I'm going to omit quite bit of code because these are some rather large objects, and my question really just concerns the operation of std::make_shared . I have an object in namespace SYNC called called D3D11Shader. This has a static function called,
SYNC::D3D11Shader * SYNC::D3D11Shader::CreateInstance(const std::string & s)
which will take a string index and return a pointer to an instance of a shader that is derived from SYNC::D3D11Shader. At one point i started using smart pointers to automate deallocation of these within the vector that held all these shaders. However, when i go to do this,
std::shared_ptr<SYNC::D3D11Shader> shaderPtr;
// ... verification of index and other initialization happens here
// so i am unable to initialize it in it's constructor
shaderPtr = std::make_shared<SYNC::D3D11Shader>(SYNC::D3D11Shader::CreateShader(shaderName));
the compiler errors saying that i am trying to instanciate an instance of D3D11Shader in this line which is an abstract class. I thought all make_shared did was return an instance of std::shared_ptr. The CreateInstance function never tries to make an instance of this class, just objects that derive and implement it. I was not getting this error before using this function and the smart pointers. Does anyone know what's going on here?
If you can't use the constructor of shared_ptr
, use its reset
member function to give it ownership of a new object:
std::shared_ptr<SYNC::D3D11Shader> shaderPtr;
shaderPtr.reset(SYNC::D3D11Shader::CreateShader(shaderName));
The reason make_shared<T>
is not appropriate for this situation is because it constructs a new T
, forwarding its arguments to its constructor. You've already constructed an object, though, so you just want to give ownership to your shared pointer.
I highly recommend not returning a raw pointer from CreateShader
though. You're relying on the caller of CreateShader
to know to either wrap it up in a smart pointer or call delete
on it. You'd be better off returning a unique_ptr
directly, to pass ownership to the client, and then they can make a shared_ptr
out of it if they like. See the following:
std::unique_ptr<SYNC::D3D11Shader> uniquePtr(SYNC::D3D11Shader::CreateShader(shaderName));
// If you want a shared_ptr:
std::shared_ptr<SYNC::D3D11Shader> sharedPtr(std::move(uniquePtr));
Or simply:
std::shared_ptr<SYNC::D3D11Shader> sharedPtr = SYNC::D3D11Shader::CreateShader(shaderName);
If you're going to use smart pointers, use them. :)
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