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General guidelines to avoid memory leaks in C++ [closed]

I thoroughly endorse all the advice about RAII and smart pointers, but I'd also like to add a slightly higher-level tip: the easiest memory to manage is the memory you never allocated. Unlike languages like C# and Java, where pretty much everything is a reference, in C++ you should put objects on the stack whenever you can. As I've see several people (including Dr Stroustrup) point out, the main reason why garbage collection has never been popular in C++ is that well-written C++ doesn't produce much garbage in the first place.

Don't write

Object* x = new Object;

or even

shared_ptr<Object> x(new Object);

when you can just write

Object x;

Use RAII

  • Forget Garbage Collection (Use RAII instead). Note that even the Garbage Collector can leak, too (if you forget to "null" some references in Java/C#), and that Garbage Collector won't help you to dispose of resources (if you have an object which acquired a handle to a file, the file won't be freed automatically when the object will go out of scope if you don't do it manually in Java, or use the "dispose" pattern in C#).
  • Forget the "one return per function" rule. This is a good C advice to avoid leaks, but it is outdated in C++ because of its use of exceptions (use RAII instead).
  • And while the "Sandwich Pattern" is a good C advice, it is outdated in C++ because of its use of exceptions (use RAII instead).

This post seem to be repetitive, but in C++, the most basic pattern to know is RAII.

Learn to use smart pointers, both from boost, TR1 or even the lowly (but often efficient enough) auto_ptr (but you must know its limitations).

RAII is the basis of both exception safety and resource disposal in C++, and no other pattern (sandwich, etc.) will give you both (and most of the time, it will give you none).

See below a comparison of RAII and non RAII code:

void doSandwich()
{
   T * p = new T() ;
   // do something with p
   delete p ; // leak if the p processing throws or return
}

void doRAIIDynamic()
{
   std::auto_ptr<T> p(new T()) ; // you can use other smart pointers, too
   // do something with p
   // WON'T EVER LEAK, even in case of exceptions, returns, breaks, etc.
}

void doRAIIStatic()
{
   T p ;
   // do something with p
   // WON'T EVER LEAK, even in case of exceptions, returns, breaks, etc.
}

About RAII

To summarize (after the comment from Ogre Psalm33), RAII relies on three concepts:

  • Once the object is constructed, it just works! Do acquire resources in the constructor.
  • Object destruction is enough! Do free resources in the destructor.
  • It's all about scopes! Scoped objects (see doRAIIStatic example above) will be constructed at their declaration, and will be destroyed the moment the execution exits the scope, no matter how the exit (return, break, exception, etc.).

This means that in correct C++ code, most objects won't be constructed with new, and will be declared on the stack instead. And for those constructed using new, all will be somehow scoped (e.g. attached to a smart pointer).

As a developer, this is very powerful indeed as you won't need to care about manual resource handling (as done in C, or for some objects in Java which makes intensive use of try/finally for that case)...

Edit (2012-02-12)

"scoped objects ... will be destructed ... no matter the exit" that's not entirely true. there are ways to cheat RAII. any flavour of terminate() will bypass cleanup. exit(EXIT_SUCCESS) is an oxymoron in this regard.

– wilhelmtell

wilhelmtell is quite right about that: There are exceptional ways to cheat RAII, all leading to the process abrupt stop.

Those are exceptional ways because C++ code is not littered with terminate, exit, etc., or in the case with exceptions, we do want an unhandled exception to crash the process and core dump its memory image as is, and not after cleaning.

But we must still know about those cases because, while they rarely happen, they can still happen.

(who calls terminate or exit in casual C++ code?... I remember having to deal with that problem when playing with GLUT: This library is very C-oriented, going as far as actively designing it to make things difficult for C++ developers like not caring about stack allocated data, or having "interesting" decisions about never returning from their main loop... I won't comment about that).


Instead of managing memory manually, try to use smart pointers where applicable.
Take a look at the Boost lib, TR1, and smart pointers.
Also smart pointers are now a part of C++ standard called C++11.


You'll want to look at smart pointers, such as boost's smart pointers.

Instead of

int main()
{ 
    Object* obj = new Object();
    //...
    delete obj;
}

boost::shared_ptr will automatically delete once the reference count is zero:

int main()
{
    boost::shared_ptr<Object> obj(new Object());
    //...
    // destructor destroys when reference count is zero
}

Note my last note, "when reference count is zero, which is the coolest part. So If you have multiple users of your object, you won't have to keep track of whether the object is still in use. Once nobody refers to your shared pointer, it gets destroyed.

This is not a panacea, however. Though you can access the base pointer, you wouldn't want to pass it to a 3rd party API unless you were confident with what it was doing. Lots of times, your "posting" stuff to some other thread for work to be done AFTER the creating scope is finished. This is common with PostThreadMessage in Win32:

void foo()
{
   boost::shared_ptr<Object> obj(new Object()); 

   // Simplified here
   PostThreadMessage(...., (LPARAM)ob.get());
   // Destructor destroys! pointer sent to PostThreadMessage is invalid! Zohnoes!
}

As always, use your thinking cap with any tool...


Read up on RAII and make sure you understand it.


Bah, you young kids and your new-fangled garbage collectors...

Very strong rules on "ownership" - what object or part of the software has the right to delete the object. Clear comments and wise variable names to make it obvious if a pointer "owns" or is "just look, don't touch". To help decide who owns what, follow as much as possible the "sandwich" pattern within every subroutine or method.

create a thing
use that thing
destroy that thing

Sometimes it's necessary to create and destroy in widely different places; i think hard to avoid that.

In any program requiring complex data structures, i create a strict clear-cut tree of objects containing other objects - using "owner" pointers. This tree models the basic hierarchy of application domain concepts. Example a 3D scene owns objects, lights, textures. At the end of the rendering when the program quits, there's a clear way to destroy everything.

Many other pointers are defined as needed whenever one entity needs access another, to scan over arays or whatever; these are the "just looking". For the 3D scene example - an object uses a texture but does not own; other objects may use that same texture. The destruction of an object does not invoke destruction of any textures.

Yes it's time consuming but that's what i do. I rarely have memory leaks or other problems. But then i work in the limited arena of high-performance scientific, data acquisition and graphics software. I don't often deal transactions like in banking and ecommerce, event-driven GUIs or high networked asynchronous chaos. Maybe the new-fangled ways have an advantage there!