... // what happens if this throws an exception??? too bad...
goto Exit;
}
Exit:
delete a;
delete b;
delete c;
StopMyBackgroundTask();
EndMyUndoBlock();
}
you should rather do this cleanup in some way like:
struct MyFunctionResourceGuard
{
MyFunctionResourceGuard( MyClass& owner )
: m_owner( owner )
, _a( new A )
, _b( new B )
, _c( new C )
{
m_owner.StartSomeBackgroundTask();
m_owner.MaybeBeginAnUndoBlockToo();
}
~MyFunctionResourceGuard()
{
m_owner.StopMyBackgroundTask();
m_owner.EndMyUndoBlock();
}
std::auto_ptr<A> _a;
std::auto_ptr<B> _b;
std::auto_ptr<C> _c;
};
void MyClass::myFunction()
{
MyFunctionResourceGuard guard( *this );
if ( ... )
{
return;
}
if ( ... ) { .. }
else
{
...
}
}
A few years ago I came up with a pseudo-idiom that avoids goto, and is vaguely similar to doing exception handling in C. It has been probably already invented by someone else so I guess I "discovered it independently" :)
BOOL foo()
{
BOOL bRetVal = FALSE;
int *p=NULL;
do
{
p = new int;
if(p==NULL)
{
cout<<" OOM \n";
break;
}
// Lot of code...
bRetVal = TRUE;
} while (false);
if(p)
{
delete p;
p= NULL;
}
return bRetVal;
}
I think using the goto for exit code is bad since there's a lot of other solutions with low overhead such as having an exit function and returning the exit function value when needed. Typically in member functions though, this shouldn't be needed, otherwise this could be indication that there's a bit too much code bloat happening.
Typically, the only exception I make of the "no goto" rule when programming is when breaking out of nested loops to a specific level, which I've only ran into the need to do when working on mathematical programming.
For example:
for(int i_index = start_index; i_index >= 0; --i_index)
{
for(int j_index = start_index; j_index >=0; --j_index)
for(int k_index = start_index; k_index >= 0; --k_index)
if(my_condition)
goto BREAK_NESTED_LOOP_j_index;
BREAK_NESTED_LOOP_j_index:;
}
That code has a bunch of problems, most of which were pointed out already, for example:
The function is too long; refactoring out some code into separate functions might help.
Using pointers when normal instances will probably work just fine.
Not taking advantage of STL types such as auto_ptr
Incorrectly checking for errors, and not catching exceptions. (I would argue that checking for OOM is pointless on the vast majority of platforms, since if you run out of memory you have bigger problems than your software can fix, unless you are writing the OS itself)
I have never needed a goto, and I've always found that using goto is a symptom of a bigger set of problems. Your case appears to be no exception.
Using "GOTO" will change the "logics" of a program and how you enterpret or how you would imagine it would work.
Avoiding GOTO-commands have always worked for me so guess when you think you might need it, all you maybe need is a re-design.
However, if we look at this on an Assmebly-level, jusing "jump" is like using GOTO and that's used all the time, BUT, in Assembly you can clear out, what you know you have on the stack and other registers before you pass on.
So, when using GOTO, i'd make sure the software would "appear" as the co-coders would enterpret, GOTO will have an "bad" effect on your software imho.
So this is more an explenation to why not to use GOTO and not a solution for a replacement, because that is VERY much up to how everything else is built.
I may have missed something: you jump to the label Exit if P is null, then test to see if it's not null (which it's not) to see if you need to delete it (which isn't necessary because it was never allocated in the first place).
The if/goto won't, and doesn't need to delete p. Replacing the goto with a return false would have the same effect (and then you could remove the Exit label).
The only places I know where goto's are useful are buried deep in nasty parsers (or lexical analyzers), and in faking out state machines (buried in a mass of CPP macros). In those two cases they've been used to make very twisted logic simpler, but that is very rare.
Functions (A calls A'), Try/Catches and setjmp/longjmps are all nicer ways of avoiding a difficult syntax problem.
Paul.
Ignoring the fact that new will never return NULL, take your code:
BOOL foo()
{
BOOL bRetVal = FALSE;
int *p=NULL;
p = new int;
if(p==NULL)
{
cout<<" OOM \n";
goto Exit;
}
// Lot of code...
Exit:
if(p)
{
delete p;
p= NULL;
}
return bRetVal;
}
and write it like this:
BOOL foo()
{
BOOL bRetVal = FALSE;
int *p = new int;
if (p!=NULL)
{
// Lot of code...
delete p;
}
else
{
cout<<" OOM \n";
}
return bRetVal;
}