When is std::weak_ptr useful? - c++11
I started studying smart pointers of C++11 and I don't see any useful use of std::weak_ptr. Can someone tell me when std::weak_ptr is useful/necessary?
std::weak_ptr is a very good way to solve the dangling pointer problem. By just using raw pointers it is impossible to know if the referenced data has been deallocated or not. Instead, by letting a std::shared_ptr manage the data, and supplying std::weak_ptr to users of the data, the users can check validity of the data by calling expired() or lock().
You could not do this with std::shared_ptr alone, because all std::shared_ptr instances share the ownership of the data which is not removed before all instances of std::shared_ptr are removed. Here is an example of how to check for dangling pointer using lock():
#include <iostream>
#include <memory>
int main()
{
// OLD, problem with dangling pointer
// PROBLEM: ref will point to undefined data!
int* ptr = new int(10);
int* ref = ptr;
delete ptr;
// NEW
// SOLUTION: check expired() or lock() to determine if pointer is valid
// empty definition
std::shared_ptr<int> sptr;
// takes ownership of pointer
sptr.reset(new int);
*sptr = 10;
// get pointer to data without taking ownership
std::weak_ptr<int> weak1 = sptr;
// deletes managed object, acquires new pointer
sptr.reset(new int);
*sptr = 5;
// get pointer to new data without taking ownership
std::weak_ptr<int> weak2 = sptr;
// weak1 is expired!
if(auto tmp = weak1.lock())
std::cout << "weak1 value is " << *tmp << '\n';
else
std::cout << "weak1 is expired\n";
// weak2 points to new data (5)
if(auto tmp = weak2.lock())
std::cout << "weak2 value is " << *tmp << '\n';
else
std::cout << "weak2 is expired\n";
}
Output
weak1 is expired
weak2 value is 5
A good example would be a cache.
For recently accessed objects, you want to keep them in memory, so you hold a strong pointer to them. Periodically, you scan the cache and decide which objects have not been accessed recently. You don't need to keep those in memory, so you get rid of the strong pointer.
But what if that object is in use and some other code holds a strong pointer to it? If the cache gets rid of its only pointer to the object, it can never find it again. So the cache keeps a weak pointer to objects that it needs to find if they happen to stay in memory.
This is exactly what a weak pointer does -- it allows you to locate an object if it's still around, but doesn't keep it around if nothing else needs it.
Another answer, hopefully simpler. (for fellow googlers)
Suppose you have Team and Member objects.
Obviously it's a relationship : the Team object will have pointers to its Members. And it's likely that the members will also have a back pointer to their Team object.
Then you have a dependency cycle. If you use shared_ptr, objects will no longer be automatically freed when you abandon reference on them, because they reference each other in a cyclic way. This is a memory leak.
You break this by using weak_ptr. The "owner" typically use shared_ptr and the "owned" use a weak_ptr to its parent, and convert it temporarily to shared_ptr when it needs access to its parent.
Store a weak ptr :
weak_ptr<Parent> parentWeakPtr_ = parentSharedPtr; // automatic conversion to weak from shared
then use it when needed
shared_ptr<Parent> tempParentSharedPtr = parentWeakPtr_.lock(); // on the stack, from the weak ptr
if( !tempParentSharedPtr ) {
// yes, it may fail if the parent was freed since we stored weak_ptr
} else {
// do stuff
}
// tempParentSharedPtr is released when it goes out of scope
Here's one example, given to me by #jleahy: Suppose you have a collection of tasks, executed asynchronously, and managed by an std::shared_ptr<Task>. You may want to do something with those tasks periodically, so a timer event may traverse a std::vector<std::weak_ptr<Task>> and give the tasks something to do. However, simultaneously a task may have concurrently decided that it is no longer needed and die. The timer can thus check whether the task is still alive by making a shared pointer from the weak pointer and using that shared pointer, provided it isn't null.
When using pointers it's important to understand the different types of pointers available and when it makes sense to use each one. There are four types of pointers in two categories as follows:
Raw pointers:
Raw Pointer [ i.e. SomeClass* ptrToSomeClass = new SomeClass(); ]
Smart pointers:
Unique Pointers [ i.e. std::unique_ptr<SomeClass> uniquePtrToSomeClass ( new SomeClass() ); ]
Shared Pointers [ i.e. std::shared_ptr<SomeClass> sharedPtrToSomeClass ( new SomeClass() ); ]
Weak Pointers [ i.e. std::weak_ptr<SomeClass> weakPtrToSomeWeakOrSharedPtr ( weakOrSharedPtr ); ]
Raw pointers (sometimes referred to as "legacy pointers", or "C pointers") provide 'bare-bones' pointer behavior and are a common source of bugs and memory leaks. Raw pointers provide no means for keeping track of ownership of the resource and developers must call 'delete' manually to ensure they are not creating a memory leak. This becomes difficult if the resource is shared as it can be challenging to know whether any objects are still pointing to the resource. For these reasons, raw pointers should generally be avoided and only used in performance-critical sections of the code with limited scope.
Unique pointers are a basic smart pointer that 'owns' the underlying raw pointer to the resource and is responsible for calling delete and freeing the allocated memory once the object that 'owns' the unique pointer goes out of scope. The name 'unique' refers to the fact that only one object may 'own' the unique pointer at a given point in time. Ownership may be transferred to another object via the move command, but a unique pointer can never be copied or shared. For these reasons, unique pointers are a good alternative to raw pointers in the case that only one object needs the pointer at a given time, and this alleviates the developer from the need to free memory at the end of the owning object's lifecycle.
Shared pointers are another type of smart pointer that are similar to unique pointers, but allow for many objects to have ownership over the shared pointer. Like unique pointer, shared pointers are responsible for freeing the allocated memory once all objects are done pointing to the resource. It accomplishes this with a technique called reference counting. Each time a new object takes ownership of the shared pointer the reference count is incremented by one. Similarly, when an object goes out of scope or stops pointing to the resource, the reference count is decremented by one. When the reference count reaches zero, the allocated memory is freed. For these reasons, shared pointers are a very powerful type of smart pointer that should be used anytime multiple objects need to point to the same resource.
Finally, weak pointers are another type of smart pointer that, rather than pointing to a resource directly, they point to another pointer (weak or shared). Weak pointers can't access an object directly, but they can tell whether the object still exists or if it has expired. A weak pointer can be temporarily converted to a shared pointer to access the pointed-to object (provided it still exists). To illustrate, consider the following example:
You are busy and have overlapping meetings: Meeting A and Meeting B
You decide to go to Meeting A and your co-worker goes to Meeting B
You tell your co-worker that if Meeting B is still going after Meeting A ends, you will join
The following two scenarios could play out:
Meeting A ends and Meeting B is still going, so you join
Meeting A ends and Meeting B has also ended, so you can't join
In the example, you have a weak pointer to Meeting B. You are not an "owner" in Meeting B so it can end without you, and you do not know whether it ended or not unless you check. If it hasn't ended, you can join and participate, otherwise, you cannot. This is different than having a shared pointer to Meeting B because you would then be an "owner" in both Meeting A and Meeting B (participating in both at the same time).
The example illustrates how a weak pointer works and is useful when an object needs to be an outside observer, but does not want the responsibility of sharing ownership. This is particularly useful in the scenario that two objects need to point to each other (a.k.a. a circular reference). With shared pointers, neither object can be released because they are still 'strongly' pointed to by the other object. When one of the pointers is a weak pointer, the object holding the weak pointer can still access the other object when needed, provided it still exists.
They are useful with Boost.Asio when you are not guaranteed that a target object still exists when an asynchronous handler is invoked. The trick is to bind a weak_ptr into the asynchonous handler object, using std::bind or lambda captures.
void MyClass::startTimer()
{
std::weak_ptr<MyClass> weak = shared_from_this();
timer_.async_wait( [weak](const boost::system::error_code& ec)
{
auto self = weak.lock();
if (self)
{
self->handleTimeout();
}
else
{
std::cout << "Target object no longer exists!\n";
}
} );
}
This is a variant of the self = shared_from_this() idiom often seen in Boost.Asio examples, where a pending asynchronous handler will not prolong the lifetime of the target object, yet is still safe if the target object is deleted.
shared_ptr : holds the real object.
weak_ptr : uses lock to connect to the real owner or returns a NULL shared_ptr otherwise.
Roughly speaking, weak_ptr role is similar to the role of housing agency. Without agents, to get a house on rent we may have to check random houses in the city. The agents make sure that we visit only those houses which are still accessible and available for rent.
weak_ptr is also good to check the correct deletion of an object - especially in unit tests. Typical use case might look like this:
std::weak_ptr<X> weak_x{ shared_x };
shared_x.reset();
BOOST_CHECK(weak_x.lock());
... //do something that should remove all other copies of shared_x and hence destroy x
BOOST_CHECK(!weak_x.lock());
Apart from the other already mentioned valid use cases std::weak_ptr is an awesome tool in a multithreaded environment, because
It doesn't own the object and so can't hinder deletion in a different thread
std::shared_ptr in conjunction with std::weak_ptr is safe against dangling pointers - in opposite to std::unique_ptr in conjunction with raw pointers
std::weak_ptr::lock() is an atomic operation (see also About thread-safety of weak_ptr)
Consider a task to load all images of a directory (~10.000) simultaneously into memory (e.g. as a thumbnail cache). Obviously the best way to do this is a control thread, which handles and manages the images, and multiple worker threads, which load the images. Now this is an easy task. Here's a very simplified implementation (join() etc is omitted, the threads would have to be handled differently in a real implementation etc)
// a simplified class to hold the thumbnail and data
struct ImageData {
std::string path;
std::unique_ptr<YourFavoriteImageLibData> image;
};
// a simplified reader fn
void read( std::vector<std::shared_ptr<ImageData>> imagesToLoad ) {
for( auto& imageData : imagesToLoad )
imageData->image = YourFavoriteImageLib::load( imageData->path );
}
// a simplified manager
class Manager {
std::vector<std::shared_ptr<ImageData>> m_imageDatas;
std::vector<std::unique_ptr<std::thread>> m_threads;
public:
void load( const std::string& folderPath ) {
std::vector<std::string> imagePaths = readFolder( folderPath );
m_imageDatas = createImageDatas( imagePaths );
const unsigned numThreads = std::thread::hardware_concurrency();
std::vector<std::vector<std::shared_ptr<ImageData>>> splitDatas =
splitImageDatas( m_imageDatas, numThreads );
for( auto& dataRangeToLoad : splitDatas )
m_threads.push_back( std::make_unique<std::thread>(read, dataRangeToLoad) );
}
};
But it becomes much more complicated, if you want to interrupt the loading of the images, e.g. because the user has chosen a different directory. Or even if you want to destroy the manager.
You'd need thread communication and have to stop all loader threads, before you may change your m_imageDatas field. Otherwise the loaders would carry on loading until all images are done - even if they are already obsolete. In the simplified example, that wouldn't be too hard, but in a real environment things can be much more complicated.
The threads would probably be part of a thread pool used by multiple managers, of which some are being stopped, and some aren't etc. The simple parameter imagesToLoad would be a locked queue, into which those managers push their image requests from different control threads with the readers popping the requests - in an arbitrary order - at the other end. And so the communication becomes difficult, slow and error-prone. A very elegant way to avoid any additional communication in such cases is to use std::shared_ptr in conjunction with std::weak_ptr.
// a simplified reader fn
void read( std::vector<std::weak_ptr<ImageData>> imagesToLoad ) {
for( auto& imageDataWeak : imagesToLoad ) {
std::shared_ptr<ImageData> imageData = imageDataWeak.lock();
if( !imageData )
continue;
imageData->image = YourFavoriteImageLib::load( imageData->path );
}
}
// a simplified manager
class Manager {
std::vector<std::shared_ptr<ImageData>> m_imageDatas;
std::vector<std::unique_ptr<std::thread>> m_threads;
public:
void load( const std::string& folderPath ) {
std::vector<std::string> imagePaths = readFolder( folderPath );
m_imageDatas = createImageDatas( imagePaths );
const unsigned numThreads = std::thread::hardware_concurrency();
std::vector<std::vector<std::weak_ptr<ImageData>>> splitDatas =
splitImageDatasToWeak( m_imageDatas, numThreads );
for( auto& dataRangeToLoad : splitDatas )
m_threads.push_back( std::make_unique<std::thread>(read, dataRangeToLoad) );
}
};
This implementation is nearly as easy as the first one, doesn't need any additional thread communication, and could be part of a thread pool/queue in a real implementation. Since the expired images are skipped, and non-expired images are processed, the threads never would have to be stopped during normal operation.
You could always safely change the path or destroy your managers, since the reader fn checks, if the owning pointer isn't expired.
I see a lot of interesting answers that explain reference counting etc., but I am missing a simple example that demonstrates how you prevent memory leak using weak_ptr. In first example I use shared_ptr in cyclically referenced classes. When the classes go out of scope they are NOT destroyed.
#include<iostream>
#include<memory>
using namespace std;
class B;
class A
{
public:
shared_ptr<B>bptr;
A() {
cout << "A created" << endl;
}
~A() {
cout << "A destroyed" << endl;
}
};
class B
{
public:
shared_ptr<A>aptr;
B() {
cout << "B created" << endl;
}
~B() {
cout << "B destroyed" << endl;
}
};
int main()
{
{
shared_ptr<A> a = make_shared<A>();
shared_ptr<B> b = make_shared<B>();
a->bptr = b;
b->aptr = a;
}
// put breakpoint here
}
If you run the code snippet you will see as classes are created, but not destroyed:
A created
B created
Now we change shared_ptr's to weak_ptr:
class B;
class A
{
public:
weak_ptr<B>bptr;
A() {
cout << "A created" << endl;
}
~A() {
cout << "A destroyed" << endl;
}
};
class B
{
public:
weak_ptr<A>aptr;
B() {
cout << "B created" << endl;
}
~B() {
cout << "B destroyed" << endl;
}
};
int main()
{
{
shared_ptr<A> a = make_shared<A>();
shared_ptr<B> b = make_shared<B>();
a->bptr = b;
b->aptr = a;
}
// put breakpoint here
}
This time, when using weak_ptr we see proper class destruction:
A created
B created
B destroyed
A destroyed
I see std::weak_ptr<T> as a handle to a std::shared_ptr<T>: It allows me
to get the std::shared_ptr<T> if it still exists, but it will not extend its
lifetime. There are several scenarios when such point of view is useful:
// Some sort of image; very expensive to create.
std::shared_ptr< Texture > texture;
// A Widget should be able to quickly get a handle to a Texture. On the
// other hand, I don't want to keep Textures around just because a widget
// may need it.
struct Widget {
std::weak_ptr< Texture > texture_handle;
void render() {
if (auto texture = texture_handle.get(); texture) {
// do stuff with texture. Warning: `texture`
// is now extending the lifetime because it
// is a std::shared_ptr< Texture >.
} else {
// gracefully degrade; there's no texture.
}
}
};
Another important scenario is to break cycles in data structures.
// Asking for trouble because a node owns the next node, and the next node owns
// the previous node: memory leak; no destructors automatically called.
struct Node {
std::shared_ptr< Node > next;
std::shared_ptr< Node > prev;
};
// Asking for trouble because a parent owns its children and children own their
// parents: memory leak; no destructors automatically called.
struct Node {
std::shared_ptr< Node > parent;
std::shared_ptr< Node > left_child;
std::shared_ptr< Node > right_child;
};
// Better: break dependencies using a std::weak_ptr (but not best way to do it;
// see Herb Sutter's talk).
struct Node {
std::shared_ptr< Node > next;
std::weak_ptr< Node > prev;
};
// Better: break dependencies using a std::weak_ptr (but not best way to do it;
// see Herb Sutter's talk).
struct Node {
std::weak_ptr< Node > parent;
std::shared_ptr< Node > left_child;
std::shared_ptr< Node > right_child;
};
Herb Sutter has an excellent talk that explains the best use of language
features (in this case smart pointers) to ensure Leak Freedom by Default
(meaning: everything clicks in place by construction; you can hardly screw it
up). It is a must watch.
http://en.cppreference.com/w/cpp/memory/weak_ptr
std::weak_ptr is a smart pointer that holds a non-owning ("weak") reference to an object that is managed by std::shared_ptr. It must be converted to std::shared_ptr in order to access the referenced object.
std::weak_ptr models temporary ownership: when an object needs to be accessed only if it exists, and it may be deleted at any time by someone else, std::weak_ptr is used to track the object, and it is converted to std::shared_ptr to assume temporary ownership. If the original std::shared_ptr is destroyed at this time, the object's lifetime is extended until the temporary std::shared_ptr is destroyed as well.
In addition, std::weak_ptr is used to break circular references of std::shared_ptr.
There is a drawback of shared pointer:
shared_pointer can't handle the parent-child cycle dependency. Means if the parent class uses the object of child class using a shared pointer, in the same file if child class uses the object of the parent class. The shared pointer will be failed to destruct all objects, even shared pointer is not at all calling the destructor in cycle dependency scenario. basically shared pointer doesn't support the reference count mechanism.
This drawback we can overcome using weak_pointer.
When we does not want to own the object:
Ex:
class A
{
shared_ptr<int> sPtr1;
weak_ptr<int> wPtr1;
}
In the above class wPtr1 does not own the resource pointed by wPtr1. If the resource is got deleted then wPtr1 is expired.
To avoid circular dependency:
shard_ptr<A> <----| shared_ptr<B> <------
^ | ^ |
| | | |
| | | |
| | | |
| | | |
class A | class B |
| | | |
| ------------ |
| |
-------------------------------------
Now if we make the shared_ptr of the class B and A, the use_count of the both pointer is two.
When the shared_ptr goes out od scope the count still remains 1 and hence the A and B object does not gets deleted.
class B;
class A
{
shared_ptr<B> sP1; // use weak_ptr instead to avoid CD
public:
A() { cout << "A()" << endl; }
~A() { cout << "~A()" << endl; }
void setShared(shared_ptr<B>& p)
{
sP1 = p;
}
};
class B
{
shared_ptr<A> sP1;
public:
B() { cout << "B()" << endl; }
~B() { cout << "~B()" << endl; }
void setShared(shared_ptr<A>& p)
{
sP1 = p;
}
};
int main()
{
shared_ptr<A> aPtr(new A);
shared_ptr<B> bPtr(new B);
aPtr->setShared(bPtr);
bPtr->setShared(aPtr);
return 0;
}
output:
A()
B()
As we can see from the output that A and B pointer are never deleted and hence memory leak.
To avoid such issue just use weak_ptr in class A instead of shared_ptr which makes more sense.
Inspired by #offirmo's response I wrote this code and then ran the visual studio diagnostic tool:
#include <iostream>
#include <vector>
#include <memory>
using namespace std;
struct Member;
struct Team;
struct Member {
int x = 0;
Member(int xArg) {
x = xArg;
}
shared_ptr<Team> teamPointer;
};
struct Team {
vector<shared_ptr<Member>> members;
};
void foo() {
auto t1 = make_shared<Team>();
for (int i = 0; i < 1000000; i++) {
t1->members.push_back(make_shared<Member>(i));
t1->members.back()->teamPointer = t1;
}
}
int main() {
foo();
while (1);
return 0;
}
When the member pointer to the team is shared_ptr teamPointer the memory is not free after foo() is done, i.e. it stays at around 150 MB.
But if it's changed to weak_ptr teamPointer in the diagnostic tool you'll see a peak and then memory usage returns to about 2MB.
Related
Access variables in struct from void pointer
I was wondering if there is a way to access a data member within a struct that is being pointed to by a void*? What I'm trying to explain will hopefully be more apparent in my example code: int main() { struct S { int val; }; S s; s.val = 5; void* p; p = malloc(sizeof(S)); *(struct S*) p = s; std::cout<< *(struct S*)p.val << std::endl; } I have ran this exact code casting p as *(int*)p and it printed fine, however, using exact code above results in a compilation error. Haven't been able to find an example that quite accomplishes this task. Is it possible to access the data members of the struct after it is casted? why or why not? if so, how?
The . operator has higher precedence than a C-style cast. So *(struct S*)p.val is treated as *((struct S*)(p.val)), which doesn't make sense since p is a pointer and does not have members. So you need parentheses to specify what you intended: std::cout<< (*(struct S*)p).val << std::endl; Or equivalently, std::cout<< static_cast<S*>(p)->val << std::endl; [But also: the statement *(struct S*) p = s; technically has undefined behavior, even though all most implementations will allow it. This is because C++ has rules about when an object is created, and there was no object of type S previously at that address, and assignment does not create an object except for some cases involving union members. A similar statement that does not have this problem would be new(p) S{s};. Also also: use of malloc or void* is usually not a good idea in C++ in the first place. malloc should only be used when interfacing with a C library that requires it. Anything for which void* seems useful can probably be done more safely using templates. In a few cases a void* might be the only way to do something or "cleverly" avoid code duplication or something, but still use it sparingly and always with extreme caution.]
What happens when a copy of a shared pointer is created whose object contains a unique pointer?
I have been messing about with SFML, figuring out how a simple 2D game could be built. I just noticed this behaviour and couldn't figure out what's going on. Sample code for what is confusing me: struct Unique {}; class Shared { public: Shared() { p = make_unique<Unique>(); } unique_ptr<Unique> p; }; void SharedCopyTest() { Shared foo; //Shared copy = foo; // Error: function "Shared::Shared(const Shared &)" // (declared implicitly) cannot be referenced // -- it is a deleted function shared_ptr<Shared> sharedPtr = make_shared<Shared>(); shared_ptr<Shared> ptrCopy = sharedPtr; // No error } At this point, &sharedPtr->p == &ptrCopy->p; but how is it possible, if p is of type unique_ptr<T>?
The semantics of std::shared_ptr is that no copies are made of the pointed-to object. Instead it's the std::shared_ptr object itself that is copied, and it increases the use-counter of the shared pointer. That why it works, because you're not actually making a copy of the Shared object. This can be easily verified by using the shared pointers get function to get the "raw" pointer: sharedPtr.get() == ptrCopy.get()
Casting Parent Struct to Child Struct [duplicate]
In c++ what is object slicing and when does it occur?
"Slicing" is where you assign an object of a derived class to an instance of a base class, thereby losing part of the information - some of it is "sliced" away. For example, class A { int foo; }; class B : public A { int bar; }; So an object of type B has two data members, foo and bar. Then if you were to write this: B b; A a = b; Then the information in b about member bar is lost in a.
Most answers here fail to explain what the actual problem with slicing is. They only explain the benign cases of slicing, not the treacherous ones. Assume, like the other answers, that you're dealing with two classes A and B, where B derives (publicly) from A. In this situation, C++ lets you pass an instance of B to A's assignment operator (and also to the copy constructor). This works because an instance of B can be converted to a const A&, which is what assignment operators and copy-constructors expect their arguments to be. The benign case B b; A a = b; Nothing bad happens there - you asked for an instance of A which is a copy of B, and that's exactly what you get. Sure, a won't contain some of b's members, but how should it? It's an A, after all, not a B, so it hasn't even heard about these members, let alone would be able to store them. The treacherous case B b1; B b2; A& a_ref = b2; a_ref = b1; //b2 now contains a mixture of b1 and b2! You might think that b2 will be a copy of b1 afterward. But, alas, it's not! If you inspect it, you'll discover that b2 is a Frankensteinian creature, made from some chunks of b1 (the chunks that B inherits from A), and some chunks of b2 (the chunks that only B contains). Ouch! What happened? Well, C++ by default doesn't treat assignment operators as virtual. Thus, the line a_ref = b1 will call the assignment operator of A, not that of B. This is because, for non-virtual functions, the declared (formally: static) type (which is A&) determines which function is called, as opposed to the actual (formally: dynamic) type (which would be B, since a_ref references an instance of B). Now, A's assignment operator obviously knows only about the members declared in A, so it will copy only those, leaving the members added in B unchanged. A solution Assigning only to parts of an object usually makes little sense, yet C++, unfortunately, provides no built-in way to forbid this. You can, however, roll your own. The first step is making the assignment operator virtual. This will guarantee that it's always the actual type's assignment operator which is called, not the declared type's. The second step is to use dynamic_cast to verify that the assigned object has a compatible type. The third step is to do the actual assignment in a (protected!) member assign(), since B's assign() will probably want to use A's assign() to copy A's, members. class A { public: virtual A& operator= (const A& a) { assign(a); return *this; } protected: void assign(const A& a) { // copy members of A from a to this } }; class B : public A { public: virtual B& operator= (const A& a) { if (const B* b = dynamic_cast<const B*>(&a)) assign(*b); else throw bad_assignment(); return *this; } protected: void assign(const B& b) { A::assign(b); // Let A's assign() copy members of A from b to this // copy members of B from b to this } }; Note that, for pure convenience, B's operator= covariantly overrides the return type, since it knows that it's returning an instance of B.
If You have a base class A and a derived class B, then You can do the following. void wantAnA(A myA) { // work with myA } B derived; // work with the object "derived" wantAnA(derived); Now the method wantAnA needs a copy of derived. However, the object derived cannot be copied completely, as the class B could invent additional member variables which are not in its base class A. Therefore, to call wantAnA, the compiler will "slice off" all additional members of the derived class. The result might be an object you did not want to create, because it may be incomplete, it behaves like an A-object (all special behaviour of the class B is lost).
These are all good answers. I would just like to add an execution example when passing objects by value vs by reference: #include <iostream> using namespace std; // Base class class A { public: A() {} A(const A& a) { cout << "'A' copy constructor" << endl; } virtual void run() const { cout << "I am an 'A'" << endl; } }; // Derived class class B: public A { public: B():A() {} B(const B& a):A(a) { cout << "'B' copy constructor" << endl; } virtual void run() const { cout << "I am a 'B'" << endl; } }; void g(const A & a) { a.run(); } void h(const A a) { a.run(); } int main() { cout << "Call by reference" << endl; g(B()); cout << endl << "Call by copy" << endl; h(B()); } The output is: Call by reference I am a 'B' Call by copy 'A' copy constructor I am an 'A'
Third match in google for "C++ slicing" gives me this Wikipedia article http://en.wikipedia.org/wiki/Object_slicing and this (heated, but the first few posts define the problem) : http://bytes.com/forum/thread163565.html So it's when you assign an object of a subclass to the super class. The superclass knows nothing of the additional information in the subclass, and hasn't got room to store it, so the additional information gets "sliced off". If those links don't give enough info for a "good answer" please edit your question to let us know what more you're looking for.
The slicing problem is serious because it can result in memory corruption, and it is very difficult to guarantee a program does not suffer from it. To design it out of the language, classes that support inheritance should be accessible by reference only (not by value). The D programming language has this property. Consider class A, and class B derived from A. Memory corruption can happen if the A part has a pointer p, and a B instance that points p to B's additional data. Then, when the additional data gets sliced off, p is pointing to garbage.
In C++, a derived class object can be assigned to a base class object, but the other way is not possible. class Base { int x, y; }; class Derived : public Base { int z, w; }; int main() { Derived d; Base b = d; // Object Slicing, z and w of d are sliced off } Object slicing happens when a derived class object is assigned to a base class object, additional attributes of a derived class object are sliced off to form the base class object.
I see all the answers mention when object slicing happens when data members are sliced. Here I give an example that the methods are not overridden: class A{ public: virtual void Say(){ std::cout<<"I am A"<<std::endl; } }; class B: public A{ public: void Say() override{ std::cout<<"I am B"<<std::endl; } }; int main(){ B b; A a1; A a2=b; b.Say(); // I am B a1.Say(); // I am A a2.Say(); // I am A why??? } B (object b) is derived from A (object a1 and a2). b and a1, as we expect, call their member function. But from polymorphism viewpoint we don’t expect a2, which is assigned by b, to not be overridden. Basically, a2 only saves A-class part of b and that is object slicing in C++. To solve this problem, a reference or pointer should be used A& a2=b; a2.Say(); // I am B or A* a2 = &b; a2->Say(); // I am B
So ... Why is losing the derived information bad? ... because the author of the derived class may have changed the representation such that slicing off the extra information changes the value being represented by the object. This can happen if the derived class if used to cache a representation that is more efficient for certain operations, but expensive to transform back to the base representation. Also thought someone should also mention what you should do to avoid slicing... Get a copy of C++ Coding Standards, 101 rules guidlines, and best practices. Dealing with slicing is #54. It suggests a somewhat sophisticated pattern to fully deal with the issue: have a protected copy constructor, a protected pure virtual DoClone, and a public Clone with an assert which will tell you if a (further) derived class failed to implement DoClone correctly. (The Clone method makes a proper deep copy of the polymorphic object.) You can also mark the copy constructor on the base explicit which allows for explicit slicing if it is desired.
The slicing problem in C++ arises from the value semantics of its objects, which remained mostly due to compatibility with C structs. You need to use explicit reference or pointer syntax to achieve "normal" object behavior found in most other languages that do objects, i.e., objects are always passed around by reference. The short answers is that you slice the object by assigning a derived object to a base object by value, i.e. the remaining object is only a part of the derived object. In order to preserve value semantics, slicing is a reasonable behavior and has its relatively rare uses, which doesn't exist in most other languages. Some people consider it a feature of C++, while many considered it one of the quirks/misfeatures of C++.
1. THE DEFINITION OF SLICING PROBLEM If D is a derived class of the base class B, then you can assign an object of type Derived to a variable (or parameter) of type Base. EXAMPLE class Pet { public: string name; }; class Dog : public Pet { public: string breed; }; int main() { Dog dog; Pet pet; dog.name = "Tommy"; dog.breed = "Kangal Dog"; pet = dog; cout << pet.breed; //ERROR Although the above assignment is allowed, the value that is assigned to the variable pet loses its breed field. This is called the slicing problem. 2. HOW TO FIX THE SLICING PROBLEM To defeat the problem, we use pointers to dynamic variables. EXAMPLE Pet *ptrP; Dog *ptrD; ptrD = new Dog; ptrD->name = "Tommy"; ptrD->breed = "Kangal Dog"; ptrP = ptrD; cout << ((Dog *)ptrP)->breed; In this case, none of the data members or member functions of the dynamic variable being pointed to by ptrD (descendant class object) will be lost. In addition, if you need to use functions, the function must be a virtual function.
It seems to me, that slicing isn't so much a problem other than when your own classes and program are poorly architected/designed. If I pass a subclass object in as a parameter to a method, which takes a parameter of type superclass, I should certainly be aware of that and know the internally, the called method will be working with the superclass (aka baseclass) object only. It seems to me only the unreasonable expectation that providing a subclass where a baseclass is requested, would somehow result in subclass specific results, would cause slicing to be a problem. Its either poor design in the use of the method or a poor subclass implementation. I'm guessing its usually the result of sacrificing good OOP design in favor of expediency or performance gains.
OK, I'll give it a try after reading many posts explaining object slicing but not how it becomes problematic. The vicious scenario that can result in memory corruption is the following: Class provides (accidentally, possibly compiler-generated) assignment on a polymorphic base class. Client copies and slices an instance of a derived class. Client calls a virtual member function that accesses the sliced-off state.
Slicing means that the data added by a subclass are discarded when an object of the subclass is passed or returned by value or from a function expecting a base class object. Explanation: Consider the following class declaration: class baseclass { ... baseclass & operator =(const baseclass&); baseclass(const baseclass&); } void function( ) { baseclass obj1=m; obj1=m; } As baseclass copy functions don't know anything about the derived only the base part of the derived is copied. This is commonly referred to as slicing.
class A { int x; }; class B { B( ) : x(1), c('a') { } int x; char c; }; int main( ) { A a; B b; a = b; // b.c == 'a' is "sliced" off return 0; }
when a derived class object is assigned to a base class object, additional attributes of a derived class object are sliced off (discard) form the base class object. class Base { int x; }; class Derived : public Base { int z; }; int main() { Derived d; Base b = d; // Object Slicing, z of d is sliced off }
When a Derived class Object is assigned to Base class Object, all the members of derived class object is copied to base class object except the members which are not present in the base class. These members are Sliced away by the compiler. This is called Object Slicing. Here is an Example: #include<bits/stdc++.h> using namespace std; class Base { public: int a; int b; int c; Base() { a=10; b=20; c=30; } }; class Derived : public Base { public: int d; int e; Derived() { d=40; e=50; } }; int main() { Derived d; cout<<d.a<<"\n"; cout<<d.b<<"\n"; cout<<d.c<<"\n"; cout<<d.d<<"\n"; cout<<d.e<<"\n"; Base b = d; cout<<b.a<<"\n"; cout<<b.b<<"\n"; cout<<b.c<<"\n"; cout<<b.d<<"\n"; cout<<b.e<<"\n"; return 0; } It will generate: [Error] 'class Base' has no member named 'd' [Error] 'class Base' has no member named 'e'
I just ran across the slicing problem and promptly landed here. So let me add my two cents to this. Let's have an example from "production code" (or something that comes kind of close): Let's say we have something that dispatches actions. A control center UI for example. This UI needs to get a list of things that are currently able to be dispatched. So we define a class that contains the dispatch-information. Let's call it Action. So an Action has some member variables. For simplicity we just have 2, being a std::string name and a std::function<void()> f. Then it has an void activate() which just executes the f member. So the UI gets a std::vector<Action> supplied. Imagine some functions like: void push_back(Action toAdd); Now we have established how it looks from the UI's perspective. No problem so far. But some other guy who works on this project suddenly decides that there are specialized actions that need more information in the Action object. For what reason ever. That could also be solved with lambda captures. This example is not taken 1-1 from the code. So the guy derives from Action to add his own flavour. He passes an instance of his home-brewed class to the push_back but then the program goes haywire. So what happened? As you might have guessed: the object has been sliced. The extra information from the instance has been lost, and f is now prone to undefined behaviour. I hope this example brings light about for those people who can't really imagine things when talking about As and Bs being derived in some manner.
Shared pointer to an array of shared pointers
I defined an array of shared pointers called table as follows; now I want to make this table a shared pointer as well. however I am not sure how to do that. I appropriate help with that. class Reference { public: int ref; Reference (int r) { ref = r; } ~Reference () { cout << "destructor " << endl; } }; class segment { public: std::shared_ptr < Reference > *table; segment () { table = new std::shared_ptr < Reference >[SIZE]; for (int i = 0; i < SIZE; i++) { table[i] = std::make_shared < Reference > (i); } } };
Well, I'd say that You probably don't need shared pointers in class segment at all. Your table field is an area of fixed size (SIZE). If you're worried about its lifetime - just think about the lifetime of instances of segment. You can instantiate segments with a shared pointer, i.e. my_segment = std::make_shared<segment>(), and then pass that around even after going out of scope Now, as for the multiple shared pointers being the contents of table: You are creating them altogether and will likely get rid of them altogether when you destroy the segment. Unless you're thinking of segment as a sort of an "hors d'oeuvre" plate from which others will copy different shared pointers, then you throw the plate away; that's not the case, is it? Assuming it isn't, just have a Reference table[SIZE] member, and be done with it. Notes: Your code actually has table be a raw pointer to shared-ptrs, which is probably not what you meant, since that's not what make_shared gives you. You didn't say much about what the Reference type is about. That may have impact on this answer too; I'm ignoring its suggestive name.
C++11 use-case for piecewise_construct of pair and tuple?
In N3059 I found the description of piecewise construction of pairs (and tuples) (and it is in the new Standard). But I can not see when I should use it. I found discussions about emplace and non-copyable entities, but when I tried it out, I could not create a case where I need piecewiese_construct or could see a performance benefit. Example. I thought I need a class which is non-copyable, but movebale (required for forwarding): struct NoCopy { NoCopy(int, int) {}; NoCopy(const NoCopy&) = delete; // no copy NoCopy& operator=(const NoCopy&) = delete; // no assign NoCopy(NoCopy&&) {}; // please move NoCopy& operator=(NoCopy&&) {}; // please move-assign }; I then sort-of expected that standard pair-construction would fail: pair<NoCopy,NoCopy> x{ NoCopy{1,2}, NoCopy{2,3} }; // fine! but it did not. Actually, this is what I'd expected anyway, because "moving stuff around" rather then copying it everywhere in the stdlib, is it should be. Thus, I see no reason why I should have done this, or so: pair<NoCopy,NoCopy> y( piecewise_construct, forward_as_tuple(1,2), forward_as_tuple(2,3) ); // also fine So, what's a the usecase? How and when do I use piecewise_construct?
Not all types can be moved more efficiently than copied, and for some types it may make sense to even explicitly disable both copying and moving. Consider std::array<int, BIGNUM> as an an example of the former kind of a type. The point with the emplace functions and piecewise_construct is that such a class can be constructed in place, without needing to create temporary instances to be moved or copied. struct big { int data[100]; big(int first, int second) : data{first, second} { // the rest of the array is presumably filled somehow as well } }; std::pair<big, big> pair(piecewise_construct, {1,2}, {3,4}); Compare the above to pair(big(1,2), big(3,4)) where two temporary big objects would have to be created and then copied - and moving does not help here at all! Similarly: std::vector<big> vec; vec.emplace_back(1,2); The main use case for piecewise constructing a pair is emplacing elements into a map or an unordered_map: std::map<int, big> map; map.emplace(std::piecewise_construct, /*key*/1, /*value*/{2,3});
One power piecewise_construct has is to avoid bad conversions when doing overload resolution to construct objects. Consider a Foo that has a weird set of constructor overloads: struct Foo { Foo(std::tuple<float, float>) { /* ... */ } Foo(int, double) { /* ... */ } }; int main() { std::map<std::string, Foo> m1; std::pair<int, double> p1{1, 3.14}; m1.emplace("Will call Foo(std::tuple<float, float>)", p1); m1.emplace("Will still call Foo(std::tuple<float, float>)", std::forward_as_tuple(2, 3.14)); m1.emplace(std::piecewise_construct, std::forward_as_tuple("Will call Foo(int, double)"), std::forward_as_tuple(3, 3.14)); // Some care is required, though... m1.emplace(std::piecewise_construct, std::forward_as_tuple("Will call Foo(std::tuple<float, float>)!"), std::forward_as_tuple(p1)); }