4 ms·
This article starts with a flawed premise, that the right way to create a managed pointer is something like this[1]. std::unique_ptr<void,void(*)(void*)> b
by onedognight 13y ago
This article starts with a flawed premise, that the right way to create a managed pointer is something like this[1].
std::unique_ptr<void,void(*)(void*)> big_ptr(malloc(1), free);
The wasteful thing about this is that you have to store the deleter (free() in this case) right next to your void* for every pointer you manage, so the unique_ptr is twice as large as it needs to be. What you'd like to do is store the deleter in the type of the pointer rather than the pointer itself. It turns out unique_ptr can handle this. If the second template parameter is a type with an overloaded function call operator, then unique_ptr will use that to delete. We can wrap it up like so.
template <class T, void F(T *)> struct unique {
struct deleter { void operator()(T *p) { F(p); }; };
typedef std::unique_ptr<T, deleter> ptr;
};
With this helper type you can now declare a similar managed pointer
unique<void, free>::ptr small_ptr(malloc(1));
but this time notice that the deleter function is the second template parameter and not an argument to the constructor and the following holds.
assert(2 * sizeof(small_ptr) == sizeof(big_ptr));
[1] I used malloc() and free() so those of you following along at home can easily try this out for yourselves.
- deleted 13y ago[deleted]
- onedognight 13y agoHere's a less reusable version that I hope is more understandable. First create an otherwise empty type with an overloaded function call operator that just calls free() on its argument struct freer { void operator()(void *p) { free(p); }; }; and can be used like so. freer f; f(malloc(1)); // This will malloc() and then call free() With this type you can now declare your pointer like this. std::unique_ptr<void, freer> still_small_ptr(malloc(1)); Of course both kinds of unique_ptrs, fat and skinny, can useful. Simulated virtual objects for example might need custom destructors per pointer. However most uses I've seen want the skinny one while they implement the fat one because it's simpler to declare.
- azth 13y agoWhoops, deleted my previous comment since I quickly found out the answer after I submitted the question :) The compiler already knows the location of the function, and should be able to call it directly, if not inline it. Thanks for your answer.
- michaelrmmiller 13y agoThe other downside to their approach is that you have to pass the function into the constructor every time you construct an object. A similar alternative would be to template the deleter on the type of the function and then a specific function. This way you can wrap functions with non-void return values. Something like: template<typename FuncType, FuncType& F> struct deleter { ... }; using unique_cptr = std::unique_ptr<void, deleter<decltype(free), free>>; The other cool thing I learned recently is you can actually use the custom deleter to override the wrapped type by typedef'ing pointer in your deleter class. You can use this to wrap C-style file descriptors in a unique_ptr.
- humanrebar 13y ago> The other downside to their approach is that you have to pass the function into the constructor every time you construct an object. That's why the suggest a make_window function at the bottom of the post. The end-user just calls: auto window = sdl2::make_window("Title", /* window sizes and stuff */); The optimizer should inline all the extra wrappers away, so there's no overhead for doing as the article suggests.
- michaelrmmiller 13y agoTrue but that means you need a wrapper function for each type you want to create or you need to use the more general function, defeating the purpose. It also obscures the type of the object. That can be okay if it's only used as a temporary local, but problematic if you ever need to store it as a member or return it from another function. The type signature is verbose and not very descriptive, either. Compare that to: namespace sdl2 { using window = std::unique_ptr<SDL_Window, deleter<decltype(SDL_DestroyWindow), SDL_DestroyWindow>>; } ... sdl2::window window{SDL_CreateWindow(...)}; If you wanted to do something like what they have, I would create a variant on C++14's std::make_unique. That could look like: template<typename T> struct deleter_traits; template<> struct deleter_traits<SDL_Window> { using custom_deleter = deleter<decltype(SDL_DestroyWindow), SDL_DestroyWindow>; } template<typename T, typename... Args> create_unique(Args&&... args) { return std::unique_ptr<T, typename deleter_traits<T>::custom_deleter>{new T(std::forward(args))}; } sdl2::window window = create_unique<SDL_Window>(...); That looks a lot cleaner to me, at least. And instead of having to write a new function for each type, you just add a new deleter_traits specialization. (I haven't actually compiled any of this so it's probably riddled with syntax errors... hopefully the point still comes across!)
- humanrebar 13y ago> The wasteful thing about this is that you have to store the deleter (free() in this case) right next to your void* for every pointer you manage In the examples given, the function pointers in question would be stored on the stack. How many windows should an application be juggling at once that an extra 8 bytes per window is a concern? This seems like a premature optimization to me. If you're individually rendering blades of grass in a goat simulator, sure. But by the time you're dealing with arbitrary-length application-defined strings (like window names), an extra pointer isn't a big deal. For me to believe that a small_ptr was worthwhile here, I would have to see some benchmarks, which is how good optimization happens anyway.
- devcodex 13y agoThanks for the comment and suggestion. How might this look in the general solution though? The type of the resource has to be deduced somewhere and I wasn't able to figure out a good way to deduce that and declare this style of deleter within the std namespace. I'm all for eliminating that extra bit of overhead and don't claim to be an expert, the whole purpose for me writing this article was to specifically learn about how to write reusable library code. If you have any suggestions for how to pull this off in the general solution I'm all ears! Thanks again for taking time to comment!