Boost::Mutex & Malloc - c++

I'm trying to use a faster memory allocator in C++. I can't use Hoard due to licensing / cost. I was using NEDMalloc in a single threaded setting and got excellent performance, but I'm wondering if I should switch to something else -- as I understand things, NEDMalloc is just a replacement for C-based malloc() & free(), not the C++-based new & delete operators (which I use extensively).
The problem is that I now need to be thread-safe, so I'm trying to malloc an object which is reference counted (to prevent excess copying), but which also contains a mutex pointer. That way, if you're about to delete the last copy, you first need to lock the pointer, then free the object, and lastly unlock & free the mutex.
However, using malloc to create a boost::mutex appears impossible because I can't initialize the private object as calling the constructor directly ist verboten.
So I'm left with this odd situation, where I'm using new to allocate the lock and nedmalloc to allocate everything else. But when I allocate a large amount of memory, I run into allocation errors (which disappear when I switch to malloc instead of nedmalloc ~ but the performance is terrible). My guess is that this is due to fragmentation in the memory and an inability of nedmalloc and new to place nice side by side.
There has to be a better solution. What would you suggest?

Google's malloc replacement is quite fast, thread safe by default, and easy to use. Simply link it into your application at it will replace the behavior or malloc/free and new/delete. This makes it particularly easy to re-profile your app to verify the new allocator is actually speeding things up.

You can overload global operators new and delete to call the new versions of malloc and free that you're using. This should make things play nicer together, though I'd be surprised if this wasn't happening already.
As for creating the mutex, use placement new -- this is how a constructor is called manually. A static array of char will do by way of buffer. For example, globals:
static char buf[sizeof(Mutex)];
static Mutex *m=0;
Then to initialize the m pointer:
m=new(buf) Mutex;
(You can also align the pointer, and so on, if you need to, and rename the variables, and so on.)
One thing that might be worth noting is that if the Mutex constructor does more memory allocation itself then this can be a problem. This is unlikely, but possible. (For this likely-to-be-rare case, there's usually no problem with an ad-hoc implementation of a cross-platform mutex wrapper, that doesn't do any allocation -- or, though it will end up a mess eventually, just use #ifdef and use the platform types directly. In either case, it's not much code, and anybody experienced with the system(s) in question can create the relevant code, bug-free, in very little time.)
Correct cleanup of objects created this way can be difficult, so I recommend not to bother (no, seriously). It's perfectly OK to let this stuff leak when you're using it to implement the memory manager; no point going mad over it. (If you're working on a system that has a notion of process exit, the OS is pretty much guaranteed to clean up the underlying mutex for you.)

Have you profiled and verified that actual memory allocation is a significant enough problem that replacing the allocator provides useful gain?
Is NEDMalloc thread safe?
Often, the default c++ new/delete operators will use malloc and free under the hood to do the actual memory allocation before/after calling the constructor/destructor. If they don't in your particular situation, you can override the global new and delete operators to call whatever allocation implementation you wish. This requires some care making sure that memory is always allocated/deallocated with the same allocator (especially when dealing with libraries).

Well, usually C++ new and delete operators internally calls plain C library functions malloc and free (plus some additional magic like calling ctors and dtors), so providing a custom implementation for these functions may be enough (this is not infrequent in embedded C++ development, but requires some linker-level work). What system and what compiler are you targeting?

Related

Why use new and delete at all?

I'm new to C++ and I'm wondering why I should even bother using new and delete? It can cause problems (memory leaks) and I don't get why I shouldn't just initialize a variable without the new operator. Can someone explain it to me? It's hard to google that specific question.
For historical and efficiency reasons, C++ (and C) memory management is explicit and manual.
Sometimes, you might allocate on the call stack (e.g. by using VLAs or alloca(3)). However, that is not always possible, because
stack size is limited (depending on the platform, to a few kilobytes or a few megabytes).
memory need is not always FIFO or LIFO. It does happen that you need to allocate memory, which would be freed (or becomes useless) much later during execution, in particular because it might be the result of some function (and the caller - or its caller - would release that memory).
You definitely should read about garbage collection and dynamic memory allocation. In some languages (Java, Ocaml, Haskell, Lisp, ....) or systems, a GC is provided, and is in charge of releasing memory of useless (more precisely unreachable) data. Read also about weak references. Notice that most GCs need to scan the call stack for local pointers.
Notice that it is possible, but difficult, to have quite efficient garbage collectors (but usually not in C++). For some programs, Ocaml -with a generational copying GC- is faster than the equivalent C++ code -with explicit memory management.
Managing memory explicitly has the advantage (important in C++) that you don't pay for something you don't need. It has the inconvenience of putting more burden on the programmer.
In C or C++ you might sometimes consider using the Boehm's conservative garbage collector. With C++ you might sometimes need to use your own allocator, instead of the default std::allocator. Read also about smart pointers, reference counting, std::shared_ptr, std::unique_ptr, std::weak_ptr, and the RAII idiom, and the rule of three (in C++, becoming the rule of 5). The recent wisdom is to avoid explicit new and delete (e.g. by using standard containers and smart pointers).
Be aware that the most difficult situation in managing memory are arbitrary, perhaps circular, graphs (of reference).
On Linux and some other systems, valgrind is a useful tool to hunt memory leaks.
The alternative, allocating on the stack, will cause you trouble as stack sizes are often limited to Mb magnitudes and you'll get lots of value copies. You'll also have problems sharing stack-allocated data between function calls.
There are alternatives: using std::shared_ptr (C++11 onwards) will do the delete for you once the shared pointer is no longer being used. A technique referred to by the hideous acronym RAII is exploited by the shared pointer implementation. I mention it explicitly since most resource cleanup idioms are RAII-based. You can also make use of the comprehensive data structures available in the C++ Standard Template Library which eliminate the need to get your hands too dirty with explicit memory management.
But formally, every new must be balanced with a delete. Similarly for new[] and delete[].
Indeed in many cases new and delete are not needed, you can just use standard containers instead and leaving to them the allocation/deallocation management.
One of the reasons for which you may need to use allocation explicitly is for objects where the identity is important (i.e. they are not just values that can be copied around).
For example if you have a gui "window" object then making copies probably doesn't make sense and thus you're more or less ruling out all standard containers (they're designed for objects that can be copied and assigned). In this case if the object needs to survive the function that creates it probably the simplest solution is to just allocate explicitly it on the heap, possibly using a smart pointer to avoid leaks or use-after-delete.
In other cases it may be important to avoid copies not because they're illegal, but just not very efficient (big objects) and explicitly handling the instance lifetime may be a better (faster) solution.
Another case where explicit allocation/deallocation may be the best option are complex data structures that cannot be represented by the standard library (for example a tree in which each node is also part of a doubly-linked list).
Modern C++ styles often frown on explicit calls to new and delete outside of specialized resource management code.
This is not because the stack/automatic storage is sufficient, but rather because RAII smart resource owners (be they containers, shared pointers, or something else) make almost all direct memory wrangling unnessecary. And as the problem of memory management is often error prone, this makes your code more robust, easier to read, and sometimes faster (as the fancy resource owners can use techniques you might not bother with everywhere).
This is exemplified by the rule of zero: write no destructor, copy/move assign, copy/move constructor. Store state in smart storage, and have it handle it for you.
None of the above applies when you yourself are writing smart memory owning classes. This is a rare thing to need to do, however. It also requires C++14 (for make_unique) to get rid of the penultimate excuse to call new.
Now, the free store is still used, just not directly, under the above style. The free store (aka heap) is needed because automatic storage (aka the stack) only supports really simple object lifetime rules (scope based, compile time deterministic size and count, FILO order). As runtime sized and counted data is common, and object lifetime is often not that simple, the free store is used by most programs. Sometimes copying an object around on the stack is enough to make the simple lifetime less of a problem, but at other times identity is important.
The final reason is stack overflow. On some C++ implementations the stack/automatic storage is seriously constrained in size. What more is that there is rarely if ever a reliable failure mode when you put to much stuff in it. By storing large data on the free store, we can reduce the chance the stack will overflow.
First, if you don't need dynamic allocation, don't use it.
The most frequent reason for needing dynamic allocation is that
the object will have a lifetime which is determined by the
program logic rather than lexical scope. The new and
delete operators are designed to support explicitly managed
lifetimes.
Another common reason is that the size or structure of the
"object" is determined at runtime. For simple cases (arrays,
etc.) there are standard classes (std::vector) which will
handle this for you, but for more complicated structures (e.g.
graphs and trees), you'll have to do this yourself. (The usual
technique here is to create a class representing the graph or
tree, and have it manage the memory.)
And there is the case where the object must be polymorphic, and
the actual type won't be known until runtime. (There are some
tricky ways of handling this without dynamic allocation in the
simplest cases, but in general, you'll need dynamic allocation.)
In this case, std::unique_ptr might be appropriate to handle
the delete, or if the object must be shared, std::shared_ptr
(although usually, objects which must be shared fall into the
first category, above, and so smart pointers aren't
appropriate).
There are probably other reasons as well, but these are the
three that I've encountered the most often.
Only on simple programs you can know beforehand how much memory you'd use. In general you can not foresee how much memory you'd use.
However with modern C++11 you generally rely on standard libraries like vector and map for memory allocation, and the use of smart pointers helps you avoid memory leaks, so you don't really need to use new and delete explicitly by hand.
When you are using New then your object stores in Heap, and it remains there until you don't manually delete it. but in the case without using new your object goes in Stack and it destroys automatically when it goes out of scope.
Stack is set to a fix size, so if there is no any block for assign a new object then Stack Overflow occurs. This often happens when a lot of nested functions are being called, or if there is an infinite recursive call. If the current size of the heap is too small to accommodate new memory, then more memory can be added to the heap by the operating system.
Another reason may be if you are explicitly calling an external library or API with a C-style interface. Setting up a callback in such cases often means context data must be supplied and returned in the callback, and such an interface usually provides only a 'simple' void* or int*. Allocating an object or struct with new is appropriate for such actions, (you can delete it later in the callback, should you need to).

When do I have to free memory?

I learned C# and now I'm learning C++. The whole point of releasing a memory is new for me, and I want to know when I need to worry about memory releasing and when I don't.
From what I understand, the only case I have to worry about the release of memory, is when I used new operator, so I should to release the memory by using delete.
But in these cases there is no need to release the memory:
Class variables (Members), or static variables.
Local variables in function.
STL family (string, list, vector, etc.).
Is this true?
And are there other cases where I have to worry about memory releasing?
You basically got it right: You need to balance new with delete, new[] with delete[], and malloc with free.
Well-written C++ will contain almost none of those, since you leave the responsibiltiy for dynamic memo­ry and lifetime management to suitable container or manager classes, most notably std::vector and std::unique_ptr.
As a general rule of thumb I tend to abide by the following:
If I code a new/new[] i immediately code the corresponding delete/delete[]
Likewise any malloc/calloc is immediately followed by the relevant free
This avoids many nasty situations where you can generate a memory leak.
If you are new to C++ I would not get used to malloc and its many variants, it requires a lot of scaffolding to remain type-safe, which unless truly necessary can be counted as a bad thing, however, as mentioned, there are times it is necessary: for example, when having to use C-based libraries/APIs then you may conceivably need to use them.
In the main stay well clear of them and your life will be much easier.
Note: I mention the points above, as having gone from C to C++ I have had to face up to a lot of old tried and tested techniques from C which cause problems in C++.

special mode for no free() on delete's? C++

I know this will sound weird but i need my app to run fast and it does a lot of new and delete. All function calls new and passes the ptr back expect for the ones pushing a pointer to a list or deque.
At the end of the main loop the program goes across all of that memory and deletes it (unless i forgot to delete it). I am not exaggerating. Is there a mode that allows my code to allocate objs for new but doesnt delete them on delete but just mark it as unused so the next new for that struct will use it instead of doing a full allocation?
I imagine that would boost performance. It isnt fully done so i cant benchmark but i am sure i'd see a boost and if this was automatic then great. Is there such a mode or flag i can use?
I am using gcc (linux, win) and MSVC2010(win).
Try object pooling via Boost - http://www.boost.org/doc/libs/1_44_0/libs/pool/doc/index.html
What do you mean by "end of the main loop" - after the loop finishes, or just before it repeats?
If the former, then you can safely leave memory allocated when your process exits, although it isn't recommended. The OS will recover it, probably faster than you'd do by deleting each object. Destructors won't be called (so if they do anything important other than freeing resources associated with the process, then don't do this). Debugging tools will tell you that you have memory leaks, which isn't very satisfactory, but it works on the OSes you name.
If the latter, then "marking the memory unused so that the next new will use it" is exactly what delete does (well, after destructors). Some special-purpose memory allocators are faster than general-purpose allocators, though. You could try using a memory pool allocator instead of the default new/delete, if you have a lot of objects of the same size.
"I imagine that would boost performance"
Unfortunately we can't get performance boosts just by imagining them ;-p Write the code first, measure performance, then worry about changing your allocation once you know what you're up against. "Faster" is pretty much useless if the boring, simple version of your code is already "easily fast enough". You can usually change your allocation mechanism without significant changes to the rest of your code, so you don't have to worry about it in up-front design.
What your are describing is what malloc and co usually do, keeping memory around and reallocating it for similar sized allocations.
i believe what you are looking for is a "placement new".
Use new to allocate byte size memory only once.
And later on just use the ptr as follows
Type* ptr = static_cast<Type*>(operator new (sizeof(Type))); // need to call only once and store the pointer
Type* next_ptr = new (ptr) Type();
Manually call the destructors instead of delete.
next_ptr->~Type();
Since no memory allocation happens this should definitely be fast. "how fast" i am not sure
Using a memory pool is what you are looking to achieve.
You also could use a few of the windows Heap allocation methods, and instead of just free'ing each individual allocation, you could just free the entire heap all at once. Though if you are using a memory profiling tool (like bounds checker) it will think it's a problem.

Is it secure to use malloc?

Somebody told me that allocating with malloc is not secure anymore, I'm not a C/C++ guru but I've made some stuff with malloc and C/C++. Does anyone know about what risks I'm into?
Quoting him:
[..] But indeed the weak point of C/C++ it is the security, and the Achilles' heel is indeed malloc and the abuse of pointers. C/C++ it is a well known insecure language. [..] There would be few apps in what I would not recommend to continue programming with C++."
It's probably true that C++'s new is safer than malloc(), but that doesn't automatically make malloc() more unsafe than it was before. Did your friend say why he considers it insecure?
However, here's a few things you should pay attention to:
1) With C++, you do need to be careful when you use malloc()/free() and new/delete side-by-side in the same program. This is possible and permissible, but everything that was allocated with malloc() must be freed with free(), and not with delete. Similarly, everything that was allocated with new must be freed with delete, and never with free(). (This logic goes even further: If you allocate an array with new[], you must free it with delete[], and not just with delete.) Always use corresponding counterparts for allocation and deallocation, per object.
int* ni = new int;
free(ni); // ERROR: don't do this!
delete ni; // OK
int* mi = (int*)malloc(sizeof(int));
delete mi; // ERROR!
free(mi); // OK
2) malloc() and new (speaking again of C++) don't do exactly the same thing. malloc() just gives you a chunk of memory to use; new will additionally call a contructor (if available). Similarly, delete will call a destructor (if available), while free() won't. This could lead to problems, such as incorrectly initialized objects (because the constructor wasn' called) or un-freed resources (because the destructor wasn't called).
3) C++'s new also takes care of allocating the right amount of memory for the type specified, while you need to calculate this yourself with malloc():
int *ni = new int;
int *mi = (int*)malloc(sizeof(int)); // required amount of memory must be
// explicitly specified!
// (in some situations, you can make this
// a little safer against code changes by
// writing sizeof(*mi) instead.)
Conclusion:
In C++, new/delete should be preferred over malloc()/free() where possible. (In C, new/delete is not available, so the choice would be obvious there.)
[...] C/C++ it is a well known insecure language. [...]
Actually, that's wrong. Actually, "C/C++" doesn't even exist. There's C, and there's C++. They share some (or, if you want, a lot of) syntax, but they are indeed very different languages.
One thing they differ in vastly is their way to manage dynamic memory. The C way is indeed using malloc()/free() and if you need dynamic memory there's very little else you can do but use them (or a few siblings of malloc()).
The C++ way is to not to (manually) deal with dynamic resources (of which memory is but one) at all. Resource management is handed to a few well-implemented and -tested classes, preferably from the standard library, and then done automatically. For example, instead of manually dealing with zero-terminated character buffers, there's std::string, instead of manually dealing with dynamically allocated arrays, there std:vector, instead of manually dealing with open files, there's the std::fstream family of streams etc.
Your friend could be talking about:
The safety of using pointers in general. For example in C++ if you're allocating an array of char with malloc, question why you aren't using a string or vector. Pointers aren't insecure, but code that's buggy due to incorrect use of pointers is.
Something about malloc in particular. Most OSes clear memory before first handing it to a process, for security reasons. Otherwise, sensitive data from one app, could be leaked to another app. On OSes that don't do that, you could argue that there's an insecurity related to malloc. It's really more related to free.
It's also possible your friend doesn't know what he's talking about. When someone says "X is insecure", my response is, "in what way?".
Maybe your friend is older, and isn't familiar with how things work now - I used to think C and C++ were effectively the same until I discovered many new things about the language that have come out in the last 10 years (most of my teachers were old-school Bell Laboratories guys who wrote primarily in C and had only a cursory knowledge of C++ - and Bell Laboratories engineers invented C++!). Don't laugh at him/her - you might be there someday too!
I think your friend is uncomfortable with the idea that you have to do your own memory management - ie, its easy to make mistakes. In that regard, it is insecure and he/she is correct... However, that insecure aspect can be overcome with good programming practices, like RAII and using smart pointers.
For many applications, though, having automated garbage collection is probably fine, and some programmers are confused about how pointers work, so as far as getting new, inexperienced developers to program effectively in C/C++ without some training might be difficult. Which is maybe why your friend thinks C/C++ should be avoided.
It's the only way to allocate and deallocate memory in C natively. If you misuse it, it can be as insecure as anything else. Microsoft provides some "secure" versions of other functions, that take an extra size_t parametre - maybe your friend was referring to something similar? If that's the case, perhaps he simply prefers calloc() over malloc()?
If you are using C, you have to use malloc to allocate memory, unless you have a third-party library that will allocate / manage your memory for you.
Certainly your friend has a point that it is difficult to write secure code in C, especially when you are allocating memory and dealing with buffers. But we all know that, right? :)
What he maybe wanted to warn you is about pointers usage. Yes, that will cause problems if you don't understand how it works. Otherwise, ask what your friend meant, or ask him for a reference that proof his affirmation.
Saying that malloc is not safe is like saying "don't use system X because it's insecure".
Until that, use malloc in C, and new in C++.
If you use malloc in C++, people will look mad at you, but that's fine in very specific occasions.
There is nothing wrong with malloc as such. Your friend apparently means that manual memory management is insecure and easily leads to bugs. Compared to other languages where the memory is managed automatically by a garbage collector (not that it is not possible to have leaks - nowadays nobody cares if the program cleans up when it terminates, what matters is that something is not hogging memory while the program is running).
Of course in C++ you wouldn't really touch malloc at all (because it simply isn't functionally equivalent to new and just doesn't do what you need, assuming most of the time you don't want just to get raw memory). And in addition, it is completely possible to program using techniques which almost entirely eliminate the possibility of memory leaks and corruption (RAII), but that takes expertise.
Technically speaking, malloc was never secure to begin with, but that aside, the only thing I can think of is the infamous "OOM killer" (OOM = out-of-memory) that the Linux kernel uses. You can read up on it if you want. Other than that, I don't see how malloc itself is inherently insecure.
In C++, there is no such problem if you stick to good conventions. In C, well, practice. Malloc itself is not an inherently insecure function at all - people simply can deal with it's results inadequately.
It is not secure to use malloc because it's not possible to write a large scale application and ensure every malloc is freed in an efficient manner. Thus, you will have tons of memory leaks which may or may not be a problem... but, when you double free, or use the wrong delete etc, undefined behaviour can result. Indeed, using the wrong delete in C++ will typically allow arbitrary code execution.
The ONLY way for code written in a language like C or C++ to be secure is to mathematically prove the entire program with its dependencies factored in.
Modern memory-safe languages are safe from these types of bugs as long as the underlying language implementation isn't vulnerable (which is indeed rare because these are all written in C/C++, but as we move towards hardware JVMs, this problem will go away).
Perhaps the person was referring to the possibility of accessing data via malloc()?
Malloc doesn't affect the contents of the region that it provides, so it MAY be possible to collect data from other processes by mallocing a large area and then scanning the contents.
free() doesn't clear memory either so data paced into dynamically allocated buffers is, in principle, accessible.
I know someone who, many years ago admittedly, exploited malloc to create an inter-process communication scheme when he found that mallocs of equal size would return the address of the most recently free'd block.

General guidelines to avoid memory leaks in C++ [closed]

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What are some general tips to make sure I don't leak memory in C++ programs? How do I figure out who should free memory that has been dynamically allocated?
I thoroughly endorse all the advice about RAII and smart pointers, but I'd also like to add a slightly higher-level tip: the easiest memory to manage is the memory you never allocated. Unlike languages like C# and Java, where pretty much everything is a reference, in C++ you should put objects on the stack whenever you can. As I've see several people (including Dr Stroustrup) point out, the main reason why garbage collection has never been popular in C++ is that well-written C++ doesn't produce much garbage in the first place.
Don't write
Object* x = new Object;
or even
shared_ptr<Object> x(new Object);
when you can just write
Object x;
Use RAII
Forget Garbage Collection (Use RAII instead). Note that even the Garbage Collector can leak, too (if you forget to "null" some references in Java/C#), and that Garbage Collector won't help you to dispose of resources (if you have an object which acquired a handle to a file, the file won't be freed automatically when the object will go out of scope if you don't do it manually in Java, or use the "dispose" pattern in C#).
Forget the "one return per function" rule. This is a good C advice to avoid leaks, but it is outdated in C++ because of its use of exceptions (use RAII instead).
And while the "Sandwich Pattern" is a good C advice, it is outdated in C++ because of its use of exceptions (use RAII instead).
This post seem to be repetitive, but in C++, the most basic pattern to know is RAII.
Learn to use smart pointers, both from boost, TR1 or even the lowly (but often efficient enough) auto_ptr (but you must know its limitations).
RAII is the basis of both exception safety and resource disposal in C++, and no other pattern (sandwich, etc.) will give you both (and most of the time, it will give you none).
See below a comparison of RAII and non RAII code:
void doSandwich()
{
T * p = new T() ;
// do something with p
delete p ; // leak if the p processing throws or return
}
void doRAIIDynamic()
{
std::auto_ptr<T> p(new T()) ; // you can use other smart pointers, too
// do something with p
// WON'T EVER LEAK, even in case of exceptions, returns, breaks, etc.
}
void doRAIIStatic()
{
T p ;
// do something with p
// WON'T EVER LEAK, even in case of exceptions, returns, breaks, etc.
}
About RAII
To summarize (after the comment from Ogre Psalm33), RAII relies on three concepts:
Once the object is constructed, it just works! Do acquire resources in the constructor.
Object destruction is enough! Do free resources in the destructor.
It's all about scopes! Scoped objects (see doRAIIStatic example above) will be constructed at their declaration, and will be destroyed the moment the execution exits the scope, no matter how the exit (return, break, exception, etc.).
This means that in correct C++ code, most objects won't be constructed with new, and will be declared on the stack instead. And for those constructed using new, all will be somehow scoped (e.g. attached to a smart pointer).
As a developer, this is very powerful indeed as you won't need to care about manual resource handling (as done in C, or for some objects in Java which makes intensive use of try/finally for that case)...
Edit (2012-02-12)
"scoped objects ... will be destructed ... no matter the exit" that's not entirely true. there are ways to cheat RAII. any flavour of terminate() will bypass cleanup. exit(EXIT_SUCCESS) is an oxymoron in this regard.
– wilhelmtell
wilhelmtell is quite right about that: There are exceptional ways to cheat RAII, all leading to the process abrupt stop.
Those are exceptional ways because C++ code is not littered with terminate, exit, etc., or in the case with exceptions, we do want an unhandled exception to crash the process and core dump its memory image as is, and not after cleaning.
But we must still know about those cases because, while they rarely happen, they can still happen.
(who calls terminate or exit in casual C++ code?... I remember having to deal with that problem when playing with GLUT: This library is very C-oriented, going as far as actively designing it to make things difficult for C++ developers like not caring about stack allocated data, or having "interesting" decisions about never returning from their main loop... I won't comment about that).
Instead of managing memory manually, try to use smart pointers where applicable.
Take a look at the Boost lib, TR1, and smart pointers.
Also smart pointers are now a part of C++ standard called C++11.
You'll want to look at smart pointers, such as boost's smart pointers.
Instead of
int main()
{
Object* obj = new Object();
//...
delete obj;
}
boost::shared_ptr will automatically delete once the reference count is zero:
int main()
{
boost::shared_ptr<Object> obj(new Object());
//...
// destructor destroys when reference count is zero
}
Note my last note, "when reference count is zero, which is the coolest part. So If you have multiple users of your object, you won't have to keep track of whether the object is still in use. Once nobody refers to your shared pointer, it gets destroyed.
This is not a panacea, however. Though you can access the base pointer, you wouldn't want to pass it to a 3rd party API unless you were confident with what it was doing. Lots of times, your "posting" stuff to some other thread for work to be done AFTER the creating scope is finished. This is common with PostThreadMessage in Win32:
void foo()
{
boost::shared_ptr<Object> obj(new Object());
// Simplified here
PostThreadMessage(...., (LPARAM)ob.get());
// Destructor destroys! pointer sent to PostThreadMessage is invalid! Zohnoes!
}
As always, use your thinking cap with any tool...
Read up on RAII and make sure you understand it.
Bah, you young kids and your new-fangled garbage collectors...
Very strong rules on "ownership" - what object or part of the software has the right to delete the object. Clear comments and wise variable names to make it obvious if a pointer "owns" or is "just look, don't touch". To help decide who owns what, follow as much as possible the "sandwich" pattern within every subroutine or method.
create a thing
use that thing
destroy that thing
Sometimes it's necessary to create and destroy in widely different places; i think hard to avoid that.
In any program requiring complex data structures, i create a strict clear-cut tree of objects containing other objects - using "owner" pointers. This tree models the basic hierarchy of application domain concepts. Example a 3D scene owns objects, lights, textures. At the end of the rendering when the program quits, there's a clear way to destroy everything.
Many other pointers are defined as needed whenever one entity needs access another, to scan over arays or whatever; these are the "just looking". For the 3D scene example - an object uses a texture but does not own; other objects may use that same texture. The destruction of an object does not invoke destruction of any textures.
Yes it's time consuming but that's what i do. I rarely have memory leaks or other problems. But then i work in the limited arena of high-performance scientific, data acquisition and graphics software. I don't often deal transactions like in banking and ecommerce, event-driven GUIs or high networked asynchronous chaos. Maybe the new-fangled ways have an advantage there!
Most memory leaks are the result of not being clear about object ownership and lifetime.
The first thing to do is to allocate on the Stack whenever you can. This deals with most of the cases where you need to allocate a single object for some purpose.
If you do need to 'new' an object then most of the time it will have a single obvious owner for the rest of its lifetime. For this situation I tend to use a bunch of collections templates that are designed for 'owning' objects stored in them by pointer. They are implemented with the STL vector and map containers but have some differences:
These collections can not be copied or assigned to. (once they contain objects.)
Pointers to objects are inserted into them.
When the collection is deleted the destructor is first called on all objects in the collection. (I have another version where it asserts if destructed and not empty.)
Since they store pointers you can also store inherited objects in these containers.
My beaf with STL is that it is so focused on Value objects while in most applications objects are unique entities that do not have meaningful copy semantics required for use in those containers.
Great question!
if you are using c++ and you are developing real-time CPU-and-memory boud application (like games) you need to write your own Memory Manager.
I think the better you can do is merge some interesting works of various authors, I can give you some hint:
Fixed size allocator is heavily discussed, everywhere in the net
Small Object Allocation was introduced by Alexandrescu in 2001 in his perfect book "Modern c++ design"
A great advancement (with source code distributed) can be found in an amazing article in Game Programming Gem 7 (2008) named "High Performance Heap allocator" written by Dimitar Lazarov
A great list of resources can be found in this article
Do not start writing a noob unuseful allocator by yourself... DOCUMENT YOURSELF first.
One technique that has become popular with memory management in C++ is RAII. Basically you use constructors/destructors to handle resource allocation. Of course there are some other obnoxious details in C++ due to exception safety, but the basic idea is pretty simple.
The issue generally comes down to one of ownership. I highly recommend reading the Effective C++ series by Scott Meyers and Modern C++ Design by Andrei Alexandrescu.
There's already a lot about how to not leak, but if you need a tool to help you track leaks take a look at:
BoundsChecker under VS
MMGR C/C++ lib from FluidStudio
http://www.paulnettle.com/pub/FluidStudios/MemoryManagers/Fluid_Studios_Memory_Manager.zip (its overrides the allocation methods and creates a report of the allocations, leaks, etc)
User smart pointers everywhere you can! Whole classes of memory leaks just go away.
Share and know memory ownership rules across your project. Using the COM rules makes for the best consistency ([in] parameters are owned by the caller, callee must copy; [out] params are owned by the caller, callee must make a copy if keeping a reference; etc.)
valgrind is a good tool to check your programs memory leakages at runtime, too.
It is available on most flavors of Linux (including Android) and on Darwin.
If you use to write unit tests for your programs, you should get in the habit of systematicaly running valgrind on tests. It will potentially avoid many memory leaks at an early stage. It is also usually easier to pinpoint them in simple tests that in a full software.
Of course this advice stay valid for any other memory check tool.
Also, don't use manually allocated memory if there's a std library class (e.g. vector). Make sure if you violate that rule that you have a virtual destructor.
If you can't/don't use a smart pointer for something (although that should be a huge red flag), type in your code with:
allocate
if allocation succeeded:
{ //scope)
deallocate()
}
That's obvious, but make sure you type it before you type any code in the scope
A frequent source of these bugs is when you have a method that accepts a reference or pointer to an object but leaves ownership unclear. Style and commenting conventions can make this less likely.
Let the case where the function takes ownership of the object be the special case. In all situations where this happens, be sure to write a comment next to the function in the header file indicating this. You should strive to make sure that in most cases the module or class which allocates an object is also responsible for deallocating it.
Using const can help a lot in some cases. If a function will not modify an object, and does not store a reference to it that persists after it returns, accept a const reference. From reading the caller's code it will be obvious that your function has not accepted ownership of the object. You could have had the same function accept a non-const pointer, and the caller may or may not have assumed that the callee accepted ownership, but with a const reference there's no question.
Do not use non-const references in argument lists. It is very unclear when reading the caller code that the callee may have kept a reference to the parameter.
I disagree with the comments recommending reference counted pointers. This usually works fine, but when you have a bug and it doesn't work, especially if your destructor does something non-trivial, such as in a multithreaded program. Definitely try to adjust your design to not need reference counting if it's not too hard.
Tips in order of Importance:
-Tip#1 Always remember to declare your destructors "virtual".
-Tip#2 Use RAII
-Tip#3 Use boost's smartpointers
-Tip#4 Don't write your own buggy Smartpointers, use boost (on a project I'm on right now I can't use boost, and I've suffered having to debug my own smart pointers, I would definately not take the same route again, but then again right now I can't add boost to our dependencies)
-Tip#5 If its some casual/non-performance critical (as in games with thousands of objects) work look at Thorsten Ottosen's boost pointer container
-Tip#6 Find a leak detection header for your platform of choice such as Visual Leak Detection's "vld" header
If you can, use boost shared_ptr and standard C++ auto_ptr. Those convey ownership semantics.
When you return an auto_ptr, you are telling the caller that you are giving them ownership of the memory.
When you return a shared_ptr, you are telling the caller that you have a reference to it and they take part of the ownership, but it isn't solely their responsibility.
These semantics also apply to parameters. If the caller passes you an auto_ptr, they are giving you ownership.
Others have mentioned ways of avoiding memory leaks in the first place (like smart pointers). But a profiling and memory-analysis tool is often the only way to track down memory problems once you have them.
Valgrind memcheck is an excellent free one.
For MSVC only, add the following to the top of each .cpp file:
#ifdef _DEBUG
#define new DEBUG_NEW
#endif
Then, when debugging with VS2003 or greater, you will be told of any leaks when your program exits (it tracks new/delete). It's basic, but it has helped me in the past.
valgrind (only avail for *nix platforms) is a very nice memory checker
If you are going to manage your memory manually, you have two cases:
I created the object (perhaps indirectly, by calling a function that allocates a new object), I use it (or a function I call uses it), then I free it.
Somebody gave me the reference, so I should not free it.
If you need to break any of these rules, please document it.
It is all about pointer ownership.
Try to avoid allocating objects dynamically. As long as classes have appropriate constructors and destructors, use a variable of the class type, not a pointer to it, and you avoid dynamical allocation and deallocation because the compiler will do it for you.
Actually that's also the mechanism used by "smart pointers" and referred to as RAII by some of the other writers ;-) .
When you pass objects to other functions, prefer reference parameters over pointers. This avoids some possible errors.
Declare parameters const, where possible, especially pointers to objects. That way objects can't be freed "accidentially" (except if you cast the const away ;-))).
Minimize the number of places in the program where you do memory allocation and deallocation. E. g. if you do allocate or free the same type several times, write a function for it (or a factory method ;-)).
This way you can create debug output (which addresses are allocated and deallocated, ...) easily, if required.
Use a factory function to allocate objects of several related classes from a single function.
If your classes have a common base class with a virtual destructor, you can free all of them using the same function (or static method).
Check your program with tools like purify (unfortunately many $/€/...).
You can intercept the memory allocation functions and see if there are some memory zones not freed upon program exit (though it is not suitable for all the applications).
It can also be done at compile time by replacing operators new and delete and other memory allocation functions.
For example check in this site [Debugging memory allocation in C++]
Note: There is a trick for delete operator also something like this:
#define DEBUG_DELETE PrepareDelete(__LINE__,__FILE__); delete
#define delete DEBUG_DELETE
You can store in some variables the name of the file and when the overloaded delete operator will know which was the place it was called from. This way you can have the trace of every delete and malloc from your program. At the end of the memory checking sequence you should be able to report what allocated block of memory was not 'deleted' identifying it by filename and line number which is I guess what you want.
You could also try something like BoundsChecker under Visual Studio which is pretty interesting and easy to use.
We wrap all our allocation functions with a layer that appends a brief string at the front and a sentinel flag at the end. So for example you'd have a call to "myalloc( pszSomeString, iSize, iAlignment ); or new( "description", iSize ) MyObject(); which internally allocates the specified size plus enough space for your header and sentinel. Of course, don't forget to comment this out for non-debug builds! It takes a little more memory to do this but the benefits far outweigh the costs.
This has three benefits - first it allows you to easily and quickly track what code is leaking, by doing quick searches for code allocated in certain 'zones' but not cleaned up when those zones should have freed. It can also be useful to detect when a boundary has been overwritten by checking to ensure all sentinels are intact. This has saved us numerous times when trying to find those well-hidden crashes or array missteps. The third benefit is in tracking the use of memory to see who the big players are - a collation of certain descriptions in a MemDump tells you when 'sound' is taking up way more space than you anticipated, for example.
C++ is designed RAII in mind. There is really no better way to manage memory in C++ I think.
But be careful not to allocate very big chunks (like buffer objects) on local scope. It can cause stack overflows and, if there is a flaw in bounds checking while using that chunk, you can overwrite other variables or return addresses, which leads to all kinds security holes.
One of the only examples about allocating and destroying in different places is thread creation (the parameter you pass).
But even in this case is easy.
Here is the function/method creating a thread:
struct myparams {
int x;
std::vector<double> z;
}
std::auto_ptr<myparams> param(new myparams(x, ...));
// Release the ownership in case thread creation is successfull
if (0 == pthread_create(&th, NULL, th_func, param.get()) param.release();
...
Here instead the thread function
extern "C" void* th_func(void* p) {
try {
std::auto_ptr<myparams> param((myparams*)p);
...
} catch(...) {
}
return 0;
}
Pretty easyn isn't it? In case the thread creation fails the resource will be free'd (deleted) by the auto_ptr, otherwise the ownership will be passed to the thread.
What if the thread is so fast that after creation it releases the resource before the
param.release();
gets called in the main function/method? Nothing! Because we will 'tell' the auto_ptr to ignore the deallocation.
Is C++ memory management easy isn't it?
Cheers,
Ema!
Manage memory the same way you manage other resources (handles, files, db connections, sockets...). GC would not help you with them either.
Exactly one return from any function. That way you can do deallocation there and never miss it.
It's too easy to make a mistake otherwise:
new a()
if (Bad()) {delete a; return;}
new b()
if (Bad()) {delete a; delete b; return;}
... // etc.