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Overriding an object in memory with placement new
What uses are there for “placement new”?Method of derived class needs to downcast its parameterC++11 introduced a standardized memory model. What does it mean? And how is it going to affect C++ programming?Overloading >> operator for a base classChoice for class designWhy should I use a pointer rather than the object itself?Copying Objects and its data members to another objectoverriding 'virtual void ' c++ errorWhy must we declare virtual methods as suchWhat are the new features in C++17?
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margin-bottom:0;
I have an object which I want to 'transform' into another object. For this I am using a placement new
on the first object which creates a new object of the other type on top of its own address.
Consider the following code:
#include <string>
#include <iostream>
class Animal
public:
virtual void voice() = 0;
virtual void transform(void *animal) = 0;
virtual ~Animal() = default;;
;
class Cat : public Animal
public:
std::string name = "CAT";
void voice() override
std::cout << "MEOW I am a " << name << std::endl;
void transform(void *animal) override
;
class Dog : public Animal
public:
std::string name = "DOG";
void voice() override
std::cout << "WOOF I am a " << name << std::endl;
void transform(void *animal) override
new(animal) Cat();
;
You can see that when a Dog
is called with transform
it creates a new Cat
on top of the given address.
Next, I will call the Dog::transform
with its own address:
#include <iostream>
#include "Animals.h"
int main()
Cat cat;
Dog dog;
std::cout << "Cat says: ";
cat.voice() ;
std::cout << "Dog says: ";
dog.voice();
dog.transform(&dog);
std::cout << "Dog says: ";
dog.voice();
std::cout << "Dog address says: ";
(&dog)->voice();
return 0;
The results of this is:
Cat says: MEOW I am a CAT
Dog says: WOOF I am a DOG
Dog says: WOOF I am a CAT
Dog address says: MEOW I am a CAT
My questions are:
- Is this operation considered safe, or does it leave the object in unstable state?
- After the transform I call
dog.voice()
. It correctly prints the nameCAT
(it is now a cat), but still writesWOOF I am a
, even though I would have thought that it should call theCat
'svoice
method? (You can see is that I call the same method but by the address ((&dog)->voice()
), everything is working properly.
c++ placement-new
add a comment
|
I have an object which I want to 'transform' into another object. For this I am using a placement new
on the first object which creates a new object of the other type on top of its own address.
Consider the following code:
#include <string>
#include <iostream>
class Animal
public:
virtual void voice() = 0;
virtual void transform(void *animal) = 0;
virtual ~Animal() = default;;
;
class Cat : public Animal
public:
std::string name = "CAT";
void voice() override
std::cout << "MEOW I am a " << name << std::endl;
void transform(void *animal) override
;
class Dog : public Animal
public:
std::string name = "DOG";
void voice() override
std::cout << "WOOF I am a " << name << std::endl;
void transform(void *animal) override
new(animal) Cat();
;
You can see that when a Dog
is called with transform
it creates a new Cat
on top of the given address.
Next, I will call the Dog::transform
with its own address:
#include <iostream>
#include "Animals.h"
int main()
Cat cat;
Dog dog;
std::cout << "Cat says: ";
cat.voice() ;
std::cout << "Dog says: ";
dog.voice();
dog.transform(&dog);
std::cout << "Dog says: ";
dog.voice();
std::cout << "Dog address says: ";
(&dog)->voice();
return 0;
The results of this is:
Cat says: MEOW I am a CAT
Dog says: WOOF I am a DOG
Dog says: WOOF I am a CAT
Dog address says: MEOW I am a CAT
My questions are:
- Is this operation considered safe, or does it leave the object in unstable state?
- After the transform I call
dog.voice()
. It correctly prints the nameCAT
(it is now a cat), but still writesWOOF I am a
, even though I would have thought that it should call theCat
'svoice
method? (You can see is that I call the same method but by the address ((&dog)->voice()
), everything is working properly.
c++ placement-new
8
I can't cite where in the standard it says that this isn't allowed, but I can say that I get "WOOF I am a CAT" in both of the bottom lines on my system, which is a pretty good indicator that this behavior is not portable.
– Silvio Mayolo
Apr 16 at 15:07
2
If you need this behavior which I would describe as "The object will appear to change it's class", consider using the Gang of Four State Pattern: en.wikipedia.org/wiki/State_pattern
– Reginald Blue
Apr 16 at 17:24
add a comment
|
I have an object which I want to 'transform' into another object. For this I am using a placement new
on the first object which creates a new object of the other type on top of its own address.
Consider the following code:
#include <string>
#include <iostream>
class Animal
public:
virtual void voice() = 0;
virtual void transform(void *animal) = 0;
virtual ~Animal() = default;;
;
class Cat : public Animal
public:
std::string name = "CAT";
void voice() override
std::cout << "MEOW I am a " << name << std::endl;
void transform(void *animal) override
;
class Dog : public Animal
public:
std::string name = "DOG";
void voice() override
std::cout << "WOOF I am a " << name << std::endl;
void transform(void *animal) override
new(animal) Cat();
;
You can see that when a Dog
is called with transform
it creates a new Cat
on top of the given address.
Next, I will call the Dog::transform
with its own address:
#include <iostream>
#include "Animals.h"
int main()
Cat cat;
Dog dog;
std::cout << "Cat says: ";
cat.voice() ;
std::cout << "Dog says: ";
dog.voice();
dog.transform(&dog);
std::cout << "Dog says: ";
dog.voice();
std::cout << "Dog address says: ";
(&dog)->voice();
return 0;
The results of this is:
Cat says: MEOW I am a CAT
Dog says: WOOF I am a DOG
Dog says: WOOF I am a CAT
Dog address says: MEOW I am a CAT
My questions are:
- Is this operation considered safe, or does it leave the object in unstable state?
- After the transform I call
dog.voice()
. It correctly prints the nameCAT
(it is now a cat), but still writesWOOF I am a
, even though I would have thought that it should call theCat
'svoice
method? (You can see is that I call the same method but by the address ((&dog)->voice()
), everything is working properly.
c++ placement-new
I have an object which I want to 'transform' into another object. For this I am using a placement new
on the first object which creates a new object of the other type on top of its own address.
Consider the following code:
#include <string>
#include <iostream>
class Animal
public:
virtual void voice() = 0;
virtual void transform(void *animal) = 0;
virtual ~Animal() = default;;
;
class Cat : public Animal
public:
std::string name = "CAT";
void voice() override
std::cout << "MEOW I am a " << name << std::endl;
void transform(void *animal) override
;
class Dog : public Animal
public:
std::string name = "DOG";
void voice() override
std::cout << "WOOF I am a " << name << std::endl;
void transform(void *animal) override
new(animal) Cat();
;
You can see that when a Dog
is called with transform
it creates a new Cat
on top of the given address.
Next, I will call the Dog::transform
with its own address:
#include <iostream>
#include "Animals.h"
int main()
Cat cat;
Dog dog;
std::cout << "Cat says: ";
cat.voice() ;
std::cout << "Dog says: ";
dog.voice();
dog.transform(&dog);
std::cout << "Dog says: ";
dog.voice();
std::cout << "Dog address says: ";
(&dog)->voice();
return 0;
The results of this is:
Cat says: MEOW I am a CAT
Dog says: WOOF I am a DOG
Dog says: WOOF I am a CAT
Dog address says: MEOW I am a CAT
My questions are:
- Is this operation considered safe, or does it leave the object in unstable state?
- After the transform I call
dog.voice()
. It correctly prints the nameCAT
(it is now a cat), but still writesWOOF I am a
, even though I would have thought that it should call theCat
'svoice
method? (You can see is that I call the same method but by the address ((&dog)->voice()
), everything is working properly.
c++ placement-new
c++ placement-new
edited Apr 16 at 19:56
John Kugelman
262k59 gold badges428 silver badges477 bronze badges
262k59 gold badges428 silver badges477 bronze badges
asked Apr 16 at 15:00
Guy YafeGuy Yafe
4781 gold badge5 silver badges17 bronze badges
4781 gold badge5 silver badges17 bronze badges
8
I can't cite where in the standard it says that this isn't allowed, but I can say that I get "WOOF I am a CAT" in both of the bottom lines on my system, which is a pretty good indicator that this behavior is not portable.
– Silvio Mayolo
Apr 16 at 15:07
2
If you need this behavior which I would describe as "The object will appear to change it's class", consider using the Gang of Four State Pattern: en.wikipedia.org/wiki/State_pattern
– Reginald Blue
Apr 16 at 17:24
add a comment
|
8
I can't cite where in the standard it says that this isn't allowed, but I can say that I get "WOOF I am a CAT" in both of the bottom lines on my system, which is a pretty good indicator that this behavior is not portable.
– Silvio Mayolo
Apr 16 at 15:07
2
If you need this behavior which I would describe as "The object will appear to change it's class", consider using the Gang of Four State Pattern: en.wikipedia.org/wiki/State_pattern
– Reginald Blue
Apr 16 at 17:24
8
8
I can't cite where in the standard it says that this isn't allowed, but I can say that I get "WOOF I am a CAT" in both of the bottom lines on my system, which is a pretty good indicator that this behavior is not portable.
– Silvio Mayolo
Apr 16 at 15:07
I can't cite where in the standard it says that this isn't allowed, but I can say that I get "WOOF I am a CAT" in both of the bottom lines on my system, which is a pretty good indicator that this behavior is not portable.
– Silvio Mayolo
Apr 16 at 15:07
2
2
If you need this behavior which I would describe as "The object will appear to change it's class", consider using the Gang of Four State Pattern: en.wikipedia.org/wiki/State_pattern
– Reginald Blue
Apr 16 at 17:24
If you need this behavior which I would describe as "The object will appear to change it's class", consider using the Gang of Four State Pattern: en.wikipedia.org/wiki/State_pattern
– Reginald Blue
Apr 16 at 17:24
add a comment
|
3 Answers
3
active
oldest
votes
Does this operation considered safe, or does it leave the object in unstable state?
This operation is not safe and causes undefined behavior. Cat
and Dog
have non trivial destructors so before you can reuse the storage cat
and dog
have you have to call their destructor so the previous object is cleaned up correctly.
After the transform I call
dog.voice()
. I prints correctly theCAT
name (it is now a cat), but still writesWOOF I am a
, even tough I would have thought that it should call theCat
'svoice
method? (You can see is that I call the same method but by the address ((&dog)->voice()
), everything is working properly.
Using dog.voice();
after dog.transform(&dog);
is undefined behavior. Since you've reused its storage without destroying it, you have undefined behavior. Lets say you do destroy dog
in transform
to get rid of that bit of undefined behavior you still aren't out of the woods. Using dog
after it has been destroyed is undefined behavior. What you would have to do is capture the pointer placement new returns and use that pointer from then on. You could also use std::launder
on dog
with a reinterpret_cast
to the type you transformed it to but it's not worth since you lose all encapsulation.
You also need to make sure when using placement new that the object you are using is large enough for the object you are constructing. In this case it should be since the classes are the same but a static_assert
comparing the sizes will guarantee that and stop the compilation if it is not true.
One way you can fix this is to create a different animal class that acts as a holder of your animal class (I renamed it to Animal_Base
in the sample code below). This lets you encapsulate the changing of what type of object an Animal
represents. Changing your code to
class Animal_Base
public:
virtual void voice() = 0;
virtual ~Animal_Base() = default;
;
class Cat : public Animal_Base
public:
std::string name = "CAT";
void voice() override
std::cout << "MEOW I am a " << name << std::endl;
;
class Dog : public Animal_Base
public:
std::string name = "DOG";
void voice() override
std::cout << "WOOF I am a " << name << std::endl;
;
class Animal
std::unique_ptr<Animal_Base> animal;
public:
void voice() animal->voice();
// ask for a T, make sure it is a derived class of Animal_Base, reset pointer to T's type
template<typename T, std::enable_if_t<std::is_base_of_v<Animal_Base, T>, bool> = true>
void transform() animal = std::make_unique<T>();
// Use this to say what type of animal you want it to represent. Doing this instead of making
// Animal a temaplte so you can store Animals in an array
template<typename T, std::enable_if_t<std::is_base_of_v<Animal_Base, T>, bool> = true>
Animal(T&& a) : animal(std::make_unique<T>(std::forward<T>(a)))
;
and then adjusting main
to
int main()
Animal catCat;
Animal dogDog;
std::cout << "Cat says: ";
cat.voice() ;
std::cout << "Dog says: ";
dog.voice();
dog.transform<Cat>();
std::cout << "Dog says: ";
dog.voice();
std::cout << "Dog address says: ";
(&dog)->voice();
return 0;
produces the output
Cat says: MEOW I am a CAT
Dog says: WOOF I am a DOG
Dog says: MEOW I am a CAT
Dog address says: MEOW I am a CAT
and this is safe and portable.
1
Very well said, and +1 for pointing out more esoteric options likestd::launder
. The only thing I would add is a recommendation to use standard polymorphism instead of... whatever you calltransform()
.
– Kevin
Apr 17 at 4:27
@Kevin I was thinking about it an decided to do one better an have added an example of how the OP can get the behavior they are looking for.
– NathanOliver
Apr 17 at 12:40
add a comment
|
You have at least three issues with this code:
- There is no guarantee that when placement new is called the size of the object you are constructing your new object in is sufficient to hold the new object
- You are not calling destructor of the object used as a placeholder
- You use the
Dog
object after it's storage has been reused.
add a comment
|
1) No, this is not safe for the following reasons:
- The behavior is undefined and can be different for some compilers.
- The allocated memory needs to be big enough to hold the newly created structure.
- Some compilers might call the destructor of the original object even if it is virtual, which would lead to leaks and crashes.
- In your code, the destructor of the original object is not called, so it can lead to memory leaks.
2) I observed on MSVC2015 that dog.voice()
will call Dog::voice
without checking the actual virtual table. In the second case, it checks the virtual table, which has been modified to be Cat::voice
. However, as experienced by other users, some other compiler might perform some optimizations and directly call the method that matches the declaration in all cases.
1
When you say behavior is not portable you need to explain why. The destructor is already virtual.
– SergeyA
Apr 16 at 15:17
1
I meant that some compilers do not behave the same. "Undefined behavior" might be better. I'll edit the answer.
– Gilles-Philippe Paillé
Apr 16 at 15:18
1
Do note there is a virtual destructor in the code in question
– NathanOliver
Apr 16 at 15:19
1
@NathanOliver That's true. I was mentioning general rules that needs to be respected. I will make it clearer.
– Gilles-Philippe Paillé
Apr 16 at 15:21
add a comment
|
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votes
Does this operation considered safe, or does it leave the object in unstable state?
This operation is not safe and causes undefined behavior. Cat
and Dog
have non trivial destructors so before you can reuse the storage cat
and dog
have you have to call their destructor so the previous object is cleaned up correctly.
After the transform I call
dog.voice()
. I prints correctly theCAT
name (it is now a cat), but still writesWOOF I am a
, even tough I would have thought that it should call theCat
'svoice
method? (You can see is that I call the same method but by the address ((&dog)->voice()
), everything is working properly.
Using dog.voice();
after dog.transform(&dog);
is undefined behavior. Since you've reused its storage without destroying it, you have undefined behavior. Lets say you do destroy dog
in transform
to get rid of that bit of undefined behavior you still aren't out of the woods. Using dog
after it has been destroyed is undefined behavior. What you would have to do is capture the pointer placement new returns and use that pointer from then on. You could also use std::launder
on dog
with a reinterpret_cast
to the type you transformed it to but it's not worth since you lose all encapsulation.
You also need to make sure when using placement new that the object you are using is large enough for the object you are constructing. In this case it should be since the classes are the same but a static_assert
comparing the sizes will guarantee that and stop the compilation if it is not true.
One way you can fix this is to create a different animal class that acts as a holder of your animal class (I renamed it to Animal_Base
in the sample code below). This lets you encapsulate the changing of what type of object an Animal
represents. Changing your code to
class Animal_Base
public:
virtual void voice() = 0;
virtual ~Animal_Base() = default;
;
class Cat : public Animal_Base
public:
std::string name = "CAT";
void voice() override
std::cout << "MEOW I am a " << name << std::endl;
;
class Dog : public Animal_Base
public:
std::string name = "DOG";
void voice() override
std::cout << "WOOF I am a " << name << std::endl;
;
class Animal
std::unique_ptr<Animal_Base> animal;
public:
void voice() animal->voice();
// ask for a T, make sure it is a derived class of Animal_Base, reset pointer to T's type
template<typename T, std::enable_if_t<std::is_base_of_v<Animal_Base, T>, bool> = true>
void transform() animal = std::make_unique<T>();
// Use this to say what type of animal you want it to represent. Doing this instead of making
// Animal a temaplte so you can store Animals in an array
template<typename T, std::enable_if_t<std::is_base_of_v<Animal_Base, T>, bool> = true>
Animal(T&& a) : animal(std::make_unique<T>(std::forward<T>(a)))
;
and then adjusting main
to
int main()
Animal catCat;
Animal dogDog;
std::cout << "Cat says: ";
cat.voice() ;
std::cout << "Dog says: ";
dog.voice();
dog.transform<Cat>();
std::cout << "Dog says: ";
dog.voice();
std::cout << "Dog address says: ";
(&dog)->voice();
return 0;
produces the output
Cat says: MEOW I am a CAT
Dog says: WOOF I am a DOG
Dog says: MEOW I am a CAT
Dog address says: MEOW I am a CAT
and this is safe and portable.
1
Very well said, and +1 for pointing out more esoteric options likestd::launder
. The only thing I would add is a recommendation to use standard polymorphism instead of... whatever you calltransform()
.
– Kevin
Apr 17 at 4:27
@Kevin I was thinking about it an decided to do one better an have added an example of how the OP can get the behavior they are looking for.
– NathanOliver
Apr 17 at 12:40
add a comment
|
Does this operation considered safe, or does it leave the object in unstable state?
This operation is not safe and causes undefined behavior. Cat
and Dog
have non trivial destructors so before you can reuse the storage cat
and dog
have you have to call their destructor so the previous object is cleaned up correctly.
After the transform I call
dog.voice()
. I prints correctly theCAT
name (it is now a cat), but still writesWOOF I am a
, even tough I would have thought that it should call theCat
'svoice
method? (You can see is that I call the same method but by the address ((&dog)->voice()
), everything is working properly.
Using dog.voice();
after dog.transform(&dog);
is undefined behavior. Since you've reused its storage without destroying it, you have undefined behavior. Lets say you do destroy dog
in transform
to get rid of that bit of undefined behavior you still aren't out of the woods. Using dog
after it has been destroyed is undefined behavior. What you would have to do is capture the pointer placement new returns and use that pointer from then on. You could also use std::launder
on dog
with a reinterpret_cast
to the type you transformed it to but it's not worth since you lose all encapsulation.
You also need to make sure when using placement new that the object you are using is large enough for the object you are constructing. In this case it should be since the classes are the same but a static_assert
comparing the sizes will guarantee that and stop the compilation if it is not true.
One way you can fix this is to create a different animal class that acts as a holder of your animal class (I renamed it to Animal_Base
in the sample code below). This lets you encapsulate the changing of what type of object an Animal
represents. Changing your code to
class Animal_Base
public:
virtual void voice() = 0;
virtual ~Animal_Base() = default;
;
class Cat : public Animal_Base
public:
std::string name = "CAT";
void voice() override
std::cout << "MEOW I am a " << name << std::endl;
;
class Dog : public Animal_Base
public:
std::string name = "DOG";
void voice() override
std::cout << "WOOF I am a " << name << std::endl;
;
class Animal
std::unique_ptr<Animal_Base> animal;
public:
void voice() animal->voice();
// ask for a T, make sure it is a derived class of Animal_Base, reset pointer to T's type
template<typename T, std::enable_if_t<std::is_base_of_v<Animal_Base, T>, bool> = true>
void transform() animal = std::make_unique<T>();
// Use this to say what type of animal you want it to represent. Doing this instead of making
// Animal a temaplte so you can store Animals in an array
template<typename T, std::enable_if_t<std::is_base_of_v<Animal_Base, T>, bool> = true>
Animal(T&& a) : animal(std::make_unique<T>(std::forward<T>(a)))
;
and then adjusting main
to
int main()
Animal catCat;
Animal dogDog;
std::cout << "Cat says: ";
cat.voice() ;
std::cout << "Dog says: ";
dog.voice();
dog.transform<Cat>();
std::cout << "Dog says: ";
dog.voice();
std::cout << "Dog address says: ";
(&dog)->voice();
return 0;
produces the output
Cat says: MEOW I am a CAT
Dog says: WOOF I am a DOG
Dog says: MEOW I am a CAT
Dog address says: MEOW I am a CAT
and this is safe and portable.
1
Very well said, and +1 for pointing out more esoteric options likestd::launder
. The only thing I would add is a recommendation to use standard polymorphism instead of... whatever you calltransform()
.
– Kevin
Apr 17 at 4:27
@Kevin I was thinking about it an decided to do one better an have added an example of how the OP can get the behavior they are looking for.
– NathanOliver
Apr 17 at 12:40
add a comment
|
Does this operation considered safe, or does it leave the object in unstable state?
This operation is not safe and causes undefined behavior. Cat
and Dog
have non trivial destructors so before you can reuse the storage cat
and dog
have you have to call their destructor so the previous object is cleaned up correctly.
After the transform I call
dog.voice()
. I prints correctly theCAT
name (it is now a cat), but still writesWOOF I am a
, even tough I would have thought that it should call theCat
'svoice
method? (You can see is that I call the same method but by the address ((&dog)->voice()
), everything is working properly.
Using dog.voice();
after dog.transform(&dog);
is undefined behavior. Since you've reused its storage without destroying it, you have undefined behavior. Lets say you do destroy dog
in transform
to get rid of that bit of undefined behavior you still aren't out of the woods. Using dog
after it has been destroyed is undefined behavior. What you would have to do is capture the pointer placement new returns and use that pointer from then on. You could also use std::launder
on dog
with a reinterpret_cast
to the type you transformed it to but it's not worth since you lose all encapsulation.
You also need to make sure when using placement new that the object you are using is large enough for the object you are constructing. In this case it should be since the classes are the same but a static_assert
comparing the sizes will guarantee that and stop the compilation if it is not true.
One way you can fix this is to create a different animal class that acts as a holder of your animal class (I renamed it to Animal_Base
in the sample code below). This lets you encapsulate the changing of what type of object an Animal
represents. Changing your code to
class Animal_Base
public:
virtual void voice() = 0;
virtual ~Animal_Base() = default;
;
class Cat : public Animal_Base
public:
std::string name = "CAT";
void voice() override
std::cout << "MEOW I am a " << name << std::endl;
;
class Dog : public Animal_Base
public:
std::string name = "DOG";
void voice() override
std::cout << "WOOF I am a " << name << std::endl;
;
class Animal
std::unique_ptr<Animal_Base> animal;
public:
void voice() animal->voice();
// ask for a T, make sure it is a derived class of Animal_Base, reset pointer to T's type
template<typename T, std::enable_if_t<std::is_base_of_v<Animal_Base, T>, bool> = true>
void transform() animal = std::make_unique<T>();
// Use this to say what type of animal you want it to represent. Doing this instead of making
// Animal a temaplte so you can store Animals in an array
template<typename T, std::enable_if_t<std::is_base_of_v<Animal_Base, T>, bool> = true>
Animal(T&& a) : animal(std::make_unique<T>(std::forward<T>(a)))
;
and then adjusting main
to
int main()
Animal catCat;
Animal dogDog;
std::cout << "Cat says: ";
cat.voice() ;
std::cout << "Dog says: ";
dog.voice();
dog.transform<Cat>();
std::cout << "Dog says: ";
dog.voice();
std::cout << "Dog address says: ";
(&dog)->voice();
return 0;
produces the output
Cat says: MEOW I am a CAT
Dog says: WOOF I am a DOG
Dog says: MEOW I am a CAT
Dog address says: MEOW I am a CAT
and this is safe and portable.
Does this operation considered safe, or does it leave the object in unstable state?
This operation is not safe and causes undefined behavior. Cat
and Dog
have non trivial destructors so before you can reuse the storage cat
and dog
have you have to call their destructor so the previous object is cleaned up correctly.
After the transform I call
dog.voice()
. I prints correctly theCAT
name (it is now a cat), but still writesWOOF I am a
, even tough I would have thought that it should call theCat
'svoice
method? (You can see is that I call the same method but by the address ((&dog)->voice()
), everything is working properly.
Using dog.voice();
after dog.transform(&dog);
is undefined behavior. Since you've reused its storage without destroying it, you have undefined behavior. Lets say you do destroy dog
in transform
to get rid of that bit of undefined behavior you still aren't out of the woods. Using dog
after it has been destroyed is undefined behavior. What you would have to do is capture the pointer placement new returns and use that pointer from then on. You could also use std::launder
on dog
with a reinterpret_cast
to the type you transformed it to but it's not worth since you lose all encapsulation.
You also need to make sure when using placement new that the object you are using is large enough for the object you are constructing. In this case it should be since the classes are the same but a static_assert
comparing the sizes will guarantee that and stop the compilation if it is not true.
One way you can fix this is to create a different animal class that acts as a holder of your animal class (I renamed it to Animal_Base
in the sample code below). This lets you encapsulate the changing of what type of object an Animal
represents. Changing your code to
class Animal_Base
public:
virtual void voice() = 0;
virtual ~Animal_Base() = default;
;
class Cat : public Animal_Base
public:
std::string name = "CAT";
void voice() override
std::cout << "MEOW I am a " << name << std::endl;
;
class Dog : public Animal_Base
public:
std::string name = "DOG";
void voice() override
std::cout << "WOOF I am a " << name << std::endl;
;
class Animal
std::unique_ptr<Animal_Base> animal;
public:
void voice() animal->voice();
// ask for a T, make sure it is a derived class of Animal_Base, reset pointer to T's type
template<typename T, std::enable_if_t<std::is_base_of_v<Animal_Base, T>, bool> = true>
void transform() animal = std::make_unique<T>();
// Use this to say what type of animal you want it to represent. Doing this instead of making
// Animal a temaplte so you can store Animals in an array
template<typename T, std::enable_if_t<std::is_base_of_v<Animal_Base, T>, bool> = true>
Animal(T&& a) : animal(std::make_unique<T>(std::forward<T>(a)))
;
and then adjusting main
to
int main()
Animal catCat;
Animal dogDog;
std::cout << "Cat says: ";
cat.voice() ;
std::cout << "Dog says: ";
dog.voice();
dog.transform<Cat>();
std::cout << "Dog says: ";
dog.voice();
std::cout << "Dog address says: ";
(&dog)->voice();
return 0;
produces the output
Cat says: MEOW I am a CAT
Dog says: WOOF I am a DOG
Dog says: MEOW I am a CAT
Dog address says: MEOW I am a CAT
and this is safe and portable.
edited Apr 17 at 12:40
answered Apr 16 at 15:14
NathanOliverNathanOliver
116k19 gold badges185 silver badges264 bronze badges
116k19 gold badges185 silver badges264 bronze badges
1
Very well said, and +1 for pointing out more esoteric options likestd::launder
. The only thing I would add is a recommendation to use standard polymorphism instead of... whatever you calltransform()
.
– Kevin
Apr 17 at 4:27
@Kevin I was thinking about it an decided to do one better an have added an example of how the OP can get the behavior they are looking for.
– NathanOliver
Apr 17 at 12:40
add a comment
|
1
Very well said, and +1 for pointing out more esoteric options likestd::launder
. The only thing I would add is a recommendation to use standard polymorphism instead of... whatever you calltransform()
.
– Kevin
Apr 17 at 4:27
@Kevin I was thinking about it an decided to do one better an have added an example of how the OP can get the behavior they are looking for.
– NathanOliver
Apr 17 at 12:40
1
1
Very well said, and +1 for pointing out more esoteric options like
std::launder
. The only thing I would add is a recommendation to use standard polymorphism instead of... whatever you call transform()
.– Kevin
Apr 17 at 4:27
Very well said, and +1 for pointing out more esoteric options like
std::launder
. The only thing I would add is a recommendation to use standard polymorphism instead of... whatever you call transform()
.– Kevin
Apr 17 at 4:27
@Kevin I was thinking about it an decided to do one better an have added an example of how the OP can get the behavior they are looking for.
– NathanOliver
Apr 17 at 12:40
@Kevin I was thinking about it an decided to do one better an have added an example of how the OP can get the behavior they are looking for.
– NathanOliver
Apr 17 at 12:40
add a comment
|
You have at least three issues with this code:
- There is no guarantee that when placement new is called the size of the object you are constructing your new object in is sufficient to hold the new object
- You are not calling destructor of the object used as a placeholder
- You use the
Dog
object after it's storage has been reused.
add a comment
|
You have at least three issues with this code:
- There is no guarantee that when placement new is called the size of the object you are constructing your new object in is sufficient to hold the new object
- You are not calling destructor of the object used as a placeholder
- You use the
Dog
object after it's storage has been reused.
add a comment
|
You have at least three issues with this code:
- There is no guarantee that when placement new is called the size of the object you are constructing your new object in is sufficient to hold the new object
- You are not calling destructor of the object used as a placeholder
- You use the
Dog
object after it's storage has been reused.
You have at least three issues with this code:
- There is no guarantee that when placement new is called the size of the object you are constructing your new object in is sufficient to hold the new object
- You are not calling destructor of the object used as a placeholder
- You use the
Dog
object after it's storage has been reused.
answered Apr 16 at 15:15
SergeyASergeyA
49.8k5 gold badges49 silver badges102 bronze badges
49.8k5 gold badges49 silver badges102 bronze badges
add a comment
|
add a comment
|
1) No, this is not safe for the following reasons:
- The behavior is undefined and can be different for some compilers.
- The allocated memory needs to be big enough to hold the newly created structure.
- Some compilers might call the destructor of the original object even if it is virtual, which would lead to leaks and crashes.
- In your code, the destructor of the original object is not called, so it can lead to memory leaks.
2) I observed on MSVC2015 that dog.voice()
will call Dog::voice
without checking the actual virtual table. In the second case, it checks the virtual table, which has been modified to be Cat::voice
. However, as experienced by other users, some other compiler might perform some optimizations and directly call the method that matches the declaration in all cases.
1
When you say behavior is not portable you need to explain why. The destructor is already virtual.
– SergeyA
Apr 16 at 15:17
1
I meant that some compilers do not behave the same. "Undefined behavior" might be better. I'll edit the answer.
– Gilles-Philippe Paillé
Apr 16 at 15:18
1
Do note there is a virtual destructor in the code in question
– NathanOliver
Apr 16 at 15:19
1
@NathanOliver That's true. I was mentioning general rules that needs to be respected. I will make it clearer.
– Gilles-Philippe Paillé
Apr 16 at 15:21
add a comment
|
1) No, this is not safe for the following reasons:
- The behavior is undefined and can be different for some compilers.
- The allocated memory needs to be big enough to hold the newly created structure.
- Some compilers might call the destructor of the original object even if it is virtual, which would lead to leaks and crashes.
- In your code, the destructor of the original object is not called, so it can lead to memory leaks.
2) I observed on MSVC2015 that dog.voice()
will call Dog::voice
without checking the actual virtual table. In the second case, it checks the virtual table, which has been modified to be Cat::voice
. However, as experienced by other users, some other compiler might perform some optimizations and directly call the method that matches the declaration in all cases.
1
When you say behavior is not portable you need to explain why. The destructor is already virtual.
– SergeyA
Apr 16 at 15:17
1
I meant that some compilers do not behave the same. "Undefined behavior" might be better. I'll edit the answer.
– Gilles-Philippe Paillé
Apr 16 at 15:18
1
Do note there is a virtual destructor in the code in question
– NathanOliver
Apr 16 at 15:19
1
@NathanOliver That's true. I was mentioning general rules that needs to be respected. I will make it clearer.
– Gilles-Philippe Paillé
Apr 16 at 15:21
add a comment
|
1) No, this is not safe for the following reasons:
- The behavior is undefined and can be different for some compilers.
- The allocated memory needs to be big enough to hold the newly created structure.
- Some compilers might call the destructor of the original object even if it is virtual, which would lead to leaks and crashes.
- In your code, the destructor of the original object is not called, so it can lead to memory leaks.
2) I observed on MSVC2015 that dog.voice()
will call Dog::voice
without checking the actual virtual table. In the second case, it checks the virtual table, which has been modified to be Cat::voice
. However, as experienced by other users, some other compiler might perform some optimizations and directly call the method that matches the declaration in all cases.
1) No, this is not safe for the following reasons:
- The behavior is undefined and can be different for some compilers.
- The allocated memory needs to be big enough to hold the newly created structure.
- Some compilers might call the destructor of the original object even if it is virtual, which would lead to leaks and crashes.
- In your code, the destructor of the original object is not called, so it can lead to memory leaks.
2) I observed on MSVC2015 that dog.voice()
will call Dog::voice
without checking the actual virtual table. In the second case, it checks the virtual table, which has been modified to be Cat::voice
. However, as experienced by other users, some other compiler might perform some optimizations and directly call the method that matches the declaration in all cases.
edited Apr 16 at 19:05
answered Apr 16 at 15:13
Gilles-Philippe PailléGilles-Philippe Paillé
1,8691 gold badge2 silver badges14 bronze badges
1,8691 gold badge2 silver badges14 bronze badges
1
When you say behavior is not portable you need to explain why. The destructor is already virtual.
– SergeyA
Apr 16 at 15:17
1
I meant that some compilers do not behave the same. "Undefined behavior" might be better. I'll edit the answer.
– Gilles-Philippe Paillé
Apr 16 at 15:18
1
Do note there is a virtual destructor in the code in question
– NathanOliver
Apr 16 at 15:19
1
@NathanOliver That's true. I was mentioning general rules that needs to be respected. I will make it clearer.
– Gilles-Philippe Paillé
Apr 16 at 15:21
add a comment
|
1
When you say behavior is not portable you need to explain why. The destructor is already virtual.
– SergeyA
Apr 16 at 15:17
1
I meant that some compilers do not behave the same. "Undefined behavior" might be better. I'll edit the answer.
– Gilles-Philippe Paillé
Apr 16 at 15:18
1
Do note there is a virtual destructor in the code in question
– NathanOliver
Apr 16 at 15:19
1
@NathanOliver That's true. I was mentioning general rules that needs to be respected. I will make it clearer.
– Gilles-Philippe Paillé
Apr 16 at 15:21
1
1
When you say behavior is not portable you need to explain why. The destructor is already virtual.
– SergeyA
Apr 16 at 15:17
When you say behavior is not portable you need to explain why. The destructor is already virtual.
– SergeyA
Apr 16 at 15:17
1
1
I meant that some compilers do not behave the same. "Undefined behavior" might be better. I'll edit the answer.
– Gilles-Philippe Paillé
Apr 16 at 15:18
I meant that some compilers do not behave the same. "Undefined behavior" might be better. I'll edit the answer.
– Gilles-Philippe Paillé
Apr 16 at 15:18
1
1
Do note there is a virtual destructor in the code in question
– NathanOliver
Apr 16 at 15:19
Do note there is a virtual destructor in the code in question
– NathanOliver
Apr 16 at 15:19
1
1
@NathanOliver That's true. I was mentioning general rules that needs to be respected. I will make it clearer.
– Gilles-Philippe Paillé
Apr 16 at 15:21
@NathanOliver That's true. I was mentioning general rules that needs to be respected. I will make it clearer.
– Gilles-Philippe Paillé
Apr 16 at 15:21
add a comment
|
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8
I can't cite where in the standard it says that this isn't allowed, but I can say that I get "WOOF I am a CAT" in both of the bottom lines on my system, which is a pretty good indicator that this behavior is not portable.
– Silvio Mayolo
Apr 16 at 15:07
2
If you need this behavior which I would describe as "The object will appear to change it's class", consider using the Gang of Four State Pattern: en.wikipedia.org/wiki/State_pattern
– Reginald Blue
Apr 16 at 17:24