=?ISO-8859-15?Q?Re:_noob_question_-_destructors_-_free?= =?ISO-8859-15?Q?ing_memory..._POSSIBLE_SOLUTION=0A_FOUND=3F?=

From:
Garrett Hartshaw <ghartshaw@gmail.com>
Newsgroups:
comp.lang.c++
Date:
Mon, 02 Jan 2012 00:14:02 -0500
Message-ID:
<almarsoft.4514077305606493745@news.eternal-september.org>
On Mon, 02 Jan 2012 05:23:01 +0100, someone <newsboost@gmail.com>
wrote:

On 01/02/2012 03:11 AM, LR wrote:

someone wrote:

On 01/01/2012 10:03 AM, Juha Nieminen wrote:

someone<newsboost@gmail.com> wrote:

I don't think I can avoid it... I have some 20.000 points that

needs

real fast access to screen buffer in opengl application...


    What exactly does this have to do with derived classes and

virtual

destructors?


I downloaded glut and played with it a little. atexit will

probably work

for you.


Wow... I think I just made something much (much?) better!

I really hope you and the other clever guys in here can comment on

my

newly found solution below!

I just don't want static allocation, because only at runtime I

know how

large arrays I need.


How do you find out?


I have some graphical objects and run some code, different from

time to

time, showing different things. Based on what I want the program to
show, different geometries have to be drawn, requiring different

vectors

of coordinates. I have some code that does a lot based on my input.

It

then tells how large coordinate arrays I need. I then allocate that

for

each geometry. Then I show that. ALSO: Better explanation: See

below

---- bad explanation here, better below...

I didn't cut and paste this from working code.

Consider this,

struct SomeData {
     std::vector<glVertex3f> points;
};

// global scope.
SomeData someData;

int main() {

    // there are more efficient ways to do this.
    // but maybe you should see how long this takes
    // before you worry about it.
    someData.points.push_back(glVertex3f(1.,2.,3.)); // or

whatever.

Actually my data (coordinates) comes from a fortran program. I link

it

with my c++ (a bit C'ish though) program. I pass a pointer to an

array

of double's for all X + Y + Z-values. I looks like:

----- C++ Program ----
extern "C" {
   void getCoords_(...... const int *maxVectorSize,
    double *cpp_X, double *cpp_Y, double *cpp_Z, int *some_id);
}

bla.bla.
   getCoords_( &someInteger, &someOtherInteger, &maxVectorSize,
              cpp_X, cpp_Y, cpp_Z, some_id);

====== Fortran Program =====
blabla.

----- C++ Program ----
blabla.

So I don't have the point in a vertex3f, although I'm thinking that

I

can probably do something better than here and only pass 1
glVertex-coordinate to Fortran...

As you can see: I pass a pointer to the array of double's (maybe I
should change the fortran-code so it outputs the results as float,

which

is used by opengl)...

    // more stuff here...
    // and then...
    glutMainLoop();
}

Now when glutMainLoop calls exit, someData will be destroyed, and

along

with it the memory that points contains.


My problem is more complicated than that, but my solution is

perfectly

close to the idea in your suggested solution... I'll show my

suggestion

shortly...

So I'm saying I need dynamic allocation and I
cannot avoid that. Then std::vector<> and "new" both have the

same

problem, with no cleaning up if there's an exit() somewhere.


I think std::vector is a little easier to deal with.


Maybe... I'm just a little bit stupid and afraid. So...

In my case: Using std::vector, would still allow me to pass a

pointer to

arrays (of double or float) into a Fortran90 subroutine, which

needs

pointers to the data so it can store the results... Is there any
problems here with std::vector???

What do you think?

======== here's my possible solution, please give some input

========

First: Short explanation... I have a class: drawableObj (base

class)

from which all different geometries iherit.

As an example, I have a gear class that inherits from drawableObj.
Problem: Currently I only have a gear-class but later I want to

have

other geometrical classes deriving from base class drawableObj,

e.g.

maybe introduce a connecting "shaft"-class + a foundation + maybe

sun +

stars + skyes + landscape etc. etc (all graphical objects derive

from

base class drawableObj)...

I made it this way, because I wanted to introduce polymorphism in

my

display()-function of my program... This makes it *REALLY* easy to
add/remove objects... See below... Enough introduction...

--- main.cpp ---
drawableObj allObjs; // must be global!

void display()
{
   glClear(GL_COLOR_BUFFER_BIT);
   ...
   // UPDATE ALL GRAPHICAL OBJS...
   for (int z=0; z<(int) drawableObj::pObjs.size(); z++)
    {
      glPushMatrix();
      ((gearClass*) drawableObj::pObjs[z])->updateDisplay();
      glPopMatrix();
    }
   ..
   glutSwapBuffers(); // also does glFlush();
}

int main(int argc, char** argv)
{
   drawableObj *testGearPtr =
    new gearClass( .... ); // rotSpeed etc, etc... bla.bla

   drawableObj *testGearPtr2 =
    new gearClass( .... ); // rotSpeed etc, etc... bla.bla

   // Calculate INITIAL X+Y+Z points (only done once!)
   for (int z=0; z<(int) drawableObj::pObjs.size(); z++)
    {
      ((gearClass*) drawableObj::pObjs[z])->callFortran();
    }

   // ******* OpenGL starting... *******
   glutInit(&argc, argv);
   .... bla bla...

   glutMainLoop(); // exits directly to OS from here...

   return(0); // never comes here - just to satisfy compiler...
}

--- helper.h (#include guard not shown) ---
class drawableObj
{
  // private: // protected: // I don't have anything here

  public:
   // global+static pointer to all GRAPHICAL objs:
   static vector<drawableObj*> pObjs;

   drawableObj(); // constructor

   // destructor
   virtual ~drawableObj();

   // member functions
   virtual void draw(); // <---used in openGL display loop
   void showNumObjs();
   void test();
};

--- gearClass.h (#include guard not shown) ---
class gearClass : public drawableObj
{
private:

public:
   bool memAllocated; // IMPORTANT TO KNOW IF DELETE HAS BEEN CALLED
   double *cpp_X, *cpp_Y, *cpp_Z;
   bla bla...

   virtual ~gearClass(); // destructor

   // member functions
   void deAllocate();
   void callFortran();
   void updateDisplay();
   bla.bla
};

--- helper.cpp ---
#include "helper.h"
#include "gearClass.h" // for knowing "gearClass"-type

// NOT SURE ABOUT THIS, BUT COMPILER COMPLAINS IF NOT "EXTERN"...
extern vector<drawableObj*> drawableObj::pObjs;

drawableObj::~drawableObj() // destructor
{
   int numObj = pObjs.size();
   if (numObj == 0)
    cout << " Destructing base (drawableObj), " <<
      "no objects left: #objects: " <<
    numObj << endl << endl;
   else
    {
      cout << endl << "---- NB: BASE IS BEING DESTROYED, " <<
        "BUT DERIVED OBJECTS MUST ALSO DIE ----" << endl;
      int numObjs = (int) drawableObj::pObjs.size();
      cout << "---- Number of obj's to delete: " << numObjs <<
        " ----" << endl;
      for (int z=0; z<numObjs; z++)
        {
          if ( ((gearClass*) drawableObj::pObjs[z])->memAllocated )
           delete ((gearClass*) drawableObj::pObjs[z]);
        }
    }
}

--- gearClass.cpp ---
gearClass::gearClass() // constructor
{
   drawableObj::pObjs.push_back((gearClass*) this); // ISN'T THIS

NICE ??

   ... bla bla...

   cpp_X = new double[maxVectorSize]; // NEEDS TO BE FREE'd BY

DESTRUCTOR

   cpp_Y = new double[maxVectorSize]; // NEEDS TO BE FREE'd BY

DESTRUCTOR

   cpp_Z = new double[maxVectorSize]; // NEEDS TO BE FREE'd BY

DESTRUCTOR

   memAllocated = true; // need to know if allocated or not...
}

gearClass::~gearClass() // destructor
{
   if (memAllocated)
    {
      deAllocate();
      drawableObj::pObjs.pop_back(); // REMOVE 1 COUNT...
      cout << "Derived: gearClass::~gearClass() has free'd memory..."
<< endl;

       memAllocated = false;
    }
}

void gearClass::deAllocate()
{
   cout << " (deallocating cpp_X, cpp_Y and cpp_Kontur_id)" <<

endl;

   delete [] cpp_X;
   delete [] cpp_Y;
   delete [] cpp_Z;
}

======== that was possible solution, please give some input ========

Final remarks:

This code seem to clean up everything, by calling the destructors

and

de-allocating correcty (because I have the global drawableObj

allObjs in

top of main(), I think - isn't that right?)... Even if I use

exit(0) or

exit(1), it cleans up, I think... Please tell me if I've made any

error

somewhere, that I haven't seen... Also please write suggestions, if
something can be improved in ANY way!

Thank you, all! :-)


If you make cpp_X, etc. std::vector<double> instead of double * you
can get rid of your deAllocate function. just replace the 'new
double[size]' with 'vector<double>( size )' in you constructor, and
use '&vec[0]' instead of 'vec' to pass to a function requiring the
data as a double *. Otherwise I think that it should work (I think
the destructors of static functions are registered with atexit behind
the scenes, but I am not positive. You woul.d need to register the
destructors manually with atexit if this is not the case.)

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