I am a little confused about memory pointers - c++

I have been teaching myself C++ in the last few days, and have run into some situations that I could use some further explanation on. What is the difference between the following methods besides the obvious class, naming, etc?
void OnTimer(wxTimerEvent &event) ...
void addNPC(Sprite *spr) ...
Are both those methods receiving values passed by reference and doing the same thing? If so, what is the difference? When I first started reading, I saw the method called like this:
addNPC( &sprite );
So I assumed that when you wrote a method that would be receiving a memory pointer, in the method arguments you must write it like you were declaring a memory pointer/location, and not just a value. But then I look at the OnTimer method, and I see that it also has a reference being passed. What's the difference?
Finally, are these two things the same, and just actual coding styles?
void addNPC(Sprite& spr) ...
void addNPC(Sprite &spr) ...

Last question first: the two function prototypes are equivalent. Whitespace is mostly not significant in C or C++.
As for the difference between references and pointers, think of a reference as "syntactic sugar" for a pointer, with the additional restriction that it cannot be NULL. For more on this, see the C++ FAQ: https://isocpp.org/wiki/faq/references

void addNPC(Sprite *spr)
In above code, you need to pass address of Sprite object like below, as it receives pointer.
addNPC( &sprite );
And for the function
void OnTimer(wxTimerEvent &event)
call has to be like below as it takes reference to wxTimerEvent object.
wxTimerEvent evt;
OnTimer(evt);//Passing object by reference.
At calling place, Syntax is same for
both pass by value and pass by
reference.
And for your last question, they both are same, just the coding style difference.

wxTimerEvent &event is a reference to an object. It acts like and looks like a normal variable but it references a variable outside of the function. Any changes made to the local references are actually changing the original. It is essentially a pointer that you can access as a normal variable and it cannot be NULL.
Sprite *spr is a real pointer to an outside variable. Any changes made to it locally are also made outside the function. It can be NULL!
The last two items are identical. Spaces are not significant in C/C++ code.

In addition to other answers there is one feature of const reference - you can assign temporary object to it and object will live as long as const reference is alive.
string its_alive();
void foo() {
const string& some_string = its_alive();
...
}
So you use references if the user of the reference not responsible for object's destruction AND if NULL object makes no sense.
Here's honorary GotW #88 for explanation of const reference to temporary object.

Related

Is this the right way to return a struct in a parameter?

I made the following method in a C++/CLI project:
void GetSessionData(CDROM_TOC_SESSION_DATA& data)
{
auto state = CDROM_TOC_SESSION_DATA{};
// ...
data = state;
}
Then I use it like this in another method:
CDROM_TOC_SESSION_DATA data;
GetSessionData(data);
// do something with data
It does work, returned data is not garbage, however there's something I don't understand.
Question:
C++ is supposed to clean up state when it has exitted its scope, so data is a copy of state, correct ?
And in what exactly it is different from the following you see on many examples:
CDROM_TOC_SESSION_DATA data;
GetSessionData(&data); // signature should be GetSession(CDROM_TOC_SESSION_DATA *data)
Which one makes more sense to use or is the right way ?
Reference:
CDROM_TOC_SESSION_DATA
Using a reference vs a pointer for an out parameter is really more of a matter of style. Both function equally well, but some people feel that the explicit & when calling a function makes it more clear that the function may modify the parameter it was passed.
i.e.
doAThing(someObject);
// It's not clear that doAThing accepts a reference and
// therefore may modify someObject
vs
doAThing(&someObject);
// It's clear that doAThing accepts a pointer and it's
// therefore possible for it to modify someOjbect
Note that 99% of the time the correct way to return a class/struct type is to just return it. i.e.:
MyType getObject()
{
MyType object{};
// ...
return object;
}
Called as
auto obj = getObject();
In the specific case of CDROM_TOC_SESSION_DATA it likely makes sense to use an out parameter, since the class contains a flexible array member. That means that the parameter is almost certainly a reference/pointer to the beginning of some memory buffer that's larger than sizeof(CDROM_TOC_SESSION_DATA), and so must be handled in a somewhat peculiar way.
C++ is supposed to clean up state when it has exitted its scope, so
data is a copy of state, correct ?
In the first example, the statement
data = state
presumably copies the value of state into local variable data, which is a reference to the same object that is identified by data in the caller's scope (because those are the chosen names -- they don't have to match). I say "presumably" because in principle, an overridden assignment operator could do something else entirely. In any library you would actually want to use, you can assume that the assignment operator does something sensible, but it may be important to know the details, so you should check.
The lifetimes of local variables data and state end when the method exits. They will be cleaned up at that point, and no attempt may be made to access them thereafter. None of that affects the caller's data object.
And in what exactly it is different from the following you see on many
examples:
CDROM_TOC_SESSION_DATA data;
GetSessionData(&data);
Not much. Here the caller passes a pointer instead of a reference. GetSessionData must be declared appropriately for that, and its implementation must explicitly dereference the pointer to access the caller's data object, but the general idea is the same for most intents and purposes. Pointer and reference are similar mechanisms for indirect access.
Which one makes more sense to use or is the right way ?
It depends. Passing a reference is generally a bit more idiomatic in C++, and it has the advantage that the method does not have to worry about receiving a null or invalid pointer. On the other hand, passing a pointer is necessary if the function has C linkage, or if you need to accommodate the possibility of receiving a null pointer.

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.

C++ Pointer (Pass By Reference) Question

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'

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;
}

C++ - passing references to std::shared_ptr or boost::shared_ptr

If I have a function that needs to work with a shared_ptr, wouldn't it be more efficient to pass it a reference to it (so to avoid copying the shared_ptr object)?
What are the possible bad side effects?
I envision two possible cases:
1) inside the function a copy is made of the argument, like in
ClassA::take_copy_of_sp(boost::shared_ptr<foo> &sp)
{
...
m_sp_member=sp; //This will copy the object, incrementing refcount
...
}
2) inside the function the argument is only used, like in
Class::only_work_with_sp(boost::shared_ptr<foo> &sp) //Again, no copy here
{
...
sp->do_something();
...
}
I can't see in both cases a good reason to pass the boost::shared_ptr<foo> by value instead of by reference. Passing by value would only "temporarily" increment the reference count due to the copying, and then decrement it when exiting the function scope.
Am I overlooking something?
Just to clarify, after reading several answers: I perfectly agree on the premature-optimization concerns, and I always try to first-profile-then-work-on-the-hotspots. My question was more from a purely technical code-point-of-view, if you know what I mean.
I found myself disagreeing with the highest-voted answer, so I went looking for expert opinons and here they are.
From http://channel9.msdn.com/Shows/Going+Deep/C-and-Beyond-2011-Scott-Andrei-and-Herb-Ask-Us-Anything
Herb Sutter: "when you pass shared_ptrs, copies are expensive"
Scott Meyers: "There's nothing special about shared_ptr when it comes to whether you pass it by value, or pass it by reference. Use exactly the same analysis you use for any other user defined type. People seem to have this perception that shared_ptr somehow solves all management problems, and that because it's small, it's necessarily inexpensive to pass by value. It has to be copied, and there is a cost associated with that... it's expensive to pass it by value, so if I can get away with it with proper semantics in my program, I'm gonna pass it by reference to const or reference instead"
Herb Sutter: "always pass them by reference to const, and very occasionally maybe because you know what you called might modify the thing you got a reference from, maybe then you might pass by value... if you copy them as parameters, oh my goodness you almost never need to bump that reference count because it's being held alive anyway, and you should be passing it by reference, so please do that"
Update: Herb has expanded on this here: http://herbsutter.com/2013/06/05/gotw-91-solution-smart-pointer-parameters/, although the moral of the story is that you shouldn't be passing shared_ptrs at all "unless you want to use or manipulate the smart pointer itself, such as to share or transfer ownership."
The point of a distinct shared_ptr instance is to guarantee (as far as possible) that as long as this shared_ptr is in scope, the object it points to will still exist, because its reference count will be at least 1.
Class::only_work_with_sp(boost::shared_ptr<foo> sp)
{
// sp points to an object that cannot be destroyed during this function
}
So by using a reference to a shared_ptr, you disable that guarantee. So in your second case:
Class::only_work_with_sp(boost::shared_ptr<foo> &sp) //Again, no copy here
{
...
sp->do_something();
...
}
How do you know that sp->do_something() will not blow up due to a null pointer?
It all depends what is in those '...' sections of the code. What if you call something during the first '...' that has the side-effect (somewhere in another part of the code) of clearing a shared_ptr to that same object? And what if it happens to be the only remaining distinct shared_ptr to that object? Bye bye object, just where you're about to try and use it.
So there are two ways to answer that question:
Examine the source of your entire program very carefully until you are sure the object won't die during the function body.
Change the parameter back to be a distinct object instead of a reference.
General bit of advice that applies here: don't bother making risky changes to your code for the sake of performance until you've timed your product in a realistic situation in a profiler and conclusively measured that the change you want to make will make a significant difference to performance.
Update for commenter JQ
Here's a contrived example. It's deliberately simple, so the mistake will be obvious. In real examples, the mistake is not so obvious because it is hidden in layers of real detail.
We have a function that will send a message somewhere. It may be a large message so rather than using a std::string that likely gets copied as it is passed around to multiple places, we use a shared_ptr to a string:
void send_message(std::shared_ptr<std::string> msg)
{
std::cout << (*msg.get()) << std::endl;
}
(We just "send" it to the console for this example).
Now we want to add a facility to remember the previous message. We want the following behaviour: a variable must exist that contains the most recently sent message, but while a message is currently being sent then there must be no previous message (the variable should be reset before sending). So we declare the new variable:
std::shared_ptr<std::string> previous_message;
Then we amend our function according to the rules we specified:
void send_message(std::shared_ptr<std::string> msg)
{
previous_message = 0;
std::cout << *msg << std::endl;
previous_message = msg;
}
So, before we start sending we discard the current previous message, and then after the send is complete we can store the new previous message. All good. Here's some test code:
send_message(std::shared_ptr<std::string>(new std::string("Hi")));
send_message(previous_message);
And as expected, this prints Hi! twice.
Now along comes Mr Maintainer, who looks at the code and thinks: Hey, that parameter to send_message is a shared_ptr:
void send_message(std::shared_ptr<std::string> msg)
Obviously that can be changed to:
void send_message(const std::shared_ptr<std::string> &msg)
Think of the performance enhancement this will bring! (Never mind that we're about to send a typically large message over some channel, so the performance enhancement will be so small as to be unmeasureable).
But the real problem is that now the test code will exhibit undefined behaviour (in Visual C++ 2010 debug builds, it crashes).
Mr Maintainer is surprised by this, but adds a defensive check to send_message in an attempt to stop the problem happening:
void send_message(const std::shared_ptr<std::string> &msg)
{
if (msg == 0)
return;
But of course it still goes ahead and crashes, because msg is never null when send_message is called.
As I say, with all the code so close together in a trivial example, it's easy to find the mistake. But in real programs, with more complex relationships between mutable objects that hold pointers to each other, it is easy to make the mistake, and hard to construct the necessary test cases to detect the mistake.
The easy solution, where you want a function to be able to rely on a shared_ptr continuing to be non-null throughout, is for the function to allocate its own true shared_ptr, rather than relying on a reference to an existing shared_ptr.
The downside is that copied a shared_ptr is not free: even "lock-free" implementations have to use an interlocked operation to honour threading guarantees. So there may be situations where a program can be significantly sped up by changing a shared_ptr into a shared_ptr &. But it this is not a change that can be safely made to all programs. It changes the logical meaning of the program.
Note that a similar bug would occur if we used std::string throughout instead of std::shared_ptr<std::string>, and instead of:
previous_message = 0;
to clear the message, we said:
previous_message.clear();
Then the symptom would be the accidental sending of an empty message, instead of undefined behaviour. The cost of an extra copy of a very large string may be a lot more significant than the cost of copying a shared_ptr, so the trade-off may be different.
I would advise against this practice unless you and the other programmers you work with really, really know what you are all doing.
First, you have no idea how the interface to your class might evolve and you want to prevent other programmers from doing bad things. Passing a shared_ptr by reference isn't something a programmer should expect to see, because it isn't idiomatic, and that makes it easy to use it incorrectly. Program defensively: make the interface hard to use incorrectly. Passing by reference is just going to invite problems later on.
Second, don't optimize until you know this particular class is going to be a problem. Profile first, and then if your program really needs the boost given by passing by reference, then maybe. Otherwise, don't sweat the small stuff (i.e. the extra N instructions it takes to pass by value) instead worry about design, data structures, algorithms, and long-term maintainability.
Yes, taking a reference is fine there. You don't intend to give the method shared ownership; it only wants to work with it. You could take a reference for the first case too, since you copy it anyway. But for first case, it takes ownership. There is this trick to still copy it only once:
void ClassA::take_copy_of_sp(boost::shared_ptr<foo> sp) {
m_sp_member.swap(sp);
}
You should also copy when you return it (i.e not return a reference). Because your class doesn't know what the client is doing with it (it could store a pointer to it and then big bang happens). If it later turns out it's a bottleneck (first profile!), then you can still return a reference.
Edit: Of course, as others point out, this only is true if you know your code and know that you don't reset the passed shared pointer in some way. If in doubt, just pass by value.
It is sensible to pass shared_ptrs by const&. It will not likely cause trouble (except in the unlikely case that the referenced shared_ptr is deleted during the function call, as detailed by Earwicker) and it will likely be faster if you pass a lot of these around. Remember; the default boost::shared_ptr is thread safe, so copying it includes a thread safe increment.
Try to use const& rather than just &, because temporary objects may not be passed by non-const reference. (Even though a language extension in MSVC allows you to do it anyway)
In the second case, doing this is simpler:
Class::only_work_with_sp(foo &sp)
{
...
sp.do_something();
...
}
You can call it as
only_work_with_sp(*sp);
I would avoid a "plain" reference unless the function explicitely may modify the pointer.
A const & may be a sensible micro-optimization when calling small functions - e.g. to enable further optimizations, like inlining away some conditions. Also, the increment/decrement - since it's thread safe - is a synchronization point. I would not expect this to make a big difference in most scenarios, though.
Generally, you should use the simpler style unless you have reason not to. Then, either use the const & consistently, or add a comment as to why if you use it just in a few places.
I would advocate passing shared pointer by const reference - a semantics that the function being passed with the pointer does NOT own the pointer, which is a clean idiom for developers.
The only pitfall is in multiple thread programs the object being pointed by the shared pointer gets destroyed in another thread. So it is safe to say using const reference of shared pointer is safe in single threaded program.
Passing shared pointer by non-const reference is sometimes dangerous - the reason is the swap and reset functions the function may invoke inside so as to destroy the object which is still considered valid after the function returns.
It is not about premature optimization, I guess - it is about avoiding unnecessary waste of CPU cycles when you are clear what you want to do and the coding idiom has firmly been adopted by your fellow developers.
Just my 2 cents :-)
It seems that all the pros and cons here can actually be generalised to ANY type passed by reference not just shared_ptr. In my opinion, you should know the semantic of passing by reference, const reference and value and use it correctly. But there is absolutely nothing inherently wrong with passing shared_ptr by reference, unless you think that all references are bad...
To go back to the example:
Class::only_work_with_sp( foo &sp ) //Again, no copy here
{
...
sp.do_something();
...
}
How do you know that sp.do_something() will not blow up due to a dangling pointer?
The truth is that, shared_ptr or not, const or not, this could happen if you have a design flaw, like directly or indirectly sharing the ownership of sp between threads, missusing an object that do delete this, you have a circular ownership or other ownership errors.
One thing that I haven't seen mentioned yet is that when you pass shared pointers by reference, you lose the implicit conversion that you get if you want to pass a derived class shared pointer through a reference to a base class shared pointer.
For example, this code will produce an error, but it will work if you change test() so that the shared pointer is not passed by reference.
#include <boost/shared_ptr.hpp>
class Base { };
class Derived: public Base { };
// ONLY instances of Base can be passed by reference. If you have a shared_ptr
// to a derived type, you have to cast it manually. If you remove the reference
// and pass the shared_ptr by value, then the cast is implicit so you don't have
// to worry about it.
void test(boost::shared_ptr<Base>& b)
{
return;
}
int main(void)
{
boost::shared_ptr<Derived> d(new Derived);
test(d);
// If you want the above call to work with references, you will have to manually cast
// pointers like this, EVERY time you call the function. Since you are creating a new
// shared pointer, you lose the benefit of passing by reference.
boost::shared_ptr<Base> b = boost::dynamic_pointer_cast<Base>(d);
test(b);
return 0;
}
I'll assume that you are familiar with premature optimization and are asking this either for academic purposes or because you have isolated some pre-existing code that is under-performing.
Passing by reference is okay
Passing by const reference is better, and can usually be used, as it does not force const-ness on the object pointed to.
You are not at risk of losing the pointer due to using a reference. That reference is evidence that you have a copy of the smart pointer earlier in the stack and only one thread owns a call stack, so that pre-existing copy isn't going away.
Using references is often more efficient for the reasons you mention, but not guaranteed. Remember that dereferencing an object can take work too. Your ideal reference-usage scenario would be if your coding style involves many small functions, where the pointer would get passed from function to function to function before being used.
You should always avoid storing your smart pointer as a reference. Your Class::take_copy_of_sp(&sp) example shows correct usage for that.
Assuming we are not concerned with const correctness (or more, you mean to allow the functions to be able to modify or share ownership of the data being passed in), passing a boost::shared_ptr by value is safer than passing it by reference as we allow the original boost::shared_ptr to control it's own lifetime. Consider the results of the following code...
void FooTakesReference( boost::shared_ptr< int > & ptr )
{
ptr.reset(); // We reset, and so does sharedA, memory is deleted.
}
void FooTakesValue( boost::shared_ptr< int > ptr )
{
ptr.reset(); // Our temporary is reset, however sharedB hasn't.
}
void main()
{
boost::shared_ptr< int > sharedA( new int( 13 ) );
boost::shared_ptr< int > sharedB( new int( 14 ) );
FooTakesReference( sharedA );
FooTakesValue( sharedB );
}
From the example above we see that passing sharedA by reference allows FooTakesReference to reset the original pointer, which reduces it's use count to 0, destroying it's data. FooTakesValue, however, can't reset the original pointer, guaranteeing sharedB's data is still usable. When another developer inevitably comes along and attempts to piggyback on sharedA's fragile existence, chaos ensues. The lucky sharedB developer, however, goes home early as all is right in his world.
The code safety, in this case, far outweighs any speed improvement copying creates. At the same time, the boost::shared_ptr is meant to improve code safety. It will be far easier to go from a copy to a reference, if something requires this kind of niche optimization.
Sandy wrote: "It seems that all the pros and cons here can actually be generalised to ANY type passed by reference not just shared_ptr."
True to some extent, but the point of using shared_ptr is to eliminate concerns regarding object lifetimes and to let the compiler handle that for you. If you're going to pass a shared pointer by reference and allow clients of your reference-counted-object call non-const methods that might free the object data, then using a shared pointer is almost pointless.
I wrote "almost" in that previous sentence because performance can be a concern, and it 'might' be justified in rare cases, but I would also avoid this scenario myself and look for all possible other optimization solutions myself, such as to seriously look at adding another level of indirection, lazy evaluation, etc..
Code that exists past it's author, or even post it's author's memory, that requires implicit assumptions about behavior, in particular behavior about object lifetimes, requires clear, concise, readable documentation, and then many clients won't read it anyway! Simplicity almost always trumps efficiency, and there are almost always other ways to be efficient. If you really need to pass values by reference to avoid deep copying by copy constructors of your reference-counted-objects (and the equals operator), then perhaps you should consider ways to make the deep-copied data be reference counted pointers that can be copied quickly. (Of course, that's just one design scenario that might not apply to your situation).
I used to work in a project that the principle was very strong about passing smart pointers by value. When I was asked to do some performance analysis - I found that for increment and decrement of the reference counters of the smart pointers the application spends between 4-6% of the utilized processor time.
If you want to pass the smart pointers by value just to avoid having issues in weird cases as described from Daniel Earwicker make sure you understand the price you paying for it.
If you decide to go with a reference the main reason to use const reference is to make it possible to have implicit upcasting when you need to pass shared pointer to object from class that inherits the class you use in the interface.
In addition to what litb said, I'd like to point out that it's probably to pass by const reference in the second example, that way you are sure you don't accidentally modify it.
struct A {
shared_ptr<Message> msg;
shared_ptr<Message> * ptr_msg;
}
pass by value:
void set(shared_ptr<Message> msg) {
this->msg = msg; /// create a new shared_ptr, reference count will be added;
} /// out of method, new created shared_ptr will be deleted, of course, reference count also be reduced;
pass by reference:
void set(shared_ptr<Message>& msg) {
this->msg = msg; /// reference count will be added, because reference is just an alias.
}
pass by pointer:
void set(shared_ptr<Message>* msg) {
this->ptr_msg = msg; /// reference count will not be added;
}
Every code piece must carry some sense. If you pass a shared pointer by value everywhere in the application, this means "I am unsure about what's going on elsewhere, hence I favour raw safety". This is not what I call a good confidence sign to other programmers who could consult the code.
Anyway, even if a function gets a const reference and you are "unsure", you can still create a copy of the shared pointer at the head of the function, to add a strong reference to the pointer. This could also be seen as a hint about the design ("the pointer could be modified elsewhere").
So yes, IMO, the default should be "pass by const reference".