When should I use the new keyword in C++?
I've been using C++ for a short while, and I've been wondering about the new keyword. Simply, should I be using it, or not?
1) With the new keyword...
MyClass* myClass = new MyClass();
myClass->MyField = "Hello world!";
2) Without the new keyword...
MyClass myClass;
myClass.MyField = "Hello world!";
From an implementation perspective, they don't seem that different (but I'm sure they are)... However, my primary language is C#, and of course the 1st method is what I'm used to.
The difficulty seems to be that method 1 is harder to use with the std C++ classes.
Which method should I use?
Update 1:
I recently used the new keyword for heap memory (or free store) for a large array which was going out of scope (ie being returned from a function). Where before I was using the stack, which caused half of the elements to be corrupt outside of scope, switching to heap usage ensured that the elements were in tact. Yay!
Update 2:
A friend of mine recently told me there's a simple rule for using the new
keyword; every time you type new
, type delete
.
Foobar *foobar = new Foobar();
delete foobar; // TODO: Move this to the right place.
This helps to prevent memory leaks, as you always have to put the delete somewhere (ie when you cut and paste it to either a destructor or otherwise).
Method 1 (using new
)
delete
your object later. (If you don't delete it, you could create a memory leak) delete
it. (ie you could return
an object that you created using new
) delete
d; and it should always be deleted , regardless of which control path is taken, or if exceptions are thrown. Method 2 (not using new
)
delete
it later. return
a pointer to an object on the stack) As far as which one to use; you choose the method that works best for you, given the above constraints.
Some easy cases:
delete
, (and the potential to cause memory leaks) you shouldn't use new
. new
There is an important difference between the two.
Everything not allocated with new
behaves much like value types in C# (and people often say that those objects are allocated on the stack, which is probably the most common/obvious case, but not always true. More precisely, objects allocated without using new
have automatic storage duration Everything allocated with new
is allocated on the heap, and a pointer to it is returned, exactly like reference types in C#.
Anything allocated on the stack has to have a constant size, determined at compile-time (the compiler has to set the stack pointer correctly, or if the object is a member of another class, it has to adjust the size of that other class). That's why arrays in C# are reference types. They have to be, because with reference types, we can decide at runtime how much memory to ask for. And the same applies here. Only arrays with constant size (a size that can be determined at compile-time) can be allocated with automatic storage duration (on the stack). Dynamically sized arrays have to be allocated on the heap, by calling new
.
(And that's where any similarity to C# stops)
Now, anything allocated on the stack has "automatic" storage duration (you can actually declare a variable as auto
, but this is the default if no other storage type is specified so the keyword isn't really used in practice, but this is where it comes from)
Automatic storage duration means exactly what it sounds like, the duration of the variable is handled automatically. By contrast, anything allocated on the heap has to be manually deleted by you. Here's an example:
void foo() {
bar b;
bar* b2 = new bar();
}
This function creates three values worth considering:
On line 1, it declares a variable b
of type bar
on the stack (automatic duration).
On line 2, it declares a bar
pointer b2
on the stack (automatic duration), and calls new, allocating a bar
object on the heap. (dynamic duration)
When the function returns, the following will happen: First, b2
goes out of scope (order of destruction is always opposite of order of construction). But b2
is just a pointer, so nothing happens, the memory it occupies is simply freed. And importantly, the memory it points to (the bar
instance on the heap) is NOT touched. Only the pointer is freed, because only the pointer had automatic duration. Second, b
goes out of scope, so since it has automatic duration, its destructor is called, and the memory is freed.
And the bar
instance on the heap? It's probably still there. No one bothered to delete it, so we've leaked memory.
From this example, we can see that anything with automatic duration is guaranteed to have its destructor called when it goes out of scope. That's useful. But anything allocated on the heap lasts as long as we need it to, and can be dynamically sized, as in the case of arrays. That is also useful. We can use that to manage our memory allocations. What if the Foo class allocated some memory on the heap in its constructor, and deleted that memory in its destructor. Then we could get the best of both worlds, safe memory allocations that are guaranteed to be freed again, but without the limitations of forcing everything to be on the stack.
And that is pretty much exactly how most C++ code works. Look at the standard library's std::vector
for example. That is typically allocated on the stack, but can be dynamically sized and resized. And it does this by internally allocating memory on the heap as necessary. The user of the class never sees this, so there's no chance of leaking memory, or forgetting to clean up what you allocated.
This principle is called RAII (Resource Acquisition is Initialization), and it can be extended to any resource that must be acquired and released. (network sockets, files, database connections, synchronization locks). All of them can be acquired in the constructor, and released in the destructor, so you're guaranteed that all resources you acquire will get freed again.
As a general rule, never use new/delete directly from your high level code. Always wrap it in a class that can manage the memory for you, and which will ensure it gets freed again. (Yes, there may be exceptions to this rule. In particular, smart pointers require you to call new
directly, and pass the pointer to its constructor, which then takes over and ensures delete
is called correctly. But this is still a very important rule of thumb)
Which method should I use?
This is almost never determined by your typing preferences but by the context. If you need to keep the object across a few stacks or if it's too heavy for the stack you allocate it on the free store. Also, since you are allocating an object, you are also responsible for releasing the memory. Lookup the delete
operator.
To ease the burden of using free-store management people have invented stuff like auto_ptr
and unique_ptr
. I strongly recommend you take a look at these. They might even be of help to your typing issues ;-)
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