C++ Objects: When Should I Use Pointer or Reference

C++ Objects: When should I use pointer or reference

A reference is basically a pointer with restrictions (has to be bound on creation, can't be rebound/null). If it makes sense for your code to use these restrictions, then using a reference instead of a pointer allows the compiler to warn you about accidentally violating them.

It's a lot like the const qualifier: the language could exist without it, it's just there as a bonus feature of sorts that makes it easier to develop safe code.

When to use references vs. pointers

Use reference wherever you can, pointers wherever you must.

Avoid pointers until you can't.

The reason is that pointers make things harder to follow/read, less safe and far more dangerous manipulations than any other constructs.

So the rule of thumb is to use pointers only if there is no other choice.

For example, returning a pointer to an object is a valid option when the function can return nullptr in some cases and it is assumed it will. That said, a better option would be to use something similar to std::optional (requires C++17; before that, there's boost::optional).

Another example is to use pointers to raw memory for specific memory manipulations. That should be hidden and localized in very narrow parts of the code, to help limit the dangerous parts of the whole code base.

In your example, there is no point in using a pointer as argument because:

  1. if you provide nullptr as the argument, you're going in undefined-behaviour-land;
  2. the reference attribute version doesn't allow (without easy to spot tricks) the problem with 1.
  3. the reference attribute version is simpler to understand for the user: you have to provide a valid object, not something that could be null.

If the behaviour of the function would have to work with or without a given object, then using a pointer as attribute suggests that you can pass nullptr as the argument and it is fine for the function. That's kind of a contract between the user and the implementation.

Why should I use a pointer rather than the object itself?

It's very unfortunate that you see dynamic allocation so often. That just shows how many bad C++ programmers there are.

In a sense, you have two questions bundled up into one. The first is when should we use dynamic allocation (using new)? The second is when should we use pointers?

The important take-home message is that you should always use the appropriate tool for the job. In almost all situations, there is something more appropriate and safer than performing manual dynamic allocation and/or using raw pointers.

Dynamic allocation

In your question, you've demonstrated two ways of creating an object. The main difference is the storage duration of the object. When doing Object myObject; within a block, the object is created with automatic storage duration, which means it will be destroyed automatically when it goes out of scope. When you do new Object(), the object has dynamic storage duration, which means it stays alive until you explicitly delete it. You should only use dynamic storage duration when you need it.
That is, you should always prefer creating objects with automatic storage duration when you can.

The main two situations in which you might require dynamic allocation:

  1. You need the object to outlive the current scope - that specific object at that specific memory location, not a copy of it. If you're okay with copying/moving the object (most of the time you should be), you should prefer an automatic object.
  2. You need to allocate a lot of memory, which may easily fill up the stack. It would be nice if we didn't have to concern ourselves with this (most of the time you shouldn't have to), as it's really outside the purview of C++, but unfortunately, we have to deal with the reality of the systems we're developing for.

When you do absolutely require dynamic allocation, you should encapsulate it in a smart pointer or some other type that performs RAII (like the standard containers). Smart pointers provide ownership semantics of dynamically allocated objects. Take a look at std::unique_ptr and std::shared_ptr, for example. If you use them appropriately, you can almost entirely avoid performing your own memory management (see the Rule of Zero).

Pointers

However, there are other more general uses for raw pointers beyond dynamic allocation, but most have alternatives that you should prefer. As before, always prefer the alternatives unless you really need pointers.

  1. You need reference semantics. Sometimes you want to pass an object using a pointer (regardless of how it was allocated) because you want the function to which you're passing it to have access that that specific object (not a copy of it). However, in most situations, you should prefer reference types to pointers, because this is specifically what they're designed for. Note this is not necessarily about extending the lifetime of the object beyond the current scope, as in situation 1 above. As before, if you're okay with passing a copy of the object, you don't need reference semantics.

  2. You need polymorphism. You can only call functions polymorphically (that is, according to the dynamic type of an object) through a pointer or reference to the object. If that's the behavior you need, then you need to use pointers or references. Again, references should be preferred.

  3. You want to represent that an object is optional by allowing a nullptr to be passed when the object is being omitted. If it's an argument, you should prefer to use default arguments or function overloads. Otherwise, you should preferably use a type that encapsulates this behavior, such as std::optional (introduced in C++17 - with earlier C++ standards, use boost::optional).

  4. You want to decouple compilation units to improve compilation time. The useful property of a pointer is that you only require a forward declaration of the pointed-to type (to actually use the object, you'll need a definition). This allows you to decouple parts of your compilation process, which may significantly improve compilation time. See the Pimpl idiom.

  5. You need to interface with a C library or a C-style library. At this point, you're forced to use raw pointers. The best thing you can do is make sure you only let your raw pointers loose at the last possible moment. You can get a raw pointer from a smart pointer, for example, by using its get member function. If a library performs some allocation for you which it expects you to deallocate via a handle, you can often wrap the handle up in a smart pointer with a custom deleter that will deallocate the object appropriately.

Should I prefer pointers or references in member data?

Avoid reference members, because they restrict what the implementation of a class can do (including, as you mention, preventing the implementation of an assignment operator) and provide no benefits to what the class can provide.

Example problems:

  • you are forced to initialise the reference in each constructor's initialiser list: there's no way to factor out this initialisation into another function (until C++0x, anyway edit: C++ now has delegating constructors)
  • the reference cannot be rebound or be null. This can be an advantage, but if the code ever needs changing to allow rebinding or for the member to be null, all uses of the member need to change
  • unlike pointer members, references can't easily be replaced by smart pointers or iterators as refactoring might require
  • Whenever a reference is used it looks like value type (. operator etc), but behaves like a pointer (can dangle) - so e.g. Google Style Guide discourages it

What is the difference between a C# Reference and a Pointer?

C# references can, and will be relocated by garbage collector but normal pointers are static. This is why we use fixed keyword when acquiring a pointer to an array element, to prevent it from getting moved.

EDIT: Conceptually, yes. They are more or less the same.

c++: when to use pointers?

If you don't know when you should use pointers just don't use them.

It will become apparent when you need to use them, every situation is different. It is not easy to sum up concisely when they should be used. Do not get into the habit of 'always using pointers for objects', that is certainly bad advice.



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