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No, what I "hate" is the idea that C++ promotes "automatic" management of "ownership and lifetime" without a garbage collector. Which works, except when it doe
by ratboy666 11y ago
No, what I "hate" is the idea that C++ promotes "automatic" management of "ownership and lifetime" without a garbage collector.
Which works, except when it doesn't. Which results in stuff like reference counting in the codebase. Which, of course, changes on a whim.
Example: the CEF3 library (chromium embedded framework).
Reference counted objects. Which requires source code changes depending on the version of CEF 3 being used. Requires VERY deep analysis to determine what to change in the using code. Really -- because the objects participate in a multi-threaded library.
So, most code ends up as "cargo cult".
Since my code doesn't fit into the CEF3 object model, I do the contortions needed -- building another layer.
- vvanders 11y agoOwnership and Lifetimes != Reference counting. Reference counting is code smell that you don't have a clear ownership model. Take a look a Rust for something more along the lines of what I'm talking about. There's been quite a few people who've re-written their C/C++ code to Rust only to find out that they didn't have a clear ownership model and found architectural improvements because of it.
- 72deluxe 11y agoRAII solves this. Allocate all you need in the constructor, tidy up in the destructor. So when the parent item gets cleaned up, the child items get cleaned up too (so lifetime is sorted for you, and ownership is done too as the parent that owns it is getting cleaned up). You will eventually only have one parent item but if you tidy everything up for that in its destructor, the lifetimes of everything is sorted. If your acquisition of a resource fails or initialisation fails, throw an exception in the constructor. C++11's threading support library in the STL should help your threaded problems. If you need containers of items, put them into an STL container. Don't allocate them with new - write a move constructor for your item and it'll be moved. Or a copy constructor; follow the "rule of 5" if you have pointer-held items in your object (probably best not to), or "rule of 0" and let the compiler do it for you. std::move your items into the container. Use const references if you want to let something else use it, ordinary references if you want them to modify it. Or if you must use naked pointers, put them in a unique_ptr so it gets cleaned up eventually (http://en.cppreference.com/w/cpp/memory/unique_ptr http://en.cppreference.com/w/cpp/memory/unique_ptr). Or shared_ptr in other areas (see Stroutrup 5.2.1 in C++ 4th edition). If you need naked pointers, allocate them on the heap but wrap them in std::unique_ptr or have a vector of unique_ptr. If your objects are child items in a class hierarchy (e.g.. ChildClass : public BassClass) or the base class is an abstract class and you want to have a generic STL container (like std::vector<BaseClass* >) to store all base and child items in one neat place, you will have to use pointers (as you can't have std::vector<MyAbstractBaseClass> but you can have std::vector<MyAbstractBaseClass* >), you will need to take care in the containing object's destructor to clean up this container, eg. while(!vector.empty()) { delete vector.back(); vector.pop_back(); } You shouldn't need reference counting. A read of Stroustrup's C++ Fourth Edition book and the "tour of C++" section toward the beginning will help you immensely.