What exactly was the rationale behind introducing references in c++? - c++

From the discussion that has happened in my recent question (Why is a c++ reference considered safer than a pointer?), it raises another question in my mind: What exactly was the rationale behind introducing references in c++?

Section 3.7 of Stroustrup's Design and Evolution of C++ describes the introduction of references into the language. If you're interested in the rationale behind any feature of C++, I highly recommend this book.
References were introduced primarily to support operator overloading. Doug McIlroy recalls that once I was explaining some problems with a precursor to the current operator overloading scheme to him. He used the word reference with the startling effect that I muttered "Thank you," and left his office to reappear the next day with the current scheme essentially complete. Doug had reminded me of Algol68.
C passes every function argument by value, and where passing an object by value would be inefficient or inappropriate the user can pass a pointer. This strategy doesn't work where operator overloading is used. In that case, notational convenience is essential because users cannot be expected to insert address-of operators if the objects are large. For example:
a = b - c;
is acceptable (that is, conventional) notation, but
a = &b - &c;
is not. Anyway, &b - &c already has a meaning in C, and I didn't want to change that.
It is not possible to change what a reference refers to after initialization. That is, once a C++ reference is initialized, it cannot be re-bound. I had in the past been bitten by Algol68 references where r1 = r2 can either assign through r1 to the object referred to or assign a new reference value to r1 (re-binding r1) depending on the type of r2. I wanted to avoid such problems in C++.

You need them for operator overloading (of course we can now go down the rabbit hole of "what was the rationale for introducing operator overloading?")
How would you type std::auto_ptr::operator*() without references? Or std::vector::operator[]?

References bind to objects implicitly. This has large advantages when you consider things like binding to temporaries or operator overloading- C++ programs would be full of & and *. When you think about it, the basic use case of a pointer is actually to behave of a reference. In addition, it's much harder to screw up references- you don't perform any pointer arithmetic yourself, can't automatically convert from arrays (a terrible thing), etc.
References are cleaner, easier, and safer than pointers.
It's interesting because most other languages don't have references like C++ has them (aliases), they just have pointer-style references.

If code takes the address of a variable and passes it to a routine, the compiler has no way of knowing whether that address might get stored someplace and used long after the called routine has exited, and possibly after the variable has ceased to exist. By contrast, if code passes give a routine a reference to a variable, it has somewhat more assurance that the reference will only be used while that routine is running. Once that routine returns, the reference will no longer be used.
Things end up getting a little 'broken' by the fact that C++ allows code to take the address of a reference. This ability was provided to allow compatibility with older routines which expected pointers rather than references. If a reference is passed to a routine which takes its address and stores it someplace, all bets are off. On the other hand, if as a matter of policy one forbids using the address of a reference in any way that might be persisted, one can pretty well gain the assurances that references provide.

To allow for operator overloading. They wanted operators to be overloadable both for objects and pointers, so they needed a way to refer to an object by something other than a pointer. Hence the reference was introduce. It is in "The Design and Evolution of C++".

Related

Contradicting definition of references

I am learning about references in C++. In particular, i have learnt that references are not actual objects. Instead they refer to some other object. That is, reference are just alias for other objects.
Then i came across this which says:
Important note: Even though a reference is often implemented using an address in the underlying assembly language, please do not think of a reference as a funny looking pointer to an object. A reference is the object, just with another name. It is neither a pointer to the object, nor a copy of the object. It is the object. There is no C++ syntax that lets you operate on the reference itself separate from the object to which it refers.
I get that the above quote means that we can't operate on the reference itself separate from the object to which it refers but it still seems to imply that "a reference is an object".
Also, i have come across the the sentence given below:
In ISO C++, a reference is not an object. As such, it needs not have any memory representation.
I don't have a link to this 2nd quote but i read it in one of SO's post somewhere.
My question is that assuming the second quote is also from the standard(which may not be the case), doesn't these 2 quoted statements contradict each other. Or at least the first quote is misleading. Which one is correct.
My current understanding(by reading books like C++ Primer 5th edition) is that references are an alias for objects. Which leads me to the thinking that they should not take any space in memory.
Important note: Even though a reference is often implemented using an address in the underlying assembly language, please do not think of a reference as a funny looking pointer to an object. A reference is the object, just with another name. ...
Notes are informal and usually should not to be interpreted as strict rules. If an interpretation contradicts with standard rules, then that interpretation is wrong.
References and objects are different kinds of entities. A reference is not an object distinct from the one that it names. It isn't possible to form a pointer to a reference. A "pointer to reference" isn't even a valid type category.
The note is trying to say that reference "is" the object which it names in the sense that using the reference is using the referred object.
I was thinking of confirming that whether or not references take any space
References take space or they don't take space. It's up to the language implementation to figure out whether it needs space in each case.
Standard quote:
[dcl.ref] It is unspecified whether or not a reference requires storage
Outside of standard specifications, if you want an example of reference using space, try adding a reference member to a class and you are very likely to observe that the size of the class increases.
since pointers take space then reference should also take space. ...
Pointers do take space in the abstract machine that the standard specifies. But if you never observe the storage, then it's entirely possible that the storage never exists in practice. A significant difference between references and pointers is that you cannot observe the storage of a reference directly.
Philosopher: "If a tree falls in an abstract machine and no one is around to observe it, does it have an effect?"
Optimiser: "Not if I can help it."
A reference provides another way of referring to an object. That's useful particularly when passing parameters by reference to functions. More formally, a reference is an alias that binds to a variable including, in this case, an anonymous temporary.
Fortunately we don't need to concern ourselves how they are implemented. That's the job of the compiler, and techniques vary. The C++ standard does not require them to occupy any memory.
There is a way of distinguishing reference types by the way. Non-separability is really more about not being able to bind the reference to any other variable. See
#include <iostream>
#include <type_traits>
int main() {
int a = 0;
int& ref = a;
std::cout << (
std::is_reference<decltype(ref)>::value ? "pay me a bonus\n" : "reformat my hard disk\n"
);
std::cout << (
std::is_reference<decltype(a)>::value ? "pay me a bonus\n" : "reformat my hard disk\n"
);
}
Note finally that &a and &ref must always be the same.
The first quote is really saying the reference is not separable from the object.
... still seems to imply that "a reference is an object".
It really implies that a reference is a non-separable, non-first-class alias for an object, exactly as you first said.
The difficulty with these discussions is that the standardese meaning of "object" is already different from the meaning used in most less-formal contexts.
Let's start simple:
int a;
Would often be described as declaring an integer object a, right? It actually
declares an integer object
binds the name a to that object in the appropriate scope
Now, if we write
int &b = a;
we could say that b is the object in the same way as we could say that a is the object. Actually neither are correct, but given that informal text already uses the latter, it's no worse.
We should instead say that the name b refers to the same object as the name a. This is exactly consistent with calling it an alias, but informal or introductory texts would seem pretty cumbersome if they wrote "... the integer object referred to by the name a ..." everywhere instead of just "the integer a".
As for taking space in memory ... it depends. If I introduce 100 aliases for a single object inside a single function I'd be really surprised if the compiler didn't just collapse them (although of course they might still show up in debug symbols). No information is being lost here by eliding the redundant names.
If I pass an argument by reference to a non-inlined function, some actual information is being communicated, and that information must be stored somewhere.
What a reference actually "is" doesn't make much sense: you could say it is the referenced object or that it is an alias to it, and these claims are both true in some sense.
int main()
{
int a(0);
int& ref(a);
ref = 1; // Will actually affect the value of a
return 0;
}
Let's go through this program line by line.
int a(0); allocates some memory (usually 4 bytes) on the stack to hold an integer.
int& ref(a); doesn't necessarily allocate memory, and wether it actually will is compiler-specific. In this sense, ref itself is not an object: it is simply an alias, another name, for a. This is what the second quote means by "a reference is not an object". (Please note that sometimes, when the what object is referenced can't be known at compile-time for example, a reference has to reserve additional space for the object's address. In these cases, references are just syntactic sugar for pointers.)
ref = 1; sets the value of a to one. In this sense, you can think of ref as being precisely the same object as a. Any operation "on" the reference will actually operate on the referenced object. This is what the first quote means by "It is the object".

Difference between reference and non-reference in C++ [duplicate]

I understand the syntax and general semantics of pointers versus references, but how should I decide when it is more-or-less appropriate to use references or pointers in an API?
Naturally some situations need one or the other (operator++ needs a reference argument), but in general I'm finding I prefer to use pointers (and const pointers) as the syntax is clear that the variables are being passed destructively.
E.g. in the following code:
void add_one(int& n) { n += 1; }
void add_one(int* const n) { *n += 1; }
int main() {
int a = 0;
add_one(a); // Not clear that a may be modified
add_one(&a); // 'a' is clearly being passed destructively
}
With the pointer, it's always (more) obvious what's going on, so for APIs and the like where clarity is a big concern are pointers not more appropriate than references? Does that mean references should only be used when necessary (e.g. operator++)? Are there any performance concerns with one or the other?
EDIT (OUTDATED):
Besides allowing NULL values and dealing with raw arrays, it seems the choice comes down to personal preference. I've accepted the answer below that references Google's C++ Style Guide, as they present the view that "References can be confusing, as they have value syntax but pointer semantics.".
Due to the additional work required to sanitise pointer arguments that should not be NULL (e.g. add_one(0) will call the pointer version and break during runtime), it makes sense from a maintainability perspective to use references where an object MUST be present, though it is a shame to lose the syntactic clarity.
Use reference wherever you can, pointers wherever you must.
Avoid pointers until you can't.
The reason is that pointers make things harder to follow/read, less safe and far more dangerous manipulations than any other constructs.
So the rule of thumb is to use pointers only if there is no other choice.
For example, returning a pointer to an object is a valid option when the function can return nullptr in some cases and it is assumed it will. That said, a better option would be to use something similar to std::optional (requires C++17; before that, there's boost::optional).
Another example is to use pointers to raw memory for specific memory manipulations. That should be hidden and localized in very narrow parts of the code, to help limit the dangerous parts of the whole code base.
In your example, there is no point in using a pointer as argument because:
if you provide nullptr as the argument, you're going in undefined-behaviour-land;
the reference attribute version doesn't allow (without easy to spot tricks) the problem with 1.
the reference attribute version is simpler to understand for the user: you have to provide a valid object, not something that could be null.
If the behaviour of the function would have to work with or without a given object, then using a pointer as attribute suggests that you can pass nullptr as the argument and it is fine for the function. That's kind of a contract between the user and the implementation.
The performances are exactly the same, as references are implemented internally as pointers. Thus you do not need to worry about that.
There is no generally accepted convention regarding when to use references and pointers. In a few cases you have to return or accept references (copy constructor, for instance), but other than that you are free to do as you wish. A rather common convention I've encountered is to use references when the parameter must refer an existing object and pointers when a NULL value is ok.
Some coding convention (like Google's) prescribe that one should always use pointers, or const references, because references have a bit of unclear-syntax: they have reference behaviour but value syntax.
From C++ FAQ Lite -
Use references when you can, and pointers when you have to.
References are usually preferred over pointers whenever you don't need
"reseating". This usually means that references are most useful in a
class's public interface. References typically appear on the skin of
an object, and pointers on the inside.
The exception to the above is where a function's parameter or return
value needs a "sentinel" reference — a reference that does not refer
to an object. This is usually best done by returning/taking a pointer,
and giving the NULL pointer this special significance (references must
always alias objects, not a dereferenced NULL pointer).
Note: Old line C programmers sometimes don't like references since
they provide reference semantics that isn't explicit in the caller's
code. After some C++ experience, however, one quickly realizes this is
a form of information hiding, which is an asset rather than a
liability. E.g., programmers should write code in the language of the
problem rather than the language of the machine.
My rule of thumb is:
Use pointers for outgoing or in/out parameters. So it can be seen that the value is going to be changed. (You must use &)
Use pointers if NULL parameter is acceptable value. (Make sure it's const if it's an incoming parameter)
Use references for incoming parameter if it cannot be NULL and is not a primitive type (const T&).
Use pointers or smart pointers when returning a newly created object.
Use pointers or smart pointers as struct or class members instead of references.
Use references for aliasing (eg. int &current = someArray[i])
Regardless which one you use, don't forget to document your functions and the meaning of their parameters if they are not obvious.
Disclaimer: other than the fact that references cannot be NULL nor "rebound" (meaning thay can't change the object they're the alias of), it really comes down to a matter of taste, so I'm not going to say "this is better".
That said, I disagree with your last statement in the post, in that I don't think the code loses clarity with references. In your example,
add_one(&a);
might be clearer than
add_one(a);
since you know that most likely the value of a is going to change. On the other hand though, the signature of the function
void add_one(int* const n);
is somewhat not clear either: is n going to be a single integer or an array? Sometimes you only have access to (poorly documentated) headers, and signatures like
foo(int* const a, int b);
are not easy to interpret at first sight.
Imho, references are as good as pointers when no (re)allocation nor rebinding (in the sense explained before) is needed. Moreover, if a developer only uses pointers for arrays, functions signatures are somewhat less ambiguous. Not to mention the fact that operators syntax is way more readable with references.
Like others already answered: Always use references, unless the variable being NULL/nullptr is really a valid state.
John Carmack's viewpoint on the subject is similar:
NULL pointers are the biggest problem in C/C++, at least in our code. The dual use of a single value as both a flag and an address causes an incredible number of fatal issues. C++ references should be favored over pointers whenever possible; while a reference is “really” just a pointer, it has the implicit contract of being not-NULL. Perform NULL checks when pointers are turned into references, then you can ignore the issue thereafter.
http://www.altdevblogaday.com/2011/12/24/static-code-analysis/
Edit 2012-03-13
User Bret Kuhns rightly remarks:
The C++11 standard has been finalized. I think it's time in this thread to mention that most code should do perfectly fine with a combination of references, shared_ptr, and unique_ptr.
True enough, but the question still remains, even when replacing raw pointers with smart pointers.
For example, both std::unique_ptr and std::shared_ptr can be constructed as "empty" pointers through their default constructor:
http://en.cppreference.com/w/cpp/memory/unique_ptr/unique_ptr
http://en.cppreference.com/w/cpp/memory/shared_ptr/shared_ptr
... meaning that using them without verifying they are not empty risks a crash, which is exactly what J. Carmack's discussion is all about.
And then, we have the amusing problem of "how do we pass a smart pointer as a function parameter?"
Jon's answer for the question C++ - passing references to boost::shared_ptr, and the following comments show that even then, passing a smart pointer by copy or by reference is not as clear cut as one would like (I favor myself the "by-reference" by default, but I could be wrong).
It is not a matter of taste. Here are some definitive rules.
If you want to refer to a statically declared variable within the scope in which it was declared then use a C++ reference, and it will be perfectly safe. The same applies to a statically declared smart pointer. Passing parameters by reference is an example of this usage.
If you want to refer to anything from a scope that is wider than the scope in which it is declared then you should use a reference counted smart pointer for it to be perfectly safe.
You can refer to an element of a collection with a reference for syntactic convenience, but it is not safe; the element can be deleted at anytime.
To safely hold a reference to an element of a collection you must use a reference counted smart pointer.
There is problem with "use references wherever possible" rule and it arises if you want to keep reference for further use. To illustrate this with example, imagine you have following classes.
class SimCard
{
public:
explicit SimCard(int id):
m_id(id)
{
}
int getId() const
{
return m_id;
}
private:
int m_id;
};
class RefPhone
{
public:
explicit RefPhone(const SimCard & card):
m_card(card)
{
}
int getSimId()
{
return m_card.getId();
}
private:
const SimCard & m_card;
};
At first it may seem to be a good idea to have parameter in RefPhone(const SimCard & card) constructor passed by a reference, because it prevents passing wrong/null pointers to the constructor. It somehow encourages allocation of variables on stack and taking benefits from RAII.
PtrPhone nullPhone(0); //this will not happen that easily
SimCard * cardPtr = new SimCard(666); //evil pointer
delete cardPtr; //muahaha
PtrPhone uninitPhone(cardPtr); //this will not happen that easily
But then temporaries come to destroy your happy world.
RefPhone tempPhone(SimCard(666)); //evil temporary
//function referring to destroyed object
tempPhone.getSimId(); //this can happen
So if you blindly stick to references you trade off possibility of passing invalid pointers for the possibility of storing references to destroyed objects, which has basically same effect.
edit: Note that I sticked to the rule "Use reference wherever you can, pointers wherever you must. Avoid pointers until you can't." from the most upvoted and accepted answer (other answers also suggest so). Though it should be obvious, example is not to show that references as such are bad. They can be misused however, just like pointers and they can bring their own threats to the code.
There are following differences between pointers and references.
When it comes to passing variables, pass by reference looks like pass by value, but has pointer semantics (acts like pointer).
Reference can not be directly initialized to 0 (null).
Reference (reference, not referenced object) can not be modified (equivalent to "* const" pointer).
const reference can accept temporary parameter.
Local const references prolong the lifetime of temporary objects
Taking those into account my current rules are as follows.
Use references for parameters that will be used locally within a function scope.
Use pointers when 0 (null) is acceptable parameter value or you need to store parameter for further use. If 0 (null) is acceptable I am adding "_n" suffix to parameter, use guarded pointer (like QPointer in Qt) or just document it. You can also use smart pointers. You have to be even more careful with shared pointers than with normal pointers (otherwise you can end up with by design memory leaks and responsibility mess).
Any performance difference would be so small that it wouldn't justify using the approach that's less clear.
First, one case that wasn't mentioned where references are generally superior is const references. For non-simple types, passing a const reference avoids creating a temporary and doesn't cause the confusion you're concerned about (because the value isn't modified). Here, forcing a person to pass a pointer causes the very confusion you're worried about, as seeing the address taken and passed to a function might make you think the value changed.
In any event, I basically agree with you. I don't like functions taking references to modify their value when it's not very obvious that this is what the function is doing. I too prefer to use pointers in that case.
When you need to return a value in a complex type, I tend to prefer references. For example:
bool GetFooArray(array &foo); // my preference
bool GetFooArray(array *foo); // alternative
Here, the function name makes it clear that you're getting information back in an array. So there's no confusion.
The main advantages of references are that they always contain a valid value, are cleaner than pointers, and support polymorphism without needing any extra syntax. If none of these advantages apply, there is no reason to prefer a reference over a pointer.
Copied from wiki-
A consequence of this is that in many implementations, operating on a variable with automatic or static lifetime through a reference, although syntactically similar to accessing it directly, can involve hidden dereference operations that are costly. References are a syntactically controversial feature of C++ because they obscure an identifier's level of indirection; that is, unlike C code where pointers usually stand out syntactically, in a large block of C++ code it may not be immediately obvious if the object being accessed is defined as a local or global variable or whether it is a reference (implicit pointer) to some other location, especially if the code mixes references and pointers. This aspect can make poorly written C++ code harder to read and debug (see Aliasing).
I agree 100% with this, and this is why I believe that you should only use a reference when you a have very good reason for doing so.
Points to keep in mind:
Pointers can be NULL, references cannot be NULL.
References are easier to use, const can be used for a reference when we don't want to change value and just need a reference in a function.
Pointer used with a * while references used with a &.
Use pointers when pointer arithmetic operation are required.
You can have pointers to a void type int a=5; void *p = &a; but cannot have a reference to a void type.
Pointer Vs Reference
void fun(int *a)
{
cout<<a<<'\n'; // address of a = 0x7fff79f83eac
cout<<*a<<'\n'; // value at a = 5
cout<<a+1<<'\n'; // address of a increment by 4 bytes(int) = 0x7fff79f83eb0
cout<<*(a+1)<<'\n'; // value here is by default = 0
}
void fun(int &a)
{
cout<<a<<'\n'; // reference of original a passed a = 5
}
int a=5;
fun(&a);
fun(a);
Verdict when to use what
Pointer: For array, linklist, tree implementations and pointer arithmetic.
Reference: In function parameters and return types.
The following are some guidelines.
A function uses passed data without modifying it:
If the data object is small, such as a built-in data type or a small structure, pass it by value.
If the data object is an array, use a pointer because that’s your only choice. Make the pointer a pointer to const.
If the data object is a good-sized structure, use a const pointer or a const
reference to increase program efficiency.You save the time and space needed to
copy a structure or a class design. Make the pointer or reference const.
If the data object is a class object, use a const reference.The semantics of class design often require using a reference, which is the main reason C++ added
this feature.Thus, the standard way to pass class object arguments is by reference.
A function modifies data in the calling function:
1.If the data object is a built-in data type, use a pointer. If you spot code
like fixit(&x), where x is an int, it’s pretty clear that this function intends to modify x.
2.If the data object is an array, use your only choice: a pointer.
3.If the data object is a structure, use a reference or a pointer.
4.If the data object is a class object, use a reference.
Of course, these are just guidelines, and there might be reasons for making different
choices. For example, cin uses references for basic types so that you can use cin >> n
instead of cin >> &n.
Your properly written example should look like
void add_one(int& n) { n += 1; }
void add_one(int* const n)
{
if (n)
*n += 1;
}
That's why references are preferable if possible
...
References are cleaner and easier to use, and they do a better job of hiding information.
References cannot be reassigned, however.
If you need to point first to one object and then to another, you must use a pointer. References cannot be null, so if any chance exists that the object in question might be null, you must not use a reference. You must use a pointer.
If you want to handle object manipulation on your own i.e if you want to allocate memory space for an object on the Heap rather on the Stack you must use Pointer
int *pInt = new int; // allocates *pInt on the Heap
In my practice I personally settled down with one simple rule - Use references for primitives and values that are copyable/movable and pointers for objects with long life cycle.
For Node example I would definitely use
AddChild(Node* pNode);
Just putting my dime in. I just performed a test. A sneeky one at that. I just let g++ create the assembly files of the same mini-program using pointers compared to using references.
When looking at the output they are exactly the same. Other than the symbolnaming. So looking at performance (in a simple example) there is no issue.
Now on the topic of pointers vs references. IMHO I think clearity stands above all. As soon as I read implicit behaviour my toes start to curl. I agree that it is nice implicit behaviour that a reference cannot be NULL.
Dereferencing a NULL pointer is not the problem. it will crash your application and will be easy to debug. A bigger problem is uninitialized pointers containing invalid values. This will most likely result in memory corruption causing undefined behaviour without a clear origin.
This is where I think references are much safer than pointers. And I agree with a previous statement, that the interface (which should be clearly documented, see design by contract, Bertrand Meyer) defines the result of the parameters to a function. Now taking this all into consideration my preferences go to
using references wherever/whenever possible.
For pointers, you need them to point to something, so pointers cost memory space.
For example a function that takes an integer pointer will not take the integer variable. So you will need to create a pointer for that first to pass on to the function.
As for a reference, it will not cost memory. You have an integer variable, and you can pass it as a reference variable. That's it. You don't need to create a reference variable specially for it.

When to use references vs. pointers

I understand the syntax and general semantics of pointers versus references, but how should I decide when it is more-or-less appropriate to use references or pointers in an API?
Naturally some situations need one or the other (operator++ needs a reference argument), but in general I'm finding I prefer to use pointers (and const pointers) as the syntax is clear that the variables are being passed destructively.
E.g. in the following code:
void add_one(int& n) { n += 1; }
void add_one(int* const n) { *n += 1; }
int main() {
int a = 0;
add_one(a); // Not clear that a may be modified
add_one(&a); // 'a' is clearly being passed destructively
}
With the pointer, it's always (more) obvious what's going on, so for APIs and the like where clarity is a big concern are pointers not more appropriate than references? Does that mean references should only be used when necessary (e.g. operator++)? Are there any performance concerns with one or the other?
EDIT (OUTDATED):
Besides allowing NULL values and dealing with raw arrays, it seems the choice comes down to personal preference. I've accepted the answer below that references Google's C++ Style Guide, as they present the view that "References can be confusing, as they have value syntax but pointer semantics.".
Due to the additional work required to sanitise pointer arguments that should not be NULL (e.g. add_one(0) will call the pointer version and break during runtime), it makes sense from a maintainability perspective to use references where an object MUST be present, though it is a shame to lose the syntactic clarity.
Use reference wherever you can, pointers wherever you must.
Avoid pointers until you can't.
The reason is that pointers make things harder to follow/read, less safe and far more dangerous manipulations than any other constructs.
So the rule of thumb is to use pointers only if there is no other choice.
For example, returning a pointer to an object is a valid option when the function can return nullptr in some cases and it is assumed it will. That said, a better option would be to use something similar to std::optional (requires C++17; before that, there's boost::optional).
Another example is to use pointers to raw memory for specific memory manipulations. That should be hidden and localized in very narrow parts of the code, to help limit the dangerous parts of the whole code base.
In your example, there is no point in using a pointer as argument because:
if you provide nullptr as the argument, you're going in undefined-behaviour-land;
the reference attribute version doesn't allow (without easy to spot tricks) the problem with 1.
the reference attribute version is simpler to understand for the user: you have to provide a valid object, not something that could be null.
If the behaviour of the function would have to work with or without a given object, then using a pointer as attribute suggests that you can pass nullptr as the argument and it is fine for the function. That's kind of a contract between the user and the implementation.
The performances are exactly the same, as references are implemented internally as pointers. Thus you do not need to worry about that.
There is no generally accepted convention regarding when to use references and pointers. In a few cases you have to return or accept references (copy constructor, for instance), but other than that you are free to do as you wish. A rather common convention I've encountered is to use references when the parameter must refer an existing object and pointers when a NULL value is ok.
Some coding convention (like Google's) prescribe that one should always use pointers, or const references, because references have a bit of unclear-syntax: they have reference behaviour but value syntax.
From C++ FAQ Lite -
Use references when you can, and pointers when you have to.
References are usually preferred over pointers whenever you don't need
"reseating". This usually means that references are most useful in a
class's public interface. References typically appear on the skin of
an object, and pointers on the inside.
The exception to the above is where a function's parameter or return
value needs a "sentinel" reference — a reference that does not refer
to an object. This is usually best done by returning/taking a pointer,
and giving the NULL pointer this special significance (references must
always alias objects, not a dereferenced NULL pointer).
Note: Old line C programmers sometimes don't like references since
they provide reference semantics that isn't explicit in the caller's
code. After some C++ experience, however, one quickly realizes this is
a form of information hiding, which is an asset rather than a
liability. E.g., programmers should write code in the language of the
problem rather than the language of the machine.
My rule of thumb is:
Use pointers for outgoing or in/out parameters. So it can be seen that the value is going to be changed. (You must use &)
Use pointers if NULL parameter is acceptable value. (Make sure it's const if it's an incoming parameter)
Use references for incoming parameter if it cannot be NULL and is not a primitive type (const T&).
Use pointers or smart pointers when returning a newly created object.
Use pointers or smart pointers as struct or class members instead of references.
Use references for aliasing (eg. int &current = someArray[i])
Regardless which one you use, don't forget to document your functions and the meaning of their parameters if they are not obvious.
Disclaimer: other than the fact that references cannot be NULL nor "rebound" (meaning thay can't change the object they're the alias of), it really comes down to a matter of taste, so I'm not going to say "this is better".
That said, I disagree with your last statement in the post, in that I don't think the code loses clarity with references. In your example,
add_one(&a);
might be clearer than
add_one(a);
since you know that most likely the value of a is going to change. On the other hand though, the signature of the function
void add_one(int* const n);
is somewhat not clear either: is n going to be a single integer or an array? Sometimes you only have access to (poorly documentated) headers, and signatures like
foo(int* const a, int b);
are not easy to interpret at first sight.
Imho, references are as good as pointers when no (re)allocation nor rebinding (in the sense explained before) is needed. Moreover, if a developer only uses pointers for arrays, functions signatures are somewhat less ambiguous. Not to mention the fact that operators syntax is way more readable with references.
Like others already answered: Always use references, unless the variable being NULL/nullptr is really a valid state.
John Carmack's viewpoint on the subject is similar:
NULL pointers are the biggest problem in C/C++, at least in our code. The dual use of a single value as both a flag and an address causes an incredible number of fatal issues. C++ references should be favored over pointers whenever possible; while a reference is “really” just a pointer, it has the implicit contract of being not-NULL. Perform NULL checks when pointers are turned into references, then you can ignore the issue thereafter.
http://www.altdevblogaday.com/2011/12/24/static-code-analysis/
Edit 2012-03-13
User Bret Kuhns rightly remarks:
The C++11 standard has been finalized. I think it's time in this thread to mention that most code should do perfectly fine with a combination of references, shared_ptr, and unique_ptr.
True enough, but the question still remains, even when replacing raw pointers with smart pointers.
For example, both std::unique_ptr and std::shared_ptr can be constructed as "empty" pointers through their default constructor:
http://en.cppreference.com/w/cpp/memory/unique_ptr/unique_ptr
http://en.cppreference.com/w/cpp/memory/shared_ptr/shared_ptr
... meaning that using them without verifying they are not empty risks a crash, which is exactly what J. Carmack's discussion is all about.
And then, we have the amusing problem of "how do we pass a smart pointer as a function parameter?"
Jon's answer for the question C++ - passing references to boost::shared_ptr, and the following comments show that even then, passing a smart pointer by copy or by reference is not as clear cut as one would like (I favor myself the "by-reference" by default, but I could be wrong).
It is not a matter of taste. Here are some definitive rules.
If you want to refer to a statically declared variable within the scope in which it was declared then use a C++ reference, and it will be perfectly safe. The same applies to a statically declared smart pointer. Passing parameters by reference is an example of this usage.
If you want to refer to anything from a scope that is wider than the scope in which it is declared then you should use a reference counted smart pointer for it to be perfectly safe.
You can refer to an element of a collection with a reference for syntactic convenience, but it is not safe; the element can be deleted at anytime.
To safely hold a reference to an element of a collection you must use a reference counted smart pointer.
There is problem with "use references wherever possible" rule and it arises if you want to keep reference for further use. To illustrate this with example, imagine you have following classes.
class SimCard
{
public:
explicit SimCard(int id):
m_id(id)
{
}
int getId() const
{
return m_id;
}
private:
int m_id;
};
class RefPhone
{
public:
explicit RefPhone(const SimCard & card):
m_card(card)
{
}
int getSimId()
{
return m_card.getId();
}
private:
const SimCard & m_card;
};
At first it may seem to be a good idea to have parameter in RefPhone(const SimCard & card) constructor passed by a reference, because it prevents passing wrong/null pointers to the constructor. It somehow encourages allocation of variables on stack and taking benefits from RAII.
PtrPhone nullPhone(0); //this will not happen that easily
SimCard * cardPtr = new SimCard(666); //evil pointer
delete cardPtr; //muahaha
PtrPhone uninitPhone(cardPtr); //this will not happen that easily
But then temporaries come to destroy your happy world.
RefPhone tempPhone(SimCard(666)); //evil temporary
//function referring to destroyed object
tempPhone.getSimId(); //this can happen
So if you blindly stick to references you trade off possibility of passing invalid pointers for the possibility of storing references to destroyed objects, which has basically same effect.
edit: Note that I sticked to the rule "Use reference wherever you can, pointers wherever you must. Avoid pointers until you can't." from the most upvoted and accepted answer (other answers also suggest so). Though it should be obvious, example is not to show that references as such are bad. They can be misused however, just like pointers and they can bring their own threats to the code.
There are following differences between pointers and references.
When it comes to passing variables, pass by reference looks like pass by value, but has pointer semantics (acts like pointer).
Reference can not be directly initialized to 0 (null).
Reference (reference, not referenced object) can not be modified (equivalent to "* const" pointer).
const reference can accept temporary parameter.
Local const references prolong the lifetime of temporary objects
Taking those into account my current rules are as follows.
Use references for parameters that will be used locally within a function scope.
Use pointers when 0 (null) is acceptable parameter value or you need to store parameter for further use. If 0 (null) is acceptable I am adding "_n" suffix to parameter, use guarded pointer (like QPointer in Qt) or just document it. You can also use smart pointers. You have to be even more careful with shared pointers than with normal pointers (otherwise you can end up with by design memory leaks and responsibility mess).
Any performance difference would be so small that it wouldn't justify using the approach that's less clear.
First, one case that wasn't mentioned where references are generally superior is const references. For non-simple types, passing a const reference avoids creating a temporary and doesn't cause the confusion you're concerned about (because the value isn't modified). Here, forcing a person to pass a pointer causes the very confusion you're worried about, as seeing the address taken and passed to a function might make you think the value changed.
In any event, I basically agree with you. I don't like functions taking references to modify their value when it's not very obvious that this is what the function is doing. I too prefer to use pointers in that case.
When you need to return a value in a complex type, I tend to prefer references. For example:
bool GetFooArray(array &foo); // my preference
bool GetFooArray(array *foo); // alternative
Here, the function name makes it clear that you're getting information back in an array. So there's no confusion.
The main advantages of references are that they always contain a valid value, are cleaner than pointers, and support polymorphism without needing any extra syntax. If none of these advantages apply, there is no reason to prefer a reference over a pointer.
Copied from wiki-
A consequence of this is that in many implementations, operating on a variable with automatic or static lifetime through a reference, although syntactically similar to accessing it directly, can involve hidden dereference operations that are costly. References are a syntactically controversial feature of C++ because they obscure an identifier's level of indirection; that is, unlike C code where pointers usually stand out syntactically, in a large block of C++ code it may not be immediately obvious if the object being accessed is defined as a local or global variable or whether it is a reference (implicit pointer) to some other location, especially if the code mixes references and pointers. This aspect can make poorly written C++ code harder to read and debug (see Aliasing).
I agree 100% with this, and this is why I believe that you should only use a reference when you a have very good reason for doing so.
Points to keep in mind:
Pointers can be NULL, references cannot be NULL.
References are easier to use, const can be used for a reference when we don't want to change value and just need a reference in a function.
Pointer used with a * while references used with a &.
Use pointers when pointer arithmetic operation are required.
You can have pointers to a void type int a=5; void *p = &a; but cannot have a reference to a void type.
Pointer Vs Reference
void fun(int *a)
{
cout<<a<<'\n'; // address of a = 0x7fff79f83eac
cout<<*a<<'\n'; // value at a = 5
cout<<a+1<<'\n'; // address of a increment by 4 bytes(int) = 0x7fff79f83eb0
cout<<*(a+1)<<'\n'; // value here is by default = 0
}
void fun(int &a)
{
cout<<a<<'\n'; // reference of original a passed a = 5
}
int a=5;
fun(&a);
fun(a);
Verdict when to use what
Pointer: For array, linklist, tree implementations and pointer arithmetic.
Reference: In function parameters and return types.
The following are some guidelines.
A function uses passed data without modifying it:
If the data object is small, such as a built-in data type or a small structure, pass it by value.
If the data object is an array, use a pointer because that’s your only choice. Make the pointer a pointer to const.
If the data object is a good-sized structure, use a const pointer or a const
reference to increase program efficiency.You save the time and space needed to
copy a structure or a class design. Make the pointer or reference const.
If the data object is a class object, use a const reference.The semantics of class design often require using a reference, which is the main reason C++ added
this feature.Thus, the standard way to pass class object arguments is by reference.
A function modifies data in the calling function:
1.If the data object is a built-in data type, use a pointer. If you spot code
like fixit(&x), where x is an int, it’s pretty clear that this function intends to modify x.
2.If the data object is an array, use your only choice: a pointer.
3.If the data object is a structure, use a reference or a pointer.
4.If the data object is a class object, use a reference.
Of course, these are just guidelines, and there might be reasons for making different
choices. For example, cin uses references for basic types so that you can use cin >> n
instead of cin >> &n.
Your properly written example should look like
void add_one(int& n) { n += 1; }
void add_one(int* const n)
{
if (n)
*n += 1;
}
That's why references are preferable if possible
...
References are cleaner and easier to use, and they do a better job of hiding information.
References cannot be reassigned, however.
If you need to point first to one object and then to another, you must use a pointer. References cannot be null, so if any chance exists that the object in question might be null, you must not use a reference. You must use a pointer.
If you want to handle object manipulation on your own i.e if you want to allocate memory space for an object on the Heap rather on the Stack you must use Pointer
int *pInt = new int; // allocates *pInt on the Heap
In my practice I personally settled down with one simple rule - Use references for primitives and values that are copyable/movable and pointers for objects with long life cycle.
For Node example I would definitely use
AddChild(Node* pNode);
Just putting my dime in. I just performed a test. A sneeky one at that. I just let g++ create the assembly files of the same mini-program using pointers compared to using references.
When looking at the output they are exactly the same. Other than the symbolnaming. So looking at performance (in a simple example) there is no issue.
Now on the topic of pointers vs references. IMHO I think clearity stands above all. As soon as I read implicit behaviour my toes start to curl. I agree that it is nice implicit behaviour that a reference cannot be NULL.
Dereferencing a NULL pointer is not the problem. it will crash your application and will be easy to debug. A bigger problem is uninitialized pointers containing invalid values. This will most likely result in memory corruption causing undefined behaviour without a clear origin.
This is where I think references are much safer than pointers. And I agree with a previous statement, that the interface (which should be clearly documented, see design by contract, Bertrand Meyer) defines the result of the parameters to a function. Now taking this all into consideration my preferences go to
using references wherever/whenever possible.
For pointers, you need them to point to something, so pointers cost memory space.
For example a function that takes an integer pointer will not take the integer variable. So you will need to create a pointer for that first to pass on to the function.
As for a reference, it will not cost memory. You have an integer variable, and you can pass it as a reference variable. That's it. You don't need to create a reference variable specially for it.

If de-referencing a NULL pointer is an invalid thing to do, how should auto pointers be implemented?

I thought dereferencing a NULL pointer was dangerous, if so then what about this implementation of an auto_ptr?
http://ootips.org/yonat/4dev/smart-pointers.html
If the default constructor is invoked without a parameter the internal pointer will be NULL, then when operator*() is invoked won't that be dereferencing a null pointer?
Therefore what is the industrial strength implementation of this function?
Yes, dereferencing NULL pointer = bad.
Yes, constructing an auto_ptr with NULL creates a NULL auto_ptr.
Yes, dereferencing a NULL auto_ptr = bad.
Therefore what is the industrial strength implementation of this function?
I don't understand the question. If the definition of the function in question created by the industry itself is not "industrial strength" then I have a very hard time figuring out what might be.
std::auto_ptr is intended to provide essentially the same performance as a "raw" pointer. To that end, it doesn't (necessarily) do any run-time checking that the pointer is valid before being dereferenced.
If you want a pointer that checks validity, it's relatively easy to provide that, but it's not the intended purpose of auto_ptr. In fairness, I should add that the real intent of auto_ptr is rather an interesting question -- its specification was changed several times during the original standardization process, largely because of disagreements over what it should try to accomplish. The version that made it into the standard does have some uses, but quite frankly, not very many. In particular, it has transfer-of-ownership semantics that make it unsuitable for storage in a standard container (among other things), removing one of the obvious purposes for smart pointers in general.
Its purpose to help prevent memory leaks by ensuring that delete is performed on the underlying pointer whenever the auto_ptr goes out of scope (or itself is deleted).
Just like in higher-level languages such as C#, trying to dereference a null pointer/object will still explode, as it should.
Do what you would do if you dereferenced a NULL pointer. On many platforms, this means throw an exception.
Well, just like you said: dereferencing null pointer is illegal, leads to undefined behavior. This immediately means that you must not use operator * on a default-constructed auto_ptr. Period.
Where exactly you see a problem with "industrial strength" of this implementation is not clear to me.
#Jerry Coffin: It is naughty of me to answer your answer here rather than the OP's question but I need more lines than a comment allows..
You are completely right about the ridiculous semantics of the current version, it is so completely rotten that a new feature: "mutable" HAD to be added to the language just to allow these insane semantics to be implemented.
The original purpose of "auto_ptr" was exactly what boost::scoped_ptr does (AFAIK), and I'm happy to see a version of that finally made it into the new Standard. The reason for the name "auto_ptr" is that it should model a first class pointer on the stack, i.e. an automatic variable.
This auto_ptr was an National Body requirement, based on the following logic: if we have catchable exceptions in C++, we MUST have a way to manage pointers which is exception safe IN the Standard. This also applies to non-static class members (although that's a slightly harder problem which required a change to the syntax and semantics of constructors).
In addition a reference counting pointer was required but due to a lot of different possible implementation with different tradeoffs, one can accept that this be left out of the Standard until a later time.
Have you ever played that game where you pass a message around a ring of people and at the end someone reads out the input and output messages? That's what happened. The original intent got lost because some people thought that the auto_ptr, now we HAD to have it, could be made to do more... and finally what got put in the standard can't even do what the original simple scope_ptr style one did (auto_ptr semantics don't assure the pointed at object is destroyed because it could be moved elsewhere).
If I recall the key problem was returning the value of a auto_ptr: the core design simply doesn't allow that (it's uncopyable). A sane solution like
return ap.swap(NULL)
unfortunately still destroys the intended invariant. The right way is probably closer to:
return ap.clone();
which copies the object and returns the copy, destroying the original: the compiler is then free to optimise away the copy (as written not exception safe .. the clone might leak if another exception is thrown before it returns: a ref counted pointer solves this of course).

references in C++

Once I read in a statement that
The language feature that "sealed the
deal" to include references is
operator overloading.
Why are references needed to effectively support operator overloading?? Any good explanation?
Here's what Stroustrup said in "The Design and Evolution of C++" (3.7 "references"):
References were introduced primarily to support operator overloading. ...
C passes every function argument by value, and where passing an object by value would be inefficient or inappropriate the user can pass a pointer . This strategy doesn't work where operator overloading is used. In that case, notational convenience is essential because users cannot be expected to insert address-of operators if the objects are large. For example:
a = b - c;
is acceptable (that is, conventional) notation, but
a = &b - &c;
is not. Anyway, &b - &c already has a meaning in C, and I didn't want to change that.
An obvious example would be the typical overload of ">>" as a stream extraction operator. To work as designed, this has to be able to modify both its left- and right-hand arguments. The right has to be modified, because the primary purpose is to read a new value into that variable. The left has to be modified to do things like indicating the current status of the stream.
In theory, you could pass a pointer as the right-hand argument, but to do the same for the left argument would be problematic (e.g. when you chain operators together).
Edit: it becomes more problematic for the left side partly because the basic syntax of overloading is that x#y (where "#" stands for any overloaded operator) means x.opertor#(y). Now, if you change the rules so you somehow turn that x into a pointer, you quickly run into another problem: for a pointer, a lot of those operators already have a valid meaning separate from the overload -- e.g., if I translate x+2 as somehow magically working with a pointer to x, then I've produced an expression that already has a meaning completely separate from the overload. To work around that, you could (for example) decide that for this purpose, you'd produce a special kind of pointer that didn't support pointer arithmetic. Then you'd have to deal with x=y -- so the special pointer becomes one that you can't modify directly either, and any attempt at assigning to it ends up assigning to whatever it points at instead.
We've only restricted them enough to support two operator overloads, but our "special pointer" is already about 90% of the way to being a reference with a different name...
References constitute a standard means of specifying that the compiler should handle the addresses of objects as though they were objects themselves. This is well-suited to operator overloading because operations usually need to be chained in expressions; to do this with a uniform interface, i.e., entirely by reference, you often would need to take the address of a temporary variable, which is illegal in C++ because pointers make no guarantee about the lifetimes of their referents. References, on the other hand, do. Using references tells the compiler to work a certain kind of very specific magic (with const references at least) that preserves the lifetime of the referent.
Typically when you're implementing an operator you want to operate directly on the operand -- not a copy of it -- but passing a pointer risks that you could delete the memory inside the operator. (Yes, it would be stupid, but it would be a significant danger nonetheless.) References allow for a convenient way of allowing pointer-like access without the "assignment of responsibility" that passing pointers incurs.