Overloading operator [] for both read and write - c++

I'm having a trouble overloading operator [] for both read and write in my objects. This is a large code with different components and I'm not going to put all the details here since it wont help. In a nutshell what I have is the following
class MyObject(){
inline SetterProxy& operator[](int i) {
SetterProxy a(i);
return a;
}
inline double operator[](int i) const{
return some_value;
}
}
The first overloaded [] works fine for assigning values (if you are wondering what the SetterProxy is, I have to use Proxy classes to be able to do some checking and internal function calls before assigning values). However, the second one which should supposedly be called when reading does not work and the code crashes. I'm not sure what is happening here but when I comment out the first one it just works fine! Could it be that compiler somehow confuses the two since they are both inline?
Any thought would be appreciated.
EDIT:
Ok here is the SetterProxy itself:
class SetterProxy{
private:
Vec v;
int i;
double *ptr_val;
public:
inline SetterProxy(Vec v_, int i_) {
v = v_;
i = i_;
VecGetArray(v,&ptr_val);
}
inline ~SetterProxy(){
VecRestoreArray(v,&ptr_val);
}
inline void operator=(double rhs ){
ptr_val[i] = rhs;
}
};
Although I dont think its coming directly from that. Also initially I had it to return by value and I though changing it to reference would be more efficient. I think this should be safe since the assignment is done in the Proxy operator=() class and after that the proxy class goes out of scope. Either way, that does not save my problem!

You're returning a reference to a local variable - it goes out of scope when the operator returns, leaving your reference dangling. A good compiler should warn you about this if you turn the warning setting up to a reasonable level.

As noted in #Stuart Golodetz's answer, you are returning a reference to SetterProxy referring to a, which is local to your method and thus goes out of scope when it returns.
You should instead return a SetterProxy instance by value: that shouldn't be a big deal, SetterProxy will probably just hold the index and a reference to the "parent" object, so the compiler-generated copy constructor for it will be fine and the copy won't be costly at all.
By the way, unless you want to allow negative indexes, the usual idiom is to use size_t for indexes in arrays.

Related

Is it necessary to overload operator in this specific case

#include <iostream>
class Complex
{
double *arr;
int n;
public:
Complex() :n(0), arr(nullptr) {};
Complex(const Complex &a)
{
if (this != a)
{
this->~Complex();
copy(a);
}
}
void copy(const Complex &a)
{
n = a.n;
arr = new double[n];
std::copy(a.arr, a.arr + n, arr);
}
~Complex()
{
delete[] arr;
n = 0;
}
};
int main()
{
getchar();
getchar();
}
This is the code i have, as you can see, all i did so far is that i created class Complex and i created default constructor and i wanted to create copy constructor, which shouldn't be complicated, but when i tried to compile this, compiler says "no operator '!=' matches these operands" , now, i know that this is a pointer to the ongoing object, and a is my argument that is sent to function by reference, so i am wondering, do i need to treat this argument inside of a function as a regular variable even though it is sent as a reference? Could that be the problem? Or is it something else? Any help appreciated!
The line
if (this != a)
is a syntactic error since type of this is a pointer while a is a reference to an object. A syntactially correct form would be:
if (this != &a)
However, that is totally unnecessary in a copy constructor. In the copy constructor, you are creating a new object from another object. this != &a will always be true.
Secondly, don't use
this->~Complex();
in the function. You have not yet constructed the object. What sense does it make to call the destructor on it? Also, once you have called the destructor, the object is dead. Using the object after that is cause for undefined behavior.
Simlify your function to:
Complex(const Complex &a)
{
copy(a);
}
A constructor's job is to initialize an object under creation. There is no pre-existing object there yet, so doing the check this != &a is pointless (I fixed it to compare addresses, as you probably meant). The only way that condition will ever be false is if someone writes this Machiavellian piece of code
Complex a(a);
It's technically allowed but any compiler worth its salt will flag it with a nice shiny warning that this line needs to be fixed.
Now, because there is no object there yet (it is being created), calling its destructor makes your program have undefined behavior. It means you can't predict what will happen according to the C++ specification, which puts you on very shaky ground.
A straight forward constructor will do the job just fine:
Complex(const Complex &a) : n(a.n), arr(new double[a.n])
{
std::copy(a.arr, a.arr + n, arr);
}
Protect against Murphy, not Machiavelli. Defensive programming is good to stop someone from accidentally braking your code. But you can't stop someone intent on it, so don't write overly complex checks to try.
No, in if (this != a) you have this that is a pointer and a that is a reference.
Do: if (this != &a)

C++: STL troubles with const class members

It is an open ended question.
Effective C++. Item 3. Use const whenever possible. Really?
I would like to make anything which doesn't change during the objects lifetime const. But const comes with it own troubles. If a class has any const member, the compiler generated assignment operator is disabled. Without an assignment operator a class won't work with STL. If you want to provide your own assignment operator, const_cast is required. That means more hustle and more room for error. How often you use const class members?
EDIT: As a rule, I strive for const correctness because I do a lot of multithreading. I rarely need to implemented copy control for my classes and never code delete (unless it is absolutely necessary). I feel that the current state of affairs with const contradicts my coding style. Const forces me to implement assignment operator even though I don't need one. Even without const_cast assignment is a hassle. You need to make sure that all const members compare equal and then manually copy all non-const member.
Code. Hope it will clarify what I mean. The class you see below won't work with STL. You need to implement an assignment for it, even though you don't need one.
class Multiply {
public:
Multiply(double coef) : coef_(coef) {}
double operator()(double x) const {
return coef_*x;
}
private:
const double coef_;
};
You said yourself that you make const "anything which doesn't change during the objects lifetime". Yet you complain about the implicitly declared assignment operator getting disabled. But implicitly declared assignment operator does change the contents of the member in question! It is perfectly logical (according to your own logic) that it is getting disabled. Either that, or you shouldn't be declaring that member const.
Also, providing you own assignment operator does not require a const_cast. Why? Are you trying to assign to the member you declared const inside your assignment operator? If so, why did you declare it const then?
In other words, provide a more meaningful description of the problems you are running into. The one you provided so far is self-contradictory in the most obvious manner.
As AndreyT pointed out, under these circumstances assignment (mostly) doesn't make a lot of sense. The problem is that vector (for one example) is kind of an exception to that rule.
Logically, you copy an object into the vector, and sometime later you get back another copy of the original object. From a purely logical viewpoint, there's no assignment involved. The problem is that vector requires that the object be assignable anyway (actually, all C++ containers do). It's basically making an implementation detail (that somewhere in its code, it might assign the objects instead of copying them) part of the interface.
There is no simple cure for this. Even defining your own assignment operator and using const_cast doesn't really fix the problem. It's perfectly safe to use const_cast when you get a const pointer or reference to an object that you know isn't actually defined to be const. In this case, however, the variable itself is defined to be const -- attempting to cast away the constness and assign to it gives undefined behavior. In reality, it'll almost always work anyway (as long as it's not static const with an initializer that's known at compile time), but there's no guarantee of it.
C++ 11 and newer add a few new twists to this situation. In particular, objects no longer need to be assignable to be stored in a vector (or other collections). It's sufficient that they be movable. That doesn't help in this particular case (it's no easier to move a const object than it is to assign it) but does make life substantially easier in some other cases (i.e., there are certainly types that are movable but not assignable/copyable).
In this case, you could use a move rather than a copy by adding a level of indirection. If your create an "outer" and an "inner" object, with the const member in the inner object, and the outer object just containing a pointer to the inner:
struct outer {
struct inner {
const double coeff;
};
inner *i;
};
...then when we create an instance of outer, we define an inner object to hold the const data. When we need to do an assignment, we do a typical move assignment: copy the pointer from the old object to the new one, and (probably) set the pointer in the old object to a nullptr, so when it's destroyed, it won't try to destroy the inner object.
If you wanted to badly enough, you could use (sort of) the same technique in older versions of C++. You'd still use the outer/inner classes, but each assignment would allocate a whole new inner object, or you'd use something like a shared_ptr to let the outer instances share access to a single inner object, and clean it up when the last outer object is destroyed.
It doesn't make any real difference, but at least for the assignment used in managing a vector, you'd only have two references to an inner while the vector was resizing itself (resizing is why a vector requires assignable to start with).
I very rarely use them - the hassle is too great. Of course I always strive for const correctness when it comes to member functions, parameters or return types.
Errors at compile time are painful, but errors at runtime are deadly. Constructions using const might be a hassle to code, but it might help you find bugs before you implement them. I use consts whenever possible.
I try my best to follow the advice of using const whenever possible, however I agree that when it comes to class members, const is a big hassle.
I have found that I am very careful with const-correctness when it comes to parameters, but not as much with class members. Indeed, when I make class members const and it results in an error (due to using STL containers), the first thing I do is remove the const.
I'm wondering about your case... Everything below is but supposition because you did not provide the example code describing your problem, so...
The cause
I guess you have something like:
struct MyValue
{
int i ;
const int k ;
} ;
IIRC, the default assignment operator will do a member-by-member assignment, which is akin to :
MyValue & operator = (const MyValue & rhs)
{
this->i = rhs.i ;
this->k = rhs.k ; // THIS WON'T WORK BECAUSE K IS CONST
return *this ;
} ;
Thus, this won't get generated.
So, your problem is that without this assignment operator, the STL containers won't accept your object.
As far I as see it:
The compiler is right to not generate this operator =
You should provide your own, because only you know exactly what you want
You solution
I'm afraid to understand what do you mean by const_cast.
My own solution to your problem would be to write the following user defined operator :
MyValue & operator = (const MyValue & rhs)
{
this->i = rhs.i ;
// DON'T COPY K. K IS CONST, SO IT SHOULD NO BE MODIFIED.
return *this ;
} ;
This way, if you'll have:
MyValue a = { 1, 2 }, b = {10, 20} ;
a = b ; // a is now { 10, 2 }
As far as I see it, it is coherent. But I guess, reading the const_cast solution, that you want to have something more like:
MyValue a = { 1, 2 }, b = {10, 20} ;
a = b ; // a is now { 10, 20 } : K WAS COPIED
Which means the following code for operator =:
MyValue & operator = (const MyValue & rhs)
{
this->i = rhs.i ;
const_cast<int &>(this->k) = rhs.k ;
return *this ;
} ;
But, then, you wrote in your question:
I would like to make anything which doesn't change during the objects lifetime const
With what I supposed is your own const_cast solution, k changed during the object lifetime, which means that you contradict yourself because you need a member variable that doesn't change during the object lifetime unless you want it to change!
The solution
Accept the fact your member variable will change during the lifetime of its owner object, and remove the const.
you can store shared_ptr to your const objects in STL containers if you'd like to retain const members.
#include <iostream>
#include <boost/foreach.hpp>
#include <boost/make_shared.hpp>
#include <boost/shared_ptr.hpp>
#include <boost/utility.hpp>
#include <vector>
class Fruit : boost::noncopyable
{
public:
Fruit(
const std::string& name
) :
_name( name )
{
}
void eat() const { std::cout << "eating " << _name << std::endl; }
private:
const std::string _name;
};
int
main()
{
typedef boost::shared_ptr<const Fruit> FruitPtr;
typedef std::vector<FruitPtr> FruitVector;
FruitVector fruits;
fruits.push_back( boost::make_shared<Fruit>("apple") );
fruits.push_back( boost::make_shared<Fruit>("banana") );
fruits.push_back( boost::make_shared<Fruit>("orange") );
fruits.push_back( boost::make_shared<Fruit>("pear") );
BOOST_FOREACH( const FruitPtr& fruit, fruits ) {
fruit->eat();
}
return 0;
}
though, as others have pointed out it's somewhat of a hassle and often easier in my opinion to remove the const qualified members if you desire the compiler generated copy constructor.
I only use const on reference or pointer class members. I use it to indicate that the target of the reference or pointer should not be changed. Using it on other kinds of class members is a big hassle as you found out.
The best places to use const is in function parameters, pointers and references of all kinds, constant integers and temporary convenience values.
An example of a temporary convenience variable would be:
char buf[256];
char * const buf_end = buf + sizeof(buf);
fill_buf(buf, buf_end);
const size_t len = strlen(buf);
That buf_end pointer should never point anywhere else so making it const is a good idea. The same idea with len. If the string inside buf never changes in the rest of the function then its len should not change either. If I could, I would even change buf to const after calling fill_buf, but C/C++ does not let you do that.
The point is that the poster wants const protection within his implementation but still wants the object assignable. The language does not support such semantics conveniently as constness of the member resides at the same logical level and is tightly coupled with assignability.
However, the pImpl idiom with a reference counted implementation or smart pointer will do exactly what the poster wants as assignability is then moved out of the implementation and up a level to the higher level object. The implementation object is only constructed/destructed whence assignment is never needed at the lower level.
I think your statement
If a class has const any member, the
compiler generated assignment operator
is disabled.
Might be incorrect. I have classes that have const method
bool is_error(void) const;
....
virtual std::string info(void) const;
....
that are also used with STLs. So perhaps your observation is compiler dependent or only applicable to the member variables?
I would only use const member iff the class itself is non-copyable. I have many classes that I declare with boost::noncopyable
class Foo : public boost::noncopyable {
const int x;
const int y;
}
However if you want to be very sneaky and cause yourself lots of potential
problems you can effect a copy construct without an assignment but you have to
be a bit careful.
#include <new>
#include <iostream>
struct Foo {
Foo(int x):x(x){}
const int x;
friend std::ostream & operator << (std::ostream & os, Foo const & f ){
os << f.x;
return os;
}
};
int main(int, char * a[]){
Foo foo(1);
Foo bar(2);
std::cout << foo << std::endl;
std::cout << bar<< std::endl;
new(&bar)Foo(foo);
std::cout << foo << std::endl;
std::cout << bar << std::endl;
}
outputs
1
2
1
1
foo has been copied to bar using the placement new operator.
It isn't too hard. You shouldn't have any trouble making your own assignment operator. The const bits don't need to be assigned (as they're const).
Update
There is some misunderstanding about what const means. It means that it will not change, ever.
If an assignment is supposed to change it, then it isn't const.
If you just want to prevent others changing it, make it private and don't provide an update method.
End Update
class CTheta
{
public:
CTheta(int nVal)
: m_nVal(nVal), m_pi(3.142)
{
}
double GetPi() const { return m_pi; }
int GetVal() const { return m_nVal; }
CTheta &operator =(const CTheta &x)
{
if (this != &x)
{
m_nVal = x.GetVal();
}
return *this;
}
private:
int m_nVal;
const double m_pi;
};
bool operator < (const CTheta &lhs, const CTheta &rhs)
{
return lhs.GetVal() < rhs.GetVal();
}
int main()
{
std::vector<CTheta> v;
const size_t nMax(12);
for (size_t i=0; i<nMax; i++)
{
v.push_back(CTheta(::rand()));
}
std::sort(v.begin(), v.end());
std::vector<CTheta>::const_iterator itr;
for (itr=v.begin(); itr!=v.end(); ++itr)
{
std::cout << itr->GetVal() << " " << itr->GetPi() << std::endl;
}
return 0;
}
Philosophically speaking, it looks as safety-performance tradeoff. Const used for safety. As I understand, containers use assignment to reuse memory, i.e. for sake of performance. They would may use explicit destruction and placement new instead (and logicaly it is more correct), but assignment has a chance to be more efficient. I suppose, it is logically redundant requirement "to be assignable" (copy constructable is enough), but stl containers want to be faster and simpler.
Of course, it is possible to implement assignment as explicit destruction+placement new to avoid const_cast hack
Rather than declaring the data-member const, you can make the public surface of the class const, apart from the implicitly defined parts that make it (semi)regular.
class Multiply {
public:
Multiply(double coef) : coef(coef) {}
double operator()(double x) const {
return coef*x;
}
private:
double coef;
};
You basically never want to put a const member variable in a class. (Ditto with using references as members of a class.)
Constness is really intended for your program's control flow -- to prevent mutating objects at the wrong times in your code. So don't declare const member variables in your class's definition, rather make it all or nothing when you declare instances of the class.

Returning references from a C++ methods

Dear friends, i'm concerned if i'm making a bad use of references in C++
In the following method GCC complains warning "reference to local variable β€˜me’ returned"
MatrizEsparsa& MatrizEsparsa::operator+(MatrizEsparsa& outra){
MatrizEsparsa me(outra.linhas(),outra.colunas());
return me;
}
But, with the following changes the warning disappears:
MatrizEsparsa& MatrizEsparsa::operator+(MatrizEsparsa& outra){
MatrizEsparsa me(outra.linhas(),outra.colunas());
MatrizEsparsa &ref = me;
return ref;
}
Is the former method ( returning the 'ref' variable ) correct\acceptable ?
No. ref still refers to me which will be destroyed at the end of the call.
You should return a copy of your result (not prefixed by &).
MatrizEsparsa MatrizEsparsa::operator+(const MatrizEsparsa& outra) const {
return MatrizEsparsa(outra.linhas(),outra.colunas());
}
I also added two const specifiers (to the parameter and to the method) since I doubt outra or the calling instance need to be modified in this case. (I could be wrong, but then your operator+ would have a weird semantic)
By doing what you did, you just made the code more complex. The compiler probably was confused and couldn't warn you about your possible mistake.
Usually, when you have to use clever tricks to do simple things, it means something is wrong.
I think you're mistaking your operators.
There are 2:
struct Foo
{
Foo& operator+=(Foo const&);
Foo operator+(Foo const&) const;
};
As you notice, the first returns a reference to itself, the second does not.
Also, in general, the second should be written as a free function.
Foo operator+(Foo const&, Foo const&);
This can be automated, because it's cumbersome, using Boost.Operators:
struct Foo: boost::addable<Foo>
{
Foo& operator+=(Foo const& rhs)
{
// add
return *this;
}
};
The little boost::addable magic will automatically generate the + implementation based on Foo::operator+=.
It is not acceptable. It is actually the same problem: returning a non-const reference to an local object that will be destroyed after returning the method.
No, you must return a value here, ideally a const value. See Effective C++, Item 21.
I suggest the following interface:
const MatrizEsparsa operator+(const MatrizEsparsa& left, const MatrizEsparsa& right);
Note that everything is either a const reference or a const value. Returning a const value is not as important as returning a value or declaring the parameters as const references, but the arguments of Scott Meyers have convinced me, although no one follows them.
You can't return the reference since the object you are referencing will get destroyed outside of your control. Either put "me" as a member variable of MatrizEsparsa so that it will persist after execution of the function else return a pointer, or a boost smart_ptr, that points to the object.
Seeing as this is a + operator though, you probably want to return a value rather than a reference to a variable internal to the function.

Using a class with const data members in a vector

Given a class like this:
class Foo
{
const int a;
};
Is it possible to put that class in a vector? When I try, my compiler tells me it can't use the default assignment operator. I try to write my own, but googling around tells me that it's impossible to write an assignment operator for a class with const data members. One post I found said that "if you made [the data member] const that means you don't want assignment to happen in the first place." This makes sense. I've written a class with const data members, and I never intended on using assignment on it, but apparently I need assignment to put it in a vector. Is there a way around this that still preserves const-correctness?
I've written a class with const data members, and I never intended on using assignment on it, but apparently I need assignment to put it in a vector. Is there a way around this that still preserves const-correctness?
You have to ask whether the following constraint still holds
a = b;
/* a is now equivalent to b */
If this constraint is not true for a and b being of type Foo (you have to define the semantics of what "equivalent" means!), then you just cannot put Foo into a Standard container. For example, auto_ptr cannot be put into Standard containers because it violates that requirement.
If you can say about your type that it satisfies this constraint (for example if the const member does not in any way participate to the value of your object, but then consider making it a static data member anyway), then you can write your own assignment operator
class Foo
{
const int a;
public:
Foo &operator=(Foo const& f) {
/* don't assign to "a" */
return *this;
}
};
But think twice!. To me, it looks like that your type does not satisfy the constraint!
Use a vector of pointers std::vector<Foo *>. If you want to avoid the hassle of cleaning up after yourself, use boost::ptr_vector.
Edit: My initial stab during my coffee break, static const int a; won't work for the use case the OP has in mind, which the initial comments confirm, so I'm rewriting and expanding my answer.
Most of the time, when I want to make an element of a class constant, it's a constant whose value is constant for all time and across all instances of the class. In that case, I use a static const variable:
class Foo
{
public:
static const int a;
};
Those don't need to be copied among instances, so if it applied, that would fix your assignment problem. Unfortunately, the OP has indicated that this won't work for the case the OP has in mind.
If you want to create a read-only value that clients can't modify, you can make it a private member variable and only expose it via a const getter method, as another post on this thread indicates:
class Foo
{
public:
int get_a() const { return a; }
private:
int a;
};
The difference between this and
class Foo
{
public:
const int a;
};
is:
The const int gives you assurance that not even the implementation of the class will be able to muck with the value of a during the lifetime of the object. This means that assignment rightfully won't work, since that would be trying to modify the value of a after the object's been created. (This is why, btw, writing a custom operator=() that skips the copy of a is probably a bad idea design-wise.)
The access is different – you have to go through a getter rather than accessing the member directly.
In practice, when choosing between the two, I use read-only members. Doing so probably means you'll be able to replace the value of an object with the value of another object without violating semantics at all. Let's see how it would work in your case.
Consider your Grid object, with a width and height. When you initially create the vector, and let's say you reserve some initial space using vector::reserve(), your vector will be populated with initial default-initialized (i.e. empty) Grids. When you go to assign to a particular position in the vector, or push a Grid onto the end of the vector, you replace the value of the object at that position with a Grid that has actual stuff. But you may be OK with this! If the reason you wanted width and height to be constant is really to ensure consistency between width and height and the rest of the contents of your Grid object, and you've verified that it doesn't matter whether width and height are replaced before or after other elements of Grid are replaced, then this assignment should be safe because by the end of the assignment, the entire contents of the instance will have been replaced and you'll be back in a consistent state. (If the lack of atomicity of the default assignment was a problem, you could probably get around this by implementing your own assignment operator which used a copy constructor and a swap() operation.)
In summary, what you gain by using read-only getters is the ability to use the objects in a vector or any container with value semantics. However, it then falls to you to ensure that none of Grid's internal operations (or the operations of friends of Grid) violate this consistency, because the compiler won't be locking down the width and height for you. This goes for default construction, copy construction, and assignment as well.
I'm considering making the data member non-const, but private and only accessible by a get function, like this:
class Foo
{
private:
int a;
public:
int getA() const {return a;}
};
Is this 'as good' as const? Does it have any disadvantages?
As of c++20, using const member variables are legal without restrictions that had made it virtually unusable in containers. You still have to define a copy assignment member function because it continues to be automatically deleted when a const object exists in the class. However, changes to "basic.life" now allow changing const sub-objects and c++ provides rather convenient functions for doing this. Here's a description of why the change was made:
The following code shows how to define a copy assignment member function which is useable in any class containing const member objects and uses the new functions std::destroy_at and std::construct_at to fulfil the requirement so the new "basic.life" rules. The code demonstrates assignment of vectors as well as sorting vectors with const elements.
Compiler explorer using MSVC, GCC, CLANG https://godbolt.org/z/McfcaMWqj
#include <memory>
#include <vector>
#include <iostream>
#include <algorithm>
class Foo
{
public:
const int a;
Foo& operator=(const Foo& arg) {
if (this != &arg)
{
std::destroy_at(this);
std::construct_at(this, arg);
}
return *this;
}
};
int main()
{
std::vector<Foo> v;
v.push_back({ 2 });
v.push_back({ 1 });
v.insert(v.begin() + 1, Foo{ 0 });
std::vector<Foo> v2;
v2 = v;
std::sort(v2.begin(), v2.end(), [](auto p1, auto p2) {return p1.a < p2.a; });
for (auto& x : v2)
std::cout << x.a << '\n';
}

C++ Return by reference

Say, i have a function which returns a reference and i want to make sure that the caller only gets it as a reference and should not receive it as a copy.
Is this possible in C++?
In order to be more clear. I have a class like this.
class A
{
private:
std::vector<int> m_value;
A(A& a){ m_value = a.m_value; }
public:
A() {}
std::vector<int>& get_value() { return m_value; }
};
int main()
{
A a;
std::vector<int> x = a.get_value();
x.push_back(-1);
std::vector<int>& y = a.get_value();
std::cout << y.size();
return 0;
}
Thanks,
Gokul.
You can do what you want for your own classes by making the class non copyable.
You can make an class non copyable by putting the copy constructor and operator= as private or protected members.
class C
{
private:
C(const C& other);
const C& operator=(const C&);
};
There is a good example of making a NonCopyable class here that you can derive from for your own types.
If you are using boost you can also use boost::noncopyable.
Alt solution:
Another solution is to have a void return type and make the caller pass their variable by reference. That way no copy will be made as you're getting a reference to the caller's object.
If your function returns a reference to an object that shouldn't have been copied, then your function already has done what it could do to prevent copying. If someone else calls your function and copies the return value, then either
it's an error the caller made, because the object should never be copied (in which case the return type probably shouldn't have been copyable in the first place), or
it's irrelevant for the caller because the function is only called once in a week (in which case you must not try to cripple your callers' code), or
it's a pretty dumb oversight on the side of the caller (in which case the error will be found by profiling).
For #1, either you return have your own type or you can wrap whatever your return in your own type. Note that the only difference between #2 and #3 is the relevance - and if it's relevant, profiling will find it.
IMO you should not cripple your code by returning a pointer when what you need is a reference. Experienced programmers, seeing the pointer, will immediately ask whether they need to check for a NULL return value, whether the object is allocated dynamically and, if so, who is responsible for cleaning it up.
You should also not blindly forbid copying of whatever you return, if you cannot eliminate the possibility that copying is needed.
In the end it's the old motto, which C++ inherited from C: Trust your users to know what they are doing.
It "depends". Yes, you can hide the copy-constructor (and assignment operator), and your object becomes noncopyable:
struct foo
{
private:
foo(const foo&); // dont define
foo& operator=(const foo&); // dont define
}:
But if you're wondering about one specific function (i.e., normally copyable, but not for this function), no. In fact, what can you do about the caller anyway?
const foo& f = get_foo(); // okay, by reference, but...
foo f2 = foo(foo(foo(foo(foo(foo(f)))))); // :[
If your caller wants to do something, there isn't much you can do to stop it.
In C++11, you can prevent the copy constructor from being called by deleting it:
class A{
public:
A(const A&) = delete;
}
Are you trying to prevent a common typo that causes large objects to accidentally be copied? If so, you could return by pointer instead. Leaving off an & is pretty easy, but it takes a little bit of effort to copy an object from a pointer. OTOH, the resulting code will be uglier, so it's up to you whether it's worth it.