Are there any differences between the two pieces of code below? Is any of them preferable to the other?
operator=
boost::shared_ptr<Blah> foo; // foo.ptr should be NULL
foo = boost::shared_ptr<Blah>(new Blah()); // Involves creation and copy of a shared_ptr?
reset
boost::shared_ptr<Blah> foo; // foo.ptr should be NULL
foo.reset(new Blah()); // foo.ptr should point now to a new Blah object
Note: I need to define the shared_ptr and then set it in a different line because I'm using it in a piece of code like:
boost::shared_ptr<Blah> foo;
try
{
foo.reset...
}
foo...
operator= assigns a shared_ptr to a shared_ptr, while reset makes a shared_ptr take ownership of a pointer. So, basically there is no difference between the examples you have posted. That said, you should prefer neither of them and just use make_shared:
foo = boost::make_shared<Blah>();
Also, if possible, you can prevent having to declare a shared_ptr without initialization by wrapping the try-catch block in a separate function that simply returns a shared_ptr to the newly created object:
boost::shared_ptr<Blah> createBlah() {
try {
// do stuff
return newBlah;
}
catch ...
}
operator= takes another shared_ptr as a parameter thus creating another copy (and upping the reference count) while reset() takes a pointer and optionally a deleter, thus in reality creating a new shared_ptr on top of the current one.
reset is equivalent to (and probably implemented as)
void reset(T p, D d)
{
shared_ptr shared(p,d);
swap( shared );
}
operator= is likely to be implemented as:
shared_ptr& operator=( shared_ptr const& other )
{
shared_ptr shared(other);
swap(other);
return *this;
}
The two functions are similar in that they release control of what they are already containing, if any, and manage a different pointer instead.
foo.reset(p) is defined to be equivalent to shared_ptr(p).swap(foo).
Assignment is logically equivalent to copy-and-swap, and possibly implemented that way. So foo = shared_ptr(p); is equivalent to foo.swap(shared_ptr(p)). Possibly with an extra copy in there if the compiler is having a very bad day.
So in the examples you give, I don't think there's much to choose between them. There might be other cases where it matters. But reset does the same template-based capture of the static type of p that the template constructor does, so as far as getting the right deleter is concerned, you're covered.
The main use of assignment is when you want to copy a previously-existing shared_ptr, to share ownership of the same object. Of course it works fine when assigning from a temporary too, and if you look at the different reset overloads they mirror the different constructors. So I suspect you can achieve the same things either way.
Assignment operator create a new shared object from existing one, incrementing the reference count
CSharedObj& CSharedObj::operator=(CSharedObj& r) noexcept
{
if(*this != r){
//detach from the previous ownership
if(0 == dec()) delete m_pControlObj;
//attach to the new control object and increment the reference count
r.inc();
m_pControlObj = r.m_pControlObj;
}
return *this;
}
while the reset call doesn't create the new shared object, but rather a new ownership - attaching to the new underlying pointee ( via control object)
void CSharedObj::reset(Ptr pointee) noexcept
{
//check if this is a last reference-detach from the previous ownership
if(0==dec()) delete m_pControlObj;
// create the ownership over the new pointee (refCnt = 1)
m_pControlObj = new (std::nothrow) CControlObj(pointee);
}
Related
I know this may sound like a strange question, but I'm very curious.
unique_ptr operator= takes an r-value reference as a parameter and calls reset(r.release()), then move custom deleter. finally, operator returns *this. like:
// this is pseudo code
unique_ptr& operator=(unique_ptr&& r)
{
reset(r.release()); // Change managed pointer
setDeleter(r.getDeleter());
return *this;
}
unique_ptr reset function takes l-value raw pointer as a parameter and delete the old pointer after changing the pointer it manages.
Between the two, they have the same behavior of changing the pointer being managed. And that behavior is handled by the same reset() function.
These two functions do similar things, and I couldn't think of a separate use case other than the difference in parameters, so I wondered if it might be possible to overload them. like:
// this is pseudo code
unique_ptr& operator=(unique_ptr&& r) // or a function named reset
{
changeManagedPtr(r.release()); // and delete old pointer
setDeleter(r.getDeleter());
return *this;
}
unique_ptr& operator=(pointer p) // or a function named reset
{
changeManagedPtr(p); // and delete old pointer
// setDeleter(r.getDeleter()); there is no deleter in p
return *this;
}
Why are the two functions written separately and not as overloaded functions with the same name?
If it were possible, wouldn't it be possible to use something less confusing like this:
unique_ptr<int> uniqPtrInt, dest;
int* rawPtrInt = new int;
dest = rawPtrInt;
// some work..
dest = uniqPtrInt;
Am I assuming something wrong? Are there any stability ramifications that I'm not aware of?
unique_ptr& unique_ptr::operator=(pointer p) can be implemented, but the committee chose not to, for the same reason that they made unique_ptr::unique_ptr(pointer p) explicit.
A unique pointer represents unique ownership of an object. If you could implicitly construct or assign them from raw pointers, it would be very easy to accidentally transfer ownership (and, not realising that you have, do something with undefined behaviour, like double delete).
The assignment semantics of std::unique_ptr is move-only, i.e. move assignment. Adding onto that an opaque copy-assignment-looking from pointer which moves under the hood would arguably risk leading to confusion, and std::unique_ptr was designed with safety in mind ("make it hard to misuse"). That rejects the idea of overloading the assignment operator with a pointer overload.
Over to reset(): whilst reset() could arguably also provide an overload to replace the managed object of *this with that of a std::unique_ptr overload, it would mean adding to the API of std::unique_ptr another way of essentially performing move-assignment, an operation where move-assignment op should be favored (semantically).
I've a multithreaded C++ application that could call from any thread a function like the following, to get an Object from a list/vector.
class GlobalClass{
public:
MyObject* GlobalClass::getObject(int index) const
{
/* mutex lock & unlock */
if (m_list.hasValueAt(index))
return m_list[index];
else
return 0;
}
List<MyObject*> m_list;
};
//Thread function
MyObject* obj = globalClass->getObject(0);
if (!obj) return;
obj->doSomething();
Note: the scope here is to understand some best practice related to function returns by reference, value or pointer, so forgive some pseudo-code or missing declarations (I make use of lock/unlock, GlobalClass is a global singleton, etc...).
The issue here is that if the MyObject at that index in deleted inside GlobalClass, at a certain point I'm using a bad pointer (obj).
So I was thinking about returning a copy of the oject:
MyObject GlobalClass::getObject(int index) const
{
/* mutex lock & unlock */
if (m_list.hasValueAt(index))
return MyObject(*m_list[index]);
else
return MyObject();
}
The issue here is that the object (MyObject) being returned is a large enough object that returning a copy is not efficient.
Finally, I would like to return a reference to that object (better a const reference):
const MyObject& GlobalClass::getObject(int index) const
{
/* mutex lock & unlock */
if (m_list.hasValueAt(index))
return *m_list[index];
else{
MyObject* obj = new MyObject();
return *obj ;
}
}
Considering that my list couldn't cointain the object at that index, I'm introducing a memory leak.
What's the best solution to deal with this?
Must I fall back in returning a copy even if is less efficient or is there something I'm missing in returning a reference?
You have multiple choices:
Use a std::shared_ptr if "Get" pass the owning of the object to the caller. This way the object cannot get out of scope. Of course the caller is unaware when it happens.
Use a std::weak_ptr. This has the same meaning of 1., but the ptr can be reset. In this case the caller can detect if the object was deleted.
Use std::optional as suggested in a comment, and return a copy or a reference. The use of a reference type as argument of optional doesn't avoid the problem of the object being deleted so the reference can become invalid as well. A copy would avoid this, but it may be too expensive, as said.
Reading through the lines, you seems to suggest that the caller will use the pointer immediately after the call, and for a limited span of time. So 1. and 2. are equivalent and seems to fit your needs.
See this introduction to smart pointers for more details.
If you want to avoid copying the object, there are only two possible cases:
The m_list entry that is returned by getObject is/can be deleted concurrently by another thread. If you don't copy that object beforehand, there is nothing you can do within getObject to prevent another thread from suddenly having a reference/pointer dangle. However, you could make each entry of m_list be a std::shared_ptr<MyObject> and return that directly. The memory management will happen automatically (but beware of the potential overhead in the reference counting of shared_ptr, as well as the possibility of deadlocks).
You have (or add) some mechanism to ensure that objects can only be deleted from m_list if no other thread currently holds some pointer/reference to them. This very much depends on your algorithm, but it might e.g. be possible to mark objects for deletion only and then delete them later in a synchronous section.
Your issues seems to stem from the fact that your program is multithreaded - another way forward (and for raw pointer or the std::optional reference returning version: only way forward, perhaps short of a complete redesign), is that you need to expose the mutex to outside the function scope to accomplish what you need. This you can accomplish in multiple ways, however the most simple way to illustrate this is the following:
/*mutex lock*/
const MyObject& obj = globalClass.get(index);
/*do stuff with obj*/
/*mutex unlock*/
Consider a simple class:
class MyInt {
public:
MyInt();
MyInt(const char *num);
};
I want to intergrate reference counting design pattern in to the class, which means i need to keep track of how much pointers point to an instance of this class. I need to implement it in this class only or create a different class and inherit it.
Given this example code i want to clear any allocated memory of the program:
int main() {
MyInt*a = new MyInt("10");
a = new MyInt("20");
delete a;
return 0;
}
My Tries
I tried operator oveloading of '=' and adding referenceCount member:
MyInt &MyInt::operator=(const MyInt* right) {
MyInt*left = this;
*this = right;
left->referenceCount -= 1;
if (left->referenceCount == 0) {
delete (left);
}
return *this;
}
But this does not work because we assign pointer of the class to another pointer.
Also tried to override the new and delete operators but can't seem to make it work and keep track of the number of pointer to an instance.
As it seems i need to implement four things: copy constructor, operator new, operator delete and operator =.
How can i effectivly keep track of the pointers and clear unpointed memory automaticly?
std::shared_ptr does exactly this. From the ref:
Manages the storage of a pointer, providing a limited
garbage-collection facility, possibly sharing that management with
other objects. [...] Once all shared_ptr objects that share ownership
over a pointer have released this ownership, the managed object is
deleted.
so I suggest you use this instead.
a is a pointer, so assigning to a will not involve MyInt::opterator= in any way. There is no way to detect when a pointer to T is assigned to by overloading T's operators. To do this, you would need to design a class type that behaves like a pointer. Then you could properly track when the pointer might leak an object and properly delete it. Fortunately for you, the standard library already provides this class. It's std::shared_ptr. Here is your example modified to use std::shared_ptr :
#include <memory>
struct InfInt {
InfInt(const char *) {}
};
int main()
{
auto a = std::make_shared<InfInt>("10");
a = std::make_shared<InfInt>("20"); // the previous `a` is deleted
// The object pointed to by `a` is automatically deleted when
// the last reference to it goes out of scope
return 0;
}
I need to write my own destructor for a shared pointer instance. Unfortunately, such instance is acquired from a library function call and it's not I that initialize it. So how can I "set" the destructor here?
Ideally, the code in my mind may look like
pointer.setDeleter(myDeleter);
or
pointer = std::make_shared<MyType>(pointerOld.get(), myDeleter);
I didn't find the API for the first assumption. For the second one, it is said that MyType doesn't have a constructor with 2 parameters. It is not compilable.
Any ideas for this?
Thanks!
This is the closest I can get.
template<class T>
std::shared_ptr<T> extra_deleter( std::shared_ptr<T> in, std::function<void(T*)> action ) {
if (!in) return {};
if (!action) return std::move(in);
// action=std::move(action) in c++14
auto new_deleter = [action](std::shared_ptr<T>* tin) {
action(tin->get());
delete tin;
};
auto tmp = std::shared_ptr<std::shared_ptr<T>>(
new shared_ptr<T>(std::move(in)),
std::move(new_deleter)
);
if (!tmp) return {};
// aliasing ctor:
return {tmp, tmp.get()->get()};
}
this create a shared pointer shared pointer, augments it with a custom deleter action, then uses the aliasing ctor to create a shared pointer to T.
This does not cause extra code to run when the source shared_ptr is destroyed. Instead it creates a new shared_ptr with extra destruction code in it. When the new lineage of shared_ptr dies, the action is run.
If there are no other references to the original shared_ptr state remaining, then the original destroyer of the shared_ptr runs.
When overloading the = operator, should one make the contents of one object equal to the contents of the other object OR do you make the pointer of the object point to the same object?
Reading back on the question it seems that the contents should be copied and not the pointers. But I just can't figure it out, So I would be grateful if someone would explain what I should do, I know how to do both, I'm just not sure which one to choose.
class IntObject
{
private:
int *pi_One;
public:
IntObject(void);
IntObject::IntObject(int const &i_one);
~IntObject(void);
IntObject & operator=(const IntObject&);
};
IntObject::IntObject()
{
pi_One = new int(0);
}
IntObject::IntObject(int const &i_one)
{
pi_One = new int(i_one);
}
IntObject::~IntObject(void)
{
delete pi_One;
}
IntObject & IntObject::operator=(const IntObject& c) {
//This copies the pointer to the ints
this->pi_One = c.pi_One;
return *this;
}
It depends on what semantics you want to have in your type. If you want value semantics, then copy the contents (deep copy, as is the case in std::vector), if you want reference semantics (shallow copy, as in std::shared_ptr)
You should definitely copy the contents, not the pointers. Think about what you will do when one of the objects which both hold the same pointer is destroyed; you can't delete the pointer because the other object would be affected as well, but you can't not delete it either because you'd cause memory leaks. You'd have to use reference counting and everything would get a whole lot more complicated.
The contents should be copied (in fact, changing the pointer of the object shouldn't actually be possible - I can't imagine how you would do that - and even if it is somehow, you're not supposed to do it). You also have to take care of the differences between deep and shallow copies, especially if your class contains pointers (or containers with pointers in them).
Now that I think about it, I'm not even sure which pointer you could possibly want to reassign. Unless you are already working with a pointer - those already have an '=' operator that shouldn't be overloaded though.
The principle of least astonishment would say to copy the content. When using operator= on any other object, you wouldn't expect it to copy pointers.
If you keep your destructor as it is, then you should change assignment overload. It would be also wise that nobody is attempting assigning IntObject to itself:
IntObject & IntObject::operator=(const IntObject& c) {
if (this != &c)
{
//This copies the pointer to the ints
*this->pi_One = *c.pi_One;
}
return *this;
}
Otherwise, there will be attempt to free freed memory in IntObject's destructor