Why would I prefer using vector to deque - c++

Since
they are both contiguous memory containers;
feature wise, deque has almost everything vector has but more, since it is more efficient to insert in the front.
Why whould anyone prefer std::vector to std::deque?

Elements in a deque are not contiguous in memory; vector elements are guaranteed to be. So if you need to interact with a plain C library that needs contiguous arrays, or if you care (a lot) about spatial locality, then you might prefer vector. In addition, since there is some extra bookkeeping, other ops are probably (slightly) more expensive than their equivalent vector operations. On the other hand, using many/large instances of vector may lead to unnecessary heap fragmentation (slowing down calls to new).
Also, as pointed out elsewhere on StackOverflow, there is more good discussion here: http://www.gotw.ca/gotw/054.htm .

To know the difference one should know how deque is generally implemented. Memory is allocated in blocks of equal sizes, and they are chained together (as an array or possibly a vector).
So to find the nth element, you find the appropriate block then access the element within it. This is constant time, because it is always exactly 2 lookups, but that is still more than the vector.
vector also works well with APIs that want a contiguous buffer because they are either C APIs or are more versatile in being able to take a pointer and a length. (Thus you can have a vector underneath or a regular array and call the API from your memory block).
Where deque has its biggest advantages are:
When growing or shrinking the collection from either end
When you are dealing with very large collection sizes.
When dealing with bools and you really want bools rather than a bitset.
The second of these is lesser known, but for very large collection sizes:
The cost of reallocation is large
The overhead of having to find a contiguous memory block is restrictive, so you can run out of memory faster.
When I was dealing with large collections in the past and moved from a contiguous model to a block model, we were able to store about 5 times as large a collection before we ran out of memory in a 32-bit system. This is partly because, when re-allocating, it actually needed to store the old block as well as the new one before it copied the elements over.
Having said all this, you can get into trouble with std::deque on systems that use "optimistic" memory allocation. Whilst its attempts to request a large buffer size for a reallocation of a vector will probably get rejected at some point with a bad_alloc, the optimistic nature of the allocator is likely to always grant the request for the smaller buffer requested by a deque and that is likely to cause the operating system to kill a process to try to acquire some memory. Whichever one it picks might not be too pleasant.
The workarounds in such a case are either setting system-level flags to override optimistic allocation (not always feasible) or managing the memory somewhat more manually, e.g. using your own allocator that checks for memory usage or similar. Obviously not ideal. (Which may answer your question as to prefer vector...)

I've implemented both vector and deque multiple times. deque is hugely more complicated from an implementation point of view. This complication translates to more code and more complex code. So you'll typically see a code size hit when you choose deque over vector. You may also experience a small speed hit if your code uses only the things the vector excels at (i.e. push_back).
If you need a double ended queue, deque is the clear winner. But if you're doing most of your inserts and erases at the back, vector is going to be the clear winner. When you're unsure, declare your container with a typedef (so it is easy to switch back and forth), and measure.

std::deque doesn't have guaranteed continuous memory - and it's often somewhat slower for indexed access. A deque is typically implemented as a "list of vector".

According to http://www.cplusplus.com/reference/stl/deque/, "unlike vectors, deques are not guaranteed to have all its elements in contiguous storage locations, eliminating thus the possibility of safe access through pointer arithmetics."
Deques are a bit more complicated, in part because they don't necessarily have a contiguous memory layout. If you need that feature, you should not use a deque.
(Previously, my answer brought up a lack of standardization (from the same source as above, "deques may be implemented by specific libraries in different ways"), but that actually applies to just about any standard library data type.)

A deque is a sequence container which allows random access to it's elements but it is not guaranteed to have contiguous storage.

I think that good idea to make perfomance test of each case. And make decision relying on this tests.
I'd prefer std::deque than std::vector in most cases.

You woudn't prefer vector to deque acording to these test results (with source).
Of course, you should test in your app/environment, but in summary:
push_back is basically the same for all
insert, erase in deque are much faster than list and marginally faster than vector
Some more musings, and a note to consider circular_buffer.

On the one hand, vector is quite frequently just plain faster than deque. If you don't actually need all of the features of deque, use a vector.
On the other hand, sometimes you do need features which vector does not give you, in which case you must use a deque. For example, I challenge anyone to attempt to rewrite this code, without using a deque, and without enormously altering the algorithm.

Note that vector memory is re-allocated as the array grows. If you have pointers to vector elements, they will become invalid.
Also, if you erase an element, iterators become invalid (but not "for(auto...)").
Edit: changed 'deque' to 'vector'

Related

Does std::unordered_map::erase actually perform dynamic deallocation?

It isn't difficult to find information on the big-O time behavior of stl container operations. However, we operate in a hard real-time environment, and I'm having a lot more trouble finding information on their heap memory usage behavior.
In particular I had a developer come to me asking about std::unordered_map. We're allowed to be non-realtime at startup, so he was hoping to perform a .reserve() at startup time. However, he's finding he gets overruns at runtime. The operations he uses are lookups, insertions, and deletions with .erase().
I'm a little worried about that .reserve() actually preventing later runtime memory allocations (I don't really understand the explanation of what it does wrt to heap usage), but .erase() in particular I don't see any guarantee whatsoever that it won't be asking the heap for a dynamic deallocation when called.
So the question is what's the specified heap interactions (if any) for std::unordered_map::erase, and if it actually does deallocations, if there's some kind of trick that can be used to avoid them?
The standard doesn't specify container allocation patterns per-se. These are effectively derived from iterator/reference invalidation rules. For example, vector::insert only invalidates all references if the number of elements inserted causes the size of the container to exceed its capacity. Which means reallocation happened.
By contrast, the only operations on unordered_map which invalidates references are those which actually remove that particular element. Even a rehash (which likely allocates memory) does not invalidate references (this is why reserve changes nothing).
This means that each element must be stored separately from the hash table itself. They are individual nodes (which is why it has a node_type extraction interface), and must be able to be allocated and deallocated individually.
So it is reasonable to assume that each insertion or erasure represents at least one allocation/deallocation.
If you're all right with nodes continuing to consume memory, even after they've been removed from the container, you could pretty easily write an Allocator class that basically made deallocation a NOP.
Quite a few real-time systems basically allocate all the memory they're going to use up-front, then once they've finished initialization they neither allocate nor release memory. This would allow you to do pretty much the same thing with an unordered_map.
That said, I'm somewhat skeptical about the benefit in this case. The main strength of unordered_map is supporting insertion and deletion that are usually fast. If you're not going to be doing insertion at runtime, chances are pretty good that it's not a particularly great choice.
If it's a collection that's mostly filled during initialization, then used mostly as-is, with a few items being "removed", but no more being inserted after you finish initialization, you're likely to be better off with a simple sorted array and an interpolating search (or, if the data is distributed extremely unpredictably, maybe a binary search--but an interpolating search is usually better). In this case, I'd handle removal by simply adding a boolean to each item saying whether that item is valid or not. Erase by setting that value to false. If you find such a value during a search, you basically just ignore it.

Why are deques used as the underlying container for stacks by default, when vectors would do the trick?

As I understand, any container that supports push_back(), pop_back() and back() can be used as the underlying container for stacks, but by default, deques are used. I understand the pros of deques over vectors generally (possibility to add elements at the beginning as well as at the end), but in the case of stacks, I don't see any reason to prefer deques.
I don't see any reason to prefer deques.
A reason to prefer deque that applies to the stack use case is that individual push back has worst case constant complexity compared to vector whose individual push back is linear in worst case (it has amortised constant complexity over multiple push backs). This was particularly significant prior to C++11 when reallocating vector had to copy the elements which could be very expensive. Consider case where the elements themselves are long strings.
Another reason to prefer deques is that they release memory as they shrink. Vectors don't. Hence, if you have a stack that temporarily grows large, then shrinks and remains small for the rest of the execution, then an underlying vector would be wasting a lot of memory.
Historically, when STL was designed and thus when the default was chosen, there used to also be issues with very large vectors because the size of the address space didn't exceed (significantly, or at all) the amount of memory (this was before 64 bit processing was common). The consequence of the limited address space was that memory fragmentation would make it expensive or impossible to allocate large contiguous blocks of memory that a large vector would require. Furthermore, the way that vector grows by deallocating old buffers is a behaviour that causes such fragmentation.

C++ how to manage iterators of contiguous dynamic arrays

I have been trying to figure out an efficient way of managing dynamic arrays which I may change occasionally but would like to randomly access and iterate over often.
I would like to be able to:
store the array in a continuous data block (reduce cache misses)
access each element individually and independently of the array handle (pointers > indices)
resize the array (dynamic)
So in order to achieve this I have been trying things out using std::vector<T>::iterator, and it worked very well, until recently, when I resized the vector (e.g. calling push_back()) that I was storing iterators of. All the iterators became invalid, because they were pointing to stale memory.
Is there any efficient (possibly STL-)way of keeping the iterator pointers up to date? Or do I have to update each Iterator manually?
Is this whole approach even worthwhile? Should I stick with indices?
EDIT:
I have used indices before and it was ok, but I have changed my approach because it still wasn´t good. I would always have to drag the entire array into scope and the indices could be easily used for any array. also there is no perfect way of defining a "NULL" index (none I know about).
What about the option to update all pointers along with a resize operation? All you would have to do is to store the original vector::begin, resize the vector and afterwards update all pointers to vector.begin() + (ptr - prevBegin) and resize operations is already something you should try to avoid.
Fully achieving all 3 of your goals is impossible. If you are fully contiguous, then you have one memory block with a finite size, and the only way to get more memory is to ask for more memory, which will not be contiguous with the memory you already have. So you have to sacrifice at least one requirement, to at least some degree:
If you are willing to partly sacrifice contiguity, you can use a std::deque. This is an array-of-arrays kind of structure. It doesn't invalidate references, for I think any operation that increases its size. It depends on the details of your data type but generally its performance is much closed to a contiguous array than a linked list. Well done but old (5 year) benchmarks: https://baptiste-wicht.com/posts/2012/12/cpp-benchmark-vector-list-deque.html. Another option is to write a chunking allocator, to use either with deque or another structure. This is quite a bit more work though.
If you can use indices, then you can just use a vector
If you don't need to resize, you can still just use a vector and never resize it.
Unless you have a good reason, I would stick with indices. If your main performance bottlenecks are iteration related over a large number of elements (as your contiguity requirement implies), then this whole indexing thing should really be a non-issue. If you do have a very good reason for avoiding indices (which you haven't stated), then I would profile the deque versus the vector on the main loop operation to see how much worse the deque really does. It might be barely worse, and if neither deque nor vector work well enough for you, the next alternatives are quite a bit more work (probably involving allocators or a custom data structure).
Depending on your needs, if you can use the following data structure:
std::vector<std::unique_ptr<Foo>>
then no matter how the vector is resized, if you access your data via a Foo*, the pointer to foo will not be invalidated.
As the number of Foos you need to store in your vector changes, the vector may need to resize it's internal contiguous block of memory, which means any iterators you have pointing inside the vector will be invalidated when the vector resizes.
(You can read more here on C++0x iterator invalidation rules)
However, since the object stored in the vector is a pointer to an object elsewhere in the heap, the pointed-to-object (Foo in this example), will not be invalidated.
Note that the vector owns Foo (as alluded to by std::unique_ptr<Foo>), whilst you can store a non-owning pointer to Foo by keeping a Foo* as the means of accessing your Foo data.
So long as the vector outlives your need to access Foo via your Foo*, then you will not have any lifetime issues.
So in terms of your requirements:
store the array in a continuous data block (reduce cache misses)
yes, std::vector achieves this
access each element individually and independently of the array handle (pointers > indices)
yes, store a Foo* as your means of accessing each element individually, and that remains independent of the array handle (vector::iterator)
resize the array (dynamic)
yes, std::vector achieves this, automatically, resizing for you when you need it to.
Bonus:
Using a smart pointer (in this example std::unique_ptr) in the vector means memory management is also handled automatically for you. (Just make sure you don't try to access a Foo* after the vector is destroyed.
Edit:
It has been pointed out in the comments that storing a std::unique_ptr<Foo> in the vector violates your requirement for the objects to be stored in contiguous memory (if indeed that is what you mean by store the array in contiguous memory, as the vector's underlying array will be contiguous, but accessing the Foo objects will incur an indirection).
However, if you use a suitable allocator (eg arena allocator) for both the vector and the Foo objects, then you will have a higher chance of suffering fewer cache misses, as your Foo objects will exist near to the memory used by your vector, thereby having a higher chance of being in cache when iterating over the vector.

Can you predict where in memory a vector might move when growing?

I'm learning about C++ and have a conceptual question. Let's say I have a vector. I know that my vector is stored in contiguous memory, but let's say my vector keeps growing and runs out of room to keep the memory contiguous. How can I predict where in memory the vector will go? I'm excluding the option of using functions that tell the vector where it should be in memory.
If it "runs out of room to keep the memory contiguous", then it simply won't grow. Attempting to add items past the currently allocated size will (typically) result in its throwing an exception (though technically, it's up to the allocator object to decide what to do--it's responsible for memory allocation, and responding when that's not possible.
Note, however, that this could result from running out of address space (especially on a 32-bit machine) rather than running out of actual memory. A typical virtual memory manager can reallocate physical pages (e.g., 4 KB or 8 KB chunks) and write data to the paging file if necessary to free physical memory if needed--but when/if there's not enough contiguous address space, there's not much that can be done.
The answer depends highly on your allocation strategy, but in general, the answer is no. Most allocators do not provide you with information where the next allocation will occur. If you were writing a custom allocator, then you could potentially make this information accessible, but doing so is not necessarily a good idea unless your use case specifically requires this knowledge.
The realloc function is the only C function which will attempt to grow your memory in place, and it makes no guarantees that it will do so.
Neither new nor malloc provide any information for where the "next" allocation will take place. You could potentially guess, if you knew the exact implementation details for your specific compiler, but this would be very unwise to rely on in a real program. Regarding specifically the std::allocator used for std::vector, it also does not provide details about where future allocations will take place.
Even if you could predict it in a particular situation, it would be extremely fragile - all it takes is one function you call to change to make another call to new or malloc [unless you are using a very specific allocation method - which is different from the "usual" method] to "break" where the next allocation is made.
If you KNOW that you need a certain size, you can use std::vector::resize() to set the size of the vector [or std::vector<int> vec(10000); to create a pre-sized to 10000, for example] - which of course is not guaranteed to work, but it guarantees that you never need "enough space to hold 3x the current content", which is what happens with std::vector when you grow it using push_back [and if you are REALLY unlucky, that means that your vector will use 2*n-1 elements, leaving n-1 unused, because your size is n-1 and you add ONE more element, which doubles the size, so now 2*n, and you only actually require one more element...
The internal workings of STL containers are kept private for good reasons. You should never be accessing any container elements through any mechanism other than the appropriate iterators; and it is not possible to acquire one of those on an element that does not yet exist.
You could however, supply an allocator and use that to deterministically place future allocations.
Can you predict where in memory a vector might move when growing?
As others like EJP, Jerry and Mats have said, you cannot determine the location of a "grown" vector until after it grows. There are some corner cases, like the allocator providing a block of memory that's larger than required so that the vector does not actually move after a grow. But its not something you should depend on.
In general, stacks grow down and heaps grow up. This is an artifact from the old memory days. Your code segment was sandwiched between them, and it ensured your program would overwrite its own code segment and eventually cause an illegal instruction. So you might be able to guess the new vector is going to be higher in memory than the old vector because the vector is probably using heap memory. But its not really useful information.
If you are devising a strategy for locating elements after a grow, then use an index and not an iterator. Iterators are invalidated after inserts and deletes (including the grow).
For example, suppose you are parsing the vector and you are looking for the data that follows -----BEGIN CERTIFICATE-----. Once you know the offset of the data (byte 27 in the vector), then you can always relocate it in constant time with v.begin() + 26. If you only have part of the certificate and later add the tail of the data and the -----END CERTIFICATE----- (and the vector grows), then the data is still located at v.begin() + 26.
No, in practical terms you can't predict where it will go if it has to move due to resizing. However, it isn't so random that you could use it as a random number generator (;

are STL Containers .push_back() naughty

This might seem daft for which I'm sorry, I've been writing a bit some code for the Playstation 2 for uni. I am writing a sort of API for the Graphic Synthesizer. I am using a similar syntax to that of openGL which is a state machine.
So the input would something like
gsBegin(GS_TRIANGLE);
gsColor(...);
gsVertex3f(...);
gsVertex3f(...);
gsVertex3f(...);
gsEnd();
This is great so far for line/triangles/quads with a determined amount of vertices, however things like a LINE_STRIP or TRIANGLE_FAN take an undetermined amount of points. I have been warned off several times for using stl containers because of the push_back() method in this situation because of the time sensitive nature (is this justified).
If its not justified what would be a better way of dealing with the undetermined amount situation. Currently I have an Array that can hold 30 vertices at a time, is this best way of dealing with this kind of situation?
Vector's push_back has amortized constant time complexity because it exponentially increases the capacity of the vector. (I'm assuming you're using vector, because it's ideal for this situation.) However, in practice, rendering code is very performance sensitive, so if the push_back causes a vector reallocation, performance may suffer.
You can prevent reallocations by reserving the capacity before you add to it. If you call myvec.reserve(10);, you are guaranteed to be able to add 10 elements before the vector reallocates.
However, this still requires knowing ahead of time how many elements you need. Also, if you create and destroy lots of different vectors, you're still doing a lot of memory allocation. Instead, just use one vector for all vertices, and re-use it. Calling clear() returns it to empty while keeping its allocated capacity. This way you don't actually need to reserve anything - the first few times you use it it'll reallocate and grow, but once it reaches its peak size, it won't need to reallocate any more. The nice thing about this is the vector finds the approximate size it needs to be, and once it's "warmed up" there's no further allocation so it is high performance.
In short:
Use a single persistently stored std::vector
push_back as much as you like
When you're done, clear().
In practice this will perform as well as a C array, but without a hard limit on size.
University, eh? Just tell them push_back has amortized constant time complexity and they'll be happy.
First, avoid using glBegin / glEnd if you can, and instead use something like glDrawArrays or glDrawElements.
push_back() on a std::vector is a quick operation unless the array needs to grow in size when the operation occurs. Set the vector capacity as high as you think you will need it to be and you should see minimal overhead. 'Raw' arrays will usually always be slightly faster, but then you have to deal with using 'raw' arrays.
There is always the alternative of using a deque.
A deque is very much like a vector, contiguity apart. Basically, it's often implemented as a vector of arrays.
This means a lower allocation cost, but member access might be slightly slower (though constant) because of the double dereference, so I am unsure if it's profitable in your case.
There is also the LLVM alternative: SmallVector<T,N>, which preallocates (right in the vector) space for N elements, and will simply get back to using a traditional vector-like implementation once the size has grown too much.
The drawback to using std::vector in this kind of situation is making sure you manage your memory allocation properly. On systems like the PS2 (PS3 seems to be a bit better at this), memory allocation is insanely slow and if you don't reserve the right amount of space in the vector to begin with (and it has to resize several times when adding items), you will slow your game to a creeping crawl. If you know what your max size is going to be and reserve it when you create the vector, you won't have a problem.
That said, if this vector is going to be a temporary/local variable, you will still be reallocating memory every time your function is called. So if this function is called every frame, you will still have the performance problem. You can get around this by using a custom allocator and/or making the vector global (or a member variable to a class that will exist during your game loop).
You can always equip the container you want to use with proper allocator, which takes into account the limitations of the platform and the expected grow/shrink scenarios etc...