Custom Memory Manager - c++

I am trying to implement a custom memory manager and I am wondering if there is a better way to implement this function, as when I am asked about void pointer arithmetic, several people thought that if I had a void* in C++, something was very wrong.
// allocates a page of memory.
void ObjectAllocator::allocatePage()
{
//if(OAStats_.PagesInUse_ >= Config_.MaxPages_)
//throw exception
void* buffer = ::operator new(OAStats_.PageSize_); // allocate memory, no constructor call.
// =============== Setup the PageList_ ===============
GenericObject* pNewNode = ::new(buffer) GenericObject(); // Construct GenericObject for the pagelist.
pNewNode->Next = PageList_->Next; // pNewNode points to wherever PageList_ pointed to.
PageList_->Next = pNewNode; // PageList_ points to pNewNode
pNewNode = NULL; // dont need this handle anymore
buffer = static_cast<char*>(buffer) + sizeof(GenericObject); // move pointer to point after the generic object.
// =============== Setup the FreeList_ ===============
for(int i=0;i<Config_.ObjectsPerPage_;++i)
{
static GenericObject* pPreviousNode = NULL; // static variable to hold the previous node
pNewNode = ::new(buffer) GenericObject(); // Construct GenericObject for the freelist.
pNewNode->Next = pPreviousNode;
pPreviousNode = pNewNode;
buffer = static_cast<char*>(buffer) + OAStats_.ObjectSize_; // move pointer by ObjectSize.
++OAStats_.FreeObjects_;
}
FreeList_->Next = pNewNode;
++OAStats_.PagesInUse_;
++OAStats_.Allocations_;
}

If you need a block of memory for for storing a string (8-bit ANSI), it makes sense to declare a pointer to that buffer as char and operate on it.
In your case, you need a block of memory that is a 'blob', it has no inherent type, so you correctly chose void* to represent that blob.
Now you need to increment that pointer by the size of some object. You cannot perform arithmetic on a void pointer for obvious reasons, so what do you do? Cast it. There is no shame in that.

In C++, on raw bytes, use a char*, and don't think any less of yourself. It's The Right Thing To Do (tm). Especially if you wrap it in a higher level construct, like you have.

There's nothing inherently wrong with the void*. However, what we often see is people coming from C who overuse void* when they should do something else. If you're managing raw memory blobs, then a void* is perfectly appropriate. However, there's rarely any other reason to do it.

Related

What data type to use for the buffer of a custom stack-based allocator?

I want to create my own game engine so I bought a few books one being Game Engine Architecture Second Edition by Jason Gregory and in it he suggests implementing a few custom allocators. One type of allocator the book talked about was a stack-based allocator, but I got confused when reading it. How do you store data in it? What data type do you use? For example, do you use a void*, void**, an array of char[]? The book says you're meant to allocate one big block of memory using malloc in the begining and free it in the end, and "allocate" memory by incrementing a pointer. If you could help explain this more that would be great because I can't seem to find a tutorial that doesn't use std::allocator. I also thought this might help others interested in a custom allocator so I posted the question here.
This is the header file example they give in the book:
class StackAllocator
{
public:
// Represents the current top of the stack.
// You can only roll back to the marker not to arbitrary locations within the stack
typedef U32 Marker;
explicit StackAllocator(U32 stackSize_bytes);
void* alloc(U32 size_bytes); // Allocates a new block of the given size from stack top
Marker getMarker(); // Returns a Marker to the current stack top
void freeToMarker(Marker marker); // Rolls the stack back to a previous marker
void clear(); // Clears the entire stack(rolls the stack back to zero)
private:
// ...
}
EDIT:
After a while I got this working but I don't know if I'm doing it right
Header File
typedef std::uint32_t U32;
struct Marker {
size_t currentSize;
};
class StackAllocator
{
private:
void* m_buffer; // Buffer of memory
size_t m_currSize = 0;
size_t m_maxSize;
public:
void init(size_t stackSize_bytes); // allocates size of memory
void shutDown();
void* allocUnaligned(U32 size_bytes);
Marker getMarker();
void freeToMarker(Marker marker);
void clear();
};
.cpp File
void StackAllocator::init(size_t stackSize_bytes) {
this->m_buffer = malloc(stackSize_bytes);
this->m_maxSize = stackSize_bytes;
}
void StackAllocator::shutDown() {
this->clear();
free(m_buffer);
m_buffer = nullptr;
}
void* StackAllocator::allocUnaligned(U32 size_bytes) {
assert(m_maxSize - m_currSize >= size_bytes);
m_buffer = static_cast<char*>(m_buffer) + size_bytes;
m_currSize += size_bytes;
return m_buffer;
}
Marker StackAllocator::getMarker() {
Marker marker;
marker.currentSize = m_currSize;
return marker;
}
void StackAllocator::freeToMarker(Marker marker) {
U32 difference = m_currSize - marker.currentSize;
m_currSize -= difference;
m_buffer = static_cast<char*>(m_buffer) - difference;
}
void StackAllocator::clear() {
m_buffer = static_cast<char*>(m_buffer) - m_currSize;
}
Okay for simplicity let's say you're tracking a collection of MyFunClass for your engine. It could be anything, and your linear allocator doesn't necessarily have to track objects of a homogenous type, but often that's how it's done. In general, when using custom allocators you're trying to "shape" your memory allocations to separate static data from dynamic, infrequently accessed vs. frequently accessed, with a view towards optimizing your working set and achieving locality of reference.
Given the code you provided, first, you'd allocate your memory pool. For simplicity, assume you want enough space to pool 1000 objects of type MyFunClass.
StackAllocator sa;
sa.Init( 1000 * sizeof(MyFunClass) );
Then each time you need to "allocate" a new block of memory for a FunClass, you might do it like this:
void* mem = sa.allocUnaligned( sizeof(MyFunClass) );
Of course, this doesn't actually allocate anything. All the allocation already happened in Step 1. It just marks some of your already-allocated memory as in-use.
It also doesn't construct a MyFunClass. Your allocator isn't strongly typed, so the memory it returns can be interpreted however you want: as a stream of bytes; as a backing representation of a C++ class object; etc.
Now, how would you use a buffer allocated in this fashion? One common way is with placement new:
auto myObj = new (mem) MyFunClass();
So now you're constructing your C++ object in the memory space you reserved with the call to allocUnaligned.
(Note that the allocUnaligned bit gives you some insight into why we don't usually write our own custom allocators: because they're hard as heck to get right! We haven't even mentioned alignment issues yet.)
For extra credit, take a look at scope stacks which take the linear allocator approach to the next level.

what to delete after assignment?

If I have:
template<>
char *toBytes<uint64_t>(uint64_t src) {
char *data = new char[8];
//...stuff
return data;
}
template<>
void write<uint64_t>(char *dst, uint64_t src) {
char *srcBytes = toBytes(src);
for (int i = 0; i < 8; ++i) {
*(dst++) = *(srcBytes++); //am I leaking here?
}
}
that gets called with something like:
char *keyPtr = new char[27];
//...stuff
write(keyPtr, 1234ull);
//...write up to 27
If do delete[] keyPtr; would I have deleted srcBytes? I think the question is, on the line asking if I'm leaking, is that doing a copy and as a result deleting keyPtr leaves srcBytes still to be deleted?
Still learning C++ and it's not always clear to me when the copy constructor is called vs the assignment operator.
EDIT 1:
Fixed delete as per #Steephen's answer
EDIT 2
Add toBytes as per #WhozCraig's comment
You have to use
delete [] keyPtr;
instead of calling delete over for loop;
If you allocate memory using new[], you should use delete [], and if you use new, you should use delete. In your case you are using the former one.
I think the question is, on the line asking if I'm leaking, is that
doing a copy and as a result deleting keyPtr leaves srcBytes
If your program allocated memory for srcBytes using new operator you should delete it it as same way you do for keyPtr . Because resource handling by both pointers are independent even after your assignment in your case.
You have a memory leak. No, delete []-ing keyPtrhas nothing to do with srcBytes, an independent allocation. The two addressed buffers are unrelated (except for content due to your copy-code).
Apart from the obvious (using std::vector<> and letting RAII take over the memory management for all of this), a fairly minimal change to your code to plug the leak would loop something like this:
template<>
void write<uint64_t>(char *dst, uint64_t src)
{
char *srcBytes = toBytes(src);
std::copy(srcBytes, srcBytes+8, dst);
delete [] srcBytes;
}
or using a smart pointer:
template<>
void write<uint64_t>(char *dst, uint64_t src)
{
std::unique_ptr<char[]> srcBytes(toBytes(src));
std::copy(srcBytes.get(), srcBytes.get()+8, dst);
}
Both use the std::copy stock algorithm which both accomplishes what you seem to want, while retaining the original result of toBytes for proper cleanup. Which you choose (or perhaps something entirely different still) I leave to you.
Best of luck.
These are a few cases where you will leak the memory where you used "new":
The function runs out of scope before you could delete it and there is no pointer to the allocated memory outside of the function.
You forget to delete where appropriate
You mix delete and delete []
Exception is caught between the use of "new" and "delete".
Even as a beginner, it's a good idea to get familiar with smart pointers.

no known conversion for argument 1 from ‘Image*’ to ‘const Image&’

I'm having some difficulty calling a copy constructor I set up.
Image::Image(const Image& img) /* Copy constructor */
{
this->x = img.x;
this->y = img.y;
this->data = img.data;
}
I'm trying to call it with Image input = *new Image(GetInput());. GetInput() returns a Image*. Is there a way I can make the arguments match up?
Doing this :
Image input = *new Image(GetInput());
Results in a instant memory leak because the allocated memory is stored nowhere.
If GetInput() does not allocate the returned Image every time, you can just do :
Image input = *GetInput();
Else you'd better go with some smart pointer :
std::unique_ptr<Image> input { GetInput() }; // C++11
auto input = std::make_unique<Image>(GetInput()); // C++1y / C++14
A far better solution would be to completely avoid the use of any pointer, but I guess this go out of the scope of the actual question ...
Also, if Image::data is a dynamically allocated variable, you'll run into a lot of trouble if you simply copy the pointers like you do in your snippet.
*new Image(....) is a bad idea because the memory allocated by new is immediately leaked. You never delete that pointer.
You can probably write:
Image *p = GetInput();
Image input(*p);
You would have to check the GetInput() function to find out if the returned pointer needs deleting or not; if so, then follow up with a:
delete p;
Note: make sure Image has a correct copy-constructor (check the Rule of Three too).
If I understand you correctly, you want to copy the result of GetInput into a new variable. You can do that with
Image input(*GetInput());
However, what happens to the value returned from GetInput? The documentation of the function should tell you who owns that object and who's responsibility it is to delete it.
If the caller (that's you) owns the object, you might be better of by just copying the pointer instead of creating a new object:
Image *input = GetInput();

C++ allocating dynamic memory in one function and clearing another function

I would like experts review on the following dynamic memory allocation process and suggest whether there are any memory leaks. Following code is not real code in use, but trying understand concept of memory allocations and de-allocation in different ways.
class ObjMapData
{
private:
int* itsMapData;
........
public:
ObjMapData();
~ObjMapData(){if(itsMapData!= NULL) delete[] itsMapData;}
ClearMemory() {if(itsMapData!= NULL) {delete[] itsMapData; itsMapData= NULL}}
.......
void SetMapData(int* ptrData) { itsMapData = ptrData;} // or should I use int*&ptrData??
int* GetMapData() const { return itsMapData;}
}
Now can I do the following without any memory leaks?
bool Function1(ObjMapData& objMyMap)
{
//populate the ptrData with some data values using many different ways
int* ptrData = new int[1000]; // usually a variable from binary file header
......................
objMyMap.SetMapData(ptrData);
//don't want to delete the memory yet
return true;
}
bool Function2(ObjMapData& objMyMap)
{
int* ptrData = objMyMap.GetMapData();
//do some work such as writing updated data into a binary file
}
bool Function3(ObjMapData& objMyMap)
{
//populate the data
bool bStatus = Function1(objMyMap);
int* ptrData = objMyMap.GetMapData();
//update the map data using ptrData variable
..........
bStatus = Function2(objMyMap); // write data to a binary file
objMyMap.ClearMemory(); // not real code in use, but for understanding the concept
bStatus = Function1(objMyMap); // re-allocate memory
ptrData = objMyMap.GetMapData();
//update the map data using ptrData variable
objMyMap.SetMapData(ptrData); // Do I need to set again or member pointer get updated automatically?
return true
}
int main()
{
ObjMapData objMyMap;
bool bStatus = Function3(objMyMap);
//default destructor of objMyMap can take care of the allocated memory cleanup
return 0;
}
Thank you for your time to confirm the dynamic memory allocation..
Although this may seem to be more to do with style than your question about memory leaks, I would handle the data privately within the class:
class ObjMapData
{
private:
int* itsMapData;
// consider adding 'datasize' member variable
........
public:
ObjMapData(){ itsMapData=NULL; }; // initialise member variable(s)!
~ObjMapData(){ delete[] itsMapData;}
ClearMemory() { delete[] itsMapData; itsMapData=NULL; }
.......
void CreateMapData(int size) { ClearMemory(); itsMapData= new int[size]; }
void FillDataFrom( ???? ) { ???? };
int* GetMapData() const { return itsMapData;}
}
You are then in a better position to improve the class by adding copy constructor and assignment methods which will prevent memory leaks when you use the class.
EDIT
You ask:
My concern here is which of the following is right: void
SetMapData(int* ptrData) Vs void SetMapData(int*&ptrData)
Both are 'right' in the sense that both allow the external (to the class) pointer to be copied and used within your class - with respect to 'memory leaks' it depends on which part of your code you want to manage the memory you allocated. You could:
Have a class handle allocation/deallocation internally
Allocate memory, use some class to manipulate it, deallocate memory outside class
Have a class allocate memory and later deallocate it outside the class
Allocate memory and have some class manipulate and deallocate it.
Usually I find 1 and 2 make more sense than 3 or 4. i.e. it is easier to follow what is going on, less likely to hide errors and so on.
However, as far as 'leaking memory' is concerned: it does not matter where the pointer to an allocated memory block is, how it has been copied, assigned or referenced - it is it's value as a memory address which is important. So, as long as you new and delete that memory address correctly you will not leak memory (whether those actions are inside a class or not).
If, in your application, you need to allocate/deallocate the int array external to your class, it does make some sense for the member functions reference the pointer as a hint to the reader that the class is not responsible for its deallocation - but some decent comments should make that clear anyway :)
Over the years I've come across umpteen bugs due to the mishandling of the "passing of ownership" of allocated memory (more so with good ol 'C') where some piece of code has been written assuming either that it has to free a block or someone else will do it.
Does that answer your question or have I missed the point?

How do I know if a pointer has been assigned data via 'new'?

Say I have a pointer like this:
int *thingy;
At some point, this code may or may not be called:
thingy=new int;
How do I know if I can do this:
delete thingy;
I could use a bool for every pointer and mark the bool as true whenever the I use new, but I have many pointers and that would get very unwieldy.
If I have not called new on thingy, calling delete on it would likely cause a crash, right?
I searched around quite a bit but could find no answer that clearly fit my situation.
EDIT: I need to be able to delete the pointers as many times as I like without the pointers necessarily pointing to any data. If this is impossible I'll have to re-write my code.
Initialize it to NULL always
int *thingy = NULL;
and then
delete thingy;
thingy = NULL;
is valid even if thingy is NULL. You can do the delete as many times as you want as long as thingy is NULL delete will have no unwanted side effects.
There's no built-in way to tell if a particular pointer value is deleteable. Instead you simply have to design the program to do the right thing, preferably by carefully designing resource ownership policies in line with your requirements and them implementing them with something like RAII.
Given appropriate RAII types you will not need to scatter deletes or other resource management commands around your code. You will simply initialize and use objects of the appropriate types, and leave clean up to the objects themselves. For example if the RAII type unique_ptr corresponds to an ownership policy you want to use then you can manage an object this way:
unique_ptr<int> thingy {new int};
// use thingy ...
There's no need to manually cleanup, because unique_ptr takes care of that for you.
On the other hand if you try to manage resources directly you end up with lots of code like:
int *thingy = nullptr;
// ...
thingy = new int;
try {
// something that might throw
} catch(...) {
delete thingy;
thingy = nullptr;
throw;
}
delete thingy;
thingy = nullptr;
There is no builtin C++ tool to identify if a pointer points to heap data and can safely deleted. It's safe to delete a NULL pointer and you can set every pointer whose data has been deleted to NULL. But this doesn't help to differentiate between pointers to heap data and pointers to other data or to code.
When your operation system starts a process it will locate the code and data sections to specific data areas. In Windows this is partially controlled by the PE header of the EXE file. Therefore the actual address of the memory regions may vary. But you can identify where theses regions are located:
code
bss
data
stack
heap
After obtaining the address range for each region you can differentiate between a pointer to the heap data (where delete is appropriate) and a pointer to stack data. This allows you to differetiate between deleteable and data whose pointer you must not delete.
Write a wrapper class that does the tracking for you, eg:
template<typename T>
class ptr_t
{
private:
T* m_ptr;
bool m_delete;
ptr_t(const ptr_t&) {}
ptr_t& operator=(const ptr_t&) { return *this; }
public:
ptr_t()
: m_ptr(NULL), m_delete(false)
{
}
ptr_t(T *ptr, bool del)
: m_ptr(ptr), m_delete(del)
{
}
~ptr_t()
{
reset();
}
void assign(T *ptr, bool del)
{
if (m_delete)
delete m_ptr;
m_ptr = ptr;
m_delete = del;
}
void reset()
{
assign(NULL, false);
}
operator T*() { return m_ptr; }
bool operator!() const { return (!m_ptr); }
};
typedef ptr_t<int> int_ptr;
.
int_ptr thingy;
...
thingy.assign(new int, true);
...
thingy.reset();
.
int i;
int_ptr pi;
...
pi.assign(&i, false);
...
pi.reset();