From what I understand: when you pass by value, the function makes a local copy of the passed argument and uses that; when the function ends, it goes out of scope. When you pass by const reference, the function uses a reference to the passed argument that can't be modified. I don't understand, however, why one would choose one over the other, except in a situation where an argument needs to be modified and returned. If you had a void function where nothing is getting returned, why choose one over the other?
EDIT: So basically passing by const reference avoids copying the object. So in what situations is copying the object good? I mean, why not just use const references all the time if it optimizes performance all the time?
There are two main considerations. One is the expense of copying the passed object and the second is the assumptions that the compiler can make when the object is a a local object.
E.g. In the first form, in the body of f it cannot be assumed that a and b don't reference the same object; so the value of a must be re-read after any write to b, just in case. In the second form, a cannot be changed via a write to b, as it is local to the function, so these re-reads are unnecessary.
void f(const Obj& a, Obj& b)
{
// a and b could reference the same object
}
void f(Obj a, Obj& b)
{
// a is local, b cannot be a reference to a
}
E.g.: In the first example, the compiler may be able to assume that the value of a local object doesn't change when an unrelated call is made. Without information about h, the compiler may not know whether an object that that function has a reference to (via a reference parameter) isn't changed by h. For example, that object might be part of a global state which is modified by h.
void g(const Obj& a)
{
// ...
h(); // the value of a might change
// ...
}
void g(Obj a)
{
// ...
h(); // the value of a is unlikely to change
// ...
}
Unfortunately, this example isn't cast iron. It is possible to write a class that, say, adds a pointer to itself to a global state object in its constructor, so that even a local object of class type might be altered by a global function call. Despite this, there are still potentially more opportunities for valid optimizations for local objects as they can't be aliased directly by references passed in, or other pre-existing objects.
Passing a parameter by const reference should be chosen where the semantics of references are actually required, or as a performance improvement only if the cost of potential aliasing would be outweighed by the expense of copying the parameter.
Passing arguments by value and thus copying them can be expensive - const references avoid that expensive step while still promising the caller that the object won't be changed.
Usually fundamental types (int, double, ...) are passed by value, while class-types are passed by const reference.
There can however be exceptions where pass-by-value for class-types can be beneficial.
Making a copy of an object could greatly affect the performance in some cases. Consider a function which argument will be std::vector<long> and you want to pass vector with 1 million elements. In this case you'll want to use const reference over passing by value. In this SO question you could find simple general rule for your question.
Sometimes, making a copy of an object can be expensive and so pass-by-const-reference will avoid having to make that copy. Otherwise, I would say that you should simply pass-by-value if that is what is semantically required.
To avoid making an unnecessary copy, thus improving performance.
Passing an argument by value has the overhead of a copy of the object being passed to the function.
Maybe an object isn't copyable and your choices are limited.
Because of the performance benefits you will get. Lets say you have a big object (in terms of size in bytes). Now, if you pass this object by value to a function a unnecessary copy needs to be created of this, however you can get the same effect by passing a const reference to that object itself without creating copy. Since a reference is normally stored as a pointer under the hoods, the cost of passing a reference is just sizeof(pointer).
An array can't be passed by value, so this is a good time to use a const pointer.
Related
From what I understand: when you pass by value, the function makes a local copy of the passed argument and uses that; when the function ends, it goes out of scope. When you pass by const reference, the function uses a reference to the passed argument that can't be modified. I don't understand, however, why one would choose one over the other, except in a situation where an argument needs to be modified and returned. If you had a void function where nothing is getting returned, why choose one over the other?
EDIT: So basically passing by const reference avoids copying the object. So in what situations is copying the object good? I mean, why not just use const references all the time if it optimizes performance all the time?
There are two main considerations. One is the expense of copying the passed object and the second is the assumptions that the compiler can make when the object is a a local object.
E.g. In the first form, in the body of f it cannot be assumed that a and b don't reference the same object; so the value of a must be re-read after any write to b, just in case. In the second form, a cannot be changed via a write to b, as it is local to the function, so these re-reads are unnecessary.
void f(const Obj& a, Obj& b)
{
// a and b could reference the same object
}
void f(Obj a, Obj& b)
{
// a is local, b cannot be a reference to a
}
E.g.: In the first example, the compiler may be able to assume that the value of a local object doesn't change when an unrelated call is made. Without information about h, the compiler may not know whether an object that that function has a reference to (via a reference parameter) isn't changed by h. For example, that object might be part of a global state which is modified by h.
void g(const Obj& a)
{
// ...
h(); // the value of a might change
// ...
}
void g(Obj a)
{
// ...
h(); // the value of a is unlikely to change
// ...
}
Unfortunately, this example isn't cast iron. It is possible to write a class that, say, adds a pointer to itself to a global state object in its constructor, so that even a local object of class type might be altered by a global function call. Despite this, there are still potentially more opportunities for valid optimizations for local objects as they can't be aliased directly by references passed in, or other pre-existing objects.
Passing a parameter by const reference should be chosen where the semantics of references are actually required, or as a performance improvement only if the cost of potential aliasing would be outweighed by the expense of copying the parameter.
Passing arguments by value and thus copying them can be expensive - const references avoid that expensive step while still promising the caller that the object won't be changed.
Usually fundamental types (int, double, ...) are passed by value, while class-types are passed by const reference.
There can however be exceptions where pass-by-value for class-types can be beneficial.
Making a copy of an object could greatly affect the performance in some cases. Consider a function which argument will be std::vector<long> and you want to pass vector with 1 million elements. In this case you'll want to use const reference over passing by value. In this SO question you could find simple general rule for your question.
Sometimes, making a copy of an object can be expensive and so pass-by-const-reference will avoid having to make that copy. Otherwise, I would say that you should simply pass-by-value if that is what is semantically required.
To avoid making an unnecessary copy, thus improving performance.
Passing an argument by value has the overhead of a copy of the object being passed to the function.
Maybe an object isn't copyable and your choices are limited.
Because of the performance benefits you will get. Lets say you have a big object (in terms of size in bytes). Now, if you pass this object by value to a function a unnecessary copy needs to be created of this, however you can get the same effect by passing a const reference to that object itself without creating copy. Since a reference is normally stored as a pointer under the hoods, the cost of passing a reference is just sizeof(pointer).
An array can't be passed by value, so this is a good time to use a const pointer.
Is it better in C++ to pass by value or pass by reference-to-const?
I am wondering which is better practice. I realize that pass by reference-to-const should provide for better performance in the program because you are not making a copy of the variable.
It used to be generally recommended best practice1 to use pass by const ref for all types, except for builtin types (char, int, double, etc.), for iterators and for function objects (lambdas, classes deriving from std::*_function).
This was especially true before the existence of move semantics. The reason is simple: if you passed by value, a copy of the object had to be made and, except for very small objects, this is always more expensive than passing a reference.
With C++11, we have gained move semantics. In a nutshell, move semantics permit that, in some cases, an object can be passed “by value” without copying it. In particular, this is the case when the object that you are passing is an rvalue.
In itself, moving an object is still at least as expensive as passing by reference. However, in many cases a function will internally copy an object anyway — i.e. it will take ownership of the argument.2
In these situations we have the following (simplified) trade-off:
We can pass the object by reference, then copy internally.
We can pass the object by value.
“Pass by value” still causes the object to be copied, unless the object is an rvalue. In the case of an rvalue, the object can be moved instead, so that the second case is suddenly no longer “copy, then move” but “move, then (potentially) move again”.
For large objects that implement proper move constructors (such as vectors, strings …), the second case is then vastly more efficient than the first. Therefore, it is recommended to use pass by value if the function takes ownership of the argument, and if the object type supports efficient moving.
A historical note:
In fact, any modern compiler should be able to figure out when passing by value is expensive, and implicitly convert the call to use a const ref if possible.
In theory. In practice, compilers can’t always change this without breaking the function’s binary interface. In some special cases (when the function is inlined) the copy will actually be elided if the compiler can figure out that the original object won’t be changed through the actions in the function.
But in general the compiler can’t determine this, and the advent of move semantics in C++ has made this optimisation much less relevant.
1 E.g. in Scott Meyers, Effective C++.
2 This is especially often true for object constructors, which may take arguments and store them internally to be part of the constructed object’s state.
Edit: New article by Dave Abrahams on cpp-next: Want speed? Pass by value.
Pass by value for structs where the copying is cheap has the additional advantage that the compiler may assume that the objects don't alias (are not the same objects). Using pass-by-reference the compiler cannot assume that always. Simple example:
foo * f;
void bar(foo g) {
g.i = 10;
f->i = 2;
g.i += 5;
}
the compiler can optimize it into
g.i = 15;
f->i = 2;
since it knows that f and g doesn't share the same location. if g was a reference (foo &), the compiler couldn't have assumed that. since g.i could then be aliased by f->i and have to have a value of 7. so the compiler would have to re-fetch the new value of g.i from memory.
For more pratical rules, here is a good set of rules found in Move Constructors article (highly recommended reading).
If the function intends to change the argument as a side effect, take it by non-const reference.
If the function doesn't modify its argument and the argument is of primitive type, take it by value.
Otherwise take it by const reference, except in the following cases
If the function would then need to make a copy of the const reference anyway, take it by value.
"Primitive" above means basically small data types that are a few bytes long and aren't polymorphic (iterators, function objects, etc...) or expensive to copy. In that paper, there is one other rule. The idea is that sometimes one wants to make a copy (in case the argument can't be modified), and sometimes one doesn't want (in case one wants to use the argument itself in the function if the argument was a temporary anyway, for example). The paper explains in detail how that can be done. In C++1x that technique can be used natively with language support. Until then, i would go with the above rules.
Examples: To make a string uppercase and return the uppercase version, one should always pass by value: One has to take a copy of it anyway (one couldn't change the const reference directly) - so better make it as transparent as possible to the caller and make that copy early so that the caller can optimize as much as possible - as detailed in that paper:
my::string uppercase(my::string s) { /* change s and return it */ }
However, if you don't need to change the parameter anyway, take it by reference to const:
bool all_uppercase(my::string const& s) {
/* check to see whether any character is uppercase */
}
However, if you the purpose of the parameter is to write something into the argument, then pass it by non-const reference
bool try_parse(T text, my::string &out) {
/* try to parse, write result into out */
}
Depends on the type. You are adding the small overhead of having to make a reference and dereference. For types with a size equal or smaller than pointers that are using the default copy ctor, it would probably be faster to pass by value.
As it has been pointed out, it depends on the type. For built-in data types, it is best to pass by value. Even some very small structures, such as a pair of ints can perform better by passing by value.
Here is an example, assume you have an integer value and you want pass it to another routine. If that value has been optimized to be stored in a register, then if you want to pass it be reference, it first must be stored in memory and then a pointer to that memory placed on the stack to perform the call. If it was being passed by value, all that is required is the register pushed onto the stack. (The details are a bit more complicated than that given different calling systems and CPUs).
If you are doing template programming, you are usually forced to always pass by const ref since you don't know the types being passed in. Passing penalties for passing something bad by value are much worse than the penalties of passing a built-in type by const ref.
This is what i normally work by when designing the interface of a non-template function:
Pass by value if the function does not want to modify the parameter and the
value is cheap to copy (int, double, float, char, bool, etc... Notice that std::string, std::vector, and the rest of the containers in the standard library are NOT)
Pass by const pointer if the value is expensive to copy and the function does
not want to modify the value pointed to and NULL is a value that the function handles.
Pass by non-const pointer if the value is expensive to copy and the function
wants to modify the value pointed to and NULL is a value that the function handles.
Pass by const reference when the value is expensive to copy and the function does not want to modify the value referred to and NULL would not be a valid value if a pointer was used instead.
Pass by non-const reference when the value is expensive to copy and the function wants to modify the value referred to and NULL would not be a valid value if a pointer was used instead.
Sounds like you got your answer. Passing by value is expensive, but gives you a copy to work with if you need it.
As a rule passing by const reference is better.
But if you need to modify you function argument locally you should better use passing by value.
For some basic types the performance in general the same both for passing by value and by reference. Actually reference internally represented by pointer, that is why you can expect for instance that for pointer both passing are the same in terms of performance, or even passing by value can be faster because of needless dereference.
Pass by value for small types.
Pass by const references for big types (the definition of big can vary between machines) BUT, in C++11, pass by value if you are going to consume the data, since you can exploit move semantics. For example:
class Person {
public:
Person(std::string name) : name_(std::move(name)) {}
private:
std::string name_;
};
Now the calling code would do:
Person p(std::string("Albert"));
And only one object would be created and moved directly into member name_ in class Person. If you pass by const reference, a copy will have to be made for putting it into name_.
As a rule of thumb, value for non-class types and const reference for classes.
If a class is really small it's probably better to pass by value, but the difference is minimal. What you really want to avoid is passing some gigantic class by value and having it all duplicated - this will make a huge difference if you're passing, say, a std::vector with quite a few elements in it.
Pass by referece is better than pass by value. I was solving the longest common subsequence problem on Leetcode. It was showing TLE for pass by value but accepted the code for pass by reference. Took me 30 mins to figure this out.
Simple difference :- In function we have input and output parameter , so if your passing input and out parameter is same then use call by reference else if input and output parameter are different then better to use call by value .
example void amount(int account , int deposit , int total )
input parameter : account , deposit
output paramteter: total
input and out is different use call by vaule
void amount(int total , int deposit )
input total deposit
output total
Is it better in C++ to pass by value or pass by reference-to-const?
I am wondering which is better practice. I realize that pass by reference-to-const should provide for better performance in the program because you are not making a copy of the variable.
It used to be generally recommended best practice1 to use pass by const ref for all types, except for builtin types (char, int, double, etc.), for iterators and for function objects (lambdas, classes deriving from std::*_function).
This was especially true before the existence of move semantics. The reason is simple: if you passed by value, a copy of the object had to be made and, except for very small objects, this is always more expensive than passing a reference.
With C++11, we have gained move semantics. In a nutshell, move semantics permit that, in some cases, an object can be passed “by value” without copying it. In particular, this is the case when the object that you are passing is an rvalue.
In itself, moving an object is still at least as expensive as passing by reference. However, in many cases a function will internally copy an object anyway — i.e. it will take ownership of the argument.2
In these situations we have the following (simplified) trade-off:
We can pass the object by reference, then copy internally.
We can pass the object by value.
“Pass by value” still causes the object to be copied, unless the object is an rvalue. In the case of an rvalue, the object can be moved instead, so that the second case is suddenly no longer “copy, then move” but “move, then (potentially) move again”.
For large objects that implement proper move constructors (such as vectors, strings …), the second case is then vastly more efficient than the first. Therefore, it is recommended to use pass by value if the function takes ownership of the argument, and if the object type supports efficient moving.
A historical note:
In fact, any modern compiler should be able to figure out when passing by value is expensive, and implicitly convert the call to use a const ref if possible.
In theory. In practice, compilers can’t always change this without breaking the function’s binary interface. In some special cases (when the function is inlined) the copy will actually be elided if the compiler can figure out that the original object won’t be changed through the actions in the function.
But in general the compiler can’t determine this, and the advent of move semantics in C++ has made this optimisation much less relevant.
1 E.g. in Scott Meyers, Effective C++.
2 This is especially often true for object constructors, which may take arguments and store them internally to be part of the constructed object’s state.
Edit: New article by Dave Abrahams on cpp-next: Want speed? Pass by value.
Pass by value for structs where the copying is cheap has the additional advantage that the compiler may assume that the objects don't alias (are not the same objects). Using pass-by-reference the compiler cannot assume that always. Simple example:
foo * f;
void bar(foo g) {
g.i = 10;
f->i = 2;
g.i += 5;
}
the compiler can optimize it into
g.i = 15;
f->i = 2;
since it knows that f and g doesn't share the same location. if g was a reference (foo &), the compiler couldn't have assumed that. since g.i could then be aliased by f->i and have to have a value of 7. so the compiler would have to re-fetch the new value of g.i from memory.
For more pratical rules, here is a good set of rules found in Move Constructors article (highly recommended reading).
If the function intends to change the argument as a side effect, take it by non-const reference.
If the function doesn't modify its argument and the argument is of primitive type, take it by value.
Otherwise take it by const reference, except in the following cases
If the function would then need to make a copy of the const reference anyway, take it by value.
"Primitive" above means basically small data types that are a few bytes long and aren't polymorphic (iterators, function objects, etc...) or expensive to copy. In that paper, there is one other rule. The idea is that sometimes one wants to make a copy (in case the argument can't be modified), and sometimes one doesn't want (in case one wants to use the argument itself in the function if the argument was a temporary anyway, for example). The paper explains in detail how that can be done. In C++1x that technique can be used natively with language support. Until then, i would go with the above rules.
Examples: To make a string uppercase and return the uppercase version, one should always pass by value: One has to take a copy of it anyway (one couldn't change the const reference directly) - so better make it as transparent as possible to the caller and make that copy early so that the caller can optimize as much as possible - as detailed in that paper:
my::string uppercase(my::string s) { /* change s and return it */ }
However, if you don't need to change the parameter anyway, take it by reference to const:
bool all_uppercase(my::string const& s) {
/* check to see whether any character is uppercase */
}
However, if you the purpose of the parameter is to write something into the argument, then pass it by non-const reference
bool try_parse(T text, my::string &out) {
/* try to parse, write result into out */
}
Depends on the type. You are adding the small overhead of having to make a reference and dereference. For types with a size equal or smaller than pointers that are using the default copy ctor, it would probably be faster to pass by value.
As it has been pointed out, it depends on the type. For built-in data types, it is best to pass by value. Even some very small structures, such as a pair of ints can perform better by passing by value.
Here is an example, assume you have an integer value and you want pass it to another routine. If that value has been optimized to be stored in a register, then if you want to pass it be reference, it first must be stored in memory and then a pointer to that memory placed on the stack to perform the call. If it was being passed by value, all that is required is the register pushed onto the stack. (The details are a bit more complicated than that given different calling systems and CPUs).
If you are doing template programming, you are usually forced to always pass by const ref since you don't know the types being passed in. Passing penalties for passing something bad by value are much worse than the penalties of passing a built-in type by const ref.
This is what i normally work by when designing the interface of a non-template function:
Pass by value if the function does not want to modify the parameter and the
value is cheap to copy (int, double, float, char, bool, etc... Notice that std::string, std::vector, and the rest of the containers in the standard library are NOT)
Pass by const pointer if the value is expensive to copy and the function does
not want to modify the value pointed to and NULL is a value that the function handles.
Pass by non-const pointer if the value is expensive to copy and the function
wants to modify the value pointed to and NULL is a value that the function handles.
Pass by const reference when the value is expensive to copy and the function does not want to modify the value referred to and NULL would not be a valid value if a pointer was used instead.
Pass by non-const reference when the value is expensive to copy and the function wants to modify the value referred to and NULL would not be a valid value if a pointer was used instead.
Sounds like you got your answer. Passing by value is expensive, but gives you a copy to work with if you need it.
As a rule passing by const reference is better.
But if you need to modify you function argument locally you should better use passing by value.
For some basic types the performance in general the same both for passing by value and by reference. Actually reference internally represented by pointer, that is why you can expect for instance that for pointer both passing are the same in terms of performance, or even passing by value can be faster because of needless dereference.
Pass by value for small types.
Pass by const references for big types (the definition of big can vary between machines) BUT, in C++11, pass by value if you are going to consume the data, since you can exploit move semantics. For example:
class Person {
public:
Person(std::string name) : name_(std::move(name)) {}
private:
std::string name_;
};
Now the calling code would do:
Person p(std::string("Albert"));
And only one object would be created and moved directly into member name_ in class Person. If you pass by const reference, a copy will have to be made for putting it into name_.
As a rule of thumb, value for non-class types and const reference for classes.
If a class is really small it's probably better to pass by value, but the difference is minimal. What you really want to avoid is passing some gigantic class by value and having it all duplicated - this will make a huge difference if you're passing, say, a std::vector with quite a few elements in it.
Pass by referece is better than pass by value. I was solving the longest common subsequence problem on Leetcode. It was showing TLE for pass by value but accepted the code for pass by reference. Took me 30 mins to figure this out.
Simple difference :- In function we have input and output parameter , so if your passing input and out parameter is same then use call by reference else if input and output parameter are different then better to use call by value .
example void amount(int account , int deposit , int total )
input parameter : account , deposit
output paramteter: total
input and out is different use call by vaule
void amount(int total , int deposit )
input total deposit
output total
Is it better in C++ to pass by value or pass by reference-to-const?
I am wondering which is better practice. I realize that pass by reference-to-const should provide for better performance in the program because you are not making a copy of the variable.
It used to be generally recommended best practice1 to use pass by const ref for all types, except for builtin types (char, int, double, etc.), for iterators and for function objects (lambdas, classes deriving from std::*_function).
This was especially true before the existence of move semantics. The reason is simple: if you passed by value, a copy of the object had to be made and, except for very small objects, this is always more expensive than passing a reference.
With C++11, we have gained move semantics. In a nutshell, move semantics permit that, in some cases, an object can be passed “by value” without copying it. In particular, this is the case when the object that you are passing is an rvalue.
In itself, moving an object is still at least as expensive as passing by reference. However, in many cases a function will internally copy an object anyway — i.e. it will take ownership of the argument.2
In these situations we have the following (simplified) trade-off:
We can pass the object by reference, then copy internally.
We can pass the object by value.
“Pass by value” still causes the object to be copied, unless the object is an rvalue. In the case of an rvalue, the object can be moved instead, so that the second case is suddenly no longer “copy, then move” but “move, then (potentially) move again”.
For large objects that implement proper move constructors (such as vectors, strings …), the second case is then vastly more efficient than the first. Therefore, it is recommended to use pass by value if the function takes ownership of the argument, and if the object type supports efficient moving.
A historical note:
In fact, any modern compiler should be able to figure out when passing by value is expensive, and implicitly convert the call to use a const ref if possible.
In theory. In practice, compilers can’t always change this without breaking the function’s binary interface. In some special cases (when the function is inlined) the copy will actually be elided if the compiler can figure out that the original object won’t be changed through the actions in the function.
But in general the compiler can’t determine this, and the advent of move semantics in C++ has made this optimisation much less relevant.
1 E.g. in Scott Meyers, Effective C++.
2 This is especially often true for object constructors, which may take arguments and store them internally to be part of the constructed object’s state.
Edit: New article by Dave Abrahams on cpp-next: Want speed? Pass by value.
Pass by value for structs where the copying is cheap has the additional advantage that the compiler may assume that the objects don't alias (are not the same objects). Using pass-by-reference the compiler cannot assume that always. Simple example:
foo * f;
void bar(foo g) {
g.i = 10;
f->i = 2;
g.i += 5;
}
the compiler can optimize it into
g.i = 15;
f->i = 2;
since it knows that f and g doesn't share the same location. if g was a reference (foo &), the compiler couldn't have assumed that. since g.i could then be aliased by f->i and have to have a value of 7. so the compiler would have to re-fetch the new value of g.i from memory.
For more pratical rules, here is a good set of rules found in Move Constructors article (highly recommended reading).
If the function intends to change the argument as a side effect, take it by non-const reference.
If the function doesn't modify its argument and the argument is of primitive type, take it by value.
Otherwise take it by const reference, except in the following cases
If the function would then need to make a copy of the const reference anyway, take it by value.
"Primitive" above means basically small data types that are a few bytes long and aren't polymorphic (iterators, function objects, etc...) or expensive to copy. In that paper, there is one other rule. The idea is that sometimes one wants to make a copy (in case the argument can't be modified), and sometimes one doesn't want (in case one wants to use the argument itself in the function if the argument was a temporary anyway, for example). The paper explains in detail how that can be done. In C++1x that technique can be used natively with language support. Until then, i would go with the above rules.
Examples: To make a string uppercase and return the uppercase version, one should always pass by value: One has to take a copy of it anyway (one couldn't change the const reference directly) - so better make it as transparent as possible to the caller and make that copy early so that the caller can optimize as much as possible - as detailed in that paper:
my::string uppercase(my::string s) { /* change s and return it */ }
However, if you don't need to change the parameter anyway, take it by reference to const:
bool all_uppercase(my::string const& s) {
/* check to see whether any character is uppercase */
}
However, if you the purpose of the parameter is to write something into the argument, then pass it by non-const reference
bool try_parse(T text, my::string &out) {
/* try to parse, write result into out */
}
Depends on the type. You are adding the small overhead of having to make a reference and dereference. For types with a size equal or smaller than pointers that are using the default copy ctor, it would probably be faster to pass by value.
As it has been pointed out, it depends on the type. For built-in data types, it is best to pass by value. Even some very small structures, such as a pair of ints can perform better by passing by value.
Here is an example, assume you have an integer value and you want pass it to another routine. If that value has been optimized to be stored in a register, then if you want to pass it be reference, it first must be stored in memory and then a pointer to that memory placed on the stack to perform the call. If it was being passed by value, all that is required is the register pushed onto the stack. (The details are a bit more complicated than that given different calling systems and CPUs).
If you are doing template programming, you are usually forced to always pass by const ref since you don't know the types being passed in. Passing penalties for passing something bad by value are much worse than the penalties of passing a built-in type by const ref.
This is what i normally work by when designing the interface of a non-template function:
Pass by value if the function does not want to modify the parameter and the
value is cheap to copy (int, double, float, char, bool, etc... Notice that std::string, std::vector, and the rest of the containers in the standard library are NOT)
Pass by const pointer if the value is expensive to copy and the function does
not want to modify the value pointed to and NULL is a value that the function handles.
Pass by non-const pointer if the value is expensive to copy and the function
wants to modify the value pointed to and NULL is a value that the function handles.
Pass by const reference when the value is expensive to copy and the function does not want to modify the value referred to and NULL would not be a valid value if a pointer was used instead.
Pass by non-const reference when the value is expensive to copy and the function wants to modify the value referred to and NULL would not be a valid value if a pointer was used instead.
Sounds like you got your answer. Passing by value is expensive, but gives you a copy to work with if you need it.
As a rule passing by const reference is better.
But if you need to modify you function argument locally you should better use passing by value.
For some basic types the performance in general the same both for passing by value and by reference. Actually reference internally represented by pointer, that is why you can expect for instance that for pointer both passing are the same in terms of performance, or even passing by value can be faster because of needless dereference.
Pass by value for small types.
Pass by const references for big types (the definition of big can vary between machines) BUT, in C++11, pass by value if you are going to consume the data, since you can exploit move semantics. For example:
class Person {
public:
Person(std::string name) : name_(std::move(name)) {}
private:
std::string name_;
};
Now the calling code would do:
Person p(std::string("Albert"));
And only one object would be created and moved directly into member name_ in class Person. If you pass by const reference, a copy will have to be made for putting it into name_.
As a rule of thumb, value for non-class types and const reference for classes.
If a class is really small it's probably better to pass by value, but the difference is minimal. What you really want to avoid is passing some gigantic class by value and having it all duplicated - this will make a huge difference if you're passing, say, a std::vector with quite a few elements in it.
Pass by referece is better than pass by value. I was solving the longest common subsequence problem on Leetcode. It was showing TLE for pass by value but accepted the code for pass by reference. Took me 30 mins to figure this out.
Simple difference :- In function we have input and output parameter , so if your passing input and out parameter is same then use call by reference else if input and output parameter are different then better to use call by value .
example void amount(int account , int deposit , int total )
input parameter : account , deposit
output paramteter: total
input and out is different use call by vaule
void amount(int total , int deposit )
input total deposit
output total
I am a little confused about the differences between call by value and const call by reference. Could someone please explain this to me. For example, do they both protect against changing the callers argument, are they fast for all object sizes, do either copy the argument while one doesnt, and which use more memory when making a copy?
do they both protect against changing the callers argument
Passing by value creates a copy of the argument provided by the caller, so whatever the function does, it does it on a separate objects. This means the original object won't ever be touched, so in this case the answer is "Yes".
Passing by reference to const, on the other hand, lets the function refer the very same object that the caller provided, but it won't let that function modify it... Unless (as correctly remarked by Luchian Grigore in the comments) the function's implementer uses const_cast<> to cast away the const-ness from the reference, which is something that can be safely done only if it is known that the object bound to the reference was not declared to be of a const type (otherwise, you would get Undefined Behavior).
Since this does not seem to be the most likely scenario considering your question, and considering that in general accepting a reference to const represents a promise that the argument won't be touched, then the answer is that as long as we assume this promise to be fulfilled, passing by reference to const won't alter the argument provided by the caller. So the answer is "Yes" again - with the little caveat I mentioned above.
are they fast for all object sizes
No. Although you should first define "fast". If the type of the object being passed is expensive to copy (or to move, if a move is performed rather than a copy), then passing by value might be slow. Passing by reference will always cost you the same (the size of an address), no matter what is the type of the value you are passing.
Notice, that on some architecture and for some data types (like char) passing by value could be faster than passing by reference, while the opposite is generally true for large enough UDTs.
and which use more memory when making a copy?
Since only one of them is causing a copy, the question has an obvious answer.
The main difference is that passing by const reference (or non-const) doesn't make a copy of the argument. (the copy is actually subject to copy elision, but theoretically it's a copy that's passed to the function when you pass by value)
In some cases, passing by value is just as fast, or even faster (typically when the object is at most the size of a register). You'd usually pass basic types by value, and class-types by reference.
When passing by const reference you can still modify the original value just by casting the const away (via const_cast), but that results in undefined behavior if the original value is const.
call by value will copy all the elements of the object it does protect the callers argument because if you are going to change something it is only a copy you are changing.
calling by const reference does not copy elements but because of the "const" it will protect caller's argument.
You const reference.
I suppose that you mean the difference between:
void Fn1(MyType x);
and
void Fn2(const MyType& x);
In former case, a copy of the object is always created, which makes it slower especially if the type has a non-trivial constructor. The original object will be unaffected by any changes done on the copy within the function, but the copy itself can be changed.
The latter example will not create a copy and will in general be faster. Inside the function, only the const functions can be called on the argument (unless you resort to dirty tricks like casting away constness), thus guaranteeing that the object will not be modified.
IMPORTANT: This discussion doesn't cover types with special semantics, like smart pointers. In that case, call by value will still allow you to change what is logically the same object, i.e. not the smart ptr instance itself but the object it points to.
So here are the answers to your questions:
do they both protect against changing the callers argument: yes, the original object will remain unchanged (excluding tricks)
are they fast for all object sizes: they are not equally fast - call by reference is in general faster, except for some primitive types where speed is more or less the same or maybe even marginally faster, depending on compiler optimizations.
do either copy the argument while one doesnt: call by value creates a copy, call by reference doesn't
which use more memory when making a copy? call by reference doesn't create a copy so the answer is clear
One other point worth mentioning is that call-by-reference functions are converted into inline functions.