say you need to interface with a C library such as SDL2 in your C++ code
obviously the simplest way would be to just use the C library.
int main(void) { SDL_Init(SDL_INIT_VIDEO); SDL_Window* window = SDL_CreateWindow( "Hello, world!", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, 0 ); bool running = true; while (running) { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { running = false; } } } SDL_DestroyWindow(window); }
to make use of RAII you might be tempted to wrap your
SDL_Window*
in a class with a destructor…struct window { SDL_Window* raw = nullptr; window(const char* title, int x, int y, int w, int h, int flags) : raw(SDL_CreateWindow(title, x, y, w, h, flags)) {} ~window() { if (raw != nullptr) { SDL_DestroyWindow(raw); raw = nullptr; } } };
but remember the rule of three - if you declare a destructor, you pretty much always also want to declare a copy constructor, and a copy assignment operator
the rule of three says that
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.
from cppreference.com, retrieved 2024-06-20 21:13 UTC+2
imagine a situation where you have a class managing a raw pointer like our
window
.what will happen with an explicit destructor, but a default copy constructor and copy assignment operator, is that upon copying an instance of the object, the new object will receive the same pointer as the original - and its destructor will run to delete the pointer, in addition to the destructor that will run to delete our original object - causing a double free!
this fulfills the rule of five, which says that if you follow the rule of three and would like the object to be movable, you will want a move constructor and move assignment operator.
Because the presence of a user-defined (or
= 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: […]from cppreference.com, retrieved 2024-06-20 21:13 UTC+2
with all of this combined, our final
window
class looks like this:struct window { SDL_Window* raw = nullptr; window(const char* title, int x, int y, int w, int h, int flags) : raw(SDL_CreateWindow(title, x, y, w, h, flags)) {} ~window() { if (raw != nullptr) { SDL_DestroyWindow(raw); raw = nullptr; } } window(const window&) = delete; void operator=(const window&) = delete; window(window&& other) { raw = other.raw; other.raw = nullptr; } window& operator=(window&& other) { raw = other.raw; other.raw = nullptr; return *this; } };
and with this class, our simple Hello, world! program becomes this:
int main(void) { SDL_Init(SDL_INIT_VIDEO); window window{ "Hello, world!", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, 0, }; bool running = true; while (running) { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { running = false; } } } }
quite a bit of boilerplate just to call save a single line of code, isn’t it?
we blew up our single line into 32. good job, young C++ programmer!
opinion time: you might be tempted to say that having this class makes it easy to provide functions that will query information about the window.
albeit I’ll admit that writing
int width; SDL_GetWindowSize(&window, &width, nullptr);
just to obtain the window width does not spark joy.
on the other hand it being this verbose does suggest that maybe it’s a little expensive to call, so there’s that.
maybe save it somewhere and reuse it during a frame. I dunno, I’m not your dad to be telling you what to do.
neither have I read the SDL2 source code to know how expensive this function is, but the principle of least surprise tells me it should always return the current window size, so I assume it always asks the OS.
let’s start with
std::shared_ptr
because it’s a bit simpler.naturally it has to know how to perform the freeing. the standard library designers could have just assumed that all allocations are created with
new
and deleted withdelete
, but unfortunately the real world is not so simple. we have C libraries to interface with after all, and there destruction is accomplished simply by calling functions!to set a custom deleter for an
std::shared_ptr
, we provide it as the 2nd argument of the constructor. so to automatically free ourSDL_Window
pointer, we would do this:int main(void) { SDL_Init(SDL_INIT_VIDEO); std::shared_ptr<SDL_Window> window{ SDL_CreateWindow( "Hello, world!", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, 0 ), SDL_DestroyWindow, }; bool running = true; while (running) { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { running = false; } } } }
and that’s all there is to it!
this is pretty much the simplest solution to our problem - it does not require declaring any additional types or anything of that sort. this is the solution I would go with in a production codebase.
this is despite
std::shared_ptr
‘s extra reference counting semantics - having formed somem Good Memory Management habits in Rust, I tend to shape my memory layout into a tree rather than a graph, so to pass the window to the rest of the program I would pass anSDL_Window&
down in function arguments. then onlymain
has to concern itself with how theSDL_Window
’s memory is managed.
using
std::shared_ptr
does have a downside though, and it’s that there is some extra overhead associated with handling the shared pointer’s control block.the control block is an additional area in memory that stores metadata about the shared pointer - the strong reference count, the weak reference count, as well as our deleter.
an additional thing to note is that when you’re constructing an
std::shared_ptr
from an existing raw pointer, C++ cannot allocate the control block together with the original allocation. this can reduce cache locality if the allocator happens to place the control block very far from the allocation we want to manage through the shared pointer.
we can avoid all of this overhead by using a
std::unique_ptr
, albeit not without some boilerplate. (spoiler: it’s still way better than our original example though!)now we can delete an
SDL_Window
using our custom deleter like so:std::unique_ptr<SDL_Window, function_delete<SDL_Window, SDL_DestroyWindow>> window{ SDL_CreateWindow( "Hello, world!", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, 0 ), };
having to type this whole type out every single time we want to refer to an owned
SDL_Window
is a bit of a pain though, so we can create a type alias:namespace sdl { using window = std::unique_ptr<SDL_Window, function_delete<SDL_Window, SDL_DestroyWindow>>; } sdl::window window{ SDL_CreateWindow( "Hello, world!", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, 0 ), };
and having to repeat
SDL_Window
twice in the type alias is no fun, so we can create a type alias forstd::unique_ptr<T, function_delete<T, Deleter>>
too:template <typename T, void (*Deleter)(T*)> using c_unique_ptr = std::unique_ptr<T, function_delete<T, Deleter>>; namespace sdl { using window = c_unique_ptr<SDL_Window, SDL_DestroyWindow>; }
…you get the idea.
the unfortunate downside to this approach is that you can get pretty abysmal template error messages upon type mismatch:
void example(const sdl::window& w); int main(void) { example(1); // ... }
sdl2.cpp:36:5: error: no matching function for call to 'example' 36 | example(1); | ^~~~~~~ sdl2.cpp:21:6: note: candidate function not viable: no known conversion from 'int' to 'const sdl::window' (aka 'const unique_ptr<SDL_Window, free_fn<SDL_Window, &SDL_DestroyWindow>>') for 1st argument 21 | void example(const sdl::window& w); | ^ ~~~~~~~~~~~~~~~~~~~~ 1 error generated.