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Scott Meyers shows the ins and outs of counting object instantiations accurately.
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 this:
// 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 would:
be easy to use � require minimal work on the part of class authors who
want to use it. Ideally, they shouldn't have to do more than one thing, that
is, more than basically say "I want to count the objects of this type."
be efficient � impose no unnecessary space or time penalties on client
classes employing the package.
be foolproof � be next to impossible to accidently yield a count that is
incorrect. (We're not going to worry about malicious clients, ones who
deliberately try to mess up the count. In C++, such clients can always find a
way to do their dirty deeds.)
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 magazine.
new, delete, and Exceptions
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 in:
class ABCD { ... }; // ABCD = "A Big Complex Datatype"
ABCD *p = new ABCD; // 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
found.
But suppose operator new throws a std::bad_alloc exception. 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 object.
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. It's
not possible for the client � the code requesting creation of the ABCD object
� to determine which function gave rise to the exception.
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 deallocation is performed by operator delete, the deallocation analogue of operator new. (For details, see "A Note About Placement new and Placement delete" at the end of this article.)
It is this relationship between new expressions and operator delete affects us
in our attempt to automate the counting of object instantiations.
Counting Objects
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 earlier:
// see below for a discussion of why
// this isn't quite right
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, as in:
// 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, as in:
// 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 Widgets and ABCDs, 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 object.
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
argument.
Let me say that again. Counter becomes a template:
template<typename T>
size_t
Counter<T>::count = 0; // this now can go in header
The
first Widget implementation choice now looks like:
// embed a Counter to count objects
class Widget {
public:
.....
static size_t howMany()
{return Counter<Widget>::howMany();}
private:
.....
Counter<Widget> c;
};
And
the second choice now looks like:
// inherit from Counter to count objects
class Widget: public Counter<Widget> {
.....
};
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
argument.
The tactic of a class instantiating a template for its own use by passing
itself as the template argument was first publicized by Jim Coplien. He showed
that it's used in many languages (not just C++) and he called it "a curiously
recurring template pattern" [1]. I don't think Jim intended it, but his
description of the pattern has pretty much become its name. That's too bad,
because pattern names are important, and this one fails to convey information
about what it does or how it's used.
via Dr. Dobb's
December 16, 2024 at 02:01PM
The text was updated successfully, but these errors were encountered:
Counting Objects in C++
https://ift.tt/p4ULRHk
Counting Objects in C++
By Scott Meyers, April 01, 1998
Scott Meyers shows the ins and outs of counting object instantiations accurately.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 this:
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 would:
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 magazine.
new, delete, and Exceptions
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 in:
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 found.
But suppose operator new throws a std::bad_alloc exception. 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 object.
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. It's not possible for the client � the code requesting creation of the ABCD object � to determine which function gave rise to the exception.
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 deallocation is performed by operator delete, the deallocation analogue of operator new. (For details, see "A Note About Placement new and Placement delete" at the end of this article.)
It is this relationship between new expressions and operator delete affects us in our attempt to automate the counting of object instantiations.
Counting Objects
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 earlier:
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, as in:
The other way is to declare Counter as a base class, as in:
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 Widgets and ABCDs, 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 object.
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 argument.
Let me say that again. Counter becomes a template:
The first Widget implementation choice now looks like:
And the second choice now looks like:
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 argument.
The tactic of a class instantiating a template for its own use by passing itself as the template argument was first publicized by Jim Coplien. He showed that it's used in many languages (not just C++) and he called it "a curiously recurring template pattern" [1]. I don't think Jim intended it, but his description of the pattern has pretty much become its name. That's too bad, because pattern names are important, and this one fails to convey information about what it does or how it's used.
via Dr. Dobb's
December 16, 2024 at 02:01PM
The text was updated successfully, but these errors were encountered: