Allocation of memory ( C++ ) Compile-time/Run-time? - c++

I am not sure how appropriate is this question, but -
I am curious about how the compiler sets memory aside for an object (allocation of memory) even before it is constructed (before even the constructor is called!).
How does it happen for primitive datatypes?
This sounds a bit naive, but what exactly is it ?
Is it entirely a run time process, or does it (the compiler) have any plans like to do this, to do that, during run-time, which it decides before hand during the compile- time. I have no idea at all!
An object, be it a primitive type, a pointer, or a instance of a big class, occupies a certain known amount of memory. That memory must somehow be set aside for the object. In some circumstances, that set-aside memory is initialized. That initialization is what constructors do. They do not set aside (or allocate) the memory needed to store the object. That step is performed before the constructor is called.
In other words, when does the memory allocation for literally ANY kind of variable happen, in terms of time, at which point? At which step in compilation (or run-time)?

Memory allocation always happens at run time. Memory reservation, for objects that reside on the stack, or for static variables, happens at compile time (or at run time for C99 VLAs).
Memory for an object's members is always in place before the constructor runs. It is the job of the compiler and its runtime support to ensure that is so.

Allocation objects created with new or new[] or some variant is done at runtime, by accessing the freestore and finding enough space to place the new object, prior to the constructor running.
Allocation for local objects within a function are done at runtime. However, this is usually accomplished by moving a stack pointer the correct size of bytes, and the space between the previous value and the new value is now reserved for the object. The constructors are run after the space is run.
Allocation for global and static objects are done at compile time by the compiler, and their constructors are run when the translation unit they are defined in is loaded (usually before main() begins executing).
Allocation for objects contained directly (not via pointer) within another object is done as part of the allocation for that object.

There's (loosely speaking) three typical scenarios: allocation on the stack, allocation from heap, and static allocation.
The first is what happens whenever you declare a local variable within a function:
void foo ( )
{
int bar = 42;
}
Here, the memory for bar is allocated on the stack. It is allocated at the time foo is called.
The second scenario happens when you create a class instance with the new operator:
void foo ( )
{
MyClass* bar = new MyClass( );
}
Here, the memory for i is allocated on the heap. This again happens at runtime, and occurs as the new operator executes. It works essentially in the same manner a C's malloc, if you're more familiar with that.
Finally, there's static allocation.
void foo ( )
{
static int bar = 42;
}
Here, the compiler knows ahead of time that memory will be needed for bar, and so it inserts into the executable an instruction telling the executable loader to reserve space, or literally makes a space in the executable for the variable to reside in. The memory for bar is therefore typically still allocated at runtime, as the executable loads.

Related

C++ Constructors Runtime/Compile Time

As I know we can create objects in runtime or in compile-time. For example
SomeType object1;
SomeType *object2 = new SomeType;
So I think that in the code here;
int main(){
cout << "lalalal";
SomeType object1;
}
A constructor should be called for object1 and then lalalal should appear at screen. Because compiler is allocating the memory before the program starts. So at what point I'm wrong?
As I know we can create objects in runtime or in compile-time.
Not really. In your code example, the first object is created with automatic storage duration (often described as "on the stack"), and the second with allocated dynamic storage duration (often described as "on the heap"). But these both happen at runtime.
A constructor should be called for object1 and then lalalal should appear at screen.
Statements in functions are executed from top-to-bottom (not including loops, obviously). So the object is created second.*
Because compiler is allocating the memory before the program starts.
Yes, it's possible that the memory is allocated ahead of time. But as far as observable effects are concerned, that's irrelevant.
* However, as you haven't included a newline character in your string, what you may be seeing is the effect of line-buffering; on many systems, output isn't displayed until newline characters are received, or until the program terminates.
First, there are two separate concepts in C++: storage duration,
and object lifetime. And while the storage duration cannot be
shorter than the object lifetime, the reverse is not necessarily
true. And second, both are runtime concepts, not compile time.
In this case, however, there is no real difference. Both the
storage duration and the lifetime of the object object1 start
when the definition is executed, and end when it goes out of
scope. Most compiler will, in fact, allocate all of the memory
for local variables at the top of the function, but only because
there is no way a conforming program can tell that it wasn't
allocated at the definition. Anything which affects the
observable behavior of the program, however, must occur when the
standard says it should occur.
No, object1 in your example is not 'created' at compile time, it is created in runtime just like the other object. Moreover, object1 is 'constructed' after the cout command is executed, and therefore the constructor of it is executed afterwards. The memory for it might have been allocated before that though.

C++ dynamically allocated memory

I don't quite get the point of dynamically allocated memory and I am hoping you guys can make things clearer for me.
First of all, every time we allocate memory we simply get a pointer to that memory.
int * dynInt = new int;
So what is the difference between doing what I did above and:
int someInt;
int* dynInt = &someInt;
As I understand, in both cases memory is allocated for an int, and we get a pointer to that memory.
So what's the difference between the two. When is one method preferred to the other.
Further more why do I need to free up memory with
delete dynInt;
in the first case, but not in the second case.
My guesses are:
When dynamically allocating memory for an object, the object doesn't get initialized while if you do something like in the second case, the object get's initialized. If this is the only difference, is there a any motivation behind this apart from the fact that dynamically allocating memory is faster.
The reason we don't need to use delete for the second case is because the fact that the object was initialized creates some kind of an automatic destruction routine.
Those are just guesses would love it if someone corrected me and clarified things for me.
The difference is in storage duration.
Objects with automatic storage duration are your "normal" objects that automatically go out of scope at the end of the block in which they're defined.
Create them like int someInt;
You may have heard of them as "stack objects", though I object to this terminology.
Objects with dynamic storage duration have something of a "manual" lifetime; you have to destroy them yourself with delete, and create them with the keyword new.
You may have heard of them as "heap objects", though I object to this, too.
The use of pointers is actually not strictly relevant to either of them. You can have a pointer to an object of automatic storage duration (your second example), and you can have a pointer to an object of dynamic storage duration (your first example).
But it's rare that you'll want a pointer to an automatic object, because:
you don't have one "by default";
the object isn't going to last very long, so there's not a lot you can do with such a pointer.
By contrast, dynamic objects are often accessed through pointers, simply because the syntax comes close to enforcing it. new returns a pointer for you to use, you have to pass a pointer to delete, and (aside from using references) there's actually no other way to access the object. It lives "out there" in a cloud of dynamicness that's not sitting in the local scope.
Because of this, the usage of pointers is sometimes confused with the usage of dynamic storage, but in fact the former is not causally related to the latter.
An object created like this:
int foo;
has automatic storage duration - the object lives until the variable foo goes out of scope. This means that in your first example, dynInt will be an invalid pointer once someInt goes out of scope (for example, at the end of a function).
An object created like this:
int foo* = new int;
Has dynamic storage duration - the object lives until you explicitly call delete on it.
Initialization of the objects is an orthogonal concept; it is not directly related to which type of storage-duration you use. See here for more information on initialization.
Your program gets an initial chunk of memory at startup. This memory is called the stack. The amount is usually around 2MB these days.
Your program can ask the OS for additional memory. This is called dynamic memory allocation. This allocates memory on the free store (C++ terminology) or the heap (C terminology). You can ask for as much memory as the system is willing to give (multiple gigabytes).
The syntax for allocating a variable on the stack looks like this:
{
int a; // allocate on the stack
} // automatic cleanup on scope exit
The syntax for allocating a variable using memory from the free store looks like this:
int * a = new int; // ask OS memory for storing an int
delete a; // user is responsible for deleting the object
To answer your questions:
When is one method preferred to the other.
Generally stack allocation is preferred.
Dynamic allocation required when you need to store a polymorphic object using its base type.
Always use smart pointer to automate deletion:
C++03: boost::scoped_ptr, boost::shared_ptr or std::auto_ptr.
C++11: std::unique_ptr or std::shared_ptr.
For example:
// stack allocation (safe)
Circle c;
// heap allocation (unsafe)
Shape * shape = new Circle;
delete shape;
// heap allocation with smart pointers (safe)
std::unique_ptr<Shape> shape(new Circle);
Further more why do I need to free up memory in the first case, but not in the second case.
As I mentioned above stack allocated variables are automatically deallocated on scope exit.
Note that you are not allowed to delete stack memory. Doing so would inevitably crash your application.
For a single integer it only makes sense if you need the keep the value after for example, returning from a function. Had you declared someInt as you said, it would have been invalidated as soon as it went out of scope.
However, in general there is a greater use for dynamic allocation. There are many things that your program doesn't know before allocation and depends on input. For example, your program needs to read an image file. How big is that image file? We could say we store it in an array like this:
unsigned char data[1000000];
But that would only work if the image size was less than or equal to 1000000 bytes, and would also be wasteful for smaller images. Instead, we can dynamically allocate the memory:
unsigned char* data = new unsigned char[file_size];
Here, file_size is determined at runtime. You couldn't possibly tell this value at the time of compilation.
Read more about dynamic memory allocation and also garbage collection
You really need to read a good C or C++ programming book.
Explaining in detail would take a lot of time.
The heap is the memory inside which dynamic allocation (with new in C++ or malloc in C) happens. There are system calls involved with growing and shrinking the heap. On Linux, they are mmap & munmap (used to implement malloc and new etc...).
You can call a lot of times the allocation primitive. So you could put int *p = new int; inside a loop, and get a fresh location every time you loop!
Don't forget to release memory (with delete in C++ or free in C). Otherwise, you'll get a memory leak -a naughty kind of bug-. On Linux, valgrind helps to catch them.
Whenever you are using new in C++ memory is allocated through malloc which calls the sbrk system call (or similar) itself. Therefore no one, except the OS, has knowledge about the requested size. So you'll have to use delete (which calls free which goes to sbrk again) for giving memory back to the system. Otherwise you'll get a memory leak.
Now, when it comes to your second case, the compiler has knowledge about the size of the allocated memory. That is, in your case, the size of one int. Setting a pointer to the address of this int does not change anything in the knowledge of the needed memory. Or with other words: The compiler is able to take care about freeing of the memory. In the first case with new this is not possible.
In addition to that: new respectively malloc do not need to allocate exactly the requsted size, which makes things a bit more complicated.
Edit
Two more common phrases: The first case is also known as static memory allocation (done by the compiler), the second case refers to dynamic memory allocation (done by the runtime system).
What happens if your program is supposed to let the user store any number of integers? Then you'll need to decide during run-time, based on the user's input, how many ints to allocate, so this must be done dynamically.
In a nutshell, dynamically allocated object's lifetime is controlled by you and not by the language. This allows you to let it live as long as it is required (as opposed to end of the scope), possibly determined by a condition that can only be calculated at run-rime.
Also, dynamic memory is typically much more "scalable" - i.e. you can allocate more and/or larger objects compared to stack-based allocation.
The allocation essentially "marks" a piece of memory so no other object can be allocated in the same space. De-allocation "unmarks" that piece of memory so it can be reused for later allocations. If you fail to deallocate memory after it is no longer needed, you get a condition known as "memory leak" - your program is occupying a memory it no longer needs, leading to possible failure to allocate new memory (due to the lack of free memory), and just generally putting an unnecessary strain on the system.

When should objects be dynamically or automatically instantiated?

For example, should I use:
Foo* object = new Foo ;
or should I just use
Foo object ;
If I messed up the code one either of those, please correct. It is early and I am a beginner.
In the first case you allocate your Foo object in heap, while in the second it's allocated in stack.
Usually things are allocated in heap if:
Foo is so big that it wouldn't fit in the stack.
You don't know when to allocate your object (you only need to allocate it under some circumstances).
You need to extend the lifetime of your object also after the stack gets popped.
In most other cases (I could be forgetting some other common scenarios when it's useful to dynamically allocate your object) it's probably suggested to allocate your object in stack, since it will cost less at runtime and will be less error prone and easier to be handled.
operator new should be avoided wherever possible. It's wasteful in all areas - syntactically, semantically, and at run-time with space and time. If you have an object that can be allocated on the stack or statically in a class, do it. Dynamic allocation should only be used when you need exactly that - dynamism. If you don't need it to be dynamic, don't use dynamic allocation.
The default in C++ should be to use the objects themselves and not pointers (smart or otherwise) until there are specific reasons to do otherwise.
To get a default-constructed object, you must leave the parentheses off:
Foo object;
otherwise, the compiler will take it as the declaration of a function.
Automatic instantiation should be the norm since the object life-time is then determined by the scope, and destruction is automatic. Dynamic instantiation is necessary when the object is required to exist outside of the current scope.
Dynamic instantiation may also be necessary if the object is excessively large, and you have limited stack space. However for a single object this would be an unusual case, and often indicative of a design flaw.
Dynamic instantiation is more typically used for arrays of objects, when the resulting array is either too large for the stack or the size of the array is not known a priori.
The important thing to remember is that if you dynamically instantiate an object you are responsible for explicitly destroying it. Not doing so results in a memory leak.
Allocating objects with a new operator requires that you clean up after then with a delete operator. So on most cases, if it isn't necessary, I'd go with the static instantiation.
However, since the static instantiation will put the object on the stack, you might run into memory problems: the stack can only hold so much data. So sometimes it might be necessary instantiate the object dynamically.
The second usage should be:
Foo object;
The difference between the two is that the first is allocating the object on the heap, and the second is allocating the object on the stack. There are many differences, but here are a few:
When you allocate an object on the heap, it will be alive until you explicitly delete it, whereas an object allocated on the stack is only alive until the function ends.
Allocating an object on the heap is more expensive (in terms of performance) than allocating objects on the stack.
You can generally allocate many more objects on the heap than on the stack.
Objects allocated on the heap may be passed around between threads, whereas objects allocated on the stack cannot (that's not 100% correct, you can make your function stay alive while the other thread is working on your object, but that's pretty much useless and inefficient).
Objects allocated on the stack will be allocated as soon as you enter the scope where they are declared. There are cases when you don't necessarily want them to always be allocated, which is when you might prefer to use a dynamic allocation on the heap.
In C++, pointers should be used only when it is really required for you to allocate memory on heap (at runtime). One of the purposes of introducing pointers in C was to be able to pass by address so that the object to be modified could be passed as parameter. In C++, you can achieve that by passing References to objects.

Best practices of dynamic vs. static memory in terms of cleanliness and speed

I have an array, called x, whose size is 6*sizeof(float). I'm aware that declaring:
float x[6];
would allocate 6*sizeof(float) for x in the stack memory. However, if I do the following:
float *x; // in class definition
x = new float[6]; // in class constructor
delete [] x; // in class destructor
I would be allocating dynamic memory of 6*sizeof(float) to x. If the size of x does not change for the lifetime of the class, in terms of best practices for cleanliness and speed (I do vaguely recall, if not correctly, that stack memory operations are faster than dynamic memory operations), should I make sure that x is statically rather than dynamically allocated memory? Thanks in advance.
Declaring the array of fixed size will surely be faster. Each separate dynamic allocation requires finding an unoccupied block and that's not very fast.
So if you really care about speed (have profiled) the rule is if you don't need dynamic allocation - don't use it. If you need it - think twice on how much to allocate since reallocating is not very fast too.
Using an array member will be cleaner (more succinct, less error prone) and faster as there is no need to call allocation and deallocation functions. You will also tend to improve 'locality of reference' for the structure being allocated.
The two main reasons for using dynamically allocated memory for such a member are where the required size is only known at run time, or where the required size is large and it is known that this will have a significant impact on the available stack space on the target platform.
TBH data on the stack generally sits in the cache and hence it is faster. However if you dynamically allocate something once and then use it regularly it will also be cached and hence pretty much as fast.
The important thing is to avoid allocating and deallocating regularly (ie each time a function is called). If you justa void doing regular allocation and deallocations (ie allocate and deallocate once only) then a stack and heap allocated array will preform pretty much as quickly as each other.
Yes, declaring the array statically will perform faster.
This is very easy to test, just write a simple wrapping loop to instantiate X number of these objects. You can also step through the machine code and see the larger number of OPCODEs required to dynamically allocate the memory.
Static allocation is faster (no need to ask to memory ) and there's no way you will forget to delete it or delete it with incorrect delete operator (delete instead of delete[]).
Construction an usage of dynamic/heap data is consists of the following steps:
ask for memory to allocate the objects (calling to new operator). If no memory a new operator will throw bad_alloc exception.
creating the objects with default constructor (also done by new)
release the memory by user (by delete/delete[] operator) - delete will call
to object destructor. Here a user can do a lot of mistakes:
forget to call to delete - this will lead to memory leak
call to not correct delete operator (e.g. delete instead of delete[]) - bad things will happen
call to delete twice - bad things can happen
When using static objects/array of objects, there's no need to allocate memory and release it by user. This makes code simpler and less error-prone.
So to the conclusion, if you know your size on the array on at compilation time and you don't matter about memory (maybe at runtime I'll use not entries in the array), static array is obviously preferred one.
For dynamic allocated data it worth looking for smart pointers (here)
Don't confuse the following cases:
int global_x[6]; // an array with static storage duration
struct Foo {
int *pointer_x; // a pointer member in instance data
int member_x[6]; // an array in instance data
Foo() {
pointer_x = new int[6]; // a heap-allocated array
}
~Foo() { delete[] pointer_x; }
};
int main() {
int auto_x[6]; // an array on the stack (automatic variable)
Foo auto_f; // a Foo on the stack
Foo *dyn_f = new Foo(); // a heap-allocated Foo.
}
Now:
auto_f.member_x is on the stack, because auto_f is on the stack.
(*dyn_f).member_x is on the heap, because *dyn_f is on the heap.
For both Foo objects, pointer_x points to a heap-allocated array.
global_x is in some data section which the OS or runtime creates each time the program is run. This may or may not be from the same heap as dynamic allocations, it doesn't usually matter.
So regardless of whether it's on the heap or not, member_x is a better bet than pointer_x in the case where the length is always 6, because:
It's less code and less error-prone.
Your object only needs a single allocation if the object is heap-allocated, instead of 2.
Your object requires no heap allocations if the object is on the stack.
It uses less memory in total, because of fewer allocations, and also because there's no need for storage for the pointer value.
Reasons to prefer pointer_x:
If you need to reallocate during the lifetime of the object.
If different objects will need a different size array (perhaps based on constructor parameters).
If Foo objects will be placed on the stack, but the array is so large that it won't fit on the stack. For instance if you've got 1MB of stack, then you can't use automatic variables which contain an int[262144].
Composition is more efficient, being faster, lower memory overhead and less memory fragmentation.
You could do something like this:
template <int SZ = 6>
class Whatever {
...
float floats[SZ];
};
Use the stack allocated memory whenever possible. It will save you from the headaches of deallocating the memory, fragmentation of your virtual address space etc. Also, it is faster compared to the dynamic memory allocation.
There are more variables at play here:
The size of the array vs. the size of the stack: stack sizes are quite small compared to the free store (e.g. 1MB upto 30MB). Large chunks on the stack will cause stack overflow
The number of arrays you need: large number of small arrays
The lifetime of the array: if it's only needed locally inside a function, the stack is very convenient. If you need it after the function has exited, you must allocate it on the heap.
Garbage collection: if you allocate it on the heap, you need to clean it up manually, or have some flavour of smart pointers do the work for you.
As mentioned in another reply, large objects can not be allocated on the stack because you are not sure what is the stack size. In interests of portability, large objects or objects with variable sizes should always be allocated on the heap.
There has been a lot of development in the malloc/new routines now provided by the operating system (for example, Solaris's libumem). Dynamic memory allocation is often not a bottleneck.
If yo allocate the arraty statically, there will only be one instance of it. The point of using a class is that you want multiple instances. There is no need to allocate the array dynamically at all:
class A {
...
private:
float x[8];
};
is what you want.

When should I use the new keyword in C++?

I've been using C++ for a short while, and I've been wondering about the new keyword. Simply, should I be using it, or not?
With the new keyword...
MyClass* myClass = new MyClass();
myClass->MyField = "Hello world!";
Without the new keyword...
MyClass myClass;
myClass.MyField = "Hello world!";
From an implementation perspective, they don't seem that different (but I'm sure they are)... However, my primary language is C#, and of course the 1st method is what I'm used to.
The difficulty seems to be that method 1 is harder to use with the std C++ classes.
Which method should I use?
Update 1:
I recently used the new keyword for heap memory (or free store) for a large array which was going out of scope (i.e. being returned from a function). Where before I was using the stack, which caused half of the elements to be corrupt outside of scope, switching to heap usage ensured that the elements were intact. Yay!
Update 2:
A friend of mine recently told me there's a simple rule for using the new keyword; every time you type new, type delete.
Foobar *foobar = new Foobar();
delete foobar; // TODO: Move this to the right place.
This helps to prevent memory leaks, as you always have to put the delete somewhere (i.e. when you cut and paste it to either a destructor or otherwise).
Method 1 (using new)
Allocates memory for the object on the free store (This is frequently the same thing as the heap)
Requires you to explicitly delete your object later. (If you don't delete it, you could create a memory leak)
Memory stays allocated until you delete it. (i.e. you could return an object that you created using new)
The example in the question will leak memory unless the pointer is deleted; and it should always be deleted, regardless of which control path is taken, or if exceptions are thrown.
Method 2 (not using new)
Allocates memory for the object on the stack (where all local variables go) There is generally less memory available for the stack; if you allocate too many objects, you risk stack overflow.
You won't need to delete it later.
Memory is no longer allocated when it goes out of scope. (i.e. you shouldn't return a pointer to an object on the stack)
As far as which one to use; you choose the method that works best for you, given the above constraints.
Some easy cases:
If you don't want to worry about calling delete, (and the potential to cause memory leaks) you shouldn't use new.
If you'd like to return a pointer to your object from a function, you must use new
There is an important difference between the two.
Everything not allocated with new behaves much like value types in C# (and people often say that those objects are allocated on the stack, which is probably the most common/obvious case, but not always true). More precisely, objects allocated without using new have automatic storage duration
Everything allocated with new is allocated on the heap, and a pointer to it is returned, exactly like reference types in C#.
Anything allocated on the stack has to have a constant size, determined at compile-time (the compiler has to set the stack pointer correctly, or if the object is a member of another class, it has to adjust the size of that other class). That's why arrays in C# are reference types. They have to be, because with reference types, we can decide at runtime how much memory to ask for. And the same applies here. Only arrays with constant size (a size that can be determined at compile-time) can be allocated with automatic storage duration (on the stack). Dynamically sized arrays have to be allocated on the heap, by calling new.
(And that's where any similarity to C# stops)
Now, anything allocated on the stack has "automatic" storage duration (you can actually declare a variable as auto, but this is the default if no other storage type is specified so the keyword isn't really used in practice, but this is where it comes from)
Automatic storage duration means exactly what it sounds like, the duration of the variable is handled automatically. By contrast, anything allocated on the heap has to be manually deleted by you.
Here's an example:
void foo() {
bar b;
bar* b2 = new bar();
}
This function creates three values worth considering:
On line 1, it declares a variable b of type bar on the stack (automatic duration).
On line 2, it declares a bar pointer b2 on the stack (automatic duration), and calls new, allocating a bar object on the heap. (dynamic duration)
When the function returns, the following will happen:
First, b2 goes out of scope (order of destruction is always opposite of order of construction). But b2 is just a pointer, so nothing happens, the memory it occupies is simply freed. And importantly, the memory it points to (the bar instance on the heap) is NOT touched. Only the pointer is freed, because only the pointer had automatic duration.
Second, b goes out of scope, so since it has automatic duration, its destructor is called, and the memory is freed.
And the barinstance on the heap? It's probably still there. No one bothered to delete it, so we've leaked memory.
From this example, we can see that anything with automatic duration is guaranteed to have its destructor called when it goes out of scope. That's useful. But anything allocated on the heap lasts as long as we need it to, and can be dynamically sized, as in the case of arrays. That is also useful. We can use that to manage our memory allocations. What if the Foo class allocated some memory on the heap in its constructor, and deleted that memory in its destructor. Then we could get the best of both worlds, safe memory allocations that are guaranteed to be freed again, but without the limitations of forcing everything to be on the stack.
And that is pretty much exactly how most C++ code works.
Look at the standard library's std::vector for example. That is typically allocated on the stack, but can be dynamically sized and resized. And it does this by internally allocating memory on the heap as necessary. The user of the class never sees this, so there's no chance of leaking memory, or forgetting to clean up what you allocated.
This principle is called RAII (Resource Acquisition is Initialization), and it can be extended to any resource that must be acquired and released. (network sockets, files, database connections, synchronization locks). All of them can be acquired in the constructor, and released in the destructor, so you're guaranteed that all resources you acquire will get freed again.
As a general rule, never use new/delete directly from your high level code. Always wrap it in a class that can manage the memory for you, and which will ensure it gets freed again. (Yes, there may be exceptions to this rule. In particular, smart pointers require you to call new directly, and pass the pointer to its constructor, which then takes over and ensures delete is called correctly. But this is still a very important rule of thumb)
The short answer is: if you're a beginner in C++, you should never be using new or delete yourself.
Instead, you should use smart pointers such as std::unique_ptr and std::make_unique (or less often, std::shared_ptr and std::make_shared). That way, you don't have to worry nearly as much about memory leaks. And even if you're more advanced, best practice would usually be to encapsulate the custom way you're using new and delete into a small class (such as a custom smart pointer) that is dedicated just to object lifecycle issues.
Of course, behind the scenes, these smart pointers are still performing dynamic allocation and deallocation, so code using them would still have the associated runtime overhead. Other answers here have covered these issues, and how to make design decisions on when to use smart pointers versus just creating objects on the stack or incorporating them as direct members of an object, well enough that I won't repeat them. But my executive summary would be: don't use smart pointers or dynamic allocation until something forces you to.
Which method should I use?
This is almost never determined by your typing preferences but by the context. If you need to keep the object across a few stacks or if it's too heavy for the stack you allocate it on the free store. Also, since you are allocating an object, you are also responsible for releasing the memory. Lookup the delete operator.
To ease the burden of using free-store management people have invented stuff like auto_ptr and unique_ptr. I strongly recommend you take a look at these. They might even be of help to your typing issues ;-)
If you are writing in C++ you are probably writing for performance. Using new and the free store is much slower than using the stack (especially when using threads) so only use it when you need it.
As others have said, you need new when your object needs to live outside the function or object scope, the object is really large or when you don't know the size of an array at compile time.
Also, try to avoid ever using delete. Wrap your new into a smart pointer instead. Let the smart pointer call delete for you.
There are some cases where a smart pointer isn't smart. Never store std::auto_ptr<> inside a STL container. It will delete the pointer too soon because of copy operations inside the container. Another case is when you have a really large STL container of pointers to objects. boost::shared_ptr<> will have a ton of speed overhead as it bumps the reference counts up and down. The better way to go in that case is to put the STL container into another object and give that object a destructor that will call delete on every pointer in the container.
Without the new keyword you're storing that on call stack. Storing excessively large variables on stack will lead to stack overflow.
If your variable is used only within the context of a single function, you're better off using a stack variable, i.e., Option 2. As others have said, you do not have to manage the lifetime of stack variables - they are constructed and destructed automatically. Also, allocating/deallocating a variable on the heap is slow by comparison. If your function is called often enough, you'll see a tremendous performance improvement if use stack variables versus heap variables.
That said, there are a couple of obvious instances where stack variables are insufficient.
If the stack variable has a large memory footprint, then you run the risk of overflowing the stack. By default, the stack size of each thread is 1 MB on Windows. It is unlikely that you'll create a stack variable that is 1 MB in size, but you have to keep in mind that stack utilization is cumulative. If your function calls a function which calls another function which calls another function which..., the stack variables in all of these functions take up space on the same stack. Recursive functions can run into this problem quickly, depending on how deep the recursion is. If this is a problem, you can increase the size of the stack (not recommended) or allocate the variable on the heap using the new operator (recommended).
The other, more likely condition is that your variable needs to "live" beyond the scope of your function. In this case, you'd allocate the variable on the heap so that it can be reached outside the scope of any given function.
The simple answer is yes - new() creates an object on the heap (with the unfortunate side effect that you have to manage its lifetime (by explicitly calling delete on it), whereas the second form creates an object in the stack in the current scope and that object will be destroyed when it goes out of scope.
Are you passing myClass out of a function, or expecting it to exist outside that function? As some others said, it is all about scope when you aren't allocating on the heap. When you leave the function, it goes away (eventually). One of the classic mistakes made by beginners is the attempt to create a local object of some class in a function and return it without allocating it on the heap. I can remember debugging this kind of thing back in my earlier days doing c++.
C++ Core Guidelines R.11: Avoid using new and delete explicitly.
Things have changed significantly since most answers to this question were written. Specifically, C++ has evolved as a language, and the standard library is now richer. Why does this matter? Because of a combination of two factors:
Using new and delete is potentially dangerous: Memory might leak if you don't keep a very strong discipline of delete'ing everything you've allocated when it's no longer used; and never deleteing what's not currently allocated.
The standard library now offers smart pointers which encapsulate the new and delete calls, so that you don't have to take care of managing allocations on the free store/heap yourself. So do other containers, in the standard library and elsewhere.
This has evolved into one of the C++ community's "core guidelines" for writing better C++ code, as the linked document shows. Of course, there exceptions to this rule: Somebody needs to write those encapsulating classes which do use new and delete; but that someone is rarely yourself.
Adding to #DanielSchepler's valid answer:
The second method creates the instance on the stack, along with such things as something declared int and the list of parameters that are passed into the function.
The first method makes room for a pointer on the stack, which you've set to the location in memory where a new MyClass has been allocated on the heap - or free store.
The first method also requires that you delete what you create with new, whereas in the second method, the class is automatically destructed and freed when it falls out of scope (the next closing brace, usually).
The short answer is yes the "new" keyword is incredibly important as when you use it the object data is stored on the heap as opposed to the stack, which is most important!