delete function in C++ - c++

I saw an example of using the function: delete in cpp and I didn't completely understand it.
the code is:
class Name {
const char* s;
//...
};
class Table {
Name* p;
size_t sz;
public:
Table(size_t s = 15){p = new Name[sz = s]; }
~Table { delete[] p; }
};
What is the exact action of the command: delete[] p;?
I think the aim was to delete all the pointers in the container Table.
The brackets in delete[] give me a clue that it deletes an array of pointers to Name but the size of the array is not specified, so how does the destructor "know" how many pointers to delete?

delete isn't a function, it's an operator.
A delete expression using [] destroys objects created with new ... [] and releases the associated memory. delete[] must be used for pointers returned by new ... []; non-array delete only on pointers returned by non-array new. Using the non-matching delete form is always incorrect.
The delete expression in ~Table() (missing () in your code) will destroy the dynamically created array of Name objects ensuring that the Name destructor is called for each member of the array.
It is up the the implementation to implement some mechanism of recording the number of elements in arrays allocated with new ... [] the programmer doesn't have to worry about this.
In many implementations, where the array elements have non-trivial destructors, a new[] expression will allocate extra space to record the element count before the space for all the array members. This hidden count is then looked up when delete[] is used to ensure the correct number of destructors are called. This is just an implementation detail, though, other implementations are possible.

In short, delete[] knows the size of the array it is deleting because it is required to.
Because the C++ language standard states that it must know.
So when you allocate an array, it is up to the system to store the size somewhere where delete[] can find it.
One option is to allocate a few bytes more than needed. Use the first bytes to specify the size, and then instead of returning a pointer to the first allocated byte, return a pointer to the first byte past the size field.
Then delete[] just has to subtract a few bytes from the pointer in order to find the size.
Another option could be to have a global map<void*, int>, where the key is the pointer to a memory allocation, and the value is the size of that allocation. There are plenty of other ways in which delete[] can find out the size. The C++ standard doesn't specify which one to use. It just says that delete[] must know the size, and leaves it up to the implementers to figure out how to pull it off.

Related

Problem in Deleting the elements of an array allocated with new[]

This question is similar to Problem with delete[], how to partially delete the memory?
I understand that deleting an array after incrementing its pointer is not possible as it loses the track of how many bytes to clean. But, I am not able to understand why one-by-one delete/deallocation of a dynamic array doesn't work either.
int main()
{
int n = 5;
int *p = new int[n];
for(int i=0;i<n;++i){
delete &p[i];
}
}
I believe this should work, but in clang 12.0 it fails with the invalid pointer error. Can anyone explain why?
An array is a contiguous object in memory of a specific size. It is one object where you can place your data in and therefore you can only free/delete it as one object.
You are thinking that an array is a list of multiple objects, but that's not true. That would be true for something like a linked list, where you allocate individual objects and link them together.
You allocated one object of the type int[n] (one extent of memory for an array) using the operator new
int *p = new int[n];
Elements of the array were not allocated dynamically separately.
So to delete it you just need to write
delete []p;
If for example you allocated an array of pointers like
int **p = new int *[n];
and then for each pointer of the array you allocated an object of the type int like
for ( int i = 0;i < n;++i )
{
p[i] = new int( i );
}
then to delete all the allocated objects you need to write
for ( int i = 0; i < n; ++i )
{
delete p[i];
}
delete []p;
That is the number of calling of the operator delete or delete [] one to one corresponds to the number of calling operator new or new [].
One new always goes with one delete. Just as that.
In detail, when we request an array using new, what we actually do is to get a pointer that controls a contiguous & fixed block on the memory. Whatever we do with that array, we do it through that pointer and this pointer associates strictly with the array itself.
Furthermore, let's assume that you were able to delete an elemnent in the middle of that array. After the deletion, that array would fall apart and they are not contiguous anymore! By then, an array would not really be an array!
Because of that, we can not 'chop off' an array into separate pieces. We must always treat an array as one thing, not distinctive elements scattered around the memory.
Greatly simplyfyinh: in most systems memory is allocated in logical blocks which are described by the starting pointer of the allocated block.
So if you allocate an array:
int* array = new int[100];
OS stores the information of that allocation as a pair (simplifying) (block_begin, size) -> (value of array ptr, 100)
Thus when you deallocate the memory you don't need to specify how much memory you allocated i.e:
// you use
delete[] array; // won't go into detail why you do delete[] instead of delete - mostly it is due to C++ way of handling destruction of objects
// instead of
delete[100] array;
In fact in bare C you would do this with:
int* array = malloc(100 * sizeof(int))
[...]
free(array)
So in most OS'es it is not possible due to the way they are implemented.
However theoretically allocating large chunk of memory in fact allocate many smaller blocks which could be deallocated this way, but still it would deallocate smaller blocks at a time not one-by-one.
All of new or new[] and even C's malloc do exactly the same in respect to memory: requesting a fix block of memory from the operating system.
You cannot split up this block of memory and return it partially to the operating system, that's simply not supported, thus you cannot delete a single element from the array either. Only all or none…
If you need to remove an element from an array all you can do is copy the subsequent elements one position towards front, overwriting the element to delete and additionally remember how many elements actually are valid – the elements at the end of the array stay alive!
If these need to be destructed immediately you might call the destructor explicitly – and then assure that it isn't called again on an already destructed element when delete[]ing the array (otherwise undefined behaviour!) – ending in not calling new[] and delete[] at all but instead malloc, placement new for each element, std::launder any pointer to any element created that way and finally explicitly calling the constructor when needed.
Sounds like much of a hassle, doesn't it? Well, there's std::vector doing all this stuff for you! You should this one it instead…
Side note: You could get similar behaviour if you use an array of pointers; you then can – and need to – maintain (i.e. control its lifetime) each object individually. Further disadvantages are an additional level of pointer indirection whenever you access the array members and the array members indeed being scattered around the memory (though this can turn into an advantage if you need to move objects around your array and copying/moving objects is expensive – still you would to prefer a std::vector, of pointers this time, though; insertions, deletions and managing the pointer array itself, among others, get much safer and much less complicated).

In C++, is the length information of a dynamic array associated with the pointer or the address of the first element?

For example:
int *a, *b;
a = new int[10];
b = new int(12);
b = a; // I know there's memory leak, but let's ignore it first
delete [] b; // line L
What will happen? Will the entire array be deleted successfully?
What if line L is replaced by this:
b = a + 1;
delete [] b;
Or by this:
a++;
delete [] a;
And, lastly, if the length of an dynamic array is associated with the starting address, or in other words, associated with the array itself, do we have any way to get the length of it without using another variable to store the length?
Thanks a lot!
The memory block size and array length information is associated with the address of the object, which is the address of the first item of the array.
I.e. your delete[] is safe in the given code
int *a, *b;
a = new int[10];
b = new int(12);
b = a; // I know there's memory leak, but let's ignore it first
delete [] b; // line L
However, there is no portable way to 1access the associated information. It's an implementation detail. Use a std::vector if you need such info.
To understand why the info can't be accessed, note first that memory block size, needed for deallocation, can be larger than the array length times size of array item. So we're dealing here with two separate values. And for an array of POD item type, where item destructor calls are not necessary, there needs not be an explicitly stored array length value.
Even for an array where destructor calls are necessary, there needs not be an explicitly stored array length value associated with array. For example, in code of the pattern p = new int[n]; whatever(); delete[] p;, the compiler can in principle choose to put the array length in some unrelated place where it can easily be accessed by the code generated for the delete expression. E.g. it could be put in a processor register.
Depending on how smart the compiler is, there needs not necessarily be an explicitly stored memory block size either. For example, the compiler can note that in some function f, three arrays a, b and c are allocated, with their sizes known at the first allocation, and all three deallocated at the end. So the compiler can replace the three allocations with a single one, and ditto replace the three deallocations with a single one (this optimization is explicitly permitted by 2C++14 §5.3.4/10).
1 Except, in C++14 and later, in a deallocation function, which is a bit late.
2 C++14 §5.3.4/10: “An implementation is allowed to omit a call to a replaceable global allocation function (18.6.1.1, 18.6.1.2).
When it does so, the storage is instead provided by the implementation or provided by extending the
allocation of another new-expression. The implementation may extend the allocation of a new-expression e1
to provide storage for a new-expression e2 if …”
int *a, *b;
a = new int[10];
b = new int(12);
b = a; // I know there's memory leak, but let's ignore it first
delete [] b; // line L
Will the entire array be deleted successfully?
Yes, memory will successfully be freed since the pointer a was set to point to an array of 10 integers
a = new int[10];
then the same memory location address is stored into b
b = a;
therefore the delete[] line correctly deallocates the array chunk
delete [] b;
As you stated the code also leaks the integer variable 12 that was originally allocated and pointed to by b.
As a sidenote calling delete[] to free memory not associated with an array (specifically with a static type mismatch - see [expr.delete]/p3) would have triggered undefined behavior.
Now for some internals on where is the size information stored when allocating memory.
Compilers have some degree of freedom (cfr. §5.3.4/10) when it comes to memory allocation requests (e.g. they can "group" memory allocation requests).
When you call new without a supplied allocator, whether it will call malloc or not, it is implementation defined
[new.delete.single]
Executes a loop: Within the loop, the function first attempts to allocate the requested storage.
Whether the attempt involves a call to the Standard C library function malloc is unspecified.
Assuming it calls malloc() (on recent Windows systems it calls the UCRT), attempting to allocate space means doing book-keeping with paged virtual memory, and that's what malloc usually does.
Your size information gets passed along together with other data on how to allocate the memory you requested.
C libraries like glibc take care of alignment, memory guards and allocation of a new page (if necessary) so this might end up in the kernel via a system call.
There is no "standard" way to get that info back from the address only since it's an implementation detail. As many have suggested, if you were to need such an info you could
store the size somewhere
use sizeof() with an array type
even better for C++: use a std::vector<>
That info is furthermore associated with a memory allocation, both of your secondary cases (i.e. substituting the L line with
b = a + 1; delete [] b;
or
a++; delete [] a;
will end in tears since those addresses aren't associated with a valid allocation.
The c++ standard just says that using delete[] on a pointer allocated with new, and using delete on a pointer allocated with new[] is undefined behavior.
So doing this may work, or may not, depending on implementations. It may set your house on fire.
For instance, just suppose that these functions are based on an underlying buffer using malloc() and free().
new and delete will, in most implementations, use a buffer which has exactly the size and address of the item (here an int)
new[] and delete[] are more complex. They must store in the buffer not only size items, but also the value of size. An implementation could store size before the actual items. This would mean that the pointer of the underlying buffer is not the same as the pointer to the first item, which is the value returned by new[]
Mixing array and non array versions would then call free() on invalid pointers, ie pointers that were never returned by malloc. This will crash or trigger an exception
Of course, all this is implementation defined.

c++ arrays and dynamic memory [duplicate]

This question already has answers here:
Closed 11 years ago.
Possible Duplicate:
How does delete[] know it's an array? (C++)
How does delete[] “know” the size of the operand array?
suppose we have the following class
class Data
{
public:
Data() : i(new int) { *i = 0; }
~Data() { delete i; }
private:
int *i;
};
now we create array of 100 elements of type Data
Data* dataArray = new Data[100];
we know that operator new will call Data constructor for the 100 objects because it knows how many objects created, Now let's delete this array, if we say delete dataArray the destructor for first object only will be called even we know that the memory for the 100 objects we be released - will cause memory leak - and that because they allocated as one block, but if we say delete[] dataArray the destructor for the 100 objects will be called, but this is a dynmaic memory and i didn't specify how many object in there and as i know there is no overhead with the array to know how many objects in it, so how the runtime environment knows the number of objects to destruct before it free that memory?
First, delete dataArray is illegal. It might destroy the first object. It might do nothing. It might crash. It might summon demons through your nose. Don't do it.
As for how delete [] determines how many elements to store, it depends on the C++ library implementation. Typically there's an element count right before the first element (this may be part of the metadata that's always associated with dynamic allocations, or it might be extra data added for delete []); the delete [] implementation will look at this count to determine how many times to call the destructor; it will then adjust the pointer to point before the element count before actually freeing the memory (this is one reason why delete dataArray can break badly).
It depends on what the compiler does, but basically 2 options :
Store data just before the actual objects (array size, allocated size), a la malloc.
Keep a global map of pointers associated with an array size.
That's why you need to use either operator delete or the operator delete[] in each particular case. They are not interchangeable and they do different things. The implementation keeps some compiler/library-specific bookkeeping information about each memory block that these operators use.

Why is there a delete[] in C++?

Why is there a delete[]? From my understanding its to behave differently for arrays. However, why does it really exist? There's only free in C and no free_array. Also in syntax the only difference between delete var and delete []var is the [] which has no params (I'm not telling the length of the array).
So why does delete[] really exist? I know someone will say you can overload delete and delete[] (at least i think that is possible) but lets say we are not overloading it. Why does it exist?
Typically, for non-POD classes, a delete[] expression must call destructors on a variable number of class instances that cannot be determined at compile time. The compiler typically has to implement some run time "magic" that can be used to determine the correct number of objects to destroy.
A delete expression doesn't have to worry about this, it simply has to destroy the one object that the supplied pointer is pointing to. Because of this, it can have a more efficient implementation.
By splitting up delete and delete[], delete can be implemented without the overhead needed to correctly implement delete[] as well.
If you delete an array, only first object's destructor will be called. delete[] calls destructors of all objects in array and frees array's memory.
Assume delete[] didn't exist, write the code for deleting the array vs deleting only the first element in the array.
delete array; // Deletes first element, oops
delete &array; // Deletes first element, oops
delete &array[0]; // Deletes first element
A pointer to an array being an alias for a pointer to the first element of the array is of course an old C "feature".
Consider:
int* a = new int[25];
int* b = a;
delete b; // only deletes the first element
The C++ compiler has no idea whether b points to an array or a single element. Calling delete on an array will only delete the first element.

How does delete[] know it's an array?

Alright, I think we all agree that what happens with the following code is undefined, depending on what is passed,
void deleteForMe(int* pointer)
{
delete[] pointer;
}
The pointer could be all sorts of different things, and so performing an unconditional delete[] on it is undefined. However, let's assume that we are indeed passing an array pointer,
int main()
{
int* arr = new int[5];
deleteForMe(arr);
return 0;
}
My question is, in this case where the pointer is an array, who is it that knows this? I mean, from the language/compiler's point of view, it has no idea whether or not arr is an array pointer versus a pointer to a single int. Heck, it doesn't even know whether arr was dynamically created. Yet, if I do the following instead,
int main()
{
int* num = new int(1);
deleteForMe(num);
return 0;
}
The OS is smart enough to only delete one int and not go on some type of 'killing spree' by deleting the rest of the memory beyond that point (contrast that with strlen and a non-\0-terminated string -- it will keep going until it hits 0).
So whose job is it to remember these things? Does the OS keep some type of record in the background? (I mean, I realise that I started this post by saying that what happens is undefined, but the fact is, the 'killing spree' scenario doesn't happen, so therefore in the practical world someone is remembering.)
One question that the answers given so far don't seem to address: if the runtime libraries (not the OS, really) can keep track of the number of things in the array, then why do we need the delete[] syntax at all? Why can't a single delete form be used to handle all deletes?
The answer to this goes back to C++'s roots as a C-compatible language (which it no longer really strives to be.) Stroustrup's philosophy was that the programmer should not have to pay for any features that they aren't using. If they're not using arrays, then they should not have to carry the cost of object arrays for every allocated chunk of memory.
That is, if your code simply does
Foo* foo = new Foo;
then the memory space that's allocated for foo shouldn't include any extra overhead that would be needed to support arrays of Foo.
Since only array allocations are set up to carry the extra array size information, you then need to tell the runtime libraries to look for that information when you delete the objects. That's why we need to use
delete[] bar;
instead of just
delete bar;
if bar is a pointer to an array.
For most of us (myself included), that fussiness about a few extra bytes of memory seems quaint these days. But there are still some situations where saving a few bytes (from what could be a very high number of memory blocks) can be important.
The compiler doesn't know it's an array, it's trusting the programmer. Deleting a pointer to a single int with delete [] would result in undefined behavior. Your second main() example is unsafe, even if it doesn't immediately crash.
The compiler does have to keep track of how many objects need to be deleted somehow. It may do this by over-allocating enough to store the array size. For more details, see the C++ Super FAQ.
Yes, the OS keeps some things in the 'background.' For example, if you run
int* num = new int[5];
the OS can allocate 4 extra bytes, store the size of the allocation in the first 4 bytes of the allocated memory and return an offset pointer (ie, it allocates memory spaces 1000 to 1024 but the pointer returned points to 1004, with locations 1000-1003 storing the size of the allocation). Then, when delete is called, it can look at 4 bytes before the pointer passed to it to find the size of the allocation.
I am sure that there are other ways of tracking the size of an allocation, but that's one option.
This is very similar to this question and it has many of the details your are looking for.
But suffice to say, it is not the job of the OS to track any of this. It's actually the runtime libraries or the underlying memory manager that will track the size of the array. This is usually done by allocating extra memory up front and storing the size of the array in that location (most use a head node).
This is viewable on some implementations by executing the following code
int* pArray = new int[5];
int size = *(pArray-1);
delete or delete[] would probably both free the memory allocated (memory pointed), but the big difference is that delete on an array won't call the destructor of each element of the array.
Anyway, mixing new/new[] and delete/delete[] is probably UB.
It doesn't know it's an array, that's why you have to supply delete[] instead of regular old delete.
I had a similar question to this. In C, you allocate memory with malloc() (or another similar function), and delete it with free(). There is only one malloc(), which simply allocates a certain number of bytes. There is only one free(), which simply takes a pointer as it's parameter.
So why is it that in C you can just hand over the pointer to free, but in C++ you must tell it whether it's an array or a single variable?
The answer, I've learned, has to do with class destructors.
If you allocate an instance of a class MyClass...
classes = new MyClass[3];
And delete it with delete, you may only get the destructor for the first instance of MyClass called. If you use delete[], you can be assured that the destructor will be called for all instances in the array.
THIS is the important difference. If you're simply working with standard types (e.g. int) you won't really see this issue. Plus, you should remember that behavior for using delete on new[] and delete[] on new is undefined--it may not work the same way on every compiler/system.
It's up to the runtime which is responsible for the memory allocation, in the same way that you can delete an array created with malloc in standard C using free. I think each compiler implements it differently. One common way is to allocate an extra cell for the array size.
However, the runtime is not smart enough to detect whether or not it is an array or a pointer, you have to inform it, and if you are mistaken, you either don't delete correctly (E.g., ptr instead of array), or you end up taking an unrelated value for the size and cause significant damage.
ONE OF THE approaches for compilers is to allocate a little more memory and store count of elements in the head element.
Example how it could be done:
Here
int* i = new int[4];
compiler will allocate sizeof(int)*5 bytes.
int *temp = malloc(sizeof(int)*5)
Will store 4 in first sizeof(int) bytes
*temp = 4;
and set i
i = temp + 1;
So i points to array of 4 elements, not 5.
And
delete[] i;
will be processed following way
int *temp = i - 1;
int numbers_of_element = *temp; // = 4
... call destructor for numbers_of_element elements if needed
... that are stored in temp + 1, temp + 2, ... temp + 4
free (temp)
Semantically, both versions of delete operator in C++ can "eat" any pointer; however, if a pointer to a single object is given to delete[], then UB will result, meaning anything may happen, including a system crash or nothing at all.
C++ requires the programmer to choose the proper version of the delete operator depending on the subject of deallocation: array or single object.
If the compiler could automatically determine whether a pointer passed to the delete operator was a pointer array, then there would be only one delete operator in C++, which would suffice for both cases.
Agree that the compiler doesn't know if it is an array or not. It is up to the programmer.
The compiler sometimes keep track of how many objects need to be deleted by over-allocating enough to store the array size, but not always necessary.
For a complete specification when extra storage is allocated, please refer to C++ ABI (how compilers are implemented): Itanium C++ ABI: Array Operator new Cookies
"undefined behaviour" simply means the language spec makes no gaurantees as to what will happen. It doesn't nessacerally mean that something bad will happen.
So whose job is it to remember these things? Does the OS keep some type of record in the background? (I mean, I realise that I started this post by saying that what happens is undefined, but the fact is, the 'killing spree' scenario doesn't happen, so therefore in the practical world someone is remembering.)
There are typically two layers here. The underlying memory manager and the C++ implementation.
Most memory managers were designed to meet the needs of the C language. In C the "free" function does not require the user to specify the size of the block. Therefore the memory manager will remember (among other things) the size of the block of memory that was allocated. This may be larger than the block the C++ implementation asked for. Typically the memory manager will store it's metadata before the allocated block of memory.
C++ has a culture of "you only pay for what you use". Therefore the C++ implementation will generally only remember the size of the array if it needs to do so for it's own purposes, typically because the type has a non-trival destructor.
So for types with a trivial destructor the implementation of "delete" and "delete []" is typically the same. The C++ implementation simply passes the pointer to the underlying memory manager. Something like
free(p)
On the other hand for types with a non-trivial destructor "delete" and "delete []" are likely to be different. "delete" would be somthing like (where T is the type that the pointer points to)
p->~T();
free(p);
While "delete []" would be something like.
size_t * pcount = ((size_t *)p)-1;
size_t count = *count;
for (size_t i=0;i<count;i++) {
p[i].~T();
}
char * pmemblock = ((char *)p) - max(sizeof(size_t),alignof(T));
free(pmemblock);
You cannot use delete for an array, and you cannot use delete [] for a non-array.
Hey ho well it depends of what you allocating with new[] expression when you allocate array of build in types or class / structure and you don't provide your constructor and destructor the operator will treat it as a size "sizeof(object)*numObjects" rather than object array therefore in this case number of allocated objects will not be stored anywhere, however if you allocate object array and you provide constructor and destructor in your object than behavior change, new expression will allocate 4 bytes more and store number of objects in first 4 bytes so the destructor for each one of them can be called and therefore new[] expression will return pointer shifted by 4 bytes forward, than when the memory is returned the delete[] expression will call a function template first, iterate through array of objects and call destructor for each one of them. I've created this simple code witch overloads new[] and delete[] expressions and provides a template function to deallocate memory and call destructor for each object if needed:
// overloaded new expression
void* operator new[]( size_t size )
{
// allocate 4 bytes more see comment below
int* ptr = (int*)malloc( size + 4 );
// set value stored at address to 0
// and shift pointer by 4 bytes to avoid situation that
// might arise where two memory blocks
// are adjacent and non-zero
*ptr = 0;
++ptr;
return ptr;
}
//////////////////////////////////////////
// overloaded delete expression
void static operator delete[]( void* ptr )
{
// decrement value of pointer to get the
// "Real Pointer Value"
int* realPtr = (int*)ptr;
--realPtr;
free( realPtr );
}
//////////////////////////////////////////
// Template used to call destructor if needed
// and call appropriate delete
template<class T>
void Deallocate( T* ptr )
{
int* instanceCount = (int*)ptr;
--instanceCount;
if(*instanceCount > 0) // if larger than 0 array is being deleted
{
// call destructor for each object
for(int i = 0; i < *instanceCount; i++)
{
ptr[i].~T();
}
// call delete passing instance count witch points
// to begin of array memory
::operator delete[]( instanceCount );
}
else
{
// single instance deleted call destructor
// and delete passing ptr
ptr->~T();
::operator delete[]( ptr );
}
}
// Replace calls to new and delete
#define MyNew ::new
#define MyDelete(ptr) Deallocate(ptr)
// structure with constructor/ destructor
struct StructureOne
{
StructureOne():
someInt(0)
{}
~StructureOne()
{
someInt = 0;
}
int someInt;
};
//////////////////////////////
// structure without constructor/ destructor
struct StructureTwo
{
int someInt;
};
//////////////////////////////
void main(void)
{
const unsigned int numElements = 30;
StructureOne* structOne = nullptr;
StructureTwo* structTwo = nullptr;
int* basicType = nullptr;
size_t ArraySize = 0;
/**********************************************************************/
// basic type array
// place break point here and in new expression
// check size and compare it with size passed
// in to new expression size will be the same
ArraySize = sizeof( int ) * numElements;
// this will be treated as size rather than object array as there is no
// constructor and destructor. value assigned to basicType pointer
// will be the same as value of "++ptr" in new expression
basicType = MyNew int[numElements];
// Place break point in template function to see the behavior
// destructors will not be called and it will be treated as
// single instance of size equal to "sizeof( int ) * numElements"
MyDelete( basicType );
/**********************************************************************/
// structure without constructor and destructor array
// behavior will be the same as with basic type
// place break point here and in new expression
// check size and compare it with size passed
// in to new expression size will be the same
ArraySize = sizeof( StructureTwo ) * numElements;
// this will be treated as size rather than object array as there is no
// constructor and destructor value assigned to structTwo pointer
// will be the same as value of "++ptr" in new expression
structTwo = MyNew StructureTwo[numElements];
// Place break point in template function to see the behavior
// destructors will not be called and it will be treated as
// single instance of size equal to "sizeof( StructureTwo ) * numElements"
MyDelete( structTwo );
/**********************************************************************/
// structure with constructor and destructor array
// place break point check size and compare it with size passed in
// new expression size in expression will be larger by 4 bytes
ArraySize = sizeof( StructureOne ) * numElements;
// value assigned to "structOne pointer" will be different
// of "++ptr" in new expression "shifted by another 4 bytes"
structOne = MyNew StructureOne[numElements];
// Place break point in template function to see the behavior
// destructors will be called for each array object
MyDelete( structOne );
}
///////////////////////////////////////////
just define a destructor inside a class and execute your code with both syntax
delete pointer
delete [] pointer
according to the output u can find the solutions
The answer:
int* pArray = new int[5];
int size = *(pArray-1);
Posted above is not correct and produces invalid value.
The "-1"counts elements
On 64 bit Windows OS the correct buffer size resides in Ptr - 4 bytes address