C++ Pointer (Pass By Reference) Question - c++

A pointer that is passed-in-by-reference. Why? aren't pointers just references anyways? What's really happening to this parameter?
void someFunc(MyPtr*& Object)
{
}

Simply speaking, it gives you the ability to change the pointer itself: it can be changed to point to another location in the function.
And the change will be reflected outside.

It enable you to:
void someFunc(MyPtr*& Object)
{
//Modify what Object is pointing to
Object=&old_Object;
//You can also allocate memory, depending on your requirements
Object=new MyPtr;
//Modify the variable Object points to
*Object=another_object;
}

Other's will have to vote to verify this cause I'm a bit rusty on my C++ but I believe the idea here is you'd pass in a pointer by reference, that is instead of creating a new space to store the pointer itself you use a reference to the pointer so if you were to modify the pointer not just the value it would be modified after returning from the function, whereas otherwise all you could do is modify the value at position passed in. Hope that makes sense.

The difference to passing just a pointer is that if the pointer is changed (Object = x) then this change will be seen by the calling function. You could achieve the same when you pass MyPtr** Object and dereference the pointer *Object = x;. With the second approach you could pass NULL to the function. This is not possible for references.

You are not quite right. The pointer content is passed by reference but the pointer itself is still passed by value, i.e. reassinging it to some other pointer will not be reflected upon the exit from the method because the pointer will be set to point to the same memory block as before the call. Think of it as a simple int variable. However with &* or ** you can reassign the pointer and that will be visible outside the scope of this method.

Why?
For the same reason that you would pass in anything else by reference.
aren't pointers just references anyways?
Dear god, no. Not even remotely the same thing. Look, you can try to build a mental model of a reference by starting with a pointer, but by the time you've fixed up all the differences, you have a horrible illogical mess.
References are a much simpler and more intuitive concept, and there are only "historical reasons" for trying to understand pointers before them. Modern C++ uses raw pointers only rarely, and treats them as an implementation detail as much as possible.
A reference is another name for an already-existing thing. That's it. When used as a function parameter, they thus allow the called function to refer to the caller's data.

It also means the pointer can be 0 (NULL) which can having meaning to the method. A reference must always be valid and cannot be made 'nothing'

Related

Getting the pointer to an object pointed towards by a smart pointer - Ivalue error

I am currently trying to call a sqlite3 library function, and it expects me to pass it a sqlite3**.
Here is my current code. I have one working part, and one part that gives me an error:
sqlite3 *sqlite = m_db.get();
if (sqlite3_open(std::string(m_dbName.begin(), m_dbName.end()).c_str(), &sqlite))
{
}
if (sqlite3_open(std::string(m_dbName.begin(), m_dbName.end()).c_str(), &(m_db.get()) ))
{
}
My m_db field looks like this:
std::unique_ptr<sqlite3> m_db = nullptr;
Of the two examples I displayed, the first one is working perfectly fine. However, the second gives me this error. Note that this is coming from the &(m_db.get()) part:
“Address expression must be an lvalue or a function designator”
I read up a little bit about lvalues and rvalues, but I can't seem to figure out why this syntax would not be possible. As far as I understood by now, the problem is that the return value of the .get() operation is merely only a temporary expression result, and therefore doesn't have an identifiable location in memory where I could fetch the adress from.
There has to be a way to achieve this in one statement, I guess.
Can anyone explain to me why this is not working and how I can possibly fix it?
The & operator can only be used with an lvalue (or with a qualified id when making pointers-to-member). The expression m_db.get() is an rvalue because it returns a pointer by value, not by reference, so you cannot take its address.
unique_ptr provides no method for accessing the underlying pointer as a reference, you'll need to store a copy somewhere as in your first example.
A smart pointer stores a pointer and returns it on get. What you want to do here is the opposite: you get a pointer from sqlite3_open and want to store it in a smart pointer. So you would do something like
sqlite3* db = nullptr;
sqlite3_open(..., &db);
m_db.reset(db);
As the main feature of the unique_ptr is to delete the contained pointer in its destructor, I'm not sure if it makes sense to use it here. As far as I understand it, you are supposed to call sqlite3_close on the returned pointer, not delete it.
There has to be a way to achieve this in one statement, I guess.
I'm not quite sure about that; the point about temporary values really might be that it takes a statement to get a permanent one.
Also, you're messing with the semantics of the smart pointer, which you shouldn't do – .get should really not be used here.
Soooo, what I'd do is rely on C++ scoping here, and don't care about the fact that I declare a "normal" pointer first to make a smart pointer later.
your_class::initialize_db() {
sqlite3 *sqlite;
int retval = sqlite3_open(std::string(m_dbName.begin(), m_dbName.end()).c_str(), &sqlite);
if(retval == SQLITE_OK)
m_db = std::unique_ptr<sqlite3>(sqlite);
}
An lvalue is basically something which can appear on the left hand side of the assignment operator. So the error says that you can only retrieve the address of something which can be assigned to, or a function. It would have worked if you had member access to the sqlite3* pointer inside the unique_ptr, but you don't, and for good reason.
More to the point, you should not use a smart pointer in this case. If sqlite3_open requires an sqlite3** argument, then it means that the function will provide a value for the sqlite3* pointer. Basically it is an out parameter form C# or other such languages. It would have been clearer for it to be provided as a function result, but that was taken away by the result code. This is all well and good, but the smart pointer wants to have control over this value. You set the value once at initialization, but after that, the smart pointer takes care of it. And it needs to do this in order to maintain its constraints: uniqueness of ownership, deallocation when the pointer itself goes out-of-scope etc. If you basically go and overwrite the sqlite3* pointer inside, then that can't happen anymore, because the smart pointer has no way of intercepting the overwrite and deallocating the object it is currently using.

Reason to have a member reference variable over a member pointer variable

What is a practical example and reason to store a reference to an object instead of a pointer? The obvious reason I can come up with is to avoid memory management.
I've come across a library where sometimes a class will store an object by reference and sometimes by pointer and it's difficult for me to understand why and when to use one over the other?
Example:
class EventBusDemo : public Object
{
private:
HandlerRegistration* playerMoveReg;
};
class PlayerMoveEvent : public Event
{
private:
Player& player; // Why not a pointer here?
};
The key points are that the identity of the object a reference points to can not be changed (its values can though), and a reference can not be null (but you can still get dangling references if you're not careful)
So if you see code like this:
class ObjectWithPointer
{
private:
Object* object;
};
You might need to do this:
void useIt(ObjectWithPointer & value) {
if(value.object!=NULL) {
doSomethingWith(*value.object);
}
}
And you can also do this:
void modifyIt(ObjectWithPointer & value) {
value.object!= some_object_ptr;
}
However if you have this:
class ObjectWithRef
{
private:
Object& object;
};
The first example becomes:
void useIt(ObjectWithRef & value) {
doSomethingWith(value.object);
}
And the a naive conversion of the second
void modifyIt(ObjectWithRef & value) {
value.object=some_object;
}
does something completely different - it copies the value of some_object into the reference, but there is no way to cause the reference to point somewhere else.
The better question is "Why would you use a pointer instead of a reference?". Generally, you should only use a pointer when you can actually answer this question.
For the purposes of referring to something, a pointer requires slightly more cumbersome syntax to use. Also, you can do more with a pointer than you can with a reference, like change where it's pointing, which is a Bad Thing if you aren't actually doing any of that. Any savvy reader who sees your pointer will be forced to consider all sorts of things that they wouldn't do if you had used a reference, like wonder if you remembered to initialized it, or wonder if you change what it's pointing to, et cetera.
It probably impairs compiler optimizations too, since the compiler has to wonder about the same things!
I think it is almost always matter of taste. You can use reference for class members when you want emphasize that one object is not owner of other object or if you want avoid runtime check for null-pointer. Every approach has cons and pros, but in my practice I avoid use reference as object members because you can't reassign their values.
If you see in class X a reference to object rather than pointers, X can be happy to think that the object is local. It is somewhere in the stack. X does not have to think about its destruction definitely. With pointers, the object would be on the heap. Programmer (and especially maintainer of X) might get confused about who would free this pointer. So, peace of mind with references. This point is valid when comparing reference-to-object-on-heap and pointer-to-object-on-stack.
There comes then another problem, dangling references and dangling pointers.
Since, anybody can call a delete on a pointer from any place, it is difficult to find the actual cause of dangling pointers. Not with dangling references. Since, that object would be destroyed when it went out of stack, there is only one place in code where that can happen (it is where that object was created).
So, it is easier to find the problem.
If you get a dangling reference, there is something wrong in design. As you are storing an object Y's reference in X. X is using Y. However, lifetime of X is greater than Y. This can happen when Y is local and X is global. This is counter-intuitive because why would in the stack you would store the reference of upper-stack-object in lower-stack-object.
But with dangling pointers, there can be wrong logic-error or ownership mismatch. So, if problem like dangling reference comes, it can be fixed with better design.
However, if we are storing the object on heap as a reference, it would be difficult to find the dangling-reference problem again.
So, my priority would be :
references to stack object > references to heap object > pointers.
Looking at your code and guessing : EventBusDemo is like some global bus that stores the registration-handler that would be called. Here this is one object and you would be giving it different playerMoveReg over time. So, it is a pointer.
PlayerMoveEvent looks like it would be processed soon as it is an Event. You would create a new PlayerMoveEvent for a new event. So, do you want to make player a pointer or a reference. Do you want to change the player in a event (even by mistake) ? Definitely not. Do you want some piece of mind ? Definitely yes. So, use a reference.
If you use a pointer then:
void PlayerMoveEvent::Foo()
{
// can it be null? its possible because its a pointer!
if (player) player->bar();
}
PlayerMoveEvent::~PlayerMoveEvent()
{
// crash? or memory leak with out?
delete player;
}
A reference makes it clear that it will be valid for the life time of the object (or at least that is the intention) and that you do not own the object. Always use a reference unless a pointer is really required.

How to pass std::unique_ptr around?

I am having my first attempt at using C++11 unique_ptr; I am replacing a polymorphic raw pointer inside a project of mine, which is owned by one class, but passed around quite frequently.
I used to have functions like:
bool func(BaseClass* ptr, int other_arg) {
bool val;
// plain ordinary function that does something...
return val;
}
But I soon realized that I wouldn't be able to switch to:
bool func(std::unique_ptr<BaseClass> ptr, int other_arg);
Because the caller would have to handle the pointer ownership to the function, what I don't want to. So, what is the best solution to my problem?
I though of passing the pointer as reference, like this:
bool func(const std::unique_ptr<BaseClass>& ptr, int other_arg);
But I feel very uncomfortable in doing so, firstly because it seems non instinctive to pass something already typed as _ptr as reference, what would be a reference of a reference. Secondly because the function signature gets even bigger. Thirdly, because in the generated code, it would be necessary two consecutive pointer indirections to reach my variable.
If you want the function to use the pointee, pass a reference to it. There's no reason to tie the function to work only with some kind of smart pointer:
bool func(BaseClass& base, int other_arg);
And at the call site use operator*:
func(*some_unique_ptr, 42);
Alternatively, if the base argument is allowed to be null, keep the signature as is, and use the get() member function:
bool func(BaseClass* base, int other_arg);
func(some_unique_ptr.get(), 42);
The advantage of using std::unique_ptr<T> (aside from not having to remember to call delete or delete[] explicitly) is that it guarantees that a pointer is either nullptr or it points to a valid instance of the (base) object. I will come back to this after I answer your question, but the first message is DO use smart pointers to manage the lifetime of dynamically allocated objects.
Now, your problem is actually how to use this with your old code.
My suggestion is that if you don't want to transfer or share ownership, you should always pass references to the object. Declare your function like this (with or without const qualifiers, as needed):
bool func(BaseClass& ref, int other_arg) { ... }
Then the caller, which has a std::shared_ptr<BaseClass> ptr will either handle the nullptr case or it will ask bool func(...) to compute the result:
if (ptr) {
result = func(*ptr, some_int);
} else {
/* the object was, for some reason, either not created or destroyed */
}
This means that any caller has to promise that the reference is valid and that it will continue to be valid throughout the execution of the function body.
Here is the reason why I strongly believe you should not pass raw pointers or references to smart pointers.
A raw pointer is only a memory address. Can have one of (at least) 4 meanings:
The address of a block of memory where your desired object is located. (the good)
The address 0x0 which you can be certain is not dereferencable and might have the semantics of "nothing" or "no object". (the bad)
The address of a block of memory which is outside of the addressable space of your process (dereferencing it will hopefully cause your program to crash). (the ugly)
The address of a block of memory which can be dereferenced but which doesn't contain what you expect. Maybe the pointer was accidentally modified and now it points to another writable address (of a completely other variable within your process). Writing to this memory location will cause lots of fun to happen, at times, during the execution, because the OS will not complain as long as you are allowed to write there. (Zoinks!)
Correctly using smart pointers alleviates the rather scary cases 3 and 4, which are usually not detectable at compile time and which you generally only experience at runtime when your program crashes or does unexpected things.
Passing smart pointers as arguments has two disadvantages: you cannot change the const-ness of the pointed object without making a copy (which adds overhead for shared_ptr and is not possible for unique_ptr), and you are still left with the second (nullptr) meaning.
I marked the second case as (the bad) from a design perspective. This is a more subtle argument about responsibility.
Imagine what it means when a function receives a nullptr as its parameter. It first has to decide what to do with it: use a "magical" value in place of the missing object? change behavior completely and compute something else (which doesn't require the object)? panic and throw an exception? Moreover, what happens when the function takes 2, or 3 or even more arguments by raw pointer? It has to check each of them and adapt its behavior accordingly. This adds a whole new level on top of input validation for no real reason.
The caller should be the one with enough contextual information to make these decisions, or, in other words, the bad is less frightening the more you know. The function, on the other hand, should just take the caller's promise that the memory it is pointed to is safe to work with as intended. (References are still memory addresses, but conceptually represent a promise of validity.)
I agree with Martinho, but I think it is important to point out the ownership semantics of a pass-by-reference. I think the correct solution is to use a simple pass-by-reference here:
bool func(BaseClass& base, int other_arg);
The commonly accepted meaning of a pass-by-reference in C++ is like as if the caller of the function tells the function "here, you can borrow this object, use it, and modify it (if not const), but only for the duration of the function body." This is, in no way, in conflict with the ownership rules of the unique_ptr because the object is merely being borrowed for a short period of time, there is no actual ownership transfer happening (if you lend your car to someone, do you sign the title over to him?).
So, even though it might seem bad (design-wise, coding practices, etc.) to pull the reference (or even the raw pointer) out of the unique_ptr, it actually is not because it is perfectly in accordance with the ownership rules set by the unique_ptr. And then, of course, there are other nice advantages, like clean syntax, no restriction to only objects owned by a unique_ptr, and so.
Personally, I avoid pulling a reference from a pointer/smart pointer. Because what happens if the pointer is nullptr? If you change the signature to this:
bool func(BaseClass& base, int other_arg);
You might have to protect your code from null pointer dereferences:
if (the_unique_ptr)
func(*the_unique_ptr, 10);
If the class is the sole owner of the pointer, the second of Martinho's alternative seems more reasonable:
func(the_unique_ptr.get(), 10);
Alternatively, you can use std::shared_ptr. However, if there's one single entity responsible for delete, the std::shared_ptr overhead does not pay off.

What does the parameter type void*& mean and what's its use?

I'm looking through an API written in C++ and I'm confused as to what the following parameter type means:
void*& data
Does that mean the user would pass in a reference to a void pointer? If that's true, what's the point? I mean void* is already indirected so why would you ever want to redirect it again?
void * means pass-by-pointer in C++, meaning you pass in a pointer, but it's actually a copy of the pointer. If you modified this pointer in your function, like changing its address, it is not reflected in the pointer you passed in.
Combining that with pass by reference, void *& means you are passing an alias of the original pointer to this function. If you modified it, like changing its address, it will be reflected in the original pointer.
It's tough to say without seeing it's use, but you point out that a reference is a level of indirection. Would you find it weird if it was a pointer to a pointer? Those are quite common - in fact you deal with them when accepting command line arguments and get pointers to char pointers. Another example would be if you were making a hash map using buckets, and wanted to be able to return the pointer to the pointer that started the bucket.
The point being is that sometimes you need multiple levels of indirection. It is true that mixing pointers and references can be quirky, but there are good reasons for it. One common reason is the need for C++ code to interact with C apis. A lot of POSIX system calls require void pointers that get passed in and then changed, so the C++ function in question may be acting as a wrapper around that.
But be careful to not return reference to local void*.
Don't do something like this:
void*& f()
{
int* a=new int(10);
void* x=(void*)a;
return x;
}

When to use pointers, and when not to use them

I'm currently doing my first real project in C++ and so, fairly new to pointers. I know what they are and have read some basic usage rules. Probably not enough since I still do not really understand when to use them, and when not.
The problem is that most places just mention that most people either overuse them or underuse them. My question is, when to use them, and when not?.
Currently, in many cases i'm asking myself, should I use a pointer here or just pass the variable itself to the function.
For instance, I know that you can send a pointer to a function so the function can actually alter the variable itself instead of a copy of it. But when you just need to get some information of the object once (for instance the method needs a getValue() something), are pointers usefull in that case?
I would love to see either reactions but also links that might be helpfull. Since it is my first time using C++ I do not yet have a good C++ book (was thinking about buying one if I keep on using c++ which I probably will).
For the do's and dont's of C++:
Effective C++ and More Effective C++ by Scott Meyers.
For pointers (and references):
use pass by value if the type fits into 4 Bytes and don't want to have it changed after the return of the call.
use pass by reference to const if the type is larger and you don't want to have it changed after the return of the call.
use pass by reference if the parameter can't be NULL
use a pointer otherwise.
dont't use raw pointers if you don't need to. Most of the time, a smart pointer (see Boost) is the better option.
From the c++ faq:
Use references when you can, and
pointers when you have to.
https://isocpp.org/wiki/faq/references#refs-vs-ptrs
1) I tend to use member variables scoped with the class. They are constructed in the initializer of the class, and I don't need to worry about pointers.
2) You can pass by reference to a function, and not worry about passing pointers. This effectively will pass a pointer to the method / function that can be used as if you passed the class, but without the overhead of copying the class itself.
3) If I need to control the lifetime of an object that is independent of my main application architecture's classes... then I will use an auto_ptr from the STL to automatically handle the pointer's destruction when no one longer references it. Check it out - it's the way to go.
Use it whenever you are dealing with allocated memory or passing arguments by reference to a method; I don't think there is a rule for not using pointers.
My rules of thumb:
Always pass function parameters as const references,
unless they are built-in types, in which case they are copied (and const/non-const becomes a question of style as the caller isn't affected) or
unless they are meant to be changed inside the function so that the changes reflect at the caller's, in which case they are passed by non-const reference or
unless the function should be callable even if callers don't have an object to pass, then they are passed as pointers, so that callers can pass in NULL pointers instead (apply #1 and #3 to decide whether to pass per const T* or per T*)
Streams must always be passed around as non-const references.
Generally, when you can use references instead of pointers it is a good idea. A reference must have a target (no NULL pointer violations), they allow the same semantics as pointers when being passed as arguments to a function, and they are generally nicer to use for beginners (or those not coming from a C background).
Pointers are required when you want to do dynamic allocation of memory; when you need to deal with an unknown amount of things that will be later specified. In this case the interface to access memory is through new and delete which deal in pointers.
My philosophy is to always pass by value, unless you need to modify the variable passed or copying the object is expensive. In both these cases, consider using a reference instead of a pointer first: if you don't need to change which object you're referencing, nor do you need a possible extremal value (NULL pointer), you can use a reference.
Don't forget about iterators either.
All good answers above. Additionally, if you are performing some processor-intensive work, it's important to realize that dereferencing a pointer will likely be a cache miss on your processor. It's a good idea to keep your data accessible with minimal pointer dereferences.
Class attribute: pointer
Variables declared in methods: no pointers, so we avoid memory leaks.
In this way, prevent memory leaks and controlle attribute's consistency.
Salu2.