Can an object destroy itself? - c++

I have an object which needs to destroy itself.
Can it be done?
Is the example wrong?
void Pawn::specialMoves(Coordinate const& from, Coordinate const& to, int passant)
{
/*...*/
m_board->replace(to, new Queen(m_colour));//replace pawn by queen
}
void Board::replace(Coordinate const &to, Piece* newPiece)
{
delete tile[to.x()][to.y()];
tile[to.x()][to.y()] = newPiece;
}

Yes, it's legal to call delete this from inside a member function. But there's very rarely a good reason to do so (especially if you're writing idiomatic C++ where most memory-management tasks should be delegated to containers, smart pointers, etc.).
And you need to be very careful:
the suicide object must have been allocated dynamically via new (not new[]).
once an object has committed suicide, it is undefined behaviour for it to do anything that relies on its own existence (it can no longer access its own member variables, call its own virtual functions, etc.).

Here's a good sanity check for performing delete this.

Yes, it should work. Even delete this; is allowed.
But the code calling specialMoves() could be in for a nasty surprise.

Q: Can an object destroy itself?
A: Sure. "delete this" is a popular idiom in COM/ActiveX
As far as your algorithm, I'd suggest:
a "board" object has "tiles". Perhaps just a simple 2-D array.
You start out with n "pieces"
Some controller (perhaps a "game" object), moves a "piece" with respect to a "tile".
Each "tile" has a reference to 0 or 1 "pieces"
I'm not sure I see any reason to create or delete anything on a per-move basis.
IMHO...

As long as you don't access member variables or the this pointer after the call to destroy the object, you should be fine. Since it doesn't appear you're doing either of these things, the example should work.

Related

Runtime error on calling a function after deletion of 'this' pointer [duplicate]

Is it allowed to delete this; if the delete-statement is the last statement that will be executed on that instance of the class? Of course I'm sure that the object represented by the this-pointer is newly-created.
I'm thinking about something like this:
void SomeModule::doStuff()
{
// in the controller, "this" object of SomeModule is the "current module"
// now, if I want to switch over to a new Module, eg:
controller->setWorkingModule(new OtherModule());
// since the new "OtherModule" object will take the lead,
// I want to get rid of this "SomeModule" object:
delete this;
}
Can I do this?
The C++ FAQ Lite has a entry specifically for this
https://isocpp.org/wiki/faq/freestore-mgmt#delete-this
I think this quote sums it up nicely
As long as you're careful, it's OK for an object to commit suicide (delete this).
Yes, delete this; has defined results, as long as (as you've noted) you assure the object was allocated dynamically, and (of course) never attempt to use the object after it's destroyed. Over the years, many questions have been asked about what the standard says specifically about delete this;, as opposed to deleting some other pointer. The answer to that is fairly short and simple: it doesn't say much of anything. It just says that delete's operand must be an expression that designates a pointer to an object, or an array of objects. It goes into quite a bit of detail about things like how it figures out what (if any) deallocation function to call to release the memory, but the entire section on delete (§[expr.delete]) doesn't mention delete this; specifically at all. The section on destructors does mention delete this in one place (§[class.dtor]/13):
At the point of definition of a virtual destructor (including an implicit definition (15.8)), the non-array deallocation function is determined as if for the expression delete this appearing in a non-virtual destructor of the destructor’s class (see 8.3.5).
That tends to support the idea that the standard considers delete this; to be valid -- if it was invalid, its type wouldn't be meaningful. That's the only place the standard mentions delete this; at all, as far as I know.
Anyway, some consider delete this a nasty hack, and tell anybody who will listen that it should be avoided. One commonly cited problem is the difficulty of ensuring that objects of the class are only ever allocated dynamically. Others consider it a perfectly reasonable idiom, and use it all the time. Personally, I'm somewhere in the middle: I rarely use it, but don't hesitate to do so when it seems to be the right tool for the job.
The primary time you use this technique is with an object that has a life that's almost entirely its own. One example James Kanze has cited was a billing/tracking system he worked on for a phone company. When you start to make a phone call, something takes note of that and creates a phone_call object. From that point onward, the phone_call object handles the details of the phone call (making a connection when you dial, adding an entry to the database to say when the call started, possibly connect more people if you do a conference call, etc.) When the last people on the call hang up, the phone_call object does its final book-keeping (e.g., adds an entry to the database to say when you hung up, so they can compute how long your call was) and then destroys itself. The lifetime of the phone_call object is based on when the first person starts the call and when the last people leave the call -- from the viewpoint of the rest of the system, it's basically entirely arbitrary, so you can't tie it to any lexical scope in the code, or anything on that order.
For anybody who might care about how dependable this kind of coding can be: if you make a phone call to, from, or through almost any part of Europe, there's a pretty good chance that it's being handled (at least in part) by code that does exactly this.
If it scares you, there's a perfectly legal hack:
void myclass::delete_me()
{
std::unique_ptr<myclass> bye_bye(this);
}
I think delete this is idiomatic C++ though, and I only present this as a curiosity.
There is a case where this construct is actually useful - you can delete the object after throwing an exception that needs member data from the object. The object remains valid until after the throw takes place.
void myclass::throw_error()
{
std::unique_ptr<myclass> bye_bye(this);
throw std::runtime_exception(this->error_msg);
}
Note: if you're using a compiler older than C++11 you can use std::auto_ptr instead of std::unique_ptr, it will do the same thing.
One of the reasons that C++ was designed was to make it easy to reuse code. In general, C++ should be written so that it works whether the class is instantiated on the heap, in an array, or on the stack. "Delete this" is a very bad coding practice because it will only work if a single instance is defined on the heap; and there had better not be another delete statement, which is typically used by most developers to clean up the heap. Doing this also assumes that no maintenance programmer in the future will cure a falsely perceived memory leak by adding a delete statement.
Even if you know in advance that your current plan is to only allocate a single instance on the heap, what if some happy-go-lucky developer comes along in the future and decides to create an instance on the stack? Or, what if he cuts and pastes certain portions of the class to a new class that he intends to use on the stack? When the code reaches "delete this" it will go off and delete it, but then when the object goes out of scope, it will call the destructor. The destructor will then try to delete it again and then you are hosed. In the past, doing something like this would screw up not only the program but the operating system and the computer would need to be rebooted. In any case, this is highly NOT recommended and should almost always be avoided. I would have to be desperate, seriously plastered, or really hate the company I worked for to write code that did this.
It is allowed (just do not use the object after that), but I wouldn't write such code on practice. I think that delete this should appear only in functions that called release or Release and looks like: void release() { ref--; if (ref<1) delete this; }.
Well, in Component Object Model (COM) delete this construction can be a part of Release method that is called whenever you want to release aquisited object:
void IMyInterface::Release()
{
--instanceCount;
if(instanceCount == 0)
delete this;
}
This is the core idiom for reference-counted objects.
Reference-counting is a strong form of deterministic garbage collection- it ensures objects manage their OWN lifetime instead of relying on 'smart' pointers, etc. to do it for them. The underlying object is only ever accessed via "Reference" smart pointers, designed so that the pointers increment and decrement a member integer (the reference count) in the actual object.
When the last reference drops off the stack or is deleted, the reference count will go to zero. Your object's default behavior will then be a call to "delete this" to garbage collect- the libraries I write provide a protected virtual "CountIsZero" call in the base class so that you can override this behavior for things like caching.
The key to making this safe is not allowing users access to the CONSTRUCTOR of the object in question (make it protected), but instead making them call some static member- the FACTORY- like "static Reference CreateT(...)". That way you KNOW for sure that they're always built with ordinary "new" and that no raw pointer is ever available, so "delete this" won't ever blow up.
You can do so. However, you can't assign to this. Thus the reason you state for doing this, "I want to change the view," seems very questionable. The better method, in my opinion, would be for the object that holds the view to replace that view.
Of course, you're using RAII objects and so you don't actually need to call delete at all...right?
This is an old, answered, question, but #Alexandre asked "Why would anyone want to do this?", and I thought that I might provide an example usage that I am considering this afternoon.
Legacy code. Uses naked pointers Obj*obj with a delete obj at the end.
Unfortunately I need sometimes, not often, to keep the object alive longer.
I am considering making it a reference counted smart pointer. But there would be lots of code to change, if I was to use ref_cnt_ptr<Obj> everywhere. And if you mix naked Obj* and ref_cnt_ptr, you can get the object implicitly deleted when the last ref_cnt_ptr goes away, even though there are Obj* still alive.
So I am thinking about creating an explicit_delete_ref_cnt_ptr. I.e. a reference counted pointer where the delete is only done in an explicit delete routine. Using it in the one place where the existing code knows the lifetime of the object, as well as in my new code that keeps the object alive longer.
Incrementing and decrementing the reference count as explicit_delete_ref_cnt_ptr get manipulated.
But NOT freeing when the reference count is seen to be zero in the explicit_delete_ref_cnt_ptr destructor.
Only freeing when the reference count is seen to be zero in an explicit delete-like operation. E.g. in something like:
template<typename T> class explicit_delete_ref_cnt_ptr {
private:
T* ptr;
int rc;
...
public:
void delete_if_rc0() {
if( this->ptr ) {
this->rc--;
if( this->rc == 0 ) {
delete this->ptr;
}
this->ptr = 0;
}
}
};
OK, something like that. It's a bit unusual to have a reference counted pointer type not automatically delete the object pointed to in the rc'ed ptr destructor. But it seems like this might make mixing naked pointers and rc'ed pointers a bit safer.
But so far no need for delete this.
But then it occurred to me: if the object pointed to, the pointee, knows that it is being reference counted, e.g. if the count is inside the object (or in some other table), then the routine delete_if_rc0 could be a method of the pointee object, not the (smart) pointer.
class Pointee {
private:
int rc;
...
public:
void delete_if_rc0() {
this->rc--;
if( this->rc == 0 ) {
delete this;
}
}
}
};
Actually, it doesn't need to be a member method at all, but could be a free function:
map<void*,int> keepalive_map;
template<typename T>
void delete_if_rc0(T*ptr) {
void* tptr = (void*)ptr;
if( keepalive_map[tptr] == 1 ) {
delete ptr;
}
};
(BTW, I know the code is not quite right - it becomes less readable if I add all the details, so I am leaving it like this.)
Delete this is legal as long as object is in heap.
You would need to require object to be heap only.
The only way to do that is to make the destructor protected - this way delete may be called ONLY from class , so you would need a method that would ensure deletion

Does the C++ standard allow/forbid deleting an object while its method is running? [duplicate]

Is it allowed to delete this; if the delete-statement is the last statement that will be executed on that instance of the class? Of course I'm sure that the object represented by the this-pointer is newly-created.
I'm thinking about something like this:
void SomeModule::doStuff()
{
// in the controller, "this" object of SomeModule is the "current module"
// now, if I want to switch over to a new Module, eg:
controller->setWorkingModule(new OtherModule());
// since the new "OtherModule" object will take the lead,
// I want to get rid of this "SomeModule" object:
delete this;
}
Can I do this?
The C++ FAQ Lite has a entry specifically for this
https://isocpp.org/wiki/faq/freestore-mgmt#delete-this
I think this quote sums it up nicely
As long as you're careful, it's OK for an object to commit suicide (delete this).
Yes, delete this; has defined results, as long as (as you've noted) you assure the object was allocated dynamically, and (of course) never attempt to use the object after it's destroyed. Over the years, many questions have been asked about what the standard says specifically about delete this;, as opposed to deleting some other pointer. The answer to that is fairly short and simple: it doesn't say much of anything. It just says that delete's operand must be an expression that designates a pointer to an object, or an array of objects. It goes into quite a bit of detail about things like how it figures out what (if any) deallocation function to call to release the memory, but the entire section on delete (§[expr.delete]) doesn't mention delete this; specifically at all. The section on destructors does mention delete this in one place (§[class.dtor]/13):
At the point of definition of a virtual destructor (including an implicit definition (15.8)), the non-array deallocation function is determined as if for the expression delete this appearing in a non-virtual destructor of the destructor’s class (see 8.3.5).
That tends to support the idea that the standard considers delete this; to be valid -- if it was invalid, its type wouldn't be meaningful. That's the only place the standard mentions delete this; at all, as far as I know.
Anyway, some consider delete this a nasty hack, and tell anybody who will listen that it should be avoided. One commonly cited problem is the difficulty of ensuring that objects of the class are only ever allocated dynamically. Others consider it a perfectly reasonable idiom, and use it all the time. Personally, I'm somewhere in the middle: I rarely use it, but don't hesitate to do so when it seems to be the right tool for the job.
The primary time you use this technique is with an object that has a life that's almost entirely its own. One example James Kanze has cited was a billing/tracking system he worked on for a phone company. When you start to make a phone call, something takes note of that and creates a phone_call object. From that point onward, the phone_call object handles the details of the phone call (making a connection when you dial, adding an entry to the database to say when the call started, possibly connect more people if you do a conference call, etc.) When the last people on the call hang up, the phone_call object does its final book-keeping (e.g., adds an entry to the database to say when you hung up, so they can compute how long your call was) and then destroys itself. The lifetime of the phone_call object is based on when the first person starts the call and when the last people leave the call -- from the viewpoint of the rest of the system, it's basically entirely arbitrary, so you can't tie it to any lexical scope in the code, or anything on that order.
For anybody who might care about how dependable this kind of coding can be: if you make a phone call to, from, or through almost any part of Europe, there's a pretty good chance that it's being handled (at least in part) by code that does exactly this.
If it scares you, there's a perfectly legal hack:
void myclass::delete_me()
{
std::unique_ptr<myclass> bye_bye(this);
}
I think delete this is idiomatic C++ though, and I only present this as a curiosity.
There is a case where this construct is actually useful - you can delete the object after throwing an exception that needs member data from the object. The object remains valid until after the throw takes place.
void myclass::throw_error()
{
std::unique_ptr<myclass> bye_bye(this);
throw std::runtime_exception(this->error_msg);
}
Note: if you're using a compiler older than C++11 you can use std::auto_ptr instead of std::unique_ptr, it will do the same thing.
One of the reasons that C++ was designed was to make it easy to reuse code. In general, C++ should be written so that it works whether the class is instantiated on the heap, in an array, or on the stack. "Delete this" is a very bad coding practice because it will only work if a single instance is defined on the heap; and there had better not be another delete statement, which is typically used by most developers to clean up the heap. Doing this also assumes that no maintenance programmer in the future will cure a falsely perceived memory leak by adding a delete statement.
Even if you know in advance that your current plan is to only allocate a single instance on the heap, what if some happy-go-lucky developer comes along in the future and decides to create an instance on the stack? Or, what if he cuts and pastes certain portions of the class to a new class that he intends to use on the stack? When the code reaches "delete this" it will go off and delete it, but then when the object goes out of scope, it will call the destructor. The destructor will then try to delete it again and then you are hosed. In the past, doing something like this would screw up not only the program but the operating system and the computer would need to be rebooted. In any case, this is highly NOT recommended and should almost always be avoided. I would have to be desperate, seriously plastered, or really hate the company I worked for to write code that did this.
It is allowed (just do not use the object after that), but I wouldn't write such code on practice. I think that delete this should appear only in functions that called release or Release and looks like: void release() { ref--; if (ref<1) delete this; }.
Well, in Component Object Model (COM) delete this construction can be a part of Release method that is called whenever you want to release aquisited object:
void IMyInterface::Release()
{
--instanceCount;
if(instanceCount == 0)
delete this;
}
This is the core idiom for reference-counted objects.
Reference-counting is a strong form of deterministic garbage collection- it ensures objects manage their OWN lifetime instead of relying on 'smart' pointers, etc. to do it for them. The underlying object is only ever accessed via "Reference" smart pointers, designed so that the pointers increment and decrement a member integer (the reference count) in the actual object.
When the last reference drops off the stack or is deleted, the reference count will go to zero. Your object's default behavior will then be a call to "delete this" to garbage collect- the libraries I write provide a protected virtual "CountIsZero" call in the base class so that you can override this behavior for things like caching.
The key to making this safe is not allowing users access to the CONSTRUCTOR of the object in question (make it protected), but instead making them call some static member- the FACTORY- like "static Reference CreateT(...)". That way you KNOW for sure that they're always built with ordinary "new" and that no raw pointer is ever available, so "delete this" won't ever blow up.
You can do so. However, you can't assign to this. Thus the reason you state for doing this, "I want to change the view," seems very questionable. The better method, in my opinion, would be for the object that holds the view to replace that view.
Of course, you're using RAII objects and so you don't actually need to call delete at all...right?
This is an old, answered, question, but #Alexandre asked "Why would anyone want to do this?", and I thought that I might provide an example usage that I am considering this afternoon.
Legacy code. Uses naked pointers Obj*obj with a delete obj at the end.
Unfortunately I need sometimes, not often, to keep the object alive longer.
I am considering making it a reference counted smart pointer. But there would be lots of code to change, if I was to use ref_cnt_ptr<Obj> everywhere. And if you mix naked Obj* and ref_cnt_ptr, you can get the object implicitly deleted when the last ref_cnt_ptr goes away, even though there are Obj* still alive.
So I am thinking about creating an explicit_delete_ref_cnt_ptr. I.e. a reference counted pointer where the delete is only done in an explicit delete routine. Using it in the one place where the existing code knows the lifetime of the object, as well as in my new code that keeps the object alive longer.
Incrementing and decrementing the reference count as explicit_delete_ref_cnt_ptr get manipulated.
But NOT freeing when the reference count is seen to be zero in the explicit_delete_ref_cnt_ptr destructor.
Only freeing when the reference count is seen to be zero in an explicit delete-like operation. E.g. in something like:
template<typename T> class explicit_delete_ref_cnt_ptr {
private:
T* ptr;
int rc;
...
public:
void delete_if_rc0() {
if( this->ptr ) {
this->rc--;
if( this->rc == 0 ) {
delete this->ptr;
}
this->ptr = 0;
}
}
};
OK, something like that. It's a bit unusual to have a reference counted pointer type not automatically delete the object pointed to in the rc'ed ptr destructor. But it seems like this might make mixing naked pointers and rc'ed pointers a bit safer.
But so far no need for delete this.
But then it occurred to me: if the object pointed to, the pointee, knows that it is being reference counted, e.g. if the count is inside the object (or in some other table), then the routine delete_if_rc0 could be a method of the pointee object, not the (smart) pointer.
class Pointee {
private:
int rc;
...
public:
void delete_if_rc0() {
this->rc--;
if( this->rc == 0 ) {
delete this;
}
}
}
};
Actually, it doesn't need to be a member method at all, but could be a free function:
map<void*,int> keepalive_map;
template<typename T>
void delete_if_rc0(T*ptr) {
void* tptr = (void*)ptr;
if( keepalive_map[tptr] == 1 ) {
delete ptr;
}
};
(BTW, I know the code is not quite right - it becomes less readable if I add all the details, so I am leaving it like this.)
Delete this is legal as long as object is in heap.
You would need to require object to be heap only.
The only way to do that is to make the destructor protected - this way delete may be called ONLY from class , so you would need a method that would ensure deletion

delete this & private destructor

I've been thinking about the possible use of delete this in c++, and I've seen one use.
Because you can say delete this only when an object is on heap, I can make the destructor private and stop objects from being created on stack altogether. In the end I can just delete the object on heap by saying delete this in a random public member function that acts as a destructor. My questions:
1) Why would I want to force the object to be made on the heap instead of on the stack?
2) Is there another use of delete this apart from this? (supposing that this is a legitimate use of it :) )
Any scheme that uses delete this is somewhat dangerous, since whoever called the function that does that is left with a dangling pointer. (Of course, that's also the case when you delete an object normally, but in that case, it's clear that the object has been deleted). Nevertheless, there are somewhat legitimate cases for wanting an object to manage its own lifetime.
It could be used to implement a nasty, intrusive reference-counting scheme. You would have functions to "acquire" a reference to the object, preventing it from being deleted, and then "release" it once you've finished, deleting it if noone else has acquired it, along the lines of:
class Nasty {
public:
Nasty() : references(1) {}
void acquire() {
++references;
}
void release() {
if (--references == 0) {
delete this;
}
}
private:
~Nasty() {}
size_t references;
};
// Usage
Nasty * nasty = new Nasty; // 1 reference
nasty->acquire(); // get a second reference
nasty->release(); // back to one
nasty->release(); // deleted
nasty->acquire(); // BOOM!
I would prefer to use std::shared_ptr for this purpose, since it's thread-safe, exception-safe, works for any type without needing any explicit support, and prevents access after deleting.
More usefully, it could be used in an event-driven system, where objects are created, and then manage themselves until they receive an event that tells them that they're no longer needed:
class Worker : EventReceiver {
public:
Worker() {
start_receiving_events(this);
}
virtual void on(WorkEvent) {
do_work();
}
virtual void on(DeleteEvent) {
stop_receiving_events(this);
delete this;
}
private:
~Worker() {}
void do_work();
};
1) Why would I want to force the object to be made on the heap instead of on the stack?
1) Because the object's lifetime is not logically tied to a scope (e.g., function body, etc.). Either because it must manage its own lifespan, or because it is inherently a shared object (and thus, its lifespan must be attached to those of its co-dependent objects). Some people here have pointed out some examples like event handlers, task objects (in a scheduler), and just general objects in a complex object hierarchy.
2) Because you want to control the exact location where code is executed for the allocation / deallocation and construction / destruction. The typical use-case here is that of cross-module code (spread across executables and DLLs (or .so files)). Because of issues of binary compatibility and separate heaps between modules, it is often a requirement that you strictly control in what module these allocation-construction operations happen. And that implies the use of heap-based objects only.
2) Is there another use of delete this apart from this? (supposing that this is a legitimate use of it :) )
Well, your use-case is really just a "how-to" not a "why". Of course, if you are going to use a delete this; statement within a member function, then you must have controls in place to force all creations to occur with new (and in the same translation unit as the delete this; statement occurs). Not doing this would just be very very poor style and dangerous. But that doesn't address the "why" you would use this.
1) As others have pointed out, one legitimate use-case is where you have an object that can determine when its job is over and consequently destroy itself. For example, an event handler deleting itself when the event has been handled, a network communication object that deletes itself once the transaction it was appointed to do is over, or a task object in a scheduler deleting itself when the task is done. However, this leaves a big problem: signaling to the outside world that it no longer exists. That's why many have mentioned the "intrusive reference counting" scheme, which is one way to ensure that the object is only deleted when there are no more references to it. Another solution is to use a global (singleton-like) repository of "valid" objects, in which case any accesses to the object must go through a check in the repository and the object must also add/remove itself from the repository at the same time as it makes the new and delete this; calls (either as part of an overloaded new/delete, or alongside every new/delete calls).
However, there is a much simpler and less intrusive way to achieve the same behavior, albeit less economical. One can use a self-referencing shared_ptr scheme. As so:
class AutonomousObject {
private:
std::shared_ptr<AutonomousObject> m_shared_this;
protected:
AutonomousObject(/* some params */);
public:
virtual ~AutonomousObject() { };
template <typename... Args>
static std::weak_ptr<AutonomousObject> Create(Args&&... args) {
std::shared_ptr<AutonomousObject> result(new AutonomousObject(std::forward<Args>(args)...));
result->m_shared_this = result; // link the self-reference.
return result; // return a weak-pointer.
};
// this is the function called when the life-time should be terminated:
void OnTerminate() {
m_shared_this.reset( NULL ); // do not use reset(), but use reset( NULL ).
};
};
With the above (or some variations upon this crude example, depending on your needs), the object will be alive for as long as it deems necessary and that no-one else is using it. The weak-pointer mechanism serves as the proxy to query for the existence of the object, by possible outside users of the object. This scheme makes the object a bit heavier (has a shared-pointer in it) but it is easier and safer to implement. Of course, you have to make sure that the object eventually deletes itself, but that's a given in this kind of scenario.
2) The second use-case I can think of ties in to the second motivation for restricting an object to be heap-only (see above), however, it applies also for when you don't restrict it as such. If you want to make sure that both the deallocation and the destruction are dispatched to the correct module (the module from which the object was allocated and constructed), you must use a dynamic dispatching method. And for that, the easiest is to just use a virtual function. However, a virtual destructor is not going to cut it because it only dispatches the destruction, not the deallocation. The solution is to use a virtual "destroy" function that calls delete this; on the object in question. Here is a simple scheme to achieve this:
struct CrossModuleDeleter; //forward-declare.
class CrossModuleObject {
private:
virtual void Destroy() /* final */;
public:
CrossModuleObject(/* some params */); //constructor can be public.
virtual ~CrossModuleObject() { }; //destructor can be public.
//.... whatever...
friend struct CrossModuleDeleter;
template <typename... Args>
static std::shared_ptr< CrossModuleObject > Create(Args&&... args);
};
struct CrossModuleDeleter {
void operator()(CrossModuleObject* p) const {
p->Destroy(); // do a virtual dispatch to reach the correct deallocator.
};
};
// In the cpp file:
// Note: This function should not be inlined, so stash it into a cpp file.
void CrossModuleObject::Destroy() {
delete this;
};
template <typename... Args>
std::shared_ptr< CrossModuleObject > CrossModuleObject::Create(Args&&... args) {
return std::shared_ptr< CrossModuleObject >( new CrossModuleObject(std::forward<Args>(args)...), CrossModuleDeleter() );
};
The above kind of scheme works well in practice, and it has the nice advantage that the class can act as a base-class with no additional intrusion by this virtual-destroy mechanism in the derived classes. And, you can also modify it for the purpose of allowing only heap-based objects (as usually, making constructors-destructors private or protected). Without the heap-based restriction, the advantage is that you can still use the object as a local variable or data member (by value) if you want, but, of course, there will be loop-holes left to avoid by whoever uses the class.
As far as I know, these are the only legitimate use-cases I have ever seen anywhere or heard of (and the first one is easily avoidable, as I have shown, and often should be).
The general reason is that the lifetime of the object is determined by some factor internal to the class, at least from an application viewpoint. Hence, it may very well be a private method which calls delete this;.
Obviously, when the object is the only one to know how long it's needed, you can't put it on a random thread stack. It's necessary to create such objects on the heap.
It's generally an exceptionally bad idea. There are a very few cases- for example, COM objects have enforced intrusive reference counting. You'd only ever do this with a very specific situational reason- never for a general-purpose class.
1) Why would I want to force the object to be made on the heap instead of on the stack?
Because its life span isn't determined by the scoping rule.
2) Is there another use of delete this apart from this? (supposing that this is a legitimate use of it :) )
You use delete this when the object is the best placed one to be responsible for its own life span. One of the simplest example I know of is a window in a GUI. The window reacts to events, a subset of which means that the window has to be closed and thus deleted. In the event handler the window does a delete this. (You may delegate the handling to a controller class. But the situation "window forwards event to controller class which decides to delete the window" isn't much different of delete this, the window event handler will be left with the window deleted. You may also need to decouple the close from the delete, but your rationale won't be related to the desirability of delete this).
delete this;
can be useful at times and is usually used for a control class that also controls the lifetime of another object. With intrusive reference counting, the class it is controlling is one that derives from it.
The outcome of using such a class should be to make lifetime handling easier for users or creators of your class. If it doesn't achieve this, it is bad practice.
A legitimate example may be where you need a class to clean up all references to itself before it is destructed. In such a case, you "tell" the class whenever you are storing a reference to it (in your model, presumably) and then on exit, your class goes around nulling out these references or whatever before it calls delete this on itself.
This should all happen "behind the scenes" for users of your class.
"Why would I want to force the object to be made on the heap instead of on the stack?"
Generally when you force that it's not because you want to as such, it's because the class is part of some polymorphic hierarchy, and the only legitimate way to get one is from a factory function that returns an instance of a different derived class according to the parameters you pass it, or according to some configuration that it knows about. Then it's easy to arrange that the factory function creates them with new. There's no way that users of those classes could have them on the stack even if they wanted to, because they don't know in advance the derived type of the object they're using, only the base type.
Once you have objects like that, you know that they're destroyed with delete, and you can consider managing their lifecycle in a way that ultimately ends in delete this. You'd only do this if the object is somehow capable of knowing when it's no longer needed, which usually would be (as Mike says) because it's part of some framework that doesn't manage object lifetime explicitly, but does tell its components that they've been detached/deregistered/whatever[*].
If I remember correctly, James Kanze is your man for this. I may have misremembered, but I think he occasionally mentions that in his designs delete this isn't just used but is common. Such designs avoid shared ownership and external lifecycle management, in favour of networks of entity objects managing their own lifecycles. And where necessary, deregistering themselves from anything that knows about them prior to destroying themselves. So if you have several "tools" in a "toolbelt" then you wouldn't construe that as the toolbelt "owning" references to each of the tools, you think of the tools putting themselves in and out of the belt.
[*] Otherwise you'd have your factory return a unique_ptr or auto_ptr to encourage callers to stuff the object straight into the memory management type of their choice, or you'd return a raw pointer but provide the same encouragement via documentation. All the stuff you're used to seeing.
A good rule of thumb is not to use delete this.
Simply put, the thing that uses new should be responsible enough to use the delete when done with the object. This also avoids the problems with is on the stack/heap.
Once upon a time i was writing some plugin code. I believe i mixed build (debug for plugin, release for main code or maybe the other way around) because one part should be fast. Or maybe another situation happened. Such main is already released built on gcc and plugin is being debugged/tested on VC. When the main code deleted something from the plugin or plugin deleted something a memory issue would occur. It was because they both used different memory pools or malloc implementations. So i had a private dtor and a virtual function called deleteThis().
-edit- Now i may consider overloading the delete operator or using a smart pointer or simply just state never delete a function. It will depend and usually overloading new/delete should never be done unless you really know what your doing (dont do it). I decide to use deleteThis() because i found it easier then the C like way of thing_alloc and thing_free as deleteThis() felt like the more OOP way of doing it

Is it alright to return a reference to a non-pointer member variable as a pointer?

I recently came across some C++ code that looked like this:
class SomeObject
{
private:
// NOT a pointer
BigObject foobar;
public:
BigObject * getFoobar() const
{
return &foobar;
}
};
I asked the programmer why he didn't just make foobar a pointer, and he said that this way he didn't have to worry about allocating/deallocating memory. I asked if he considered using some smart pointer, he said this worked just as well.
Is this bad practice? It seems very hackish.
That's perfectly reasonable, and not "hackish" in any way; although it might be considered better to return a reference to indicate that the object definitely exists. A pointer might be null, and might lead some to think that they should delete it after use.
The object has to exist somewhere, and existing as a member of an object is usually as good as existing anywhere else. Adding an extra level of indirection by dynamically allocating it separately from the object that owns it makes the code less efficient, and adds the burden of making sure it's correctly deallocated.
Of course, the member function can't be const if it returns a non-const reference or pointer to a member. That's another advantage of making it a member: a const qualifier on SomeObject applies to its members too, but doesn't apply to any objects it merely has a pointer to.
The only danger is that the object might be destroyed while someone still has a pointer or reference to it; but that danger is still present however you manage it. Smart pointers can help here, if the object lifetimes are too complex to manage otherwise.
You are returning a pointer to a member variable not a reference. This is bad design.
Your class manages the lifetime of foobar object and by returning a pointer to its members you enable the consumers of your class to keep using the pointer beyond the lifetime of SomeObject object. And also it enables the users to change the state of SomeObject object as they wish.
Instead you should refactor your class to include the operations that would be done on the foobar in SomeObject class as methods.
ps. Consider naming your classes properly. When you define it is a class. When you instantiate, then you have an object of that class.
It's generally considered less than ideal to return pointers to internal data at all; it prevents the class from managing access to its own data. But if you want to do that anyway I see no great problem here; it simplifies the management of memory.
Is this bad practice? It seems very hackish.
It is. If the class goes out of scope before the pointer does, the member variable will no longer exist, yet a pointer to it still exists. Any attempt to dereference that pointer post class destruction will result in undefined behaviour - this could result in a crash, or it could result in hard to find bugs where arbitrary memory is read and treated as a BigObject.
if he considered using some smart pointer
Using smart pointers, specifically std::shared_ptr<T> or the boost version, would technically work here and avoid the potential crash (if you allocate via the shared pointer constructor) - however, it also confuses who owns that pointer - the class, or the caller? Furthermore, I'm not sure you can just add a pointer to an object to a smart pointer.
Both of these two points deal with the technical issue of getting a pointer out of a class, but the real question should be "why?" as in "why are you returning a pointer from a class?" There are cases where this is the only way, but more often than not you don't need to return a pointer. For example, suppose that variable needs to be passed to a C API which takes a pointer to that type. In this case, you would probably be better encapsulating that C call in the class.
As long as the caller knows that the pointer returned from getFoobar() becomes invalid when the SomeObject object destructs, it's fine. Such provisos and caveats are common in older C++ programs and frameworks.
Even current libraries have to do this for historical reasons. e.g. std::string::c_str, which returns a pointer to an internal buffer in the string, which becomes unusable when the string destructs.
Of course, that is difficult to ensure in a large or complex program. In modern C++ the preferred approach is to give everything simple "value semantics" as far as possible, so that every object's life time is controlled by the code that uses it in a trivial way. So there are no naked pointers, no explicit new or delete calls scattered around your code, etc., and so no need to require programmers to manually ensure they are following the rules.
(And then you can resort to smart pointers in cases where you are totally unable to avoid shared responsibility for object lifetimes.)
Two unrelated issues here:
1) How would you like your instance of SomeObject to manage the instance of BigObject that it needs? If each instance of SomeObject needs its own BigObject, then a BigObject data member is totally reasonable. There are situations where you'd want to do something different, but unless that situation arises stick with the simple solution.
2) Do you want to give users of SomeObject direct access to its BigObject? By default the answer here would be "no", on the basis of good encapsulation. But if you do want to, then that doesn't change the assessment of (1). Also if you do want to, you don't necessarily need to do so via a pointer -- it could be via a reference or even a public data member.
A third possible issue might arise that does change the assessment of (1):
3) Do you want to give users of SomeObject direct access to an instance of BigObject that they continue using beyond the lifetime of the instance of SomeObject that they got it from? If so then of course a data member is no good. The proper solution might be shared_ptr, or for SomeObject::getFooBar to be a factory that returns a different BigObject each time it's called.
In summary:
Other than the fact it doesn't compile (getFooBar() needs to return const BigObject*), there is no reason so far to suppose that this code is wrong. Other issues could arise that make it wrong.
It might be better style to return const & rather than const *. Which you return has no bearing on whether foobar should be a BigObject data member.
There is certainly no "just" about making foobar a pointer or a smart pointer -- either one would necessitate extra code to create an instance of BigObject to point to.

How do I allocate memory within this function?

I have the following function and a hierarchy of classes such that Multinumber is inherited by Pairs, Rational, and Complex. All of these share functions which are virtual in Multinumber. My problem is the following code. The way it is written right now, the newElement variable goes out of scope when it is added to my setArray which is of type Multinumber**, and I need to figure out some way to allocate memory within this function. Oddly, paramters that are passed into the function, even when printed on the first line, are always empty when I do a cout<<newElement->tostring(); Can anyone tell me what is wrong here?
bool Set::addElement(Multinumber* newElement)
{
bool success = false;
if(isFull())
{
resize();
}
if(!isMember(newElement))
{
setArray[numElements] = newElement;
numElements++;
success = true;
}
return success;
}
EDIT: Yes the poster is correct, this is a homework assignment
To avoid memory troubles replace Multinumber** setArray with std::vector<boost::shared_ptr<Multinumber>> setArray.
In the real world (I understand from your previous question that this is for homework), you wouldn't implement your own set. The standard library provides this functionality (std::set if you want to keep the elements in order; std::unordered_set if you're using C++0x and/or have the appropriate extensions, and prioritize speed over the additional functionality).
You should probably also look into some smart-pointer classes.
That said:
In your code, newElement isn't going out of scope. What happens is that you've been given a pointer to the calling code's data, and the calling code is then letting the pointed-at thing go out of scope.
As I responded to your previous question, you need to use the "virtual clone idiom" to make the copy.
Basically, you want to call new with whatever the type is of the passed-in, pointed-at thing, in such a way that a copy is made. To ensure "that a copy is made", the natural thing to do would be to use the copy constructor with new, that is new whatever(my_existing_whatever_instance). But in C++, constructors cannot be virtual, so we can't actually put the desired type into a new call. Instead, we have to fake it with a member function. Since member functions can be virtual, the correct version clone is looked up in the actual pointed-at thing, which is implemented to call new using its own type, and calling its own copy constructor. The link provides details.
If you need it to grow, make it of type vector<Multinumber*> and use setArray.push_back(newElement).
You need to make sure that the caller keeps the element alive as long as the vector is alive. If not, perhaps add a virtual Clone method to Multinumber that returns a copy (and subclasses implement it). Then, push_back(newElement->Clone()).