Destructor in C++ - c++

I had made a header file with a class named cmysqldb with a lot of pointers.
My problem is now this:
How could i create a destructor that will delete the pointers that may cause potential memory leak?
here is the header code:
#ifndef CMSYQLDB_H
#define CMSYQLDB_H
#include <QMultiMap>
#include <QStringList>
#include "mysql.h"
class cmysqldb
{
public:
cmysqldb::~cmysqldb()
{
const char *text,
MYSQL *connection,
MYSQL_RES *result,
MYSQL_RES *fresult,
MYSQL_FIELD *mfield
}
int query_state;
int numfields;
MYSQL mysql;
MYSQL_ROW row;
MYSQL_ROW fieldrow;
....
};
#endif // CMSYQLDB_H
is this what you mean???

Resources acquired through new should be deallocated using delete and with new[] should be with delete[]. As simple as that to avoid memory leaks. Could be more helpful if you post more specific code.
Destructor bears the same name of the class, except that it has a ~ symbol before it.
cmysqldb :: ~cmysqldb()
{
// deallocate the resources with the above mentioned rule
}
class foo
{
int var ;
int *ptr ;
public:
foo()
{
ptr = new int ;
}
~foo()
{
delete ptr ;
}
};
void bar()
{
foo obj ;
// .....
} // <-- obj goes out of scope and it's destructor is called at this point.
foo class has two member variables var, ptr of type int, int* respectively. So, bytes required to hold an integer in var and pointer(ptr) that can point to an integer's address is automatically allocated. These resources are not allocated by us. So, it's not our responsibility to deallocates these resources. So far so good.
ptr = new int ;
new int acquires resources from the free store that can hold an int and it's address is returned which ptr holds. Now, this acquisition of resource from free store is because of the new operation defined by the user. So, it's the job of the user to return the resources back to the free store. So, the statement in the destructor -
delete ptr ;
Get a book from The Definitive C++ Book Guide and List which can even explain better. Also follow #Michael advice of using smart pointers which manages resources automatically.

In order to delete the pointers, you will need to store them somewhere. It is unclear where you do this (you don't have fields for all the pointer parameters accepted by the constructor), so I won't be able to give you exactly the code to do this, but I will lay out how you can go about doing this.....
To declare the destructor, add the following to your class declaration:
~cmysqldb();
Note that if your class will have any virtual methods, you should instead declare it as:
virtual ~cmysqldb();
And in your source file add:
cmysqldb::~cmysqldb()
{
// contents of your destructor goes here.
}
Now, how exactly you free your resources depends on how they were allocated. If you used some library-specific create function and there is a library-specific free function, then use that. If it was allocated using malloc, then use free; if it was allocated with new, use delete; if it was allocated using new[], then use delete[]. Also, you should use smart pointer classes such as boost::scoped_ptr (std::unique_ptr) or boost::shared_ptr (std::shared_ptr), wherever possible to avoid explicitly managing these resources via new/delete in your constructors / destructors.
One last, very important point... whenever you have a function that accepts a pointer, it is very important that you document the ownership semantics. Is it owned by the caller? Is ownership transferred? Etc.

A memory leak occurs when you acquire dynamic memory using new or new[] & do not deallocate the memory using delete or delete[]`.
Your constructor declaration is of the type:
cmysqldb(const char *text, MYSQL *connection, MYSQL_RES *result,
MYSQL_RES *fresult, MYSQL_FIELD *mfield);
You should keep a track of whatever dynamic memory allocations you are doing in the constructor with new and new[]and you should deallocate all of them with a corresponding delete or delete[].

The best thing to do would be to use smart pointers to store all the pointers to related objects. C++ will automatically call destructors of all sub-objects when the parent object is destroyed.
And if your parent object fails partly constructed, its destructor won't be called. So any pointers already allocated would leak if you design things to be freed in the destructor. However, subobjects destructors get run if the subobject was allocated, so by using smart pointers this partly allocated case is taken care of for you.
For more information, look up RAII (Resource Acquisition Is Initialization).

Related

C++ deconstructor message not shown [duplicate]

I use extra brackets in my code. I thought when the destructor should be called after the local variable scope is ended but it doesn't work like this:
class TestClass {
public:
TestClass() {
printf( "TestClass()\n" );
}
~TestClass() {
printf( "~TestClass()\n" );
}
};
int main() {
int a, b, c;
{
TestClass *test = new TestClass();
}
}
It outputs:
TestClass()
So it doesn't call the destructor of the TestClass but why? If I call it manually (delete test) it calls the destructor, right. But why it doesn't call the destructor in the first case?
TestClass *test = new TestClass();
You using new which creates a dynamically allocated object (most likely placed on the heap). This type of resource needs to be manually managed by you. By managing, you should use delete on it after you have done using it.
{
TestClass *test = new TestClass();
// do something
delete test;
}
But for the most of your purposes and intents, you just have to use automatic-storage objects, which frees you the hassle of having to manually manage the object. It would also most likely to have better performance especially in short-lived objects. You should always prefer to use them unless you have a really good reason not to do so.
{
TestClass test;
// do something
}
However, if you need the semantics of dynamically allocated objects or that of pointers, it will always be better to use some mechanism to encapsulate the deletion/freeing of the object/resource for you, which also provides you additional safety especially when you are using exceptions and conditional branches. In your case, it would be better if you use std::unique_ptr.
{
std::unique_ptr<TestClass> test(new TestClass());
// auto test = std::make_unique<TestClass>(); in C++14
// do something (maybe you want to pass ownership of the pointer)
}
The following is a relevant link to help you decide whether to use automatic storage objects or dynamically allocated objects: Why should C++ programmers minimize use of 'new'?
Because you have a pointer to a dynamically allocated object. Only the pointer goes out of scope, not the object it points to. You have to call delete on the pointer in order for the pointee's destructor to get called.
Try with an automatic storage object instead:
{
TestClass test;
}
Here, the destructor will be called on exiting the scope.
The use of raw pointers to dynamically allocated objects in C++ is discouraged because it can easily lead to resource leaks like the one shown in your code example. If pointers to dynamically allocated objects are really needed, it is wise to handle them with a smart pointer, rather than to attempt to manually deal with their destruction.
This answer is good enough but just to add some more.
I see you have been coded with Java. In C++ to create variable/object in stack keyword new is not needed. Actually when you use keyword new your object is creating in heap and it doesn't destroys after leaving scope. To destroy it you need to call delete in your case delete test;
In such a structure as yours, after leaving scope you just lose pointer what points into object, so after leaving scope you cannot free memory and call destructor, but eventually OS call destructor just after exit() instruction is executed.
To sum up C++ != Java

In Which Situations To Delete A Pointer

My following question is on memory management. I have for example an int variable not allocated dynamically in a class, let's say invar1. And I'm passing the memory address of this int to another classes constructor. That class does this:
class ex1{
ex1(int* p_intvar1)
{
ptoint = p_intvar1;
}
int* ptoint;
};
Should I delete ptoint? Because it has the address of an undynamically allocated int, I thought I don't need to delete it.
And again I declare an object to a class with new operator:
objtoclass = new ex1();
And I pass this to another class:
class ex2{
ex2(ex1* p_obj)
{
obj = p_obj;
}
ex1* obj;
};
Should I delete obj when I'm already deleting objtoclass?
Thanks!
Because it has the address of an undynamically allocated int I thought I don't need to delete it.
Correct.
Should I delete obj when I'm already deleting objtoclass?
No.
Recall that you're not actually deleting pointers; you're using pointers to delete the thing they point to. As such, if you wrote both delete obj and delete objtoclass, because both pointers point to the same object, you'd be deleting that object twice.
I would caution you that this is a very easy mistake to make with your ex2 class, in which the ownership semantics of that pointed-to object are not entirely clear. You might consider using a smart pointer implementation to remove risk.
just an appendix to the other answers
You can get rid of raw pointers and forget about memory management with the help of smart pointers (shared_ptr, unique_ptr).
The smart pointer is responsible for releasing the memory when it goes out of scope.
Here is an example:
#include <iostream>
#include <memory>
class ex1{
public:
ex1(std::shared_ptr<int> p_intvar1)
{
ptoint = p_intvar1;
std::cout << __func__ << std::endl;
}
~ex1()
{
std::cout << __func__ << std::endl;
}
private:
std::shared_ptr<int> ptoint;
};
int main()
{
std::shared_ptr<int> pi(new int(42));
std::shared_ptr<ex1> objtoclass(new ex1(pi));
/*
* when the main function returns, these smart pointers will go
* go out of scope and delete the dynamically allocated memory
*/
return 0;
}
Output:
ex1
~ex1
Should I delete obj when I'm already deleting objtoclass?
Well you could but mind that deleting the same object twice is undefined behaviour and should be avoided. This can happen for example if you have two pointers for example pointing at same object, and you delete the original object using one pointer - then you should not delete that memory using another pointer also. In your situation you might as well end up with two pointers pointing to the same object.
In general, to build a class which manages memory internally (like you do seemingly), isn't trivial and you have to account for things like rule of three, etc.
Regarding that one should delete dynamically allocated memory you are right. You should not delete memory if it was not allocated dynamically.
PS. In order to avoid complications like above you can use smart pointers.
You don't currently delete this int, or show where it's allocated. If neither object is supposed to own its parameter, I'd write
struct ex1 {
ex1(int &i_) : i(i_) {}
int &i; // reference implies no ownership
};
struct ex2 {
ex2(ex1 &e_) : e(e_) {}
ex1 &e; // reference implies no ownership
};
int i = 42;
ex1 a(i);
ex2 b(a);
If either argument is supposed to be owned by the new object, pass it as a unique_ptr. If either argument is supposed to be shared, use shared_ptr. I'd generally prefer any of these (reference or smart pointer) to raw pointers, because they give more information about your intentions.
In general, to make these decisions,
Should I delete ptoint?
is the wrong question. First consider things at a slightly higher level:
what does this int represent in your program?
who, if anyone, owns it?
how long is it supposed to live, compared to these classes that use it?
and then see how the answer falls out naturally for these examples:
this int is an I/O mapped control register.
In this case it wasn't created with new (it exists outside your whole program), and therefore you certainly shouldn't delete it. It should probably also be marked volatile, but that doesn't affect lifetime.
Maybe something outside your class mapped the address and should also unmap it, which is loosely analogous to (de)allocating it, or maybe it's simply a well-known address.
this int is a global logging level.
In this case it presumably has either static lifetime, in which case no-one owns it, it was not explicitly allocated and therefore should not be explicitly de-allocated
or, it's owned by a logger object/singleton/mock/whatever, and that object is responsible for deallocating it if necessary
this int is being explicitly given to your object to own
In this case, it's good practice to make that obvious, eg.
ex1::ex1(std::unique_ptr<int> &&p) : m_p(std::move(p)) {}
Note that making your local data member a unique_ptr or similar, also takes care of the lifetime automatically with no effort on your part.
this int is being given to your object to use, but other objects may also be using it, and it isn't obvious which order they will finish in.
Use a shared_ptr<int> instead of unique_ptr to describe this relationship. Again, the smart pointer will manage the lifetime for you.
In general, if you can encode the ownership and lifetime information in the type, you don't need to remember where to manually allocate and deallocate things. This is much clearer and safer.
If you can't encode that information in the type, you can at least be clear about your intentions: the fact that you ask about deallocation without mentioning lifetime or ownership, suggests you're working at the wrong level of abstraction.
Because it has the address of an undynamically allocated int, I
thought I don't need to delete it.
That is correct. Simply do not delete it.
The second part of your question was about dynamically allocated memory. Here you have to think a little more and make some decisions.
Lets say that your class called ex1 receives a raw pointer in its constructor for a memory that was dynamically allocated outside the class.
You, as the designer of the class, have to decide if this constructor "takes the ownership" of this pointer or not. If it does, then ex1 is responsible for deleting its memory and you should do it probably on the class destructor:
class ex1 {
public:
/**
* Warning: This constructor takes the ownership of p_intvar1,
* which means you must not delete it somewhere else.
*/
ex1(int* p_intvar1)
{
ptoint = p_intvar1;
}
~ex1()
{
delete ptoint;
}
int* ptoint;
};
However, this is generally a bad design decision. You have to root for the user of this class read the commentary on the constructor and remember to not delete the memory allocated somewhere outside class ex1.
A method (or a constructor) that receives a pointer and takes its ownership is called "sink".
Someone would use this class like:
int* myInteger = new int(1);
ex1 obj(myInteger); // sink: obj takes the ownership of myInteger
// never delete myInteger outside ex1
Another approach is to say your class ex1 does not take the ownership, and whoever allocates memory for that pointer is the responsible for deleting it. Class ex1 must not delete anything on its destructor, and it should be used like this:
int* myInteger = new int(1);
ex1 obj(myInteger);
// use obj here
delete myInteger; // remeber to delete myInteger
Again, the user of your class must read some documentation in order to know that he is the responsible for deleting the stuff.
You have to choose between these two design decisions if you do not use modern C++.
In modern C++ (C++ 11 and 14) you can make things explicit in the code (i.e., do not have to rely only on code documentation).
First, in modern C++ you avoid using raw pointers. You have to choose between two kinds of "smart pointers": unique_ptr or shared_ptr. The difference between them is about ownership.
As their names say, an unique pointer is owned by only one guy, while a shared pointer can be owned by one or more (the ownership is shared).
An unique pointer (std::unique_ptr) cannot be copied, only "moved" from one place to another. If a class has an unique pointer as attribute, it is explicit that this class has the ownership of that pointer. If a method receives an unique pointer as copy, it is explicit that it is a "sink" method (takes the ownership of the pointer).
Your class ex1 could be written like this:
class ex1 {
public:
ex1(std::unique_ptr<int> p_intvar1)
{
ptoint = std::move(p_intvar1);
}
std::unique_ptr<int> ptoint;
};
The user of this class should use it like:
auto myInteger = std::make_unique<int>(1);
ex1 obj(std::move(myInteger)); // sink
// here, myInteger is nullptr (it was moved to ex1 constructor)
If you forget to do "std::move" in the code above, the compiler will generate an error telling you that unique_ptr is not copyable.
Also note that you never have to delete memory explicitly. Smart pointers handle that for you.

C++: why it doesn't call a destructor?

I use extra brackets in my code. I thought when the destructor should be called after the local variable scope is ended but it doesn't work like this:
class TestClass {
public:
TestClass() {
printf( "TestClass()\n" );
}
~TestClass() {
printf( "~TestClass()\n" );
}
};
int main() {
int a, b, c;
{
TestClass *test = new TestClass();
}
}
It outputs:
TestClass()
So it doesn't call the destructor of the TestClass but why? If I call it manually (delete test) it calls the destructor, right. But why it doesn't call the destructor in the first case?
TestClass *test = new TestClass();
You using new which creates a dynamically allocated object (most likely placed on the heap). This type of resource needs to be manually managed by you. By managing, you should use delete on it after you have done using it.
{
TestClass *test = new TestClass();
// do something
delete test;
}
But for the most of your purposes and intents, you just have to use automatic-storage objects, which frees you the hassle of having to manually manage the object. It would also most likely to have better performance especially in short-lived objects. You should always prefer to use them unless you have a really good reason not to do so.
{
TestClass test;
// do something
}
However, if you need the semantics of dynamically allocated objects or that of pointers, it will always be better to use some mechanism to encapsulate the deletion/freeing of the object/resource for you, which also provides you additional safety especially when you are using exceptions and conditional branches. In your case, it would be better if you use std::unique_ptr.
{
std::unique_ptr<TestClass> test(new TestClass());
// auto test = std::make_unique<TestClass>(); in C++14
// do something (maybe you want to pass ownership of the pointer)
}
The following is a relevant link to help you decide whether to use automatic storage objects or dynamically allocated objects: Why should C++ programmers minimize use of 'new'?
Because you have a pointer to a dynamically allocated object. Only the pointer goes out of scope, not the object it points to. You have to call delete on the pointer in order for the pointee's destructor to get called.
Try with an automatic storage object instead:
{
TestClass test;
}
Here, the destructor will be called on exiting the scope.
The use of raw pointers to dynamically allocated objects in C++ is discouraged because it can easily lead to resource leaks like the one shown in your code example. If pointers to dynamically allocated objects are really needed, it is wise to handle them with a smart pointer, rather than to attempt to manually deal with their destruction.
This answer is good enough but just to add some more.
I see you have been coded with Java. In C++ to create variable/object in stack keyword new is not needed. Actually when you use keyword new your object is creating in heap and it doesn't destroys after leaving scope. To destroy it you need to call delete in your case delete test;
In such a structure as yours, after leaving scope you just lose pointer what points into object, so after leaving scope you cannot free memory and call destructor, but eventually OS call destructor just after exit() instruction is executed.
To sum up C++ != Java

Does dynamically allocated memory for data members of a C++ class frees when class object is finalizing?

I've this C++ class:
class test{
char* p;
SomeClass* someObject;
test(){
...
p = (char*) malloc(1000);
someObject = new SomeClass();
...
}
~test(){}
}
Do I need to call free(p) or delete someObject explicitly in test destructor in order to free their allocated memory or that memory will free automatically?
You need to free all dynamically allocated memory in the destructor. This does not get done automatically.
Your class contains two pointers, and essentially has no control over what these point to. In fact, these could point to objects that you are not allowed to delete, for example:
struct Foo {};
struct Bar {
Foo* f_;
Foo(Foo* f) : f(f_) {}
};
int main() {
Foo f;
Bas b(&f); // b has a Foo ptr, but should it delete it?
}
So you can see that it doesn't really make sense for pointer data members to be deleted automatically.
As a general rule, if your class manages resources1, then you should take care of copy construction and assignment; that means, you should either disable them if that makes sense for the class, or provide implementation for them because the compiler generated ones would not work. For detail discussion on this topic, see the rule of three, and extensive discussions on stackoverflow:
What is The Rule of Three?
Rule-of-Three becomes Rule-of-Five with C++11?
If you don't follow this rule, then the default copy constructor and assignment operation will make a shallow copy and you will have more than one instance having pointers to the same dynamically allocated objects, which they will all try to delete upon destruction.
You can avoid manually deleting objects created with new by using smart pointers. In your case, where the class obviously owns the dynamically allocated object,you should look at C++11's std::unique_ptr or boost::scoped_ptr
Finally, you can really avoid all memory management problems by avoiding pointers all together, unless you really need to. You could replace your char* by an std::string for example:
class test{
std::string p;
SomeClass someObject;
//test() : someObject() {} // default construction is probably OK...
};
1. That is, it allocates and deallocates memory, or opens and closes network connection, or creates and destroy mutexes and so on.
Yes, you have to free anything you malloc and delete everything you new.
You can also avoid that by not storing pointers in your class.
class test{
public:
std::string p;
SomeClass someObject;
};
Yes, you need.
If you don't want, you can use the Smart Pointer
Yes, you need to free them explicitly. Pointer as a data type does not have any destructor. Compiler/execution enviroment does not have any means to guess if pointer points to anything meaningfull or not. Even if the value is meaningfull, it may point to some static object for example. Or it can point to some field of a bigger object. Compiler is not doing any automatic cleanup on pointers.
The memory is technically leaked if you do not reclaim it when the instance of test is destructed. You could use a smart pointer instead to avoid calling free or delete explicitly in the destructor.
struct Free { void operator () (void *p) const { free(p); } };
class test {
std::unique_ptr<char, Free> p;
std::unique_ptr<SomeClass> someObject;
test () : p(static_cast<char *>(malloc(1000)),
someObject(new SomeClass)
{ //...
}
~test () {}
};
This uses the destructor of the smart pointer to perform the clean up action for you.
If test were only used as const global instances, then it is less important to implement the cleanup since the memory would not be reclaimed until the execution had ended anyway. But it is good practice to always implement the cleanup, because it would make the code correct now, and test may be used differently in the future.

What are the dynamics of the C++ delete statement?

This is merely for curiosity sake because I have not used new and delete in c++ except for the most basic uses.
I know that delete releases memory. The thing I'm wondering is how does it handle more complex cases?
For instance, if I have a user-defined class like this:
class MyClass
{
public:
MyClass();
~MyClass()
{
delete [] intArray;
}
//public members here
private:
int* intArray;
};
Assuming the class allocates memory somehow for intArray, and then release it in the destructor, What if I used the class like this: MyClass* myClass = new MyClass(); and released it later with delete myclass;
How does delete handle the releasing of all the memory? Does the class destructor get called first to release all of the memory allocated by the class (ie int* intArray) and then release the memory allocated to hold the class?
What if I had a class like this:
class MyClass
{
public:
MyClass();
~MyClass()
{
delete anotherMyClass;
}
//public members here
private:
MyClass* anotherMyClass;
};
Assuming anotherMyClass is not allocated with the constructor, which would use up memory very quickly, what if there was a chain of MyClasses attached to each other like a linked-list? Would the delete statement in the destructor work in this case? Would each anotherMyClass be recursively released when the destructor gets called?
Are there any specific weird tricks or caveats with the new and delete statements that you know about?
Given a pointer (p) to a dynamically allocated object, delete does two things:
It calls the destructor of the dynamically allocated object. Note that when ~MyClass() completes, the destructors for any member variables of class type are called.
It frees the memory occupied by the dynamically allocated object.
It doesn't search the member variables of the object for other pointers to free; it doesn't free any other memory and doesn't do anything else.
If you need to free the memory pointed to by intArray, you need to delete it in the destructor of MyClass.
However, in almost all C++ code, you don't need to worry about this. You should be using smart pointers like shared_ptr, unique_ptr, auto_ptr, and scoped_ptr to automatically manage dynamically allocated objects. Manual resource management is difficult at best and should be avoided wherever possible.
This is part of a broader idiom, Scope-Bound Resource Management (SBRM, also called Resource Acquisition is Initialization, or RAII). This is by far the most important design pattern to understand and to use everywhere in your C++ code.
If in your class you had declared this instead:
boost::scoped_ptr<int> intArray;
then when the scoped_ptr<int> object is destroyed, it will free the pointer that it holds. You then do not have to do any work to manually destroy the object.
In well-written, modern C++ code, you should rarely need to manually use delete. Smart pointers and other SBRM containers should be used to manage any type of resource that needs cleanup, including dynamically allocated objects.
In your second example, given a linked list that looks like:
x -> y -> z -> 0
you would have an order of operations that looks like this:
delete x;
x.~MyClass();
delete y;
y.~MyClass();
delete z;
z.~MyClass();
delete 0;
[free memory occupied by z]
[free memory occupied by y]
[free memory occupied by x]
The objects in the linked list would be destroyed in reverse order.
delete intArray;
I assume intArray points to the first element of an int array? In that case, delete intArray yields undefined behavior. If you allocate via new[], you must release via delete[].
delete[] intArray;
Yes I know, delete intArray might appear to work just fine on certain systems with certain compiler versions under certain compiler options -- or it might not. That's undefined behavior for ya.
Also, you should follow the Rule of Three. Defining your own destructor but relying on the implicitly-defined copy constructor and copy assignment operator is a recipe for disaster.