C++: non-temporary const reference - c++

I need to write a class whose constructor takes a constant reference to a object and stores it locally.
In order to avoid most common mistakes I can foresee, I'd like to only accept references to non-temporary (ie: references to lvalues).
How can I write a function that takes constant references to non-temporary only?
Of course even a non-temporary could go out of scope and thus break my class behavior, but I believe that by disallowing temporary references I will avoid most mistakes.

If you are going to store a reference and need to use it after the constructor has completed, it's probably best for the constructor to take a pointer:
struct C {
C(const X* p) : p_(p) { }
const X* p_;
};
This way, it's pretty much guaranteed that you won't have a pointer to a temporary (unless X does something really dumb, like overloading the unary & to return this).
If the constructor takes a pointer, it's also clearer to users of the class that they need to pay attention to the lifetime of the X object they pass to the constructor.

Related

Good practice: Constant to non-constant cast

When a function doesn't modify an object argument, I always make it ask for a constant reference even if the referenced object isn't really constant. Is this wrong?
For a wrapper class, I'd like to write this:
template<class B>
class Wrapper{
private:
B* base_;
public:
Wrapper(const B& b) { base_ = const_cast<B*>(&b); }
void ModifyBase();
};
The constructor doesn't modify the base so it asks for a constant reference.
The wrapper have some methods who will need to modify the base so it needs to store a non-constant pointer (thus the conversion).
I feel my solution is not the best.
Is there a better way to do this?
Is there any accepted convention?
When you choose your parameter to be a const reference, you're telling the user "You can trust that if you pass me an object, it will not get modified [through this reference]†." You should do that as often as possible, because the user can understand more about what your function will and won't do just from looking at the types. Also, passing around mutable references can lead to code that is difficult to reason about.
However, in your question, your const is not telling the truth. It is casting away the constness and storing a non-const pointer - this means the object may very well get modified. You lied to the user! It doesn't matter that the constructor itself does nothing to do the object. It allows it to be modified by other member functions. This is bad behaviour. Your constructor should not take a const reference.
Not only that, but your current implementation allows undefined behaviour. Even if an object that is originally declared as const is given to your Wrapper, it doesn't care. It casts away it's constness and allows the other member functions to modify it. Modifying an object that was originally const is undefined behaviour.
† See 6502's comment
It doesn't really matter that the ctor won't alter the object in the ctor, what happens after the ctor is done is why you need a non-const object pointer to B. So it has to do with ownership and lifetime of the B object passed in: if you want to take ownership (via the & reference, then the object must be non-const because it can be altered. If you want to simply copy the B object passed in, then don't use a refernce, pass by value and store a pointer to the copy.

c++ unique_ptr argument passing

Suppose I have the following code:
class B { /* */ };
class A {
vector<B*> vb;
public:
void add(B* b) { vb.push_back(b); }
};
int main() {
A a;
B* b(new B());
a.add(b);
}
Suppose that in this case, all raw pointers B* can be handled through unique_ptr<B>.
Surprisingly, I wasn't able to find how to convert this code using unique_ptr. After a few tries, I came up with the following code, which compiles:
class A {
vector<unique_ptr<B>> vb;
public:
void add(unique_ptr<B> b) { vb.push_back(move(b)); }
};
int main() {
A a;
unique_ptr<B> b(new B());
a.add(move(b));
}
So my simple question: is this the way to do it and in particular, is move(b) the only way to do it? (I was thinking of rvalue references but I don't fully understand them.)
And if you have a link with complete explanations of move semantics, unique_ptr, etc. that I was not able to find, don't hesitate to share it.
EDIT According to http://thbecker.net/articles/rvalue_references/section_01.html, my code seems to be OK.
Actually, std::move is just syntactic sugar. With object x of class X, move(x) is just the same as:
static_cast <X&&>(x)
These 2 move functions are needed because casting to a rvalue reference:
prevents function "add" from passing by value
makes push_back use the default move constructor of B
Apparently, I do not need the second std::move in my main() if I change my "add" function to pass by reference (ordinary lvalue ref).
I would like some confirmation of all this, though...
I am somewhat surprised that this is not answered very clearly and explicitly here, nor on any place I easily stumbled upon. While I'm pretty new to this stuff, I think the following can be said.
The situation is a calling function that builds a unique_ptr<T> value (possibly by casting the result from a call to new), and wants to pass it to some function that will take ownership of the object pointed to (by storing it in a data structure for instance, as happens here into a vector). To indicate that ownership has been obtained by the caller, and it is ready to relinquish it, passing a unique_ptr<T> value is in place. Ther are as far as I can see three reasonable modes of passing such a value.
Passing by value, as in add(unique_ptr<B> b) in the question.
Passing by non-const lvalue reference, as in add(unique_ptr<B>& b)
Passing by rvalue reference, as in add(unique_ptr<B>&& b)
Passing by const lvalue reference would not be reasonable, since it does not allow the called function to take ownership (and const rvalue reference would be even more silly than that; I'm not even sure it is allowed).
As far as valid code goes, options 1 and 3 are almost equivalent: they force the caller to write an rvalue as argument to the call, possibly by wrapping a variable in a call to std::move (if the argument is already an rvalue, i.e., unnamed as in a cast from the result of new, this is not necessary). In option 2 however, passing an rvalue (possibly from std::move) is not allowed, and the function must be called with a named unique_ptr<T> variable (when passing a cast from new, one has to assign to a variable first).
When std::move is indeed used, the variable holding the unique_ptr<T> value in the caller is conceptually dereferenced (converted to rvalue, respectively cast to rvalue reference), and ownership is given up at this point. In option 1. the dereferencing is real, and the value is moved to a temporary that is passed to the called function (if the calles function would inspect the variable in the caller, it would find it hold a null pointer already). Ownership has been transferred, and there is no way the caller could decide to not accept it (doing nothing with the argument causes the pointed-to value to be destroyed at function exit; calling the release method on the argument would prevent this, but would just result in a memory leak). Surprisingly, options 2. and 3. are semantically equivalent during the function call, although they require different syntax for the caller. If the called function would pass the argument to another function taking an rvalue (such as the push_back method), std::move must be inserted in both cases, which will transfer ownership at that point. Should the called function forget to do anything with the argument, then the caller will find himself still owning the object if holding a name for it (as is obligatory in option 2); this in spite of that fact that in case 3, since the function prototype asked the caller to agree to the release of ownership (by either calling std::move or supplying a temporary). In summary the methods do
Forces caller to give up ownership, and be sure to actually claim it.
Force caller to possess ownership, and be prepared (by supplying a non const reference) to give it up; however this is not explicit (no call of std::move required or even allowed), nor is taking away ownership assured. I would consider this method rather unclear in its intention, unless it is explicitly intended that taking ownership or not is at discretion of the called function (some use can be imagined, but callers need to be aware)
Forces caller to explicitly indicate giving up ownership, as in 1. (but actual transfer of ownership is delayed until after the moment of function call).
Option 3 is fairly clear in its intention; provided ownership is actually taken, it is for me the best solution. It is slightly more efficient than 1 in that no pointer values are moved to temporaries (the calls to std::move are in fact just casts and cost nothing); this might be especially relevant if the pointer is handed through several intermediate functions before its contents is actually being moved.
Here is some code to experiment with.
class B
{
unsigned long val;
public:
B(const unsigned long& x) : val(x)
{ std::cout << "storing " << x << std::endl;}
~B() { std::cout << "dropping " << val << std::endl;}
};
typedef std::unique_ptr<B> B_ptr;
class A {
std::vector<B_ptr> vb;
public:
void add(B_ptr&& b)
{ vb.push_back(std::move(b)); } // or even better use emplace_back
};
void f() {
A a;
B_ptr b(new B(123)),c;
a.add(std::move(b));
std::cout << "---" <<std::endl;
a.add(B_ptr(new B(4567))); // unnamed argument does not need std::move
}
As written, output is
storing 123
---
storing 4567
dropping 123
dropping 4567
Note that values are destroyed in the ordered stored in the vector. Try changing the prototype of the method add (adapting other code if necessary to make it compile), and whether or not it actually passes on its argument b. Several permutations of the lines of output can be obtained.
Yes, this is how it should be done. You are explicitly transferring ownership from main to A. This is basically the same as your previous code, except it's more explicit and vastly more reliable.
So my simple question: is this the way to do it and in particular, is this "move(b)" the only way to do it? (I was thinking of rvalue references but I don't fully understand it so...)
And if you have a link with complete explanations of move semantics, unique_ptr... that I was not able to find, don't hesitate.
Shameless plug, search for the heading "Moving into members". It describes exactly your scenario.
Your code in main could be simplified a little, since C++14:
a.add( make_unique<B>() );
where you can put arguments for B's constructor inside the inner parentheses.
You could also consider a class member function that takes ownership of a raw pointer:
void take(B *ptr) { vb.emplace_back(ptr); }
and the corresponding code in main would be:
a.take( new B() );
Another option is to use perfect forwarding for adding vector members:
template<typename... Args>
void emplace(Args&&... args)
{
vb.emplace_back( std::make_unique<B>(std::forward<Args>(args)...) );
}
and the code in main:
a.emplace();
where, as before, you could put constructor arguments for B inside the parentheses.
Link to working example

returning &const or *const? (c++)

i have my own class "SomeObject" with a few members.
now, i have another class "WorkingClass" containg this object as privat member.
My Question is: i want to create a Getter for the "SomeObject", but i don't want anyone to modify it.
which way is better, 1 or 2?
class WorkingClass
{
private:
SomeObject sObj;
public:
//... 1)
const SomeObject &const GetSomeObject()
{
return mousePosition;
}
//... 2)
const SomeObject *const GetSomeObject()
{
return &mouseMovement;
}
}
i know you can always cast away const, but still, i'm just trying to get my code clean and fail-safe
EDIT:
then i have a further question. when i have a smart-pointer member and use it a lot inside the class, and then suddenly want someone to have acces to read some values but nothing more, would this be a good solution or is that verbose again?
class X
{
private:
boost::shared_ptr<SomeObject> sob
public:
const const & GetSomeObject()
{
return *sob.get();
}
}
and how about returning a "const boost::shared_ptr<...> GetX()" ? it may not be really neccessary, but still not useless, as the compiler would forbid GetX().reset(..) in such a case, and without the const boost::... declaration this useless operation would be permitted. or am i wrong?
Neither is good:
const SomeObject &const is ill-formed. You cannot const-qualify a reference. (You can, of course, qualify the referent type.)
const SomeObject *const is unnecessarily verbose. A function call expression o.GetSomeObject() is an rvalue expression and only class-type rvalues can be const-qualified. You may as well just say const SomeObject*. (const SomeObject *const can actually lead to issues with template instantiation, though such issues are rare.)
As for whether you choose to return by pointer or by reference, it depends on how you are using the return value. Both can make sense in different circumstances. Regardless, you want to return a reference or pointer to a const object, not a const reference or a const pointer:
const SomeObject& GetSomeObject() { ... }
const SomeObject* GetSomeObject() { ... }
Usually, returning a reference is preferable.
Writing & const is pointless. References are always constant. Omit the const keyword there.
Using a reference is better if you want to return a constant non-null object. If you want to return either an object or a null pointer then use a pointer instead.
See also When should I use references, and when should I use pointers?
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 should always alias objects, not a dereferenced NULL pointer).

C++: how to deal with const object that needs to be modified?

I have a place in the code that used to say
const myType & myVar = someMethod();
The problem is that:
someMethod() returns const myType
I need to be able to change myVar later on, by assigning a default value if the object is in an invalid state. So I need to make myVar to be non-const.
I assume I need to make myVar be non-reference as well, right? E.g. myType myVar?
What is the C++ "correct" way of doing this const-to-nonconst? Static cast? Lexical cast? Something else?
I may have access to boost's lexical cast, so I don't mind that option, but I'd prefer the non-boost solution as well if it ends up i'm not allowed to use boost.
Thanks!
You probably don't need any cast. If you can copy a T, then you can also copy a T const, pathological cases excluded. The copy of the T const need not be a T const itself.
myType myVar = someMethod(); // Creates a non-const copy that you may change.
I wouldn't use the const_cast solutions, and copying the object might not work. Instead, why not conditionally assign to another const reference? If myVar is valid, assign that. If not, assign the default. Then the code below can use this new const reference. One way to do this is to use the conditional expression:
const myType& myOtherVar = (myVar.isValid() ? myVar : defaultVar);
Another way is to write a function that takes a const reference (myVar) and returns either myVar or defaultVar, depending on the validity of myVar, and assign the return value from that to myOtherVar.
A third way is to use a const pointer, pointing it at either the address of myVar or the address of the default object.
const_cast<type without const>()
But, does someMethod() really return const myType? If so, you are making a reference to a temporary -- it will be destroyed and your reference will be bad. Change myVar to non-ref (so it copies) -- no need to declare it const in that case. Or, if someMethod() returns a reference, use the const_cast if you must (but you are changing something that someMethod thought wouldn't change).
There's no "C++" way (not only to this, but to anything).
The bad way is to use a const_cast, but the behavior will then be undefined (read: don't do that).
What you should do is copy the object and then modify the copy. It's the only proper way to deal with immutable objects.
Try the following
myType& mutableMyVar = const_cast<myType&>(myVar);
In general removing const is a bad idea though. The caller method returned you a reference to a variable it believes will be treated as const. If you violate this assumption by removing the const and modifying the variable you could put either object into a valid state.
It may be legal in your particular case but in general this is something to be avoided
You can creat an object from the const object using copy constructor or something assignment operator and then modify it.
But I think you would be better off seeing why the function was returning const type in the first place. There would have been a reason why it was declared const. If you are very sure that that is what you wanted, you can always const_cast away the constness like this:
T obj1 = const_cast<T&> (obj);
What is the C++ "correct" way of doing this const-to-nonconst? Static cast? Lexical cast? Something else?
There is no C++ way. For one reason or another, the author of that class decided that you should not be able to modify the instance through this method.
If you were the author, you could make it return a non-const reference. But those are still suspicious, unless the class really has no business hiding it from you (e.g like vector doesn't hide what it holds for you, and just hides how it holds stuff for you).
A better way (depending on what this is all about) might also be not to expose members for external manipulation, but rather provide a method that does this manipulation for you. For example:
class BadPosition
{
int x, y;
public:
int& get_x() { return x; }
int& get_y() { return x; }
//...
};
BadPosition p;
p.get_x() += 1;
p.get_y() += -1;
class BetterPosition
{
int x, y;
public:
void move(int x_inc, int y_inc) { x += x_inc; y += y_inc; }
//...
};
BetterPosition p;
p.move(1, -1);
If you need this to put the class in a valid state later, then perhaps consider making its constructor do that. If you cannot do that, at least provide an Init() method, so as not to make such a complicated class rely entirely on being externally manipulated into something usable.
There may be of course other ways not requiring a cast, e.g you could create a copy, modify that, and then use the modified copy to replace the whole instance with another one (assuming this is enough to construct it):
X x;
...
Y y = x.get();
y.modify();
x = X(y);
Edit: So the class returns by value? In this case there should be no way to modify the instance in the class, since all you get is a copy in the first place. You can reference that with a const reference, but even if you cast away constness from that reference, you are still referencing a temporary.
My reply above assumed it returned a const reference, since that would seem a more sensible thing to do (I haven't seen people often return by const value, although probably there are those who strongly recommend it).

C++ reference type recommended usage

I am programming in C++ more then 5 years, and have never met any place where reference of the variable is recommended to use except as a function argument (if you don't want to copy what you pass as your function argument). So could someone point cases where C++ variable reference is recommended (I mean it gives any advantage) to use.
As a return value of an opaque collection accessor/mutator
The operator[] of std::map returns a reference.
To shorten the text needed to reference a variable
If you miss old-school with Foo do ... statement (that's Pascal syntax), you can write
MyString &name = a->very->long_->accessor->to->member;
if (name.upcase() == "JOHN") {
name += " Smith";
}
another example of this can be found in Mike Dunlavey's answer
To state that something is just a reference
References are also useful in wrapper objects and functors--i.e. in intermediate objects that logically contact no members but only references to them.
Example:
class User_Filter{
std::list<User> const& stop_list;
public: Functor (std::list<User> const& lst)
: stop_list(lst) { }
public: bool operator()(User const& u) const
{ return stop_list.exists(u); }
};
find_if(x.begin(),x.end(),User_Filter(user_list));
The idea here that it's a compile error if you don't initialize a reference in constructor of such an object. The more checks in compile time--the better programs are.
Here's a case where it's handy:
MyClass myArray[N];
for (int i = 0; i < N; i++){
MyClass& a = myArray[i];
// in code here, use a instead of myArray[i], i.e.
a.Member = Value;
}
Use references wherever you want, pointers when you are forced to.
References and pointers share part of their semantics: they are an alias to an element that is not present. The main difference is with memory managements: references express clearly that you are not responsible for the resource. On the other hand, with pointers it is never really clear (unless you mean smart pointers): are you assumed to delete the pointer or will it be deleted externally?
You must use pointers when you must manage memory, want to allow for optional semantics or need to change the element referred to at a later time.
In the rest of cases, where you can use a reference or a pointer, references are clearer and should be preferred.
Now, as you point out, they are really not needed: you can always use pointers for all the reference uses (even parameter passing), but the fact that you can use a single tool for everything does not mean there are no better suited tools for the job.
I tend to use reference members instead of pointers for externally controlled non-optional construction parameters.
EDIT (added example):
Let's say that you have a database and a DAO class having the database as a dependency:
struct Database {};
struct PersonDao {
const Database &m_d;
PersonDao(const Database &d): m_d(d) {}
};
Furthermore, the scope of the database is controlled externally from the DAO:
int main() {
Database d;
PersonDao pd(d);
}
In this case it makes sense to use a reference type, since you don't ever want DAO::m_d to be null, and its lifetime is controlled externally (from the main function in this case).
I use references in function arguments not just to avoid copies but also instead of pointers to avoid having to deal with NULL pointers where appropriate. Pointers model a "maybe there's a value, but maybe not (NULL)", references are a clear statement that a value is required.
... and to make it absolutely clear (-> comments). I tend to avoid pointers to model "maybe there are several values" - a vector is a better option here. Pointers to several values often end up in C-style programming because you usually have to pass the # of elements as well separately.
Use a const reference to give a name to a value, e.g.:
const Vec3 &ba=b-a;
This names the value, but doesn't necessarily create a variable for it. In theory, this gives the compiler more leeway and may allow it to avoid some copy constructor calls.
(Related non-duplicated Stack Overflow question at Const reference to temporary. The Herb Sutter link there has more information about this.)
The argument to the copy-constructor MUST be passed as a reference, since otherwise the copy constructor would need to call it self in an endless recursion (stack overflow).
I tend to agree, but perhaps const return values.
Well you kind of have two choices for aliasing other values(ignoring shared_ptrs and the like): pointers and references.
References must be initialized at construction to refer to something else. So semantically a reference can never be NULL. In reality, though, the underlying data can go away, giving you problems often more difficult to debug than if a pointer went away. So I'm not sure there's a real advantage here unless you were disciplined and consistent with how they were used vis-a-vis referring to items that were dynamically allocated. If you did this with pointers too, you'd avoid the same problems.
Perhaps more importantly, references can be used without thinking about all the issues that arise with pointers. This is probably the main advantage. Semantically a reference is the thing. If you guarantee as the caller/callee that the underlying memory doesn't go away, you don't have to confuse the user with any of the questions that come along with pointers (Do I need to free this? Could this be NULL? etc) and can safely use a reference for convenience.
An example of this might be a function that looks up the corresponding string for an enum,
const std::string& ConvertToString( someEnum val)
{
static std::vector< std::string > lookupTable;
if (lookupTable.empty())
{
// fill in lookup table
}
// ignoring the cast that would need to happen
return lookupTable[val]
}
Here the contract between the caller and the callee guarantees that the return type will always be there. You can safely return a reference, and avoid some of the questions that pointers invite.
References make code prettier. So use them whenever it takes a reference to beautify your code.
i would like to enlist some cases:
1) while writing singleton classes
class singleton
{
singleton();
explicit singleton(const singleton&);
singleton& operator=(const singleton&);
public:
static singleton& instance()
{
static singleton inst;
return inst;
}
};// this is called the 'Meyers' singleton pattern. refer to More Effective C++ by Scott Meyers
it has all the benefits, but avoids using the new operator
**2)**here is no such thing as a null reference. A reference must always refer to some object. As a result, if you have a variable whose purpose is to refer to another object, but it is possible that there might not be an object to refer to, you should make the variable a pointer, because then you can set it to null. On the other hand, if the variable must always refer to an object, i.e., if your design does not allow for the possibility that the variable is null, you should probably make the variable a reference
**3)**Because a reference must refer to an object, C++ requires that references be initialized:
string& rs; // error! References must
// be initialized
string s("xyzzy");
string& rs = s; // okay, rs refers to s
Pointers are subject to no such restriction
The fact that there is no such thing as a null reference implies that it can be more efficient to use references than to use pointers. That's because there's no need to test the validity of a reference before using it
**4)**Another important difference between pointers and references is that pointers may be reassigned to refer to different objects. A reference, however, always refers to the object with which it is initialized: ¤ Item M1, P10
string s1("Nancy");
string s2("Clancy");
string& rs = s1; // rs refers to s1
string *ps = &s1; // ps points to s1
rs = s2; // rs still refers to s1,
// but s1's value is now
// "Clancy"
ps = &s2; // ps now points to s2;
// s1 is unchanged
Stream operators are an obvious example
std::ostream & operator<< (std::ostream &, MyClass const &...) {
....
}
mystream << myClassVariable;
You obviously don't want a pointer as checking for NULL makes using an operator very tedious i.s.o. convenient
I've used a reference to an ostream instead of a pointer. I supppose that I prefer references to pointers when the class has a lot of operators.