I'd much prefer to use references everywhere but the moment you use an STL container you have to use pointers unless you really want to pass complex types by value. And I feel dirty converting back to a reference, it just seems wrong.
Is it?
To clarify...
MyType *pObj = ...
MyType &obj = *pObj;
Isn't this 'dirty', since you can (even if only in theory since you'd check it first) dereference a NULL pointer?
EDIT: Oh, and you don't know if the objects were dynamically created or not.
Ensure that the pointer is not NULL before you try to convert the pointer to a reference, and that the object will remain in scope as long as your reference does (or remain allocated, in reference to the heap), and you'll be okay, and morally clean :)
Initialising a reference with a dereferenced pointer is absolutely fine, nothing wrong with it whatsoever. If p is a pointer, and if dereferencing it is valid (so it's not null, for instance), then *p is the object it points to. You can bind a reference to that object just like you bind a reference to any object. Obviously, you must make sure the reference doesn't outlive the object (like any reference).
So for example, suppose that I am passed a pointer to an array of objects. It could just as well be an iterator pair, or a vector of objects, or a map of objects, but I'll use an array for simplicity. Each object has a function, order, returning an integer. I am to call the bar function once on each object, in order of increasing order value:
void bar(Foo &f) {
// does something
}
bool by_order(Foo *lhs, Foo *rhs) {
return lhs->order() < rhs->order();
}
void call_bar_in_order(Foo *array, int count) {
std::vector<Foo*> vec(count); // vector of pointers
for (int i = 0; i < count; ++i) vec[i] = &(array[i]);
std::sort(vec.begin(), vec.end(), by_order);
for (int i = 0; i < count; ++i) bar(*vec[i]);
}
The reference that my example has initialized is a function parameter rather than a variable directly, but I could just have validly done:
for (int i = 0; i < count; ++i) {
Foo &f = *vec[i];
bar(f);
}
Obviously a vector<Foo> would be incorrect, since then I would be calling bar on a copy of each object in order, not on each object in order. bar takes a non-const reference, so quite aside from performance or anything else, that clearly would be wrong if bar modifies the input.
A vector of smart pointers, or a boost pointer vector, would also be wrong, since I don't own the objects in the array and certainly must not free them. Sorting the original array might also be disallowed, or for that matter impossible if it's a map rather than an array.
No. How else could you implement operator=? You have to dereference this in order to return a reference to yourself.
Note though that I'd still store the items in the STL container by value -- unless your object is huge, overhead of heap allocations is going to mean you're using more storage, and are less efficient, than you would be if you just stored the item by value.
My answer doesn't directly address your initial concern, but it appears you encounter this problem because you have an STL container that stores pointer types.
Boost provides the ptr_container library to address these types of situations. For instance, a ptr_vector internally stores pointers to types, but returns references through its interface. Note that this implies that the container owns the pointer to the instance and will manage its deletion.
Here is a quick example to demonstrate this notion.
#include <string>
#include <boost/ptr_container/ptr_vector.hpp>
void foo()
{
boost::ptr_vector<std::string> strings;
strings.push_back(new std::string("hello world!"));
strings.push_back(new std::string());
const std::string& helloWorld(strings[0]);
std::string& empty(strings[1]);
}
I'd much prefer to use references everywhere but the moment you use an STL container you have to use pointers unless you really want to pass complex types by value.
Just to be clear: STL containers were designed to support certain semantics ("value semantics"), such as "items in the container can be copied around." Since references aren't rebindable, they don't support value semantics (i.e., try creating a std::vector<int&> or std::list<double&>). You are correct that you cannot put references in STL containers.
Generally, if you're using references instead of plain objects you're either using base classes and want to avoid slicing, or you're trying to avoid copying. And, yes, this means that if you want to store the items in an STL container, then you're going to need to use pointers to avoid slicing and/or copying.
And, yes, the following is legit (although in this case, not very useful):
#include <iostream>
#include <vector>
// note signature, inside this function, i is an int&
// normally I would pass a const reference, but you can't add
// a "const* int" to a "std::vector<int*>"
void add_to_vector(std::vector<int*>& v, int& i)
{
v.push_back(&i);
}
int main()
{
int x = 5;
std::vector<int*> pointers_to_ints;
// x is passed by reference
// NOTE: this line could have simply been "pointers_to_ints.push_back(&x)"
// I simply wanted to demonstrate (in the body of add_to_vector) that
// taking the address of a reference returns the address of the object the
// reference refers to.
add_to_vector(pointers_to_ints, x);
// get the pointer to x out of the container
int* pointer_to_x = pointers_to_ints[0];
// dereference the pointer and initialize a reference with it
int& ref_to_x = *pointer_to_x;
// use the reference to change the original value (in this case, to change x)
ref_to_x = 42;
// show that x changed
std::cout << x << '\n';
}
Oh, and you don't know if the objects were dynamically created or not.
That's not important. In the above sample, x is on the stack and we store a pointer to x in the pointers_to_vectors. Sure, pointers_to_vectors uses a dynamically-allocated array internally (and delete[]s that array when the vector goes out of scope), but that array holds the pointers, not the pointed-to things. When pointers_to_ints falls out of scope, the internal int*[] is delete[]-ed, but the int*s are not deleted.
This, in fact, makes using pointers with STL containers hard, because the STL containers won't manage the lifetime of the pointed-to objects. You may want to look at Boost's pointer containers library. Otherwise, you'll either (1) want to use STL containers of smart pointers (like boost:shared_ptr which is legal for STL containers) or (2) manage the lifetime of the pointed-to objects some other way. You may already be doing (2).
If you want the container to actually contain objects that are dynamically allocated, you shouldn't be using raw pointers. Use unique_ptr or whatever similar type is appropriate.
There's nothing wrong with it, but please be aware that on machine-code level a reference is usually the same as a pointer. So, usually the pointer isn't really dereferenced (no memory access) when assigned to a reference.
So in real life the reference can be 0 and the crash occurs when using the reference - what can happen much later than its assignemt.
Of course what happens exactly heavily depends on compiler version and hardware platform as well as compiler options and the exact usage of the reference.
Officially the behaviour of dereferencing a 0-Pointer is undefined and thus anything can happen. This anything includes that it may crash immediately, but also that it may crash much later or never.
So always make sure that you never assign a 0-Pointer to a reference - bugs likes this are very hard to find.
Edit: Made the "usually" italic and added paragraph about official "undefined" behaviour.
Related
Suppose I have the following:
class Map
{
std::vector<Continent> continents;
public:
Map();
~Map();
Continent* getContinent(std::string name);
};
Continent* Map::getContinent(std::string name)
{
Continent * c = nullptr;
for (int i = 0; i < continents.size(); i++)
{
if (continents[i].getName() == name)
{
c = &continents[i];
break;
}
}
return c;
}
You can see here that there are continent objects that live inside the vector called continents. Would this be a correct way of getting the object's reference, or is there a better approach to this? Is there an underlying issue with vector which would cause this to misbehave?
It is OK to return a pointer or a reference to an object inside std::vector under one condition: the content of the vector must not change after you take the pointer or a reference.
This is easy to do when you initialize a vector at start-up or in the constructor, and never change it again. In situations when the vector is more dynamic than that returning by value, rather than by pointer, is a more robust approach.
I would advice you against doing something like the above. std::vector does some fancy way of handling memory which include resizing and moving the array when it is out of capacity which will result in a dangling reference. On the other hand if the map contains a const vector, which means it is guaranteed not to be altered, what you are doing would work.
Thanks
Sudharshan
The design is flawed, as other have pointed out.
However, if you don't mind using more memory, lose the fact that the sequence no longer will sit in contiguous memory, and that the iterators are no longer random access, then a drop-in replacement would be to use std::list instead of std::vector.
The std::list does not invalidate pointers or references to the internal data when resized. The only time when a pointer / reference is invalidated is if you are removing the item being pointed to / referred to.
I am looking for a way to insert multiple objects of type A inside a container object, without making copies of each A object during insertion. One way would be to pass the A objects by reference to the container, but, unfortunately, as far as I've read, the STL containers only accept passing objects by value for insertions (for many good reasons). Normally, this would not be a problem, but in my case, I DO NOT want the copy constructor to be called and the original object to get destroyed, because A is a wrapper for a C library, with some C-style pointers to structs inside, which will get deleted along with the original object...
I only require a container that can return one of it's objects, given a particular index, and store a certain number of items which is determined at runtime, so I thought that maybe I could write my own container class, but I have no idea how to do this properly.
Another approach would be to store pointers to A inside the container, but since I don't have a lot of knowledge on this subject, what would be a proper way to insert pointers to objects in an STL container? For example this:
std::vector<A *> myVector;
for (unsigned int i = 0; i < n; ++i)
{
A *myObj = new myObj();
myVector.pushBack(myObj);
}
might work, but I'm not sure how to handle it properly and how to dispose of it in a clean way. Should I rely solely on the destructor of the class which contains myVector as a member to dispose of it? What happens if this destructor throws an exception while deleting one of the contained objects?
Also, some people suggest using stuff like shared_ptr or auto_ptr or unique_ptr, but I am getting confused with so many options. Which one would be the best choice for my scenario?
You can use boost or std reference_wrapper.
#include <boost/ref.hpp>
#include <vector>
struct A {};
int main()
{
A a, b, c, d;
std::vector< boost::reference_wrapper<A> > v;
v.push_back(boost::ref(a)); v.push_back(boost::ref(b));
v.push_back(boost::ref(c)); v.push_back(boost::ref(d));
return 0;
}
You need to be aware of object lifetimes when using
reference_wrapper to not get dangling references.
int main()
{
std::vector< boost::reference_wrapper<A> > v;
{
A a, b, c, d;
v.push_back(boost::ref(a)); v.push_back(boost::ref(b));
v.push_back(boost::ref(c)); v.push_back(boost::ref(d));
// a, b, c, d get destroyed by the end of the scope
}
// now you have a vector full of dangling references, which is a very bad situation
return 0;
}
If you need to handle such situations you need a smart pointer.
Smart pointers are also an option but it is crucial to know which one to use. If your data is actually shared, use shared_ptr if the container owns the data use unique_ptr.
Anyway, I don't see what the wrapper part of A would change. If it contains pointers internally and obeys the rule of three, nothing can go wrong. The destructor will take care of cleaning up. This is the typical way to handle resources in C++: acquire them when your object is initialized, delete them when the lifetime of your object ends.
If you purely want to avoid the overhead of construction and deletion, you might want to use vector::emplace_back.
In C++11, you can construct container elements in place using emplace functions, avoiding the costs and hassle of managing a container of pointers to allocated objects:
std::vector<A> myVector;
for (unsigned int i = 0; i < n; ++i)
{
myVector.emplace_back();
}
If the objects' constructor takes arguments, then pass them to the emplace function, which will forward them.
However, objects can only be stored in a vector if they are either copyable or movable, since they have to be moved when the vector's storage is reallocated. You might consider making your objects movable, transferring ownership of the managed resources, or using a container like deque or list that doesn't move objects as it grows.
UPDATE: Since this won't work on your compiler, the best option is probably std::unique_ptr - that has no overhead compared to a normal pointer, will automatically delete the objects when erased from the vector, and allows you to move ownership out of the vector if you want.
If that's not available, then std::shared_ptr (or std::tr1::shared_ptr or boost::shared_ptr, if that's not available) will also give you automatic deletion, for a (probably small) cost in efficiency.
Whatever you do, don't try to store std::auto_ptr in a standard container. It's destructive copying behaviour makes it easy to accidentally delete the objects when you don't expect it.
If none of these are available, then use a pointer as in your example, and make sure you remember to delete the objects once you've finished with them.
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: ยค 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.
I understand that references are not pointers, but an alias to an object. However, I still don't understand what exactly this means to me as a programmer, i.e. what are references under the hood?
I think the best way to understand this would be to understand why it is I can't store a reference in a map.
I know I need to stop thinking of references as syntactic suger over pointers, just not sure how to :/
They way I understand it, references are implemented as pointers under the hood. The reason why you can't store them in a map is purely semantic; you have to initialize a reference when it's created and you can't change it afterward anymore. This doesn't mesh with the way a map works.
You should think of a reference as a 'const pointer to a non-const object':
MyObject& ~~ MyObject * const
Furthermore, a reference can only be built as an alias of something which exists (which is not necessary for a pointer, though advisable apart from NULL). This does not guarantee that the object will stay around (and indeed you might have a core when accessing an object through a reference if it is no more), consider this code:
// Falsifying a reference
MyObject& firstProblem = *((MyObject*)0);
firstProblem.do(); // undefined behavior
// Referencing something that exists no more
MyObject* anObject = new MyObject;
MyObject& secondProblem = *anObject;
delete anObject;
secondProblem.do(); // undefined behavior
Now, there are two requirements for a STL container:
T must be default constructible (a reference is not)
T must be assignable (you cannot reset a reference, though you can assign to its referee)
So, in STL containers, you have to use proxys or pointers.
Now, using pointers might prove problematic for memory handling, so you may have to:
use smart pointers (boost::shared_ptr for example)
use a specialized container: Boost Pointer Container Library
DO NOT use auto_ptr, there is a problem with assignment since it modifies the right hand operand.
Hope it helps :)
The important difference apart from the syntactic sugar is that references cannot be changed to refer to another object than the one they were initialized with. This is why they cannot be stored in maps or other containers, because containers need to be able to modify the element type they contain.
As an illustration of this:
A anObject, anotherObject;
A *pointerToA=&anObject;
A &referenceToA=anObject;
// We can change pointerToA so that it points to a different object
pointerToA=&anotherObject;
// But it is not possible to change what referenceToA points to.
// The following code might look as if it does this... but in fact,
// it assigns anotherObject to whatever referenceToA is referring to.
referenceToA=anotherObject;
// Has the same effect as
// anObject=anotherObject;
actually you can use references in a map. i don't recommend this for big projects as it might cause weird compilation errors but:
map<int, int&> no_prob;
int refered = 666;
no_prob.insert(std::pair<int, int&>(0, refered)); // works
no_prob[5] = 777; //wont compile!!!
//builds default for 5 then assings which is a problem
std::cout << no_prob[0] << std::endl; //still a problem
std::cout << no_prob.at(0) << std::endl; //works!!
so you can use map but it will be difficult to guaranty it will be used correctly, but i used this for small codes (usually competitive) codes
A container that stores a reference has to initialize all its elements when constructed and therefore is less useful.
struct container
{
string& s_; // string reference
};
int main()
{
string s { "hello" };
//container {}; // error - object has an uninitialized reference member
container c { s }; // Ok
c.s_ = "bye";
cout << s; // prints bye
}
Also, once initialized, the storage for the container elements cannot be changed. s_ will always refer to the storage of s above.
This post explains how pointers are implemented under the hood - http://www.codeproject.com/KB/cpp/References_in_c__.aspx, which also supports sebastians answer.
I understand that const_cast to remove constness of objects is bad,
I have the following use case,
//note I cannot remove constness in the foo function
foo(const std::vector<Object> & objectVec) {
...
int size = (int) objectVec.size();
std::vector<Object> tempObjectVec;
//Indexing here is to just show a part of the vector being
//modified
for (int i=0; i < (int) size-5; ++i) {
Object &a = const_cast<Object&> objectVec[i];
tempObjectVec.push_back(a);
}
foo1(tempObjectVec);
}
If i change tempObjectVec objects in foo1, will the original objects in ObjectVec change, I say yes since I am passing references, further is this efficient. Can you suggest alternatives.
Well, that depends on Object. But the Objects are being copied, when you pass them to push_back. You can check this by adding some debug code to the copy constructor. So if Object is well-behaved and keeps distinct copies separate, then foo1 can change the vector it gets all it likes.
A more efficient way to do this would be to have foo1 accept a start and end iterators:
void foo1(std::vector<Object>::const_iterator start,
std::vector<Object>::const_iterator end);
...
foo1(objectVec.begin(), objectVec.end() - 5);
If you don't use const_cast, then the type system will ensure that foo1 does not change any elements, as these are const_iterators.
Your tempObjectVec can't be a vector of references, so I presume it should be declared as something like:
std::vector<Object> tempObjectVec;
When you execute the tempObjectVec.push_back(a), a copy of the object will be made to push it into the tempObjectVec vector. Since this is making a copy, you shouldn't even need to use the const_cast to remove the constness, I'm not clear on why you needed to do that.
I believe this is the statement your looking for:
const_cast<std::vector<Object>&> (objectVec) this will return a reference to a non-const std::vector which should be palatable to foo1 (I'm assuming).
Modifying your original example:
foo(const std::vector<Object> & objectVec) {
...
foo1(const_cast<std::vector<Object> &>(objectVec));
}
However I do recommend looking at the actual requirements of foo1 that require it to use a non-const vector as you seem to be indicating that all your interested in is modifying the Object instances themselves.
As other ones already say, your vector's push_back takes the reference, but then it copies the object it references. So, at the end you end up with a copy of objectVec[i] within your tempObjectVec.
A vector can't store references, because they can't be assigned (assignments to it affect not the reference itself, but the object referenced instead), which is a requirement for objects to be held in a vector. References are also no objects. They don't have an own size. They therefor can't be pushed into an array or any vector. Usually you want to store pointers or smart pointers in such a container to reference some other object. Look into the boost pointer container library which looks like exactly what you want.