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Copy constructors, assignment operators, and exception safe assignment

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MyClass& other ); MyClass( MyClass& other ); MyClass( MyClass& other ); MyClass( MyClass& other );
MyClass* other );
MyClass { x; c; std::string s; };
MyClass& other ) : x( other.x ), c( other.c ), s( other.s ) {}
);
print_me_bad( std::string& s ) { std::cout << s << std::endl; } print_me_good( std::string& s ) { std::cout << s << std::endl; } std::string hello( ); print_me_bad( hello ); print_me_bad( std::string( ) ); print_me_bad( ); print_me_good( hello ); print_me_good( std::string( ) ); print_me_good( );
, );
=( MyClass& other ) { x = other.x; c = other.c; s = other.s; * ; }
< T > MyArray { size_t numElements; T* pElements; : size_t count() { numElements; } MyArray& =( MyArray& rhs ); };
<> MyArray<T>:: =( MyArray& rhs ) { ( != &rhs ) { [] pElements; pElements = T[ rhs.numElements ]; ( size_t i = 0; i < rhs.numElements; ++i ) pElements[ i ] = rhs.pElements[ i ]; numElements = rhs.numElements; } * ; }
<> MyArray<T>:: =( MyArray& rhs ) { MyArray tmp( rhs ); std::swap( numElements, tmp.numElements ); std::swap( pElements, tmp.pElements ); * ; }
< T > swap( T& one, T& two ) { T tmp( one ); one = two; two = tmp; }
<> MyArray<T>:: =( MyArray tmp ) { std::swap( numElements, tmp.numElements ); std::swap( pElements, tmp.pElements ); * ; }
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Copy Constructor vs Assignment Operator in C++

Copy constructor and Assignment operator are similar as they are both used to initialize one object using another object. But, there are some basic differences between them:

Copy constructor Assignment operator 
It is called when a new object is created from an existing object, as a copy of the existing objectThis operator is called when an already initialized object is assigned a new value from another existing object. 
It creates a separate memory block for the new object.It does not automatically create a separate memory block or new memory space. However, if the class involves dynamic memory management, the assignment operator must first release the existing memory on the left-hand side and then allocate new memory as needed to copy the data from the right-hand side.
It is an overloaded constructor.It is a bitwise operator. 
C++ compiler implicitly provides a copy constructor, if no copy constructor is defined in the class.A bitwise copy gets created, if the Assignment operator is not overloaded. 

className(const className &obj) {

// body 

}

 

className obj1, obj2;

obj2 = obj1;

Consider the following C++ program. 

Explanation: Here, t2 = t1;  calls the assignment operator , same as t2.operator=(t1); and   Test t3 = t1;  calls the copy constructor , same as Test t3(t1);

Must Read: When is a Copy Constructor Called in C++?

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C++ At Work

Copy Constructors, Assignment Operators, and More

Paul DiLascia

Code download available at: CAtWork0509.exe (276 KB) Browse the Code Online

Q I have a simple C++ problem. I want my copy constructor and assignment operator to do the same thing. Can you tell me the best way to accomplish this?

A At first glance this seems like a simple question with a simple answer: just write a copy constructor that calls operator=.

Or, alternatively, write a common copy method and call it from both your copy constructor and operator=, like so:

This code works fine for many classes, but there's more here than meets the eye. In particular, what happens if your class contains instances of other classes as members? To find out, I wrote the test program in Figure 1 . It has a main class, CMainClass, which contains an instance of another class, CMember. Both classes have a copy constructor and assignment operator, with the copy constructor for CMainClass calling operator= as in the first snippet. The code is sprinkled with printf statements to show which methods are called when. To exercise the constructors, cctest first creates an instance of CMainClass using the default ctor, then creates another instance using the copy constructor:

Figure 1 Copy Constructors and Assignment Operators

If you compile and run cctest, you'll see the following printf messages when cctest constructs obj2:

The member object m_obj got initialized twice! First by the default constructor, and again via assignment. Hey, what's going on?

In C++, assignment and copy construction are different because the copy constructor initializes uninitialized memory, whereas assignment starts with an existing initialized object. If your class contains instances of other classes as data members, the copy constructor must first construct these data members before it calls operator=. The result is that these members get initialized twice, as cctest shows. Got it? It's the same thing that happens with the default constructor when you initialize members using assignment instead of initializers. For example:

As opposed to:

Using assignment, m_obj is initialized twice; with the initializer syntax, only once. So, what's the solution to avoid extra initializations during copy construction? While it goes against your instinct to reuse code, this is one situation where it's best to implement your copy constructor and assignment operator separately, even if they do the same thing. Calling operator= from your copy constructor will certainly work, but it's not the most efficient implementation. My observation about initializers suggests a better way:

Now the main copy ctor calls the member object's copy ctor using an initializer, and m_obj is initialized just once by its copy ctor. In general, copy ctors should invoke the copy ctors of their members. Likewise for assignment. And, I may as well add, the same goes for base classes: your derived copy ctor and assignment operators should invoke the corresponding base class methods. Of course, there are always times when you may want to do something different because you know how your code works—but what I've described are the general rules, which are to be broken only when you have a compelling reason. If you have common tasks to perform after the basic objects have been initialized, you can put them in a common initialization method and call it from your constructors and operator=.

Q Can you tell me how to call a Visual C++® class from C#, and what syntax I need to use for this?

Sunil Peddi

Q I have an application that is written in both C# (the GUI) and in classic C++ (some business logic). Now I need to call from a DLL written in C++ a function (or a method) in a DLL written in Visual C++ .NET. This one calls another DLL written in C#. The Visual C++ .NET DLL acts like a proxy. Is this possible? I was able to use LoadLibrary to call a function present in the Visual C++ .NET DLL, and I can receive a return value, but when I try to pass some parameters to the function in the Visual C++ .NET DLL, I get the following error:

How can I resolve this problem?

Giuseppe Dattilo

A I get a lot of questions about interoperability between the Microsoft® .NET Framework and native C++, so I don't mind revisiting this well-covered topic yet again. There are two directions you can go: calling the Framework from C++ or calling C++ from the Framework. I won't go into COM interop here as that's a separate issue best saved for another day.

Let's start with the easiest one first: calling the Framework from C++. The simplest and easiest way to call the Framework from your C++ program is to use the Managed Extensions. These Microsoft-specific C++ language extensions are designed to make calling the Framework as easy as including a couple of files and then using the classes as if they were written in C++. Here's a very simple C++ program that calls the Framework's Console class:

To use the Managed Extensions, all you need to do is import <mscorlib.dll> and whatever .NET assemblies contain the classes you plan to use. Don't forget to compile with /clr:

Your C++ code can use managed classes more or less as if they were ordinary C++ classes. For example, you can create Framework objects with operator new, and access them using C++ pointer syntax, as shown in the following:

Here, the String s is declared as pointer-to-String because String::Format returns a new String object.

The "Hello, world" and date/time programs seem childishly simple—and they are—but just remember that however complex your program is, however many .NET assemblies and classes you use, the basic idea is the same: use <mscorlib.dll> and whatever other assemblies you need, then create managed objects with new, and use pointer syntax to access them.

So much for calling the Framework from C++. What about going the other way, calling C++ from the Framework? Here the road forks into two options, depending on whether you want to call extern C functions or C++ class member functions. Again, I'll take the simpler case first: calling C functions from .NET. The easiest thing to do here is use P/Invoke. With P/Invoke, you declare the external functions as static methods of a class, using the DllImport attribute to specify that the function lives in an external DLL. In C# it looks like this:

This tells the compiler that MessageBox is a function in user32.dll that takes an IntPtr (HWND), two Strings, and an int. You can then call it from your C# program like so:

Of course, you don't need P/Invoke for MessageBox since the .NET Framework already has a MessageBox class, but there are plenty of API functions that aren't supported directly by the Framework, and then you need P/Invoke. And, of course, you can use P/Invoke to call C functions in your own DLLs. I've used C# in the example, but P/Invoke works with any .NET-based language like Visual Basic® .NET or JScript®.NET. The names are the same, only the syntax is different.

Note that I used IntPtr to declare the HWND. I could have got away with int, but you should always use IntPtr for any kind of handle such as HWND, HANDLE, or HDC. IntPtr will default to 32 or 64 bits depending on the platform, so you never have to worry about the size of the handle.

DllImport has various modifiers you can use to specify details about the imported function. In this example, CharSet=CharSet.Auto tells the Framework to pass Strings as Unicode or Ansi, depending on the target operating system. Another little-known modifier you can use is CallingConvention. Recall that in C, there are different calling conventions, which are the rules that specify how the compiler should pass arguments and return values from one function to another across the stack. The default CallingConvention for DllImport is CallingConvention.Winapi. This is actually a pseudo-convention that uses the default convention for the target platform; for example, StdCall (in which the callee cleans the stack) on Windows® platforms and CDecl (in which the caller cleans the stack) on Windows CE .NET. CDecl is also used with varargs functions like printf.

The calling convention is where Giuseppe ran into trouble. C++ uses yet a third calling convention: thiscall. With this convention, the compiler uses the hardware register ECX to pass the "this" pointer to class member functions that don't have variable arguments. Without knowing the exact details of Giuseppe's program, it sounds from the error message that he's trying to call a C++ member function that expects thiscall from a C# program that's using StdCall—oops!

Aside from calling conventions, another interoperability issue when calling C++ methods from the Framework is linkage: C and C++ use different forms of linkage because C++ requires name-mangling to support function overloading. That's why you have to use extern "C" when you declare C functions in C++ programs: so the compiler won't mangle the name. In Windows, the entire windows.h file (now winuser.h) is enclosed in extern "C" brackets.

While there may be a way to call C++ member functions in a DLL directly using P/Invoke and DllImport with the exact mangled names and CallingConvention=ThisCall, it's not something to attempt if you're in your right mind. The proper way to call C++ classes from managed code—option number two—is to wrap your C++ classes in managed wrappers. Wrapping can be tedious if you have lots of classes, but it's really the only way to go. Say you have a C++ class CWidget and you want to wrap it so .NET clients can use it. The basic formula looks something like this:

The pattern is the same for any class. You write a managed (__gc) class that holds a pointer to the native class, you write a constructor and destructor that allocate and destroy the instance, and you write wrapper methods that call the corresponding native C++ member functions. You don't have to wrap all the member functions, only the ones you want to expose to the managed world.

Figure 2 shows a simple but concrete example in full detail. CPerson is a class that holds the name of a person, with member functions GetName and SetName to change the name. Figure 3 shows the managed wrapper for CPerson. In the example, I converted Get/SetName to a property, so .NET-based programmers can use the property syntax. In C#, using it looks like this:

Figure 3 Managed Person Class

Figure 2 Native CPerson Class

Using properties is purely a matter of style; I could equally well have exposed two methods, GetName and SetName, as in the native class. But properties feel more like .NET. The wrapper class is an assembly like any other, but one that links with the native DLL. This is one of the cool benefits of the Managed Extensions: You can link directly with native C/C++ code. If you download and compile the source for my CPerson example, you'll see that the makefile generates two separate DLLs: person.dll implements a normal native DLL and mperson.dll is the managed assembly that wraps it. There are also two test programs: testcpp.exe, a native C++ program that calls the native person.dll and testcs.exe, which is written in C# and calls the managed wrapper mperson.dll (which in turn calls the native person.dll).

Figure 4** Interop Highway **

I've used a very simple example to highlight the fact that there are fundamentally only a few main highways across the border between the managed and native worlds (see Figure 4 ). If your C++ classes are at all complex, the biggest interop problem you'll encounter is converting parameters between native and managed types, a process called marshaling. The Managed Extensions do an admirable job of making this as painless as possible (for example, automatically converting primitive types and Strings), but there are times where you have to know something about what you're doing.

For example, you can't pass the address of a managed object or subobject to a native function without pinning it first. That's because managed objects live in the managed heap, which the garbage collector is free to rearrange. If the garbage collector moves an object, it can update all the managed references to that object—but it knows nothing of raw native pointers that live outside the managed world. That's what __pin is for; it tells the garbage collector: don't move this object. For strings, the Framework has a special function PtrToStringChars that returns a pinned pointer to the native characters. (Incidentally, for those curious-minded souls, PtrToStringChars is the only function as of this date defined in <vcclr.h>. Figure 5 shows the code.) I used PtrToStringChars in MPerson to set the Name (see Figure 3 ).

Figure 5 PtrToStringChars

Pinning isn't the only interop problem you'll encounter. Other problems arise if you have to deal with arrays, references, structs, and callbacks, or access a subobject within an object. This is where some of the more advanced techniques come in, such as StructLayout, boxing, __value types, and so on. You also need special code to handle exceptions (native or managed) and callbacks/delegates. But don't let these interop details obscure the big picture. First decide which way you're calling (from managed to native or the other way around), and if you're calling from managed to native, whether to use P/Invoke or a wrapper.

In Visual Studio® 2005 (which some of you may already have as beta bits), the Managed Extensions have been renamed and upgraded to something called C++/CLI. Think of the C++/CLI as Managed Extensions Version 2, or What the Managed Extensions Should Have Been. The changes are mostly a matter of syntax, though there are some important semantic changes, too. In general C++/CLI is designed to highlight rather than blur the distinction between managed and native objects. Using pointer syntax for managed objects was a clever and elegant idea, but in the end perhaps a little too clever because it obscures important differences between managed and native objects. C++/CLI introduces the key notion of handles for managed objects, so instead of using C pointer syntax for managed objects, the CLI uses ^ (hat):

As you no doubt noticed, there's also a gcnew operator to clarify when you're allocating objects on the managed heap as opposed to the native one. This has the added benefit that gcnew doesn't collide with C++ new, which can be overloaded or even redefined as a macro. C++/CLI has many other cool features designed to make interoperability as straightforward and intuitive as possible.

Send your questions and comments for Paul to   [email protected] .

Paul DiLascia is a freelance software consultant and Web/UI designer-at-large. He is the author of Windows ++: Writing Reusable Windows Code in C ++ (Addison-Wesley, 1992). In his spare time, Paul develops PixieLib, an MFC class library available from his Web site, www.dilascia.com .

Additional resources

cppreference.com

The rule of three/five/zero.

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Rule of three Rule of five Rule of zero External links

[ edit ] Rule of three

If a class requires a user-defined destructor , a user-defined copy constructor , or a user-defined copy assignment operator , it almost certainly requires all three.

Because C++ copies and copy-assigns objects of user-defined types in various situations (passing/returning by value, manipulating a container, etc), these special member functions will be called, if accessible, and if they are not user-defined, they are implicitly-defined by the compiler.

The implicitly-defined special member functions should not be used if the class manages a resource whose handle does not destroy the resource themselves (raw pointer, POSIX file descriptor, etc), whose destructor does nothing and copy constructor/assignment operator only copies the value of the handle, without duplicating the underlying resource.

Classes that manage non-copyable resources through copyable handles may have to declare copy assignment and copy constructor private and not provide their definitions (until C++11) define copy assignment and copy constructor as = delete (since C++11) . This is another application of the rule of three: deleting one and leaving the other to be implicitly-defined typically incorrect.

[ edit ] Rule of five

Because the presence of a user-defined (include = default or = delete declared) destructor, copy-constructor, or copy-assignment operator prevents implicit definition of the move constructor and the move assignment operator , any class for which move semantics are desirable, has to declare all five special member functions:

Unlike Rule of Three, failing to provide move constructor and move assignment is usually not an error, but it will result in a loss of performance.

[ edit ] Rule of zero

Classes that have custom destructors, copy/move constructors or copy/move assignment operators should deal exclusively with ownership (which follows from the Single Responsibility Principle ). Other classes should not have custom destructors, copy/move constructors or copy/move assignment operators [1] .

This rule also appears in the C++ Core Guidelines as C.20: If you can avoid defining default operations, do .

When a base class is intended for polymorphic use, its destructor may have to be declared public and virtual . This blocks implicit moves (and deprecates implicit copies), and so the special member functions have to be defined as = default [2] .

However, this makes the class prone to slicing, which is why polymorphic classes often define copy as = delete (see C.67: A polymorphic class should suppress public copy/move in C++ Core Guidelines), which leads to the following generic wording for the Rule of Five:

[ edit ] External links

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14.14 — Introduction to the copy constructor

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C++ variant can't be assigned as implicitly deleted [closed]

Im trying to use a variant to be able to store and access two different classes, Node and Nbody, for a barnes Hutt algorithm. However, I get the error:

error: object of type 'std::variant<Nbody, Blank, std::unique_ptr>' cannot be assigned because its copy assignment operator is implicitly deleted

Here is the header file sections using that.. If more code is nessecary I can provide:

CallumDoesStuff's user avatar

  • 6 std::unique_ptr can't be copied only moved from, if it could be copied then the object it manages would have 2 owners. –  Richard Critten Commented 2 days ago
  • 1 Please provide a minimal reproducible example that 1) closes the Node class properly, 2) uses the Node class, and 3) demonstrates the error you are seeing. Because I do not see any error when I try using this code: onlinegdb.com/zpQrFpKSn –  Remy Lebeau Commented 2 days ago
  • This is too mach irrelevant and invalid/not complete code. –  3CxEZiVlQ Commented 2 days ago

Browse other questions tagged c++ arrays c++11 or ask your own question .

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c assignment copy

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COMMENTS

  1. Copy assignment operator

    the copy assignment operator selected for every non-static class type (or array of class type) member of T is trivial. A trivial copy assignment operator makes a copy of the object representation as if by std::memmove. All data types compatible with the C language (POD types) are trivially copy-assignable.

  2. Assign one struct to another in C

    4. Yes, you can assign one instance of a struct to another using a simple assignment statement. In the case of non-pointer or non pointer containing struct members, assignment means copy. In the case of pointer struct members, assignment means pointer will point to the same address of the other pointer.

  3. Copy constructors and copy assignment operators (C++)

    Use an assignment operator operator= that returns a reference to the class type and takes one parameter that's passed by const reference—for example ClassName& operator=(const ClassName& x);. Use the copy constructor. If you don't declare a copy constructor, the compiler generates a member-wise copy constructor for you.

  4. PDF Constructors and Assignment

    Copy Assignment Now that we know how to write constructors, include the copy constructor, we're ready to move on to the copy assignment operator Remember, assignment takes an already initialized object and gives it new values. Copy Assignment The syntax for copy assignment is as follows.

  5. Assignment operators

    Correct behavior. CWG 1527. C++11. for assignments to class type objects, the right operand could be an initializer list only when the assignment is defined by a user-defined assignment operator. removed user-defined assignment constraint. CWG 1538. C++11. E1 ={E2} was equivalent to E1 = T(E2) (T is the type of E1), this introduced a C-style cast.

  6. Copy assignment operator

    If some user-defined copy assignment operators are present, the user may still force the generation of the implicitly declared copy assignment operator with the keyword default. (since C++11) Because the copy assignment operator is always declared for any class, the base class assignment operator is always hidden.

  7. Copy constructors, assignment operators,

    Note that none of the following constructors, despite the fact that. they could do the same thing as a copy constructor, are copy. constructors: 1. 2. MyClass( MyClass* other ); MyClass( const MyClass* other ); or my personal favorite way to create an infinite loop in C++: MyClass( MyClass other );

  8. PDF Copy Constructors and Assignment Operators

    C++ handles object copying and assignment through two functions called copy constructors and assignment operators. While C++ will automatically provide these functions if you don't explicitly define them, in many cases you'll need to manually control how your objects are duplicated. This handout discusses copy constructors and assignment ...

  9. Everything You Need To Know About The Copy Assignment ...

    What is a copy assignment operator in C++? The Copy Assignment Operator in a class is a non-template non-static member function that is declared with the operator=.When you create a class or a type that is copy assignable (that you can copy with the = operator symbol), it must have a public copy assignment operator. Here is a simple syntax for the typical declaration of a copy assignment ...

  10. C: does the assignment operator deep copy?

    C17 6.5.16: An assignment operator stores a value in the object designated by the left operand. An assignment expression has the value of the left operand after the assignment, but is not an lvalue. The type of an assignment expression is the type the left operand would have after lvalue conversion. (Lvalue conversion in this case isn't ...

  11. Assignment operator (C++)

    Assignment operator (C++) In the C++ programming language, the assignment operator, =, is the operator used for assignment. Like most other operators in C++, it can be overloaded. The copy assignment operator, often just called the "assignment operator", is a special case of assignment operator where the source (right-hand side) and destination ...

  12. 21.12

    21.12 — Overloading the assignment operator. Alex July 22, 2024. The copy assignment operator (operator=) is used to copy values from one object to another already existing object. As of C++11, C++ also supports "Move assignment". We discuss move assignment in lesson 22.3 -- Move constructors and move assignment.

  13. Copy Constructor vs Assignment Operator in C++

    C++ compiler implicitly provides a copy constructor, if no copy constructor is defined in the class. A bitwise copy gets created, if the Assignment operator is not overloaded. Consider the following C++ program. Explanation: Here, t2 = t1; calls the assignment operator, same as t2.operator= (t1); and Test t3 = t1; calls the copy constructor ...

  14. Copy-initialization

    Copy-initialization is performed in the following situations: 1) When a named variable (automatic, static, or thread-local) of a non-reference type T is declared with the initializer consisting of an equals sign followed by an expression. 2)(until C++11) When a named variable of a scalar type T is declared with the initializer consisting of an ...

  15. c++

    The copy constructor is for creating a new object. It copies an existing object to a newly constructed object.The copy constructor is used to initialize a new instance from an old instance. It is not necessarily called when passing variables by value into functions or as return values out of functions. The assignment operator is to deal with an ...

  16. C++ at Work: Copy Constructors, Assignment Operators, and More

    In C++, assignment and copy construction are different because the copy constructor initializes uninitialized memory, whereas assignment starts with an existing initialized object. If your class contains instances of other classes as data members, the copy constructor must first construct these data members before it calls operator=. ...

  17. 21.13

    Shallow copying. Because C++ does not know much about your class, the default copy constructor and default assignment operators it provides use a copying method known as a memberwise copy (also known as a shallow copy).This means that C++ copies each member of the class individually (using the assignment operator for overloaded operator=, and direct initialization for the copy constructor).

  18. The rule of three/five/zero

    Classes that manage non-copyable resources through copyable handles may have to declare copy assignment and copy constructor private and not provide their definitions (until C++11) define copy assignment and copy constructor as = delete (since C++11).This is another application of the rule of three: deleting one and leaving the other to be implicitly-defined typically incorrect.

  19. 14.14

    The rule of three is a well known C++ principle that states that if a class requires a user-defined copy constructor, destructor, or copy assignment operator, then it probably requires all three. In C++11, this was expanded to the rule of five, which adds the move constructor and move assignment operator to the list.

  20. c++

    Copy Constructor; Assignment Operator; Destructor; Move Constructor (C++11) Move Assignment (C++11) If you want to know why? It is to maintain backward compatibility with C (because C structs are copyable using = and in declaration). But it also makes writing simple classes easier. Some would argue that it adds problems because of the "shallow ...

  21. c++

    If v1 is about to expire (and you use C++11) you can easily modify it to move the contents. Performancewise assignment is unlikely to be slower then std::copy, since the implementers would probably use std::copy internally, if it gave a performance benefit. In conclusion, std::copy is less expressive, might do the wrong thing and isn't even faster.

  22. C++ variant can't be assigned as implicitly deleted

    error: object of type 'std::variant<Nbody, Blank, std::unique_ptr>' cannot be assigned because its copy assignment operator is implicitly deleted. Here is the header file sections using that.. If more code is nessecary I can provide: class Node { public: Area area; int depth; using NodeContent = std::variant<Nbody, Blank, std::unique_ptr<Node ...