For example, should I use:
Foo* object = new Foo ;
or should I just use
Foo object ;
If I messed up the code one either of those, please correct. It is early and I am a beginner.
In the first case you allocate your Foo object in heap, while in the second it's allocated in stack.
Usually things are allocated in heap if:
Foo is so big that it wouldn't fit in the stack.
You don't know when to allocate your object (you only need to allocate it under some circumstances).
You need to extend the lifetime of your object also after the stack gets popped.
In most other cases (I could be forgetting some other common scenarios when it's useful to dynamically allocate your object) it's probably suggested to allocate your object in stack, since it will cost less at runtime and will be less error prone and easier to be handled.
operator new should be avoided wherever possible. It's wasteful in all areas - syntactically, semantically, and at run-time with space and time. If you have an object that can be allocated on the stack or statically in a class, do it. Dynamic allocation should only be used when you need exactly that - dynamism. If you don't need it to be dynamic, don't use dynamic allocation.
The default in C++ should be to use the objects themselves and not pointers (smart or otherwise) until there are specific reasons to do otherwise.
To get a default-constructed object, you must leave the parentheses off:
Foo object;
otherwise, the compiler will take it as the declaration of a function.
Automatic instantiation should be the norm since the object life-time is then determined by the scope, and destruction is automatic. Dynamic instantiation is necessary when the object is required to exist outside of the current scope.
Dynamic instantiation may also be necessary if the object is excessively large, and you have limited stack space. However for a single object this would be an unusual case, and often indicative of a design flaw.
Dynamic instantiation is more typically used for arrays of objects, when the resulting array is either too large for the stack or the size of the array is not known a priori.
The important thing to remember is that if you dynamically instantiate an object you are responsible for explicitly destroying it. Not doing so results in a memory leak.
Allocating objects with a new operator requires that you clean up after then with a delete operator. So on most cases, if it isn't necessary, I'd go with the static instantiation.
However, since the static instantiation will put the object on the stack, you might run into memory problems: the stack can only hold so much data. So sometimes it might be necessary instantiate the object dynamically.
The second usage should be:
Foo object;
The difference between the two is that the first is allocating the object on the heap, and the second is allocating the object on the stack. There are many differences, but here are a few:
When you allocate an object on the heap, it will be alive until you explicitly delete it, whereas an object allocated on the stack is only alive until the function ends.
Allocating an object on the heap is more expensive (in terms of performance) than allocating objects on the stack.
You can generally allocate many more objects on the heap than on the stack.
Objects allocated on the heap may be passed around between threads, whereas objects allocated on the stack cannot (that's not 100% correct, you can make your function stay alive while the other thread is working on your object, but that's pretty much useless and inefficient).
Objects allocated on the stack will be allocated as soon as you enter the scope where they are declared. There are cases when you don't necessarily want them to always be allocated, which is when you might prefer to use a dynamic allocation on the heap.
In C++, pointers should be used only when it is really required for you to allocate memory on heap (at runtime). One of the purposes of introducing pointers in C was to be able to pass by address so that the object to be modified could be passed as parameter. In C++, you can achieve that by passing References to objects.
Related
I don't quite get the point of dynamically allocated memory and I am hoping you guys can make things clearer for me.
First of all, every time we allocate memory we simply get a pointer to that memory.
int * dynInt = new int;
So what is the difference between doing what I did above and:
int someInt;
int* dynInt = &someInt;
As I understand, in both cases memory is allocated for an int, and we get a pointer to that memory.
So what's the difference between the two. When is one method preferred to the other.
Further more why do I need to free up memory with
delete dynInt;
in the first case, but not in the second case.
My guesses are:
When dynamically allocating memory for an object, the object doesn't get initialized while if you do something like in the second case, the object get's initialized. If this is the only difference, is there a any motivation behind this apart from the fact that dynamically allocating memory is faster.
The reason we don't need to use delete for the second case is because the fact that the object was initialized creates some kind of an automatic destruction routine.
Those are just guesses would love it if someone corrected me and clarified things for me.
The difference is in storage duration.
Objects with automatic storage duration are your "normal" objects that automatically go out of scope at the end of the block in which they're defined.
Create them like int someInt;
You may have heard of them as "stack objects", though I object to this terminology.
Objects with dynamic storage duration have something of a "manual" lifetime; you have to destroy them yourself with delete, and create them with the keyword new.
You may have heard of them as "heap objects", though I object to this, too.
The use of pointers is actually not strictly relevant to either of them. You can have a pointer to an object of automatic storage duration (your second example), and you can have a pointer to an object of dynamic storage duration (your first example).
But it's rare that you'll want a pointer to an automatic object, because:
you don't have one "by default";
the object isn't going to last very long, so there's not a lot you can do with such a pointer.
By contrast, dynamic objects are often accessed through pointers, simply because the syntax comes close to enforcing it. new returns a pointer for you to use, you have to pass a pointer to delete, and (aside from using references) there's actually no other way to access the object. It lives "out there" in a cloud of dynamicness that's not sitting in the local scope.
Because of this, the usage of pointers is sometimes confused with the usage of dynamic storage, but in fact the former is not causally related to the latter.
An object created like this:
int foo;
has automatic storage duration - the object lives until the variable foo goes out of scope. This means that in your first example, dynInt will be an invalid pointer once someInt goes out of scope (for example, at the end of a function).
An object created like this:
int foo* = new int;
Has dynamic storage duration - the object lives until you explicitly call delete on it.
Initialization of the objects is an orthogonal concept; it is not directly related to which type of storage-duration you use. See here for more information on initialization.
Your program gets an initial chunk of memory at startup. This memory is called the stack. The amount is usually around 2MB these days.
Your program can ask the OS for additional memory. This is called dynamic memory allocation. This allocates memory on the free store (C++ terminology) or the heap (C terminology). You can ask for as much memory as the system is willing to give (multiple gigabytes).
The syntax for allocating a variable on the stack looks like this:
{
int a; // allocate on the stack
} // automatic cleanup on scope exit
The syntax for allocating a variable using memory from the free store looks like this:
int * a = new int; // ask OS memory for storing an int
delete a; // user is responsible for deleting the object
To answer your questions:
When is one method preferred to the other.
Generally stack allocation is preferred.
Dynamic allocation required when you need to store a polymorphic object using its base type.
Always use smart pointer to automate deletion:
C++03: boost::scoped_ptr, boost::shared_ptr or std::auto_ptr.
C++11: std::unique_ptr or std::shared_ptr.
For example:
// stack allocation (safe)
Circle c;
// heap allocation (unsafe)
Shape * shape = new Circle;
delete shape;
// heap allocation with smart pointers (safe)
std::unique_ptr<Shape> shape(new Circle);
Further more why do I need to free up memory in the first case, but not in the second case.
As I mentioned above stack allocated variables are automatically deallocated on scope exit.
Note that you are not allowed to delete stack memory. Doing so would inevitably crash your application.
For a single integer it only makes sense if you need the keep the value after for example, returning from a function. Had you declared someInt as you said, it would have been invalidated as soon as it went out of scope.
However, in general there is a greater use for dynamic allocation. There are many things that your program doesn't know before allocation and depends on input. For example, your program needs to read an image file. How big is that image file? We could say we store it in an array like this:
unsigned char data[1000000];
But that would only work if the image size was less than or equal to 1000000 bytes, and would also be wasteful for smaller images. Instead, we can dynamically allocate the memory:
unsigned char* data = new unsigned char[file_size];
Here, file_size is determined at runtime. You couldn't possibly tell this value at the time of compilation.
Read more about dynamic memory allocation and also garbage collection
You really need to read a good C or C++ programming book.
Explaining in detail would take a lot of time.
The heap is the memory inside which dynamic allocation (with new in C++ or malloc in C) happens. There are system calls involved with growing and shrinking the heap. On Linux, they are mmap & munmap (used to implement malloc and new etc...).
You can call a lot of times the allocation primitive. So you could put int *p = new int; inside a loop, and get a fresh location every time you loop!
Don't forget to release memory (with delete in C++ or free in C). Otherwise, you'll get a memory leak -a naughty kind of bug-. On Linux, valgrind helps to catch them.
Whenever you are using new in C++ memory is allocated through malloc which calls the sbrk system call (or similar) itself. Therefore no one, except the OS, has knowledge about the requested size. So you'll have to use delete (which calls free which goes to sbrk again) for giving memory back to the system. Otherwise you'll get a memory leak.
Now, when it comes to your second case, the compiler has knowledge about the size of the allocated memory. That is, in your case, the size of one int. Setting a pointer to the address of this int does not change anything in the knowledge of the needed memory. Or with other words: The compiler is able to take care about freeing of the memory. In the first case with new this is not possible.
In addition to that: new respectively malloc do not need to allocate exactly the requsted size, which makes things a bit more complicated.
Edit
Two more common phrases: The first case is also known as static memory allocation (done by the compiler), the second case refers to dynamic memory allocation (done by the runtime system).
What happens if your program is supposed to let the user store any number of integers? Then you'll need to decide during run-time, based on the user's input, how many ints to allocate, so this must be done dynamically.
In a nutshell, dynamically allocated object's lifetime is controlled by you and not by the language. This allows you to let it live as long as it is required (as opposed to end of the scope), possibly determined by a condition that can only be calculated at run-rime.
Also, dynamic memory is typically much more "scalable" - i.e. you can allocate more and/or larger objects compared to stack-based allocation.
The allocation essentially "marks" a piece of memory so no other object can be allocated in the same space. De-allocation "unmarks" that piece of memory so it can be reused for later allocations. If you fail to deallocate memory after it is no longer needed, you get a condition known as "memory leak" - your program is occupying a memory it no longer needs, leading to possible failure to allocate new memory (due to the lack of free memory), and just generally putting an unnecessary strain on the system.
One of the C++ features that sets it apart from other languages is the ability to allocate complex objects as member variables or local variables instead of always having to allocate them with new. But this then leads to the question of which to choose in any given situation.
Is there some good set of criteria for choosing how to allocate variables? When should I declare a member variable as a straight variable instead of as a reference or a pointer? When should I allocate a variable with new rather than use a local variable that's allocated on the stack?
One of the C++ features that sets it apart from other languages
... is that you have to do memory allocation manually. But let's leave that aside:
allocate on the heap when an object has to be long-lived, i.e. must outlive a certain scope, and is expensive or impossible to copy or move,
allocate on the heap when an object is large (where large might mean several kilobytes if you want to be on the safe side) to prevent stack overflows, even if the object is only needed temporarily,
allocate on the heap if you're using the pimpl (compiler firewall) idiom,
allocate variable-sized arrays on the heap,
allocate on the stack otherwise because it's so much more convenient.
Note that in the second rule, by "large object" I mean something like
char buffer[1024 * 1024]; // 1MB buffer
but not
std::vector<char> buffer(1024 * 1024);
since the second is actually a very small object wrapping a pointer to a heap-allocated buffer.
As for pointer vs. value members:
use a pointer if you need heap allocation,
use a pointer if you're sharing structure,
use a pointer or reference for polymorphism,
use a reference if you get an object from client code and the client promises to keep it alive,
use a value in most other cases.
The use of smart pointers is of course recommended where appropriate. Note that you can use a reference in case of heap allocation because you can always delete &ref, but I wouldn't recommend doing that. References are pointers in disguise with only one difference (a reference can't be null), but they also signal a different intent.
There is little to add to the answer of larsmans.
Allocating on the stack usually simplifies resource management, you do not have to bother with memory leaks or ownership, etc. A GUI library is built around this observation, check at "Everything belongs somewhere" and "Who owns widgets."
If you allocate all members on the stack then the default copy ctor and default op= usually suffices. If you allocate the members on the heap, you have to be careful how you implement them.
If you allocate the member variable on the stack, the member's definition has to be visible. If you allocate it on the heap then you can forward declare that member. I personally like forward declarations, it reduces dependency.
In C++, ff I have a class that needs to hold a member which could be dynamically allocated and used as a pointer, or not, like this:
class A {
type a;
};
or
class A {
A();
~A();
type* a;
};
and in the constructor:
A::A {
a = new type();
}
and destructor:
A::~A {
delete a;
}
are there any advantages or disadvantages to either one, aside from the dynamic one requiring more code? Do they behave differently (aside from the pointer having to be dereferenced) or is one slower than the other? Which one should I use?
There are several differences:
The size of every member must be known when you're defining a class. This means you must include your type header, and you can't just use a forward-declaration as you would with a pointer member (since the size of all pointers is known). This has implications for #include clutter and compile times for large projects.
The memory for the data member is part of the enclosing class instance, so it will be allocated at the same time, in the same place, as all the other class members (whether on the stack or the heap). This has implications for data locality - having everything in the same place could potentially lead to better cache utilization, etc. Stack allocation will likely be a tad faster than heap allocation. Declaring too many huge object instances could blow your stack quicker.
The pointer type is trickier to manage - since it doesn't automatically get allocated or destroyed along with the class, you need to make sure to do that yourself. This becomes tricky with multiple pointer members - if you're newing all of them in the constructor, and halfway through the process there's an exception, the destructor doesn't get called and you have a memory leak. It's better to assign pointer variables to a "smart pointer" container (like std::auto_ptr) immediately, this way the cleanup gets handled automatically (and you don't need to worry about deleteing them in the destructor, often saving you from writing one at all). Also, any time you're handling resources manually you need to worry about copy constructors and assignment operators.
With the pointer you have more control, but also more responsibilities. You have more control in the sense that you can decide the lifetime of the object more precisely, while without the pointer the lifetime is essentially equal to the lifetime of the containing object. Also, with the pointer the member could actually be an instance of a subclass of the pointer type.
Performance-wise, using the pointer does mean more memory usage, more memory fragmentation, and dereferencing does take amount of time. For all but the most performance critical code none of this is really worth worrying about, however.
The main difference is that the pointer can potentially point somewhere else.
edit
Laurence's answer isn't wrong, but it's a bit general. In specific, dynamic allocation is going to be slightly slower. Dereferencing through the pointer is likewise going to be very slightly slower. Again, this is not a lot of speed loss, and the flexibility it buys may well be very much worth it.
The main difference is that if you don't use a pointer, the memory for the inner member will be allocated as a part of the memory allocated for the containing object. If you use new, you will get memory in separate chunks (you already seem to have proper creation and destruction of the referenced object down)
You need to understand the implications of default copy constructor and copy assignment operators when using raw pointers. The raw pointer gets copied in both the cases. In other words, you will end up having multiple objects (or raw pointers) pointing to the same memory location. Therefore, your destructor written as is above will attempt to delete the same memory multiple times.
If the member variable should live beyond the lifetime of the object, or if its ownership should be transferred to another object, then the member should be dynamically (heap) allocated using "new". If it is not, then it is often the best choice to make it a direct member of the class in order to simplify code and lessen the burden on the memory-allocator. Memory allocation is expensive.
What's a good policy for when to use "new" to make an instance of a class? I've been hobby programming C++ for a while but I'm still not for sure when is the best time to do this:
MyClass thing(param1, param2);
over this:
MyClass* thing;
thing = new MyClass(param1, param2);
Any advice?
Design-wise, use automatic (stack) allocation as much as possible. Whenever you need to extend the lifetime of an object beyond a certain scope, then dynamically allocate it.
And even so, never dynamically allocate things raw. Always keep them wrapped into some sort of wrapper that implements Scope-Bound Resource Management (SBRM, first known under the dumb/awkward name Resource-Acquisition Is Initialization or RAII.) That is, dynamic allocations should be kept in automatic objects that will clean up automatically!
A good example of this is std::vector: you cannot leak the memory internal to a vector, because it's destructor is run in every scenario when memory should be free'd, and it will free it for you. auto_ptr is the first and only smart pointer available in the standard library, but it's pretty bad. Better is to use shared_ptr, or many of the other popular smart pointers available in Boost and/or TR1 and/or C++0x.
Performance-wise, objects allocated on the stack can be done so very quickly (the stack size is increased per-function-call, so all the required memory has been allocated up-front by a simple move of a pointer.) Contrarily, dynamic allocation generally requires much more time. It's quite possible to get speedy dynamic allocations with custom allocation schemes, but even the best will still be slower than stack allocation.
Occasionally, you might find you spend too much time copying objects around. In this case, it may be worth it to dynamically allocate it and merely move pointers around. However, please note I said "find". This kind of change is something you find by profiling and measuring, never guessing.
So: Automatic allocation when possible, dynamic allocation when needed.
The first approach creates a local instance on the stack that goes away when the calling function exits. The second creates an instance that stays on the heap until (and if) you explicitly release it again. The choice depends on what kind of control and lifetime you want for your object.
The rule of thumb is: if it works without new, don't use new.
In general: you don't need to use new if you plan to delete the object in the same scope. If the object is quite large, you may want to use new.
You may want to look into the difference between heap and stack memory if you want to know the details.
First, ask yourself the question, does it make sense for the object to be copied when another function wants it?
If it makes sense to copy the object, your best bet is to create everything on the stack or as member variables and then just pass copies around when needed.
If it does not make sense to copy the object, you'll need to use new form so that you can safely pass the pointer to the object. You have to use a pointer (or reference) because as noted it does not make sense to copy the object.
There are two exceptions I'm aware of:
If you know the object isn't going to be used after the current function is finished, you can create the object on the stack so that it is deleted. Just make very sure nobody holds on to a pointer to it afterwards! (I rarely find this is the case, but it happens)
If the object is used internally by another class which itself shouldn't be copied around, you can just put it in as a member variable. Since the object it is in won't be copied, and its only for internal use that will be safe.
MyClass thing(param1, param2); //memory for thing is allocated on the process stack(static allocation)
MyClass* thing;
thing = new MyClass(param1, param2); //memory is allocated dynamically on the heap(free store) for thing
The difference lies here:
int main()
{
{
MyClass thing(param1, param2); //thing is local to the scope
} //destructor called for thing
//cannot access thing (thing doesn't exist)
}
int main()
{
{
MyClass* thing;
thing = new MyClass(param1, param2);
}
//the object pointed to by thing still exists
//Memory leak
}
For large objects you must allocate memory dynamically(use new) because the process stack has a limited size.
I've been using C++ for a short while, and I've been wondering about the new keyword. Simply, should I be using it, or not?
With the new keyword...
MyClass* myClass = new MyClass();
myClass->MyField = "Hello world!";
Without the new keyword...
MyClass myClass;
myClass.MyField = "Hello world!";
From an implementation perspective, they don't seem that different (but I'm sure they are)... However, my primary language is C#, and of course the 1st method is what I'm used to.
The difficulty seems to be that method 1 is harder to use with the std C++ classes.
Which method should I use?
Update 1:
I recently used the new keyword for heap memory (or free store) for a large array which was going out of scope (i.e. being returned from a function). Where before I was using the stack, which caused half of the elements to be corrupt outside of scope, switching to heap usage ensured that the elements were intact. Yay!
Update 2:
A friend of mine recently told me there's a simple rule for using the new keyword; every time you type new, type delete.
Foobar *foobar = new Foobar();
delete foobar; // TODO: Move this to the right place.
This helps to prevent memory leaks, as you always have to put the delete somewhere (i.e. when you cut and paste it to either a destructor or otherwise).
Method 1 (using new)
Allocates memory for the object on the free store (This is frequently the same thing as the heap)
Requires you to explicitly delete your object later. (If you don't delete it, you could create a memory leak)
Memory stays allocated until you delete it. (i.e. you could return an object that you created using new)
The example in the question will leak memory unless the pointer is deleted; and it should always be deleted, regardless of which control path is taken, or if exceptions are thrown.
Method 2 (not using new)
Allocates memory for the object on the stack (where all local variables go) There is generally less memory available for the stack; if you allocate too many objects, you risk stack overflow.
You won't need to delete it later.
Memory is no longer allocated when it goes out of scope. (i.e. you shouldn't return a pointer to an object on the stack)
As far as which one to use; you choose the method that works best for you, given the above constraints.
Some easy cases:
If you don't want to worry about calling delete, (and the potential to cause memory leaks) you shouldn't use new.
If you'd like to return a pointer to your object from a function, you must use new
There is an important difference between the two.
Everything not allocated with new behaves much like value types in C# (and people often say that those objects are allocated on the stack, which is probably the most common/obvious case, but not always true). More precisely, objects allocated without using new have automatic storage duration
Everything allocated with new is allocated on the heap, and a pointer to it is returned, exactly like reference types in C#.
Anything allocated on the stack has to have a constant size, determined at compile-time (the compiler has to set the stack pointer correctly, or if the object is a member of another class, it has to adjust the size of that other class). That's why arrays in C# are reference types. They have to be, because with reference types, we can decide at runtime how much memory to ask for. And the same applies here. Only arrays with constant size (a size that can be determined at compile-time) can be allocated with automatic storage duration (on the stack). Dynamically sized arrays have to be allocated on the heap, by calling new.
(And that's where any similarity to C# stops)
Now, anything allocated on the stack has "automatic" storage duration (you can actually declare a variable as auto, but this is the default if no other storage type is specified so the keyword isn't really used in practice, but this is where it comes from)
Automatic storage duration means exactly what it sounds like, the duration of the variable is handled automatically. By contrast, anything allocated on the heap has to be manually deleted by you.
Here's an example:
void foo() {
bar b;
bar* b2 = new bar();
}
This function creates three values worth considering:
On line 1, it declares a variable b of type bar on the stack (automatic duration).
On line 2, it declares a bar pointer b2 on the stack (automatic duration), and calls new, allocating a bar object on the heap. (dynamic duration)
When the function returns, the following will happen:
First, b2 goes out of scope (order of destruction is always opposite of order of construction). But b2 is just a pointer, so nothing happens, the memory it occupies is simply freed. And importantly, the memory it points to (the bar instance on the heap) is NOT touched. Only the pointer is freed, because only the pointer had automatic duration.
Second, b goes out of scope, so since it has automatic duration, its destructor is called, and the memory is freed.
And the barinstance on the heap? It's probably still there. No one bothered to delete it, so we've leaked memory.
From this example, we can see that anything with automatic duration is guaranteed to have its destructor called when it goes out of scope. That's useful. But anything allocated on the heap lasts as long as we need it to, and can be dynamically sized, as in the case of arrays. That is also useful. We can use that to manage our memory allocations. What if the Foo class allocated some memory on the heap in its constructor, and deleted that memory in its destructor. Then we could get the best of both worlds, safe memory allocations that are guaranteed to be freed again, but without the limitations of forcing everything to be on the stack.
And that is pretty much exactly how most C++ code works.
Look at the standard library's std::vector for example. That is typically allocated on the stack, but can be dynamically sized and resized. And it does this by internally allocating memory on the heap as necessary. The user of the class never sees this, so there's no chance of leaking memory, or forgetting to clean up what you allocated.
This principle is called RAII (Resource Acquisition is Initialization), and it can be extended to any resource that must be acquired and released. (network sockets, files, database connections, synchronization locks). All of them can be acquired in the constructor, and released in the destructor, so you're guaranteed that all resources you acquire will get freed again.
As a general rule, never use new/delete directly from your high level code. Always wrap it in a class that can manage the memory for you, and which will ensure it gets freed again. (Yes, there may be exceptions to this rule. In particular, smart pointers require you to call new directly, and pass the pointer to its constructor, which then takes over and ensures delete is called correctly. But this is still a very important rule of thumb)
The short answer is: if you're a beginner in C++, you should never be using new or delete yourself.
Instead, you should use smart pointers such as std::unique_ptr and std::make_unique (or less often, std::shared_ptr and std::make_shared). That way, you don't have to worry nearly as much about memory leaks. And even if you're more advanced, best practice would usually be to encapsulate the custom way you're using new and delete into a small class (such as a custom smart pointer) that is dedicated just to object lifecycle issues.
Of course, behind the scenes, these smart pointers are still performing dynamic allocation and deallocation, so code using them would still have the associated runtime overhead. Other answers here have covered these issues, and how to make design decisions on when to use smart pointers versus just creating objects on the stack or incorporating them as direct members of an object, well enough that I won't repeat them. But my executive summary would be: don't use smart pointers or dynamic allocation until something forces you to.
Which method should I use?
This is almost never determined by your typing preferences but by the context. If you need to keep the object across a few stacks or if it's too heavy for the stack you allocate it on the free store. Also, since you are allocating an object, you are also responsible for releasing the memory. Lookup the delete operator.
To ease the burden of using free-store management people have invented stuff like auto_ptr and unique_ptr. I strongly recommend you take a look at these. They might even be of help to your typing issues ;-)
If you are writing in C++ you are probably writing for performance. Using new and the free store is much slower than using the stack (especially when using threads) so only use it when you need it.
As others have said, you need new when your object needs to live outside the function or object scope, the object is really large or when you don't know the size of an array at compile time.
Also, try to avoid ever using delete. Wrap your new into a smart pointer instead. Let the smart pointer call delete for you.
There are some cases where a smart pointer isn't smart. Never store std::auto_ptr<> inside a STL container. It will delete the pointer too soon because of copy operations inside the container. Another case is when you have a really large STL container of pointers to objects. boost::shared_ptr<> will have a ton of speed overhead as it bumps the reference counts up and down. The better way to go in that case is to put the STL container into another object and give that object a destructor that will call delete on every pointer in the container.
Without the new keyword you're storing that on call stack. Storing excessively large variables on stack will lead to stack overflow.
If your variable is used only within the context of a single function, you're better off using a stack variable, i.e., Option 2. As others have said, you do not have to manage the lifetime of stack variables - they are constructed and destructed automatically. Also, allocating/deallocating a variable on the heap is slow by comparison. If your function is called often enough, you'll see a tremendous performance improvement if use stack variables versus heap variables.
That said, there are a couple of obvious instances where stack variables are insufficient.
If the stack variable has a large memory footprint, then you run the risk of overflowing the stack. By default, the stack size of each thread is 1 MB on Windows. It is unlikely that you'll create a stack variable that is 1 MB in size, but you have to keep in mind that stack utilization is cumulative. If your function calls a function which calls another function which calls another function which..., the stack variables in all of these functions take up space on the same stack. Recursive functions can run into this problem quickly, depending on how deep the recursion is. If this is a problem, you can increase the size of the stack (not recommended) or allocate the variable on the heap using the new operator (recommended).
The other, more likely condition is that your variable needs to "live" beyond the scope of your function. In this case, you'd allocate the variable on the heap so that it can be reached outside the scope of any given function.
The simple answer is yes - new() creates an object on the heap (with the unfortunate side effect that you have to manage its lifetime (by explicitly calling delete on it), whereas the second form creates an object in the stack in the current scope and that object will be destroyed when it goes out of scope.
Are you passing myClass out of a function, or expecting it to exist outside that function? As some others said, it is all about scope when you aren't allocating on the heap. When you leave the function, it goes away (eventually). One of the classic mistakes made by beginners is the attempt to create a local object of some class in a function and return it without allocating it on the heap. I can remember debugging this kind of thing back in my earlier days doing c++.
C++ Core Guidelines R.11: Avoid using new and delete explicitly.
Things have changed significantly since most answers to this question were written. Specifically, C++ has evolved as a language, and the standard library is now richer. Why does this matter? Because of a combination of two factors:
Using new and delete is potentially dangerous: Memory might leak if you don't keep a very strong discipline of delete'ing everything you've allocated when it's no longer used; and never deleteing what's not currently allocated.
The standard library now offers smart pointers which encapsulate the new and delete calls, so that you don't have to take care of managing allocations on the free store/heap yourself. So do other containers, in the standard library and elsewhere.
This has evolved into one of the C++ community's "core guidelines" for writing better C++ code, as the linked document shows. Of course, there exceptions to this rule: Somebody needs to write those encapsulating classes which do use new and delete; but that someone is rarely yourself.
Adding to #DanielSchepler's valid answer:
The second method creates the instance on the stack, along with such things as something declared int and the list of parameters that are passed into the function.
The first method makes room for a pointer on the stack, which you've set to the location in memory where a new MyClass has been allocated on the heap - or free store.
The first method also requires that you delete what you create with new, whereas in the second method, the class is automatically destructed and freed when it falls out of scope (the next closing brace, usually).
The short answer is yes the "new" keyword is incredibly important as when you use it the object data is stored on the heap as opposed to the stack, which is most important!