by
Sometimes easy things are easy, but they're still subtle. For example, suppose you have a class Widget
, and you'd like to have a way to find out at run time how many Widget
objects exist. An approach that's both easy to implement and that gives the right answer is to create a static counter in Widget
, increment the counter each time a Widget
constructor is called, and decrement it whenever the Widget
destructor is called. You also need a static member function howMany
to report how many Widgets
currently exist. If Widget
did nothing but track how many of its type exist, it would look more or less like
class Widget { public: Widget() { ++count; } Widget(const Widget&) { ++count; } ~Widget() { --count; } static size_t howMany() { return count; } private: static size_t count; }; // obligatory definition of count. This // goes in an implementation file size_t Widget::count = 0;
This works fine. The only mildly tricky thing is to remember to implement the copy constructor, because a compiler-generated copy constructor for Widget
wouldn't know to increment count
.
If you had to do this only for Widget
, you'd be done, but counting objects is something you might want to implement for several classes. Doing the same thing over and over gets tedious, and tedium leads to errors. To forestall such tedium, it would be best to somehow package the above object-counting code so it could be reused in any class that wanted it. The ideal package
Stop for a moment and think about how you'd implement a reusable object-counting package that satisfies the goals above. It's probably harder than you expect. If it were as easy as it seems like it should be, you wouldn't be reading an article about it in this
While you're mulling over your solution to the object-counting problem, allow me to switch to what seems like an unrelated topic. That topic is the relationship between new
and delete
when constructors throw exceptions. When you ask C++ to dynamically allocate an object, you use a new
expression, as
class ABCD { ... }; // ABCD = "A Big Complex Datatype" ABCD *p = new ABCD; // "new ABCD" is a new expression
The new
expression whose meaning is built into the language and whose behavior you cannot change does two things. First, it calls a memory allocation function called operator
new
. That function is responsible for finding enough memory to hold an ABCD
object. If the call to operator
new
succeeds, the new
expression then invokes an ABCD
constructor on the memory that operator
new
But suppose operator
new
throws a std::bad_alloc
ABCD *p = new ABCD; // suppose a std::bad_alloc is thrown here
Exceptions of this type indicate that an attempt to dynamically allocate memory has failed. In the new
expression above, there are two functions that might give rise to that exception. The first is the invocation of operator
new
that is supposed to find enough memory to hold an ABCD
object. The second is the subsequent invocation of the ABCD
constructor that is supposed to turn the raw memory into a valid ABCD
If the exception came from the call to operator
new
, no memory was allocated. However, if the call to operator
new
succeeded and the invocation of the ABCD
constructor led to the exception, it is important that the memory allocated by operator
new
be deallocated. If it's not, the program has a memory leak, because it's not possible for the client the code requesting creation of the ABCD
object to determine which function gave rise to the
For many years this was a hole in the draft C++ language specification, but in March 1995 the C++ Standards committee adopted the rule that if, during a new
expression, the invocation of operator
new
succeeds and the subsequent constructor call throws an exception, the runtime system must automatically deallocate the memory that operator
new
allocated. This de-allocation is performed by operator
delete
, the de-allocation analogue of operator
new
. (For details, see the sidebar on placement new
and placement delete
.)
It is this relationship between new
expressions and operator
delete
that affects us in our attempt to automate the counting of object
In all likelihood, your solution to the object-counting problem involved the development of an object-counting class. Your class probably looks remarkably like perhaps even exactly like the Widget
class I showed
class Counter { // see below for a discussion of public: // why this isn't quite right Counter() { ++count; } Counter(const Counter&) { ++count; } ~Counter() { --count; } static size_t howMany() { return count; } private: static size_t count; }; // This still goes in an // implementation file size_t Counter::count = 0;
The idea here is that authors of classes that need to count the number of objects in existence simply use Counter
to take care of the bookkeeping. There are two obvious ways to do this. One way is to define a Counter
object as a class data member, like
// embed a Counter to count objects class Widget { public: ... // all the usual public Widget stuff static size_t howMany() { return Counter::howMany(); } private: ... // all the usual private Widget stuff Counter c; };
The other way is to declare Counter
as a base class, like
// inherit from Counter to count objects class Widget: public Counter { ... // all the usual public Widget stuff private: ... // all the usual private Widget stuff };
Both approaches have advantages and disadvantages. But before we examine them, we need to observe that neither approach will work in its current form. The problem has to do with the static object count
inside Counter
. There's only one such object, but we need one for each class using Counter
. For example, if we want to count both Widget
s and ABCD
s, we need two static size_t
objects, not one. Making Counter::count
nonstatic doesn't solve the problem, because we need one counter per class, not one counter per
We can get the behavior we want by employing one of the best-known but oddest-named tricks in all of C++: we turn Counter
into a template, and each class using Counter
instantiates the template with itself as the template
Let me say that again. First, Counter
becomes a
template<typename T> class Counter { public: Counter() { ++count; } Counter(const Counter&) { ++count; } ~Counter() { --count; } static size_t howMany() { return count; } private: static size_t count; }; template<typename T> size_t Counter<T>::count = 0; // this may now go in a header file
The first Widget
implementation choice then looks like
class Widget { // embed a Counter to count objects public: ... static size_t howMany() {return Counter<Widget>::howMany();} private: ... Counter<Widget> c; };
And the second choice now looks
class Widget: public Counter<Widget> { // inherit from Counter public: // to count objects ... };
Notice how in both cases we replace Counter
with Counter<Widget>
. As I said earlier, each class using Counter
instantiates the template with itself as the
The tactic of a class instantiating a template for its own use by passing itself as the template argument was first publicized by
The naming of patterns is as much art as anything else, and I'm not very good at it, but I'd probably call this pattern something like "Do It For Me." Basically, each class generated from Counter
provides a service (it counts how many objects exist) for the class requesting the Counter
instantiation. So the class Counter<Widget>
counts Widget
s, and the class Counter<ABCD>
counts ABCD
s.
Now that Counter
is a template, both the embedding design and the inheritance design will work, so we're in a position to evaluate their comparative strengths and weaknesses. One of our design criteria was that object-counting functionality should be easy for clients to obtain, and the code above makes clear that the inheritance-based design is easier than the embedding-based design. That's because the former requires only the mentioning of Counter
as a base class, whereas the latter requires that a Counter
data member be defined and that howMany
be re-implemented by clients to invoke Counter
's howMany
. (An alternative is to omit Widget::howMany
and make clients call Counter<Widget>::howMany
directly. For the purposes of this article, however, we'll assume we want howMany
to be part of the Widget
interface.) That's not a lot of additional work (client howMany
s are simple inline functions), but having to do one thing is easier than having to do two. So let's first turn our attention to the design employing
The design based on inheritance works because C++ guarantees that each time a derived class object is constructed or destroyed, its base class part will be constructed first and destroyed last. Making Counter
a base class thus ensures that a Counter
constructor or destructor will be called each time a class inheriting from it has an object created or
Any time the subject of base classes comes up, however, so does the subject of virtual destructors. Should Counter
have one? Well-established principles of object-oriented design for C++ dictate that it should. If it has no virtual destructor, deletion of a derived class object via a base class pointer yields undefined (and typically undesirable) results ( onMouseOver = "self.status = 'Item E14'; return true" onMouseOut = "self.status = self.defaultStatus">Item E14):
class Widget: public Counter<Widget> { ... }; Counter<Widget> *pw = // get base class ptr to new Widget; // derived class object ... delete pw; // yields undefined results if Counter<Widget> // lacks a virtual destructor
Such behavior would violate our criterion that our object-counting design be essentially foolproof, because there's nothing unreasonable about the code above. That's a powerful argument for giving Counter
a virtual
Another criterion, however, was maximal efficiency (imposition of no unnecessary speed or space penalty for counting objects), and now we're in trouble. We're in trouble because the presence of a virtual destructor (or any virtual function) in Counter
means each object of type Counter
(or a class derived from Counter
) will contain a (hidden) virtual pointer, and this will increase the size of such objects if they don't already support virtual functions. (For details, see onMouseOver = "self.status = 'Item M24'; return true" onMouseOut = "self.status = self.defaultStatus" >Item M24.) That is, if Widget
itself contains no virtual functions, objects of type Widget
would increase in size if Widget
started inheriting from Counter<Widget>
. We don't want
The only way to avoid it is to find a way to prevent clients from deleting derived class objects via base class pointers. It seems that a reasonable way to achieve this is to declare operator
delete
private in Counter
:
template<typename T> class Counter { public: ... private: void operator delete(void*); ... };
Now the delete
expression won't
class Widget: public Counter<Widget> { ... }; Counter<Widget> *pw = new Widget; ... delete pw; // error! Can't call private // operator delete
Unfortunately and this is the really interesting part the new
expression shouldn't compile
Counter<Widget> *pw = // this should not compile because new Widget; // operator delete is private!
Remember from my earlier discussion of new
, delete
, and exceptions that C++'s runtime system is responsible for de-allocating memory allocated by operator
new
if the subsequent constructor invocation fails. Recall also that operator
delete
is the function called to perform the deallocation. But we've declared operator
delete
private in Counter
, which makes it invalid to create objects on the heap via new
!
Yes, this is counterintuitive, and don't be surprised if your compilers don't yet support this rule, but the behavior I've described is correct. Let us therefore consider a different way of preventing the deletion of derived class objects via Counter*
pointers. Let us consider making Counter
's destructor protected
:
template<typename T> class Counter { ... protected: ~Counter(); ... ... }; class Widget: public Counter<Widget> { ... }; Counter<Widget> *pw = new Widget; ... delete pw; // error! Can't call protected // destructor
This offers the behavior we want. We can still create Widget
objects, and we can still destroy them, as long as we don't do it via Counter*
pointers. When we destroy a static Widget
or a stack-based Widget
, the implicit call to the Counter
destructor is attributed to the Widget
destructor, and since the Widget
destructor is a member function of a derived class, it has access to Counter
's protected members. Similarly, when we delete a Widget
through a Widget*
pointer, the implicit call to the Counter
destructor is attributed to the Widget
Unfortunately, this design smells a bit of Bait and Switch. By having Widget
publicly inherit from Counter
, we're saying that every Widget
object isa Counter
object ( onMouseOver = "self.status = 'Item E35'; return true" onMouseOut = "self.status = self.defaultStatus">Item E35). As a result, Widget*
pointers are implicitly and automatically converted to Counter*
pointers whenever it's necessary. Widget
clients can thus be forgiven for expecting that they can delete Widget
s via base class pointers; it's just one of the things public inheritance implies. Yet the above design disallows it. We get the behavior we want, yes, and that's worth a lot, but it just doesn't feel right. (The earlier design the one involving a private operator
delete
exhibits the same undesireable
Preventing deletion of derived class objects via public base class pointers looks unsatisfactory no matter how we slice it. I say we abandon this approach and turn our attention to using a Counter
data member
We've already seen that the design based on a Counter
data member has one drawback: clients must both define a Counter
data member and write an inline version of howMany
that calls the Counter
's howMany
function. That's marginally more work than we'd like to impose on clients, but it's hardly unmanageable. There is another drawback, however. The addition of a Counter
data member to a class will often increase the size of objects of that class
At first blush, this is hardly a revelation. After all, how surprising is it that adding a data member to a class makes objects of that type bigger? But blush again. Look at the definition of Counter
:
template<typename T> class Counter { public: Counter(); Counter(const Counter&); ~Counter(); static size_t howMany(); private: static size_t count; };
Notice how it has no nonstatic data members. That means each object of type Counter
contains nothing. Might we hope that objects of type Counter
have size zero? We might, but it would do us no good. C++ is quite clear on this point. All objects have a size of at least one byte, even objects with no nonstatic data members. By definition, sizeof
will yield some positive number for each class instantiated from the Counter
template. So each client class containing a Counter
object will contain more data than it would if it didn't contain the Counter
.
(Interestingly, this does not imply that the size of a class without a Counter
will necessarily be bigger than the size of the same class containing a Counter
. That's because alignment restrictions can enter into the matter. For example, if Widget
is a class containing two bytes of data but that's required to be four-byte aligned, each object of type Widget
will contain two bytes of padding, and sizeof(Widget)
will return 4. If, as is common, compilers satisfy the requirement that no objects have zero size by inserting a char
into Counter<Widget>
, it's likely that sizeof(Widget)
will still yield 4 even if Widget
contains a Counter<Widget>
object. That object will simply take the place of one of the bytes of padding that Widget
already contained. This is not a terribly common scenario, however, and we certainly can't plan on it when designing a way to package object-counting
I'm writing this at the very beginning of the Christmas season. (It is in fact Thanksgiving Day, 1997, which gives you some idea of how I celebrate major holidays...) Already I'm in a Bah Humbug mood. All I want to do is count objects, and I don't want to haul along any extra baggage to do it. There has got to be a
Look again at the inheritance-based code that led to the need to consider a virtual destructor in Counter
:
class Widget: public Counter<Widget> { ... }; Counter<Widget> *pw = new Widget; ... delete pw; // yields undefined results if // Counter lacks a virtual destructor
Earlier we tried to prevent this sequence of operations by preventing the delete
expression from compiling, but we discovered that that led to invalid or misleading code. There is something else we can prohibit. We can prohibit the implicit conversion from a Widget*
pointer (which is what new
returns) to a Counter<Widget>*
pointer. In other words, we can prevent inheritance-based pointer conversions. All we have to do is replace the use of public inheritance with private
class Widget: // inheritance is private Counter<Widget> { ... }; // now private Counter<Widget> *pw = // error! no implicit conversion new Widget; // from Widget* to Counter<Widget>*
Furthermore, we're likely to find that the use of Counter
as a base class does not increase the size of Widget
compared to Widget
's stand-alone size. Yes, I know, I just finished telling you that no class has zero size, but well, that's not really what I said. What I said was that no objects have zero size. The C++ Standard makes clear that the base-class part of a more derived object may have zero size. In fact many compilers implement what has come to be known as the empty base optimization [Reference 2]. Thus, if a Widget
contains a Counter
, the size of the Widget
must increase. The Counter
data member is an object in its own right, hence it must have nonzero size. But if Widget
inherits from Counter
, compilers are allowed to keep Widget
the same size it was before. This suggests an interesting rule of thumb for designs where space is tight and empty classes are involved: prefer private inheritance to containment when both will
This last design is nearly perfect. It fulfills the efficiency criterion, provided your compilers implement the empty base optimization, because inheriting from Counter
adds no per-object data to the inheriting class, and all Counter
member functions are inline. It fulfills the foolproof criterion, because count manipulations are handled automatically by Counter
member functions, those functions are automatically called by C++, and the use of private inheritance prevents implicit conversions that would allow derived-class objects to be manipulated as if they were base-class objects. (Okay, it's not totally foolproof: Widget
's author might foolishly instantiate Counter
with a type other than Widget
, i.e., Widget
could be made to inherit from Counter<Gidget>
. I choose to ignore this
The design is certainly easy for clients to use, but some may grumble that it could be easier. The use of private inheritance means that howMany
will become private in inheriting classes, so such classes must include a using
declaration to make howMany
public to their
class Widget: private Counter<Widget> { public: using Counter<Widget>::howMany; // make howMany public ... // rest of Widget }; // is unchanged class ABCD: private Counter<ABCD> { public: using Counter<ABCD>::howMany; // make howMany public ... // rest of Widget }; // is unchanged
For compilers not supporting name spaces, the same thing is accomplished by replacing the using
declaration with the older (now deprecated) access
class Widget: private Counter<Widget> { public: Counter<Widget>::howMany; // make howMany public ... // rest of Widget }; // is unchanged class ABCD: private Counter<ABCD> { public: Counter<ABCD>::howMany; // make howMany public ... // rest of ABCD }; // is unchanged
Hence, clients who want to count objects and who want to make that count available (as part of their class's interface) to their clients must do two things: declare Counter
as a base class and make howMany
accessible. (Simple variations on this design make it possible for Widget
to use Counter<Widget>
to count objects without making the count available to Widget
clients, not even by calling Counter<Widget>::howMany
directly. It is an interesting exercise to come up with one or more such
The use of inheritance does, however, lead to two conditions that are worth noting. The first is ambiguity. Suppose we want to count Widget
s, and we want to make the count available for general use. As shown above, we have Widget
inherit from Counter<Widget>
and we make howMany
public in Widget
. Now suppose we have a class SpecialWidget
publicly inherit from Widget
and we want to offer SpecialWidget
clients the same functionality Widget
clients enjoy. No problem, we just have SpecialWidget
inherit from Counter<SpecialWidget>
.
But here is the ambiguity problem. Which howMany
should be made available by SpecialWidget
, the one it inherits from Widget
or the one it inherits from Counter<SpecialWidget>
? The one we want, naturally, is the one from Counter<SpecialWidget>
, but there's no way to say that without actually writing SpecialWidget::howMany
. Fortunately, it's a simple inline
class SpecialWidget: public Widget, private Counter<SpecialWidget> { public: ... static size_t howMany() { return Counter<SpecialWidget>::howMany(); } ... };
The second observation about our use of inheritance to count objects is that the value returned from Widget::howMany
includes not just the number of Widget
objects, it includes also objects of classes derived from Widget
. If the only class derived from Widget
is SpecialWidget
and there are five stand-alone Widget
objects and three stand-alone SpecialWidget
s, Widget::howMany
will return eight. After all, construction of each SpecialWidget
also entails construction of the base Widget
part. (For a more detailed
examination of this topic, see onMouseOver = "self.status = 'Item M26'; return true" onMouseOut = "self.status = self.defaultStatus" >Item M26's treatment of onMouseOver = "self.status = 'contexts for object construction'; return true" onMouseOut = "self.status = self.defaultStatus">contexts for object construction.)
The following points are really all you need to
operator
new
generally requires access to the corresponding operator
delete
too.
Counter
class template doesn't care whether you inherit from it or you contain an object of its type. It looks the same regardless. Hence, clients can freely choose inheritance or containment, even using different strategies in different parts of a single application or library.
Sidebar: Placement new and Placement delete |
---|
The C++ equivalent of The "normal" signature for void * operator new(size_t) throw (std::bad_alloc);(To simplify things from now on, I'll omit exception specifications. They're not germane to the points I want to make here, but you can read about them in onMouseOver = "self.status = 'Item M15'; return true" onMouseOut = "self.status = self.defaultStatus">Item M15.) Overloaded versions of operator new are limited to adding additional parameters, so an overloaded version of operator new might look like this:
void * operator new(size_t, void *whereToPutObject) { return whereToPutObject; }This particular version of operator new the one taking an extra void* argument specifying what pointer the function should return is so commonly useful that it's in the Standard C++ library (declared in the header <new> ) and it has a name, placement new . The name indicates its purpose: to allow programmers to specify where in memory an object should be created (i.e., where it should be placed).
Over time, the term placement In other words, when the topic is memory allocation functions, "placement By analogy with placement void operator delete(void*); so any version of class ABCD { ... }; ABCD *p = new ABCD; Suppose the attempt to create the void *objectBuffer = getPointerToStaticBuffer(); ABCD *p = new (objectBuffer) ABCD; // create an ABCD object // in a static buffer (The) placement Clearly, the actions to be taken in To make it possible for programmers to indicate how the actions of particluar versions of
If there's no placement Alas, most compilers don't yet support placement |
To learn more about the details of new
and delete
, read the columns by Dan Saks on the topic (
Mark Rodgers, Damien Watkins, Marco Dalla Gasperina, and Bobby Schmidt provided comments on drafts of this article. Their insights and suggestions improved it in several