Custom allocators as alternatives to vector of smart pointers?





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14















This question is about owning pointers, consuming pointers, smart pointers, vectors, and allocators.



I am a little bit lost on my thoughts about code architecture. Furthermore, if this question has already an answer somewhere, 1. sorry, but I haven't found a satisfying answer so far and 2. please point me to it.



My problem is the following:



I have several "things" stored in a vector and several "consumers" of those "things". So, my first try was like follows:



std::vector<thing> i_am_the_owner_of_things;
thing* get_thing_for_consumer() {
// some thing-selection logic
return &i_am_the_owner_of_things[5]; // 5 is just an example
}

...

// somewhere else in the code:
class consumer {
consumer() {
m_thing = get_thing_for_consumer();
}

thing* m_thing;
};


In my application, this would be safe because the "things" outlive the "consumers" in any case. However, more "things" can be added during runtime and that can become a problem because if the std::vector<thing> i_am_the_owner_of_things; gets reallocated, all the thing* m_thing pointers become invalid.



A fix to this scenario would be to store unique pointers to "things" instead of "things" directly, i.e. like follows:



std::vector<std::unique_ptr<thing>> i_am_the_owner_of_things;
thing* get_thing_for_consumer() {
// some thing-selection logic
return i_am_the_owner_of_things[5].get(); // 5 is just an example
}

...

// somewhere else in the code:
class consumer {
consumer() {
m_thing = get_thing_for_consumer();
}

thing* m_thing;
};


The downside here is that memory coherency between "things" is lost. Can this memory coherency be re-established by using custom allocators somehow? I am thinking of something like an allocator which would always allocate memory for, e.g., 10 elements at a time and whenever required, adds more 10-elements-sized chunks of memory.



Example:

initially:

v = ☐☐☐☐☐☐☐☐☐☐

more elements:

v = ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐

and again:

v = ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐



Using such an allocator, I wouldn't even have to use std::unique_ptrs of "things" because at std::vector's reallocation time, the memory addresses of the already existing elements would not change.



As alternative, I can only think of referencing the "thing" in "consumer" via a std::shared_ptr<thing> m_thing, as opposed to the current thing* m_thing but that seems like the worst approach to me, because a "thing" shall not own a "consumer" and with shared pointers I would create shared ownership.



So, is the allocator-approach a good one? And if so, how can it be done? Do I have to implement the allocator by myself or is there an existing one?










share|improve this question






















  • 1





    Do multiple consumer use the same thing? Because if not, wouldn't it be more appropriate to move the ownership from the vector to the consumer?

    – Mike van Dyke
    May 27 at 10:43











  • do you know maximum number of things ahead? If yes the call reserve on a vector and there will not be a reallocation of elements.

    – Marek R
    May 27 at 10:43













  • Yes, multiple consumers can use the same thing. That's the point, the ownership shall not be moved to the consumer.

    – j00hi
    May 27 at 10:44






  • 1





    @MarekR Yes, that would maybe be an option. But it can never be a clean solution because on one hand, you want this upper bound to be as tight as possible. And what if you, in some rare situation, need more?

    – j00hi
    May 27 at 10:46






  • 1





    "The downside here is that memory coherency between "things" is lost." - why is it important?

    – Igor G
    May 27 at 11:20


















14















This question is about owning pointers, consuming pointers, smart pointers, vectors, and allocators.



I am a little bit lost on my thoughts about code architecture. Furthermore, if this question has already an answer somewhere, 1. sorry, but I haven't found a satisfying answer so far and 2. please point me to it.



My problem is the following:



I have several "things" stored in a vector and several "consumers" of those "things". So, my first try was like follows:



std::vector<thing> i_am_the_owner_of_things;
thing* get_thing_for_consumer() {
// some thing-selection logic
return &i_am_the_owner_of_things[5]; // 5 is just an example
}

...

// somewhere else in the code:
class consumer {
consumer() {
m_thing = get_thing_for_consumer();
}

thing* m_thing;
};


In my application, this would be safe because the "things" outlive the "consumers" in any case. However, more "things" can be added during runtime and that can become a problem because if the std::vector<thing> i_am_the_owner_of_things; gets reallocated, all the thing* m_thing pointers become invalid.



A fix to this scenario would be to store unique pointers to "things" instead of "things" directly, i.e. like follows:



std::vector<std::unique_ptr<thing>> i_am_the_owner_of_things;
thing* get_thing_for_consumer() {
// some thing-selection logic
return i_am_the_owner_of_things[5].get(); // 5 is just an example
}

...

// somewhere else in the code:
class consumer {
consumer() {
m_thing = get_thing_for_consumer();
}

thing* m_thing;
};


The downside here is that memory coherency between "things" is lost. Can this memory coherency be re-established by using custom allocators somehow? I am thinking of something like an allocator which would always allocate memory for, e.g., 10 elements at a time and whenever required, adds more 10-elements-sized chunks of memory.



Example:

initially:

v = ☐☐☐☐☐☐☐☐☐☐

more elements:

v = ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐

and again:

v = ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐



Using such an allocator, I wouldn't even have to use std::unique_ptrs of "things" because at std::vector's reallocation time, the memory addresses of the already existing elements would not change.



As alternative, I can only think of referencing the "thing" in "consumer" via a std::shared_ptr<thing> m_thing, as opposed to the current thing* m_thing but that seems like the worst approach to me, because a "thing" shall not own a "consumer" and with shared pointers I would create shared ownership.



So, is the allocator-approach a good one? And if so, how can it be done? Do I have to implement the allocator by myself or is there an existing one?










share|improve this question






















  • 1





    Do multiple consumer use the same thing? Because if not, wouldn't it be more appropriate to move the ownership from the vector to the consumer?

    – Mike van Dyke
    May 27 at 10:43











  • do you know maximum number of things ahead? If yes the call reserve on a vector and there will not be a reallocation of elements.

    – Marek R
    May 27 at 10:43













  • Yes, multiple consumers can use the same thing. That's the point, the ownership shall not be moved to the consumer.

    – j00hi
    May 27 at 10:44






  • 1





    @MarekR Yes, that would maybe be an option. But it can never be a clean solution because on one hand, you want this upper bound to be as tight as possible. And what if you, in some rare situation, need more?

    – j00hi
    May 27 at 10:46






  • 1





    "The downside here is that memory coherency between "things" is lost." - why is it important?

    – Igor G
    May 27 at 11:20














14












14








14


3






This question is about owning pointers, consuming pointers, smart pointers, vectors, and allocators.



I am a little bit lost on my thoughts about code architecture. Furthermore, if this question has already an answer somewhere, 1. sorry, but I haven't found a satisfying answer so far and 2. please point me to it.



My problem is the following:



I have several "things" stored in a vector and several "consumers" of those "things". So, my first try was like follows:



std::vector<thing> i_am_the_owner_of_things;
thing* get_thing_for_consumer() {
// some thing-selection logic
return &i_am_the_owner_of_things[5]; // 5 is just an example
}

...

// somewhere else in the code:
class consumer {
consumer() {
m_thing = get_thing_for_consumer();
}

thing* m_thing;
};


In my application, this would be safe because the "things" outlive the "consumers" in any case. However, more "things" can be added during runtime and that can become a problem because if the std::vector<thing> i_am_the_owner_of_things; gets reallocated, all the thing* m_thing pointers become invalid.



A fix to this scenario would be to store unique pointers to "things" instead of "things" directly, i.e. like follows:



std::vector<std::unique_ptr<thing>> i_am_the_owner_of_things;
thing* get_thing_for_consumer() {
// some thing-selection logic
return i_am_the_owner_of_things[5].get(); // 5 is just an example
}

...

// somewhere else in the code:
class consumer {
consumer() {
m_thing = get_thing_for_consumer();
}

thing* m_thing;
};


The downside here is that memory coherency between "things" is lost. Can this memory coherency be re-established by using custom allocators somehow? I am thinking of something like an allocator which would always allocate memory for, e.g., 10 elements at a time and whenever required, adds more 10-elements-sized chunks of memory.



Example:

initially:

v = ☐☐☐☐☐☐☐☐☐☐

more elements:

v = ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐

and again:

v = ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐



Using such an allocator, I wouldn't even have to use std::unique_ptrs of "things" because at std::vector's reallocation time, the memory addresses of the already existing elements would not change.



As alternative, I can only think of referencing the "thing" in "consumer" via a std::shared_ptr<thing> m_thing, as opposed to the current thing* m_thing but that seems like the worst approach to me, because a "thing" shall not own a "consumer" and with shared pointers I would create shared ownership.



So, is the allocator-approach a good one? And if so, how can it be done? Do I have to implement the allocator by myself or is there an existing one?










share|improve this question
















This question is about owning pointers, consuming pointers, smart pointers, vectors, and allocators.



I am a little bit lost on my thoughts about code architecture. Furthermore, if this question has already an answer somewhere, 1. sorry, but I haven't found a satisfying answer so far and 2. please point me to it.



My problem is the following:



I have several "things" stored in a vector and several "consumers" of those "things". So, my first try was like follows:



std::vector<thing> i_am_the_owner_of_things;
thing* get_thing_for_consumer() {
// some thing-selection logic
return &i_am_the_owner_of_things[5]; // 5 is just an example
}

...

// somewhere else in the code:
class consumer {
consumer() {
m_thing = get_thing_for_consumer();
}

thing* m_thing;
};


In my application, this would be safe because the "things" outlive the "consumers" in any case. However, more "things" can be added during runtime and that can become a problem because if the std::vector<thing> i_am_the_owner_of_things; gets reallocated, all the thing* m_thing pointers become invalid.



A fix to this scenario would be to store unique pointers to "things" instead of "things" directly, i.e. like follows:



std::vector<std::unique_ptr<thing>> i_am_the_owner_of_things;
thing* get_thing_for_consumer() {
// some thing-selection logic
return i_am_the_owner_of_things[5].get(); // 5 is just an example
}

...

// somewhere else in the code:
class consumer {
consumer() {
m_thing = get_thing_for_consumer();
}

thing* m_thing;
};


The downside here is that memory coherency between "things" is lost. Can this memory coherency be re-established by using custom allocators somehow? I am thinking of something like an allocator which would always allocate memory for, e.g., 10 elements at a time and whenever required, adds more 10-elements-sized chunks of memory.



Example:

initially:

v = ☐☐☐☐☐☐☐☐☐☐

more elements:

v = ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐

and again:

v = ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐ 🡒 ☐☐☐☐☐☐☐☐☐☐



Using such an allocator, I wouldn't even have to use std::unique_ptrs of "things" because at std::vector's reallocation time, the memory addresses of the already existing elements would not change.



As alternative, I can only think of referencing the "thing" in "consumer" via a std::shared_ptr<thing> m_thing, as opposed to the current thing* m_thing but that seems like the worst approach to me, because a "thing" shall not own a "consumer" and with shared pointers I would create shared ownership.



So, is the allocator-approach a good one? And if so, how can it be done? Do I have to implement the allocator by myself or is there an existing one?







c++ c++11 shared-ptr unique-ptr allocator






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edited May 27 at 10:43







j00hi

















asked May 27 at 10:36









j00hij00hi

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  • 1





    Do multiple consumer use the same thing? Because if not, wouldn't it be more appropriate to move the ownership from the vector to the consumer?

    – Mike van Dyke
    May 27 at 10:43











  • do you know maximum number of things ahead? If yes the call reserve on a vector and there will not be a reallocation of elements.

    – Marek R
    May 27 at 10:43













  • Yes, multiple consumers can use the same thing. That's the point, the ownership shall not be moved to the consumer.

    – j00hi
    May 27 at 10:44






  • 1





    @MarekR Yes, that would maybe be an option. But it can never be a clean solution because on one hand, you want this upper bound to be as tight as possible. And what if you, in some rare situation, need more?

    – j00hi
    May 27 at 10:46






  • 1





    "The downside here is that memory coherency between "things" is lost." - why is it important?

    – Igor G
    May 27 at 11:20














  • 1





    Do multiple consumer use the same thing? Because if not, wouldn't it be more appropriate to move the ownership from the vector to the consumer?

    – Mike van Dyke
    May 27 at 10:43











  • do you know maximum number of things ahead? If yes the call reserve on a vector and there will not be a reallocation of elements.

    – Marek R
    May 27 at 10:43













  • Yes, multiple consumers can use the same thing. That's the point, the ownership shall not be moved to the consumer.

    – j00hi
    May 27 at 10:44






  • 1





    @MarekR Yes, that would maybe be an option. But it can never be a clean solution because on one hand, you want this upper bound to be as tight as possible. And what if you, in some rare situation, need more?

    – j00hi
    May 27 at 10:46






  • 1





    "The downside here is that memory coherency between "things" is lost." - why is it important?

    – Igor G
    May 27 at 11:20








1




1





Do multiple consumer use the same thing? Because if not, wouldn't it be more appropriate to move the ownership from the vector to the consumer?

– Mike van Dyke
May 27 at 10:43





Do multiple consumer use the same thing? Because if not, wouldn't it be more appropriate to move the ownership from the vector to the consumer?

– Mike van Dyke
May 27 at 10:43













do you know maximum number of things ahead? If yes the call reserve on a vector and there will not be a reallocation of elements.

– Marek R
May 27 at 10:43







do you know maximum number of things ahead? If yes the call reserve on a vector and there will not be a reallocation of elements.

– Marek R
May 27 at 10:43















Yes, multiple consumers can use the same thing. That's the point, the ownership shall not be moved to the consumer.

– j00hi
May 27 at 10:44





Yes, multiple consumers can use the same thing. That's the point, the ownership shall not be moved to the consumer.

– j00hi
May 27 at 10:44




1




1





@MarekR Yes, that would maybe be an option. But it can never be a clean solution because on one hand, you want this upper bound to be as tight as possible. And what if you, in some rare situation, need more?

– j00hi
May 27 at 10:46





@MarekR Yes, that would maybe be an option. But it can never be a clean solution because on one hand, you want this upper bound to be as tight as possible. And what if you, in some rare situation, need more?

– j00hi
May 27 at 10:46




1




1





"The downside here is that memory coherency between "things" is lost." - why is it important?

– Igor G
May 27 at 11:20





"The downside here is that memory coherency between "things" is lost." - why is it important?

– Igor G
May 27 at 11:20












4 Answers
4






active

oldest

votes


















12
















If you are able to treat thing as a value type, do so. It simplifies things, you don't need a smart pointer for circumventing the pointer/reference invalidation issue. The latter can be tackled differently:




  • If new thing instances are inserted via push_front and push_back during the program, use std::deque instead of std::vector. Then, no pointers or references to elements in this container are invalidated (iterators are invalidated, though - thanks to @odyss-jii for pointing that out). If you fear that you heavily rely on the performance benefit of the completely contiguous memory layout of std::vector: create a benchmark and profile.

  • If new thing instances are inserted in the middle of the container during the program, consider using std::list. No pointers/iterators/references are invalidated when inserting or removing container elements. Iteration over a std::list is much slower than a std::vector, but make sure this is an actual issue in your scenario before worrying too much about that.






share|improve this answer




























  • These are some good points to consider, thanks! How is memory managed in a std::deque? Isn't it also some kind of linked list or does it store memory contiguously?

    – j00hi
    May 27 at 10:51






  • 1





    It stores memory in contiguous chunks. That makes it kind of a hybrid between std::list and std::vector. Have a look at this thread for more info on std::deque.

    – lubgr
    May 27 at 10:54








  • 2





    @j00hi Its both, it uses a sort of linked lists of blocks type of layout. The downside is that on most implementations the blocksize is really small and none-growing - the small size can usually be alleviated to some extent by a macro define - but again should be as a result of profiling and not speculation.

    – darune
    May 27 at 10:55













  • That behavior of std::deque is actually exactly what I was looking for when I was asking about custom allocators in my question. I'll leave the question open for just a bit longer, hoping that someone can point me to some more information about custom allocators for this case, because I've asked for these in my question title. Otherwise, thanks a lot. The information in this answer and its comments is very concise and helpful.

    – j00hi
    May 27 at 11:03






  • 2





    Nitpick, but is it not so that iterators are in fact invalidated on std::deque::push_back and std::deque::push_front, but not references to the actual elements? Worth mentioning, so that someone does not store an iterator expecting it to remain valid after insertion at the back.

    – odyss-jii
    May 27 at 12:36





















1
















There is no single right answer to this question, since it depends a lot on the exact access patterns and desired performance characteristics.



Having said that, here is my recommendation:



Continue storing the data contiguously as you are, but do not store aliasing pointers to that data. Instead, consider a safer alternative (this is a proven method) where you fetch the pointer based on an ID right before using it -- as a side-note, in a multi-threaded application you can lock attempts to resize the underlying store whilst such a weak reference lives.



So your consumer will store an ID, and will fetch a pointer to the data from the "store" on demand. This also gives you control over all "fetches", so that you can track them, implement safety measure, etc.



void consumer::foo() {
thing *t = m_thing_store.get(m_thing_id);
if (t) {
// do something with t
}
}


Or more advanced alternative to help with synchronization in multi-threaded scenario:



void consumer::foo() {
reference<thing> t = m_thing_store.get(m_thing_id);
if (!t.empty()) {
// do something with t
}
}


Where reference would be some thread-safe RAII "weak pointer".



There are multiple ways of implementing this. You can either use an open-addressing hash table and use the ID as a key; this will give you roughly O(1) access time if you balance it properly.



Another alternative (best-case O(1), worst-case O(N)) is to use a "reference" structure, with a 32-bit ID and a 32-bit index (so same size as 64-bit pointer) -- the index serves as a sort-of cache. When you fetch, you first try the index, if the element in the index has the expected ID you are done. Otherwise, you get a "cache miss" and you do a linear scan of the store to find the element based on ID, and then you store the last-known index value in your reference.






share|improve this answer




























  • Accessing a 'thing' by ID brings some new problems: what if a given ID is reused by another thing (like in the ABA problem), what if a consumer needs RAII but the 'thing' isn't there come destruction time, is the performance of that fetch-by-id method important?

    – Igor G
    May 27 at 11:15











  • @IgorG true, but there are decent battle-proven defaults for these. For the ID, use ever-increasing sequence + interlocked increment (lock xadd) via std::atomic. As for the ownership of thing: with this solution the consumer may never own thing, the store owns it. So no consumer is allowed to assume that thing will exist at any time, it must always be checked. That is also what guarantees the memory-safety, but you must design around this principle. The performance of fetch-by-id will probably be important. If done correctly, ex. open-addressing hash table, it will be very fast.

    – odyss-jii
    May 27 at 11:21











  • I like this answer (and do not understand why it has been downvoted) because it offers a different, yet viable approach to the problem. Isn't this approach exactly what APIs like OpenGL or Vulkan do when referring to resources? I mean, I don't know how they handle it internally, but I can imagine them to handle it like proposed in this answer since they always return consecutive numbers for handles which point to resources like textures or GPU-buffers. Those numbers are also referred to as "names" of a resource.

    – j00hi
    May 27 at 16:53



















-1
















IMO best approach would be create new container which will behave is safe way.



Pros:




  • change will be done on separate level of abstraction

  • changes to old code will be minimal (just replace std::vector with new container).

  • it will be "clean code" way to do it


Cons:




  • it may look like there is a bit more work to do


Other answer proposes use of std::list which will do the job, but with larger number of allocation and slower random access. So IMO it is better to compose own container from couple of std::vectors.



So it may start look more or less like this (minimum example):



template<typename T>
class cluster_vector
{
public:
static const constexpr cluster_size = 16;

cluster_vector() {
clusters.reserve(1024);
add_cluster();
}

...

size_t size() const {
if (clusters.empty()) return 0;
return (clusters.size() - 1) * cluster_size + clusters.back().size();
}

T& operator(size_t index) {
thowIfIndexToBig(index);
return clusters[index / cluster_size][index % cluster_size];
}

void push_back(T&& x) {
if_last_is_full_add_cluster();
clusters.back().push_back(std::forward<T>(x));
}

private:
void thowIfIndexToBig(size_t index) const {
if (index >= size()) {
throw std::out_of_range("cluster_vector out of range");
}
}

void add_cluster() {
clusters.push_back({});
clusters.back().reserve(cluster_size);
}

void if_last_is_full_add_cluster() {
if (clusters.back().size() == cluster_size) {
add_cluster();
}
}

private:
std::vector<std::vector<T>> clusters;
}


This way you will provide container which will not reallocate items. It doesn't meter what T does.






share|improve this answer























  • 3





    Downvote: suggesting to "roll your own" (when standard solutions exist)

    – darune
    May 27 at 11:38













  • you mean std::list? It is not like std::list.

    – Marek R
    May 27 at 11:41



















-2

















[A shared pointer] seems like the worst approach to me, because a "thing" shall not own a "consumer" and with shared pointers I would create shared ownership.




So what? Maybe the code is a little less self-documenting, but it will solve all your problems.
(And by the way you are muddling things by using the word "consumer", which in a traditional producer/consumer paradigm would take ownership.)



Also, returning a raw pointer in your current code is already entirely ambiguous as to ownership. In general, I'd say it's good practice to avoid raw pointers if you can (like you don't need to call delete.) I would return a reference if you go with unique_ptr



std::vector<std::unique_ptr<thing>> i_am_the_owner_of_things;
thing& get_thing_for_consumer() {
// some thing-selection logic
return *i_am_the_owner_of_things[5]; // 5 is just an example
}





share|improve this answer


























  • No, shared pointers are there to express ownership. And the "consumer" in my example shall NOT get ownership of "thing" as I have clearly stated. Citing Herb Sutter in his great talk Back to the Basics! Essentials of Modern C++ Style: Non-owning raw pointers are still great.

    – j00hi
    May 28 at 13:01











  • "avoid raw pointers" is a myth. It is raw owning pointers that should be avoided. Then there is also no ambiguity, raw pointers dont own stuff

    – formerlyknownas_463035818
    May 28 at 18:07













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4 Answers
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4 Answers
4






active

oldest

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active

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active

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12
















If you are able to treat thing as a value type, do so. It simplifies things, you don't need a smart pointer for circumventing the pointer/reference invalidation issue. The latter can be tackled differently:




  • If new thing instances are inserted via push_front and push_back during the program, use std::deque instead of std::vector. Then, no pointers or references to elements in this container are invalidated (iterators are invalidated, though - thanks to @odyss-jii for pointing that out). If you fear that you heavily rely on the performance benefit of the completely contiguous memory layout of std::vector: create a benchmark and profile.

  • If new thing instances are inserted in the middle of the container during the program, consider using std::list. No pointers/iterators/references are invalidated when inserting or removing container elements. Iteration over a std::list is much slower than a std::vector, but make sure this is an actual issue in your scenario before worrying too much about that.






share|improve this answer




























  • These are some good points to consider, thanks! How is memory managed in a std::deque? Isn't it also some kind of linked list or does it store memory contiguously?

    – j00hi
    May 27 at 10:51






  • 1





    It stores memory in contiguous chunks. That makes it kind of a hybrid between std::list and std::vector. Have a look at this thread for more info on std::deque.

    – lubgr
    May 27 at 10:54








  • 2





    @j00hi Its both, it uses a sort of linked lists of blocks type of layout. The downside is that on most implementations the blocksize is really small and none-growing - the small size can usually be alleviated to some extent by a macro define - but again should be as a result of profiling and not speculation.

    – darune
    May 27 at 10:55













  • That behavior of std::deque is actually exactly what I was looking for when I was asking about custom allocators in my question. I'll leave the question open for just a bit longer, hoping that someone can point me to some more information about custom allocators for this case, because I've asked for these in my question title. Otherwise, thanks a lot. The information in this answer and its comments is very concise and helpful.

    – j00hi
    May 27 at 11:03






  • 2





    Nitpick, but is it not so that iterators are in fact invalidated on std::deque::push_back and std::deque::push_front, but not references to the actual elements? Worth mentioning, so that someone does not store an iterator expecting it to remain valid after insertion at the back.

    – odyss-jii
    May 27 at 12:36


















12
















If you are able to treat thing as a value type, do so. It simplifies things, you don't need a smart pointer for circumventing the pointer/reference invalidation issue. The latter can be tackled differently:




  • If new thing instances are inserted via push_front and push_back during the program, use std::deque instead of std::vector. Then, no pointers or references to elements in this container are invalidated (iterators are invalidated, though - thanks to @odyss-jii for pointing that out). If you fear that you heavily rely on the performance benefit of the completely contiguous memory layout of std::vector: create a benchmark and profile.

  • If new thing instances are inserted in the middle of the container during the program, consider using std::list. No pointers/iterators/references are invalidated when inserting or removing container elements. Iteration over a std::list is much slower than a std::vector, but make sure this is an actual issue in your scenario before worrying too much about that.






share|improve this answer




























  • These are some good points to consider, thanks! How is memory managed in a std::deque? Isn't it also some kind of linked list or does it store memory contiguously?

    – j00hi
    May 27 at 10:51






  • 1





    It stores memory in contiguous chunks. That makes it kind of a hybrid between std::list and std::vector. Have a look at this thread for more info on std::deque.

    – lubgr
    May 27 at 10:54








  • 2





    @j00hi Its both, it uses a sort of linked lists of blocks type of layout. The downside is that on most implementations the blocksize is really small and none-growing - the small size can usually be alleviated to some extent by a macro define - but again should be as a result of profiling and not speculation.

    – darune
    May 27 at 10:55













  • That behavior of std::deque is actually exactly what I was looking for when I was asking about custom allocators in my question. I'll leave the question open for just a bit longer, hoping that someone can point me to some more information about custom allocators for this case, because I've asked for these in my question title. Otherwise, thanks a lot. The information in this answer and its comments is very concise and helpful.

    – j00hi
    May 27 at 11:03






  • 2





    Nitpick, but is it not so that iterators are in fact invalidated on std::deque::push_back and std::deque::push_front, but not references to the actual elements? Worth mentioning, so that someone does not store an iterator expecting it to remain valid after insertion at the back.

    – odyss-jii
    May 27 at 12:36
















12














12










12









If you are able to treat thing as a value type, do so. It simplifies things, you don't need a smart pointer for circumventing the pointer/reference invalidation issue. The latter can be tackled differently:




  • If new thing instances are inserted via push_front and push_back during the program, use std::deque instead of std::vector. Then, no pointers or references to elements in this container are invalidated (iterators are invalidated, though - thanks to @odyss-jii for pointing that out). If you fear that you heavily rely on the performance benefit of the completely contiguous memory layout of std::vector: create a benchmark and profile.

  • If new thing instances are inserted in the middle of the container during the program, consider using std::list. No pointers/iterators/references are invalidated when inserting or removing container elements. Iteration over a std::list is much slower than a std::vector, but make sure this is an actual issue in your scenario before worrying too much about that.






share|improve this answer















If you are able to treat thing as a value type, do so. It simplifies things, you don't need a smart pointer for circumventing the pointer/reference invalidation issue. The latter can be tackled differently:




  • If new thing instances are inserted via push_front and push_back during the program, use std::deque instead of std::vector. Then, no pointers or references to elements in this container are invalidated (iterators are invalidated, though - thanks to @odyss-jii for pointing that out). If you fear that you heavily rely on the performance benefit of the completely contiguous memory layout of std::vector: create a benchmark and profile.

  • If new thing instances are inserted in the middle of the container during the program, consider using std::list. No pointers/iterators/references are invalidated when inserting or removing container elements. Iteration over a std::list is much slower than a std::vector, but make sure this is an actual issue in your scenario before worrying too much about that.







share|improve this answer














share|improve this answer



share|improve this answer








edited May 27 at 12:39

























answered May 27 at 10:44









lubgrlubgr

26.7k3 gold badges38 silver badges82 bronze badges




26.7k3 gold badges38 silver badges82 bronze badges
















  • These are some good points to consider, thanks! How is memory managed in a std::deque? Isn't it also some kind of linked list or does it store memory contiguously?

    – j00hi
    May 27 at 10:51






  • 1





    It stores memory in contiguous chunks. That makes it kind of a hybrid between std::list and std::vector. Have a look at this thread for more info on std::deque.

    – lubgr
    May 27 at 10:54








  • 2





    @j00hi Its both, it uses a sort of linked lists of blocks type of layout. The downside is that on most implementations the blocksize is really small and none-growing - the small size can usually be alleviated to some extent by a macro define - but again should be as a result of profiling and not speculation.

    – darune
    May 27 at 10:55













  • That behavior of std::deque is actually exactly what I was looking for when I was asking about custom allocators in my question. I'll leave the question open for just a bit longer, hoping that someone can point me to some more information about custom allocators for this case, because I've asked for these in my question title. Otherwise, thanks a lot. The information in this answer and its comments is very concise and helpful.

    – j00hi
    May 27 at 11:03






  • 2





    Nitpick, but is it not so that iterators are in fact invalidated on std::deque::push_back and std::deque::push_front, but not references to the actual elements? Worth mentioning, so that someone does not store an iterator expecting it to remain valid after insertion at the back.

    – odyss-jii
    May 27 at 12:36





















  • These are some good points to consider, thanks! How is memory managed in a std::deque? Isn't it also some kind of linked list or does it store memory contiguously?

    – j00hi
    May 27 at 10:51






  • 1





    It stores memory in contiguous chunks. That makes it kind of a hybrid between std::list and std::vector. Have a look at this thread for more info on std::deque.

    – lubgr
    May 27 at 10:54








  • 2





    @j00hi Its both, it uses a sort of linked lists of blocks type of layout. The downside is that on most implementations the blocksize is really small and none-growing - the small size can usually be alleviated to some extent by a macro define - but again should be as a result of profiling and not speculation.

    – darune
    May 27 at 10:55













  • That behavior of std::deque is actually exactly what I was looking for when I was asking about custom allocators in my question. I'll leave the question open for just a bit longer, hoping that someone can point me to some more information about custom allocators for this case, because I've asked for these in my question title. Otherwise, thanks a lot. The information in this answer and its comments is very concise and helpful.

    – j00hi
    May 27 at 11:03






  • 2





    Nitpick, but is it not so that iterators are in fact invalidated on std::deque::push_back and std::deque::push_front, but not references to the actual elements? Worth mentioning, so that someone does not store an iterator expecting it to remain valid after insertion at the back.

    – odyss-jii
    May 27 at 12:36



















These are some good points to consider, thanks! How is memory managed in a std::deque? Isn't it also some kind of linked list or does it store memory contiguously?

– j00hi
May 27 at 10:51





These are some good points to consider, thanks! How is memory managed in a std::deque? Isn't it also some kind of linked list or does it store memory contiguously?

– j00hi
May 27 at 10:51




1




1





It stores memory in contiguous chunks. That makes it kind of a hybrid between std::list and std::vector. Have a look at this thread for more info on std::deque.

– lubgr
May 27 at 10:54







It stores memory in contiguous chunks. That makes it kind of a hybrid between std::list and std::vector. Have a look at this thread for more info on std::deque.

– lubgr
May 27 at 10:54






2




2





@j00hi Its both, it uses a sort of linked lists of blocks type of layout. The downside is that on most implementations the blocksize is really small and none-growing - the small size can usually be alleviated to some extent by a macro define - but again should be as a result of profiling and not speculation.

– darune
May 27 at 10:55







@j00hi Its both, it uses a sort of linked lists of blocks type of layout. The downside is that on most implementations the blocksize is really small and none-growing - the small size can usually be alleviated to some extent by a macro define - but again should be as a result of profiling and not speculation.

– darune
May 27 at 10:55















That behavior of std::deque is actually exactly what I was looking for when I was asking about custom allocators in my question. I'll leave the question open for just a bit longer, hoping that someone can point me to some more information about custom allocators for this case, because I've asked for these in my question title. Otherwise, thanks a lot. The information in this answer and its comments is very concise and helpful.

– j00hi
May 27 at 11:03





That behavior of std::deque is actually exactly what I was looking for when I was asking about custom allocators in my question. I'll leave the question open for just a bit longer, hoping that someone can point me to some more information about custom allocators for this case, because I've asked for these in my question title. Otherwise, thanks a lot. The information in this answer and its comments is very concise and helpful.

– j00hi
May 27 at 11:03




2




2





Nitpick, but is it not so that iterators are in fact invalidated on std::deque::push_back and std::deque::push_front, but not references to the actual elements? Worth mentioning, so that someone does not store an iterator expecting it to remain valid after insertion at the back.

– odyss-jii
May 27 at 12:36







Nitpick, but is it not so that iterators are in fact invalidated on std::deque::push_back and std::deque::push_front, but not references to the actual elements? Worth mentioning, so that someone does not store an iterator expecting it to remain valid after insertion at the back.

– odyss-jii
May 27 at 12:36















1
















There is no single right answer to this question, since it depends a lot on the exact access patterns and desired performance characteristics.



Having said that, here is my recommendation:



Continue storing the data contiguously as you are, but do not store aliasing pointers to that data. Instead, consider a safer alternative (this is a proven method) where you fetch the pointer based on an ID right before using it -- as a side-note, in a multi-threaded application you can lock attempts to resize the underlying store whilst such a weak reference lives.



So your consumer will store an ID, and will fetch a pointer to the data from the "store" on demand. This also gives you control over all "fetches", so that you can track them, implement safety measure, etc.



void consumer::foo() {
thing *t = m_thing_store.get(m_thing_id);
if (t) {
// do something with t
}
}


Or more advanced alternative to help with synchronization in multi-threaded scenario:



void consumer::foo() {
reference<thing> t = m_thing_store.get(m_thing_id);
if (!t.empty()) {
// do something with t
}
}


Where reference would be some thread-safe RAII "weak pointer".



There are multiple ways of implementing this. You can either use an open-addressing hash table and use the ID as a key; this will give you roughly O(1) access time if you balance it properly.



Another alternative (best-case O(1), worst-case O(N)) is to use a "reference" structure, with a 32-bit ID and a 32-bit index (so same size as 64-bit pointer) -- the index serves as a sort-of cache. When you fetch, you first try the index, if the element in the index has the expected ID you are done. Otherwise, you get a "cache miss" and you do a linear scan of the store to find the element based on ID, and then you store the last-known index value in your reference.






share|improve this answer




























  • Accessing a 'thing' by ID brings some new problems: what if a given ID is reused by another thing (like in the ABA problem), what if a consumer needs RAII but the 'thing' isn't there come destruction time, is the performance of that fetch-by-id method important?

    – Igor G
    May 27 at 11:15











  • @IgorG true, but there are decent battle-proven defaults for these. For the ID, use ever-increasing sequence + interlocked increment (lock xadd) via std::atomic. As for the ownership of thing: with this solution the consumer may never own thing, the store owns it. So no consumer is allowed to assume that thing will exist at any time, it must always be checked. That is also what guarantees the memory-safety, but you must design around this principle. The performance of fetch-by-id will probably be important. If done correctly, ex. open-addressing hash table, it will be very fast.

    – odyss-jii
    May 27 at 11:21











  • I like this answer (and do not understand why it has been downvoted) because it offers a different, yet viable approach to the problem. Isn't this approach exactly what APIs like OpenGL or Vulkan do when referring to resources? I mean, I don't know how they handle it internally, but I can imagine them to handle it like proposed in this answer since they always return consecutive numbers for handles which point to resources like textures or GPU-buffers. Those numbers are also referred to as "names" of a resource.

    – j00hi
    May 27 at 16:53
















1
















There is no single right answer to this question, since it depends a lot on the exact access patterns and desired performance characteristics.



Having said that, here is my recommendation:



Continue storing the data contiguously as you are, but do not store aliasing pointers to that data. Instead, consider a safer alternative (this is a proven method) where you fetch the pointer based on an ID right before using it -- as a side-note, in a multi-threaded application you can lock attempts to resize the underlying store whilst such a weak reference lives.



So your consumer will store an ID, and will fetch a pointer to the data from the "store" on demand. This also gives you control over all "fetches", so that you can track them, implement safety measure, etc.



void consumer::foo() {
thing *t = m_thing_store.get(m_thing_id);
if (t) {
// do something with t
}
}


Or more advanced alternative to help with synchronization in multi-threaded scenario:



void consumer::foo() {
reference<thing> t = m_thing_store.get(m_thing_id);
if (!t.empty()) {
// do something with t
}
}


Where reference would be some thread-safe RAII "weak pointer".



There are multiple ways of implementing this. You can either use an open-addressing hash table and use the ID as a key; this will give you roughly O(1) access time if you balance it properly.



Another alternative (best-case O(1), worst-case O(N)) is to use a "reference" structure, with a 32-bit ID and a 32-bit index (so same size as 64-bit pointer) -- the index serves as a sort-of cache. When you fetch, you first try the index, if the element in the index has the expected ID you are done. Otherwise, you get a "cache miss" and you do a linear scan of the store to find the element based on ID, and then you store the last-known index value in your reference.






share|improve this answer




























  • Accessing a 'thing' by ID brings some new problems: what if a given ID is reused by another thing (like in the ABA problem), what if a consumer needs RAII but the 'thing' isn't there come destruction time, is the performance of that fetch-by-id method important?

    – Igor G
    May 27 at 11:15











  • @IgorG true, but there are decent battle-proven defaults for these. For the ID, use ever-increasing sequence + interlocked increment (lock xadd) via std::atomic. As for the ownership of thing: with this solution the consumer may never own thing, the store owns it. So no consumer is allowed to assume that thing will exist at any time, it must always be checked. That is also what guarantees the memory-safety, but you must design around this principle. The performance of fetch-by-id will probably be important. If done correctly, ex. open-addressing hash table, it will be very fast.

    – odyss-jii
    May 27 at 11:21











  • I like this answer (and do not understand why it has been downvoted) because it offers a different, yet viable approach to the problem. Isn't this approach exactly what APIs like OpenGL or Vulkan do when referring to resources? I mean, I don't know how they handle it internally, but I can imagine them to handle it like proposed in this answer since they always return consecutive numbers for handles which point to resources like textures or GPU-buffers. Those numbers are also referred to as "names" of a resource.

    – j00hi
    May 27 at 16:53














1














1










1









There is no single right answer to this question, since it depends a lot on the exact access patterns and desired performance characteristics.



Having said that, here is my recommendation:



Continue storing the data contiguously as you are, but do not store aliasing pointers to that data. Instead, consider a safer alternative (this is a proven method) where you fetch the pointer based on an ID right before using it -- as a side-note, in a multi-threaded application you can lock attempts to resize the underlying store whilst such a weak reference lives.



So your consumer will store an ID, and will fetch a pointer to the data from the "store" on demand. This also gives you control over all "fetches", so that you can track them, implement safety measure, etc.



void consumer::foo() {
thing *t = m_thing_store.get(m_thing_id);
if (t) {
// do something with t
}
}


Or more advanced alternative to help with synchronization in multi-threaded scenario:



void consumer::foo() {
reference<thing> t = m_thing_store.get(m_thing_id);
if (!t.empty()) {
// do something with t
}
}


Where reference would be some thread-safe RAII "weak pointer".



There are multiple ways of implementing this. You can either use an open-addressing hash table and use the ID as a key; this will give you roughly O(1) access time if you balance it properly.



Another alternative (best-case O(1), worst-case O(N)) is to use a "reference" structure, with a 32-bit ID and a 32-bit index (so same size as 64-bit pointer) -- the index serves as a sort-of cache. When you fetch, you first try the index, if the element in the index has the expected ID you are done. Otherwise, you get a "cache miss" and you do a linear scan of the store to find the element based on ID, and then you store the last-known index value in your reference.






share|improve this answer















There is no single right answer to this question, since it depends a lot on the exact access patterns and desired performance characteristics.



Having said that, here is my recommendation:



Continue storing the data contiguously as you are, but do not store aliasing pointers to that data. Instead, consider a safer alternative (this is a proven method) where you fetch the pointer based on an ID right before using it -- as a side-note, in a multi-threaded application you can lock attempts to resize the underlying store whilst such a weak reference lives.



So your consumer will store an ID, and will fetch a pointer to the data from the "store" on demand. This also gives you control over all "fetches", so that you can track them, implement safety measure, etc.



void consumer::foo() {
thing *t = m_thing_store.get(m_thing_id);
if (t) {
// do something with t
}
}


Or more advanced alternative to help with synchronization in multi-threaded scenario:



void consumer::foo() {
reference<thing> t = m_thing_store.get(m_thing_id);
if (!t.empty()) {
// do something with t
}
}


Where reference would be some thread-safe RAII "weak pointer".



There are multiple ways of implementing this. You can either use an open-addressing hash table and use the ID as a key; this will give you roughly O(1) access time if you balance it properly.



Another alternative (best-case O(1), worst-case O(N)) is to use a "reference" structure, with a 32-bit ID and a 32-bit index (so same size as 64-bit pointer) -- the index serves as a sort-of cache. When you fetch, you first try the index, if the element in the index has the expected ID you are done. Otherwise, you get a "cache miss" and you do a linear scan of the store to find the element based on ID, and then you store the last-known index value in your reference.







share|improve this answer














share|improve this answer



share|improve this answer








edited May 27 at 11:07

























answered May 27 at 11:00









odyss-jiiodyss-jii

2,1278 silver badges18 bronze badges




2,1278 silver badges18 bronze badges
















  • Accessing a 'thing' by ID brings some new problems: what if a given ID is reused by another thing (like in the ABA problem), what if a consumer needs RAII but the 'thing' isn't there come destruction time, is the performance of that fetch-by-id method important?

    – Igor G
    May 27 at 11:15











  • @IgorG true, but there are decent battle-proven defaults for these. For the ID, use ever-increasing sequence + interlocked increment (lock xadd) via std::atomic. As for the ownership of thing: with this solution the consumer may never own thing, the store owns it. So no consumer is allowed to assume that thing will exist at any time, it must always be checked. That is also what guarantees the memory-safety, but you must design around this principle. The performance of fetch-by-id will probably be important. If done correctly, ex. open-addressing hash table, it will be very fast.

    – odyss-jii
    May 27 at 11:21











  • I like this answer (and do not understand why it has been downvoted) because it offers a different, yet viable approach to the problem. Isn't this approach exactly what APIs like OpenGL or Vulkan do when referring to resources? I mean, I don't know how they handle it internally, but I can imagine them to handle it like proposed in this answer since they always return consecutive numbers for handles which point to resources like textures or GPU-buffers. Those numbers are also referred to as "names" of a resource.

    – j00hi
    May 27 at 16:53



















  • Accessing a 'thing' by ID brings some new problems: what if a given ID is reused by another thing (like in the ABA problem), what if a consumer needs RAII but the 'thing' isn't there come destruction time, is the performance of that fetch-by-id method important?

    – Igor G
    May 27 at 11:15











  • @IgorG true, but there are decent battle-proven defaults for these. For the ID, use ever-increasing sequence + interlocked increment (lock xadd) via std::atomic. As for the ownership of thing: with this solution the consumer may never own thing, the store owns it. So no consumer is allowed to assume that thing will exist at any time, it must always be checked. That is also what guarantees the memory-safety, but you must design around this principle. The performance of fetch-by-id will probably be important. If done correctly, ex. open-addressing hash table, it will be very fast.

    – odyss-jii
    May 27 at 11:21











  • I like this answer (and do not understand why it has been downvoted) because it offers a different, yet viable approach to the problem. Isn't this approach exactly what APIs like OpenGL or Vulkan do when referring to resources? I mean, I don't know how they handle it internally, but I can imagine them to handle it like proposed in this answer since they always return consecutive numbers for handles which point to resources like textures or GPU-buffers. Those numbers are also referred to as "names" of a resource.

    – j00hi
    May 27 at 16:53

















Accessing a 'thing' by ID brings some new problems: what if a given ID is reused by another thing (like in the ABA problem), what if a consumer needs RAII but the 'thing' isn't there come destruction time, is the performance of that fetch-by-id method important?

– Igor G
May 27 at 11:15





Accessing a 'thing' by ID brings some new problems: what if a given ID is reused by another thing (like in the ABA problem), what if a consumer needs RAII but the 'thing' isn't there come destruction time, is the performance of that fetch-by-id method important?

– Igor G
May 27 at 11:15













@IgorG true, but there are decent battle-proven defaults for these. For the ID, use ever-increasing sequence + interlocked increment (lock xadd) via std::atomic. As for the ownership of thing: with this solution the consumer may never own thing, the store owns it. So no consumer is allowed to assume that thing will exist at any time, it must always be checked. That is also what guarantees the memory-safety, but you must design around this principle. The performance of fetch-by-id will probably be important. If done correctly, ex. open-addressing hash table, it will be very fast.

– odyss-jii
May 27 at 11:21





@IgorG true, but there are decent battle-proven defaults for these. For the ID, use ever-increasing sequence + interlocked increment (lock xadd) via std::atomic. As for the ownership of thing: with this solution the consumer may never own thing, the store owns it. So no consumer is allowed to assume that thing will exist at any time, it must always be checked. That is also what guarantees the memory-safety, but you must design around this principle. The performance of fetch-by-id will probably be important. If done correctly, ex. open-addressing hash table, it will be very fast.

– odyss-jii
May 27 at 11:21













I like this answer (and do not understand why it has been downvoted) because it offers a different, yet viable approach to the problem. Isn't this approach exactly what APIs like OpenGL or Vulkan do when referring to resources? I mean, I don't know how they handle it internally, but I can imagine them to handle it like proposed in this answer since they always return consecutive numbers for handles which point to resources like textures or GPU-buffers. Those numbers are also referred to as "names" of a resource.

– j00hi
May 27 at 16:53





I like this answer (and do not understand why it has been downvoted) because it offers a different, yet viable approach to the problem. Isn't this approach exactly what APIs like OpenGL or Vulkan do when referring to resources? I mean, I don't know how they handle it internally, but I can imagine them to handle it like proposed in this answer since they always return consecutive numbers for handles which point to resources like textures or GPU-buffers. Those numbers are also referred to as "names" of a resource.

– j00hi
May 27 at 16:53











-1
















IMO best approach would be create new container which will behave is safe way.



Pros:




  • change will be done on separate level of abstraction

  • changes to old code will be minimal (just replace std::vector with new container).

  • it will be "clean code" way to do it


Cons:




  • it may look like there is a bit more work to do


Other answer proposes use of std::list which will do the job, but with larger number of allocation and slower random access. So IMO it is better to compose own container from couple of std::vectors.



So it may start look more or less like this (minimum example):



template<typename T>
class cluster_vector
{
public:
static const constexpr cluster_size = 16;

cluster_vector() {
clusters.reserve(1024);
add_cluster();
}

...

size_t size() const {
if (clusters.empty()) return 0;
return (clusters.size() - 1) * cluster_size + clusters.back().size();
}

T& operator(size_t index) {
thowIfIndexToBig(index);
return clusters[index / cluster_size][index % cluster_size];
}

void push_back(T&& x) {
if_last_is_full_add_cluster();
clusters.back().push_back(std::forward<T>(x));
}

private:
void thowIfIndexToBig(size_t index) const {
if (index >= size()) {
throw std::out_of_range("cluster_vector out of range");
}
}

void add_cluster() {
clusters.push_back({});
clusters.back().reserve(cluster_size);
}

void if_last_is_full_add_cluster() {
if (clusters.back().size() == cluster_size) {
add_cluster();
}
}

private:
std::vector<std::vector<T>> clusters;
}


This way you will provide container which will not reallocate items. It doesn't meter what T does.






share|improve this answer























  • 3





    Downvote: suggesting to "roll your own" (when standard solutions exist)

    – darune
    May 27 at 11:38













  • you mean std::list? It is not like std::list.

    – Marek R
    May 27 at 11:41
















-1
















IMO best approach would be create new container which will behave is safe way.



Pros:




  • change will be done on separate level of abstraction

  • changes to old code will be minimal (just replace std::vector with new container).

  • it will be "clean code" way to do it


Cons:




  • it may look like there is a bit more work to do


Other answer proposes use of std::list which will do the job, but with larger number of allocation and slower random access. So IMO it is better to compose own container from couple of std::vectors.



So it may start look more or less like this (minimum example):



template<typename T>
class cluster_vector
{
public:
static const constexpr cluster_size = 16;

cluster_vector() {
clusters.reserve(1024);
add_cluster();
}

...

size_t size() const {
if (clusters.empty()) return 0;
return (clusters.size() - 1) * cluster_size + clusters.back().size();
}

T& operator(size_t index) {
thowIfIndexToBig(index);
return clusters[index / cluster_size][index % cluster_size];
}

void push_back(T&& x) {
if_last_is_full_add_cluster();
clusters.back().push_back(std::forward<T>(x));
}

private:
void thowIfIndexToBig(size_t index) const {
if (index >= size()) {
throw std::out_of_range("cluster_vector out of range");
}
}

void add_cluster() {
clusters.push_back({});
clusters.back().reserve(cluster_size);
}

void if_last_is_full_add_cluster() {
if (clusters.back().size() == cluster_size) {
add_cluster();
}
}

private:
std::vector<std::vector<T>> clusters;
}


This way you will provide container which will not reallocate items. It doesn't meter what T does.






share|improve this answer























  • 3





    Downvote: suggesting to "roll your own" (when standard solutions exist)

    – darune
    May 27 at 11:38













  • you mean std::list? It is not like std::list.

    – Marek R
    May 27 at 11:41














-1














-1










-1









IMO best approach would be create new container which will behave is safe way.



Pros:




  • change will be done on separate level of abstraction

  • changes to old code will be minimal (just replace std::vector with new container).

  • it will be "clean code" way to do it


Cons:




  • it may look like there is a bit more work to do


Other answer proposes use of std::list which will do the job, but with larger number of allocation and slower random access. So IMO it is better to compose own container from couple of std::vectors.



So it may start look more or less like this (minimum example):



template<typename T>
class cluster_vector
{
public:
static const constexpr cluster_size = 16;

cluster_vector() {
clusters.reserve(1024);
add_cluster();
}

...

size_t size() const {
if (clusters.empty()) return 0;
return (clusters.size() - 1) * cluster_size + clusters.back().size();
}

T& operator(size_t index) {
thowIfIndexToBig(index);
return clusters[index / cluster_size][index % cluster_size];
}

void push_back(T&& x) {
if_last_is_full_add_cluster();
clusters.back().push_back(std::forward<T>(x));
}

private:
void thowIfIndexToBig(size_t index) const {
if (index >= size()) {
throw std::out_of_range("cluster_vector out of range");
}
}

void add_cluster() {
clusters.push_back({});
clusters.back().reserve(cluster_size);
}

void if_last_is_full_add_cluster() {
if (clusters.back().size() == cluster_size) {
add_cluster();
}
}

private:
std::vector<std::vector<T>> clusters;
}


This way you will provide container which will not reallocate items. It doesn't meter what T does.






share|improve this answer















IMO best approach would be create new container which will behave is safe way.



Pros:




  • change will be done on separate level of abstraction

  • changes to old code will be minimal (just replace std::vector with new container).

  • it will be "clean code" way to do it


Cons:




  • it may look like there is a bit more work to do


Other answer proposes use of std::list which will do the job, but with larger number of allocation and slower random access. So IMO it is better to compose own container from couple of std::vectors.



So it may start look more or less like this (minimum example):



template<typename T>
class cluster_vector
{
public:
static const constexpr cluster_size = 16;

cluster_vector() {
clusters.reserve(1024);
add_cluster();
}

...

size_t size() const {
if (clusters.empty()) return 0;
return (clusters.size() - 1) * cluster_size + clusters.back().size();
}

T& operator(size_t index) {
thowIfIndexToBig(index);
return clusters[index / cluster_size][index % cluster_size];
}

void push_back(T&& x) {
if_last_is_full_add_cluster();
clusters.back().push_back(std::forward<T>(x));
}

private:
void thowIfIndexToBig(size_t index) const {
if (index >= size()) {
throw std::out_of_range("cluster_vector out of range");
}
}

void add_cluster() {
clusters.push_back({});
clusters.back().reserve(cluster_size);
}

void if_last_is_full_add_cluster() {
if (clusters.back().size() == cluster_size) {
add_cluster();
}
}

private:
std::vector<std::vector<T>> clusters;
}


This way you will provide container which will not reallocate items. It doesn't meter what T does.







share|improve this answer














share|improve this answer



share|improve this answer








edited May 27 at 11:44

























answered May 27 at 11:33









Marek RMarek R

15.7k3 gold badges30 silver badges81 bronze badges




15.7k3 gold badges30 silver badges81 bronze badges











  • 3





    Downvote: suggesting to "roll your own" (when standard solutions exist)

    – darune
    May 27 at 11:38













  • you mean std::list? It is not like std::list.

    – Marek R
    May 27 at 11:41














  • 3





    Downvote: suggesting to "roll your own" (when standard solutions exist)

    – darune
    May 27 at 11:38













  • you mean std::list? It is not like std::list.

    – Marek R
    May 27 at 11:41








3




3





Downvote: suggesting to "roll your own" (when standard solutions exist)

– darune
May 27 at 11:38







Downvote: suggesting to "roll your own" (when standard solutions exist)

– darune
May 27 at 11:38















you mean std::list? It is not like std::list.

– Marek R
May 27 at 11:41





you mean std::list? It is not like std::list.

– Marek R
May 27 at 11:41











-2

















[A shared pointer] seems like the worst approach to me, because a "thing" shall not own a "consumer" and with shared pointers I would create shared ownership.




So what? Maybe the code is a little less self-documenting, but it will solve all your problems.
(And by the way you are muddling things by using the word "consumer", which in a traditional producer/consumer paradigm would take ownership.)



Also, returning a raw pointer in your current code is already entirely ambiguous as to ownership. In general, I'd say it's good practice to avoid raw pointers if you can (like you don't need to call delete.) I would return a reference if you go with unique_ptr



std::vector<std::unique_ptr<thing>> i_am_the_owner_of_things;
thing& get_thing_for_consumer() {
// some thing-selection logic
return *i_am_the_owner_of_things[5]; // 5 is just an example
}





share|improve this answer


























  • No, shared pointers are there to express ownership. And the "consumer" in my example shall NOT get ownership of "thing" as I have clearly stated. Citing Herb Sutter in his great talk Back to the Basics! Essentials of Modern C++ Style: Non-owning raw pointers are still great.

    – j00hi
    May 28 at 13:01











  • "avoid raw pointers" is a myth. It is raw owning pointers that should be avoided. Then there is also no ambiguity, raw pointers dont own stuff

    – formerlyknownas_463035818
    May 28 at 18:07
















-2

















[A shared pointer] seems like the worst approach to me, because a "thing" shall not own a "consumer" and with shared pointers I would create shared ownership.




So what? Maybe the code is a little less self-documenting, but it will solve all your problems.
(And by the way you are muddling things by using the word "consumer", which in a traditional producer/consumer paradigm would take ownership.)



Also, returning a raw pointer in your current code is already entirely ambiguous as to ownership. In general, I'd say it's good practice to avoid raw pointers if you can (like you don't need to call delete.) I would return a reference if you go with unique_ptr



std::vector<std::unique_ptr<thing>> i_am_the_owner_of_things;
thing& get_thing_for_consumer() {
// some thing-selection logic
return *i_am_the_owner_of_things[5]; // 5 is just an example
}





share|improve this answer


























  • No, shared pointers are there to express ownership. And the "consumer" in my example shall NOT get ownership of "thing" as I have clearly stated. Citing Herb Sutter in his great talk Back to the Basics! Essentials of Modern C++ Style: Non-owning raw pointers are still great.

    – j00hi
    May 28 at 13:01











  • "avoid raw pointers" is a myth. It is raw owning pointers that should be avoided. Then there is also no ambiguity, raw pointers dont own stuff

    – formerlyknownas_463035818
    May 28 at 18:07














-2














-2










-2










[A shared pointer] seems like the worst approach to me, because a "thing" shall not own a "consumer" and with shared pointers I would create shared ownership.




So what? Maybe the code is a little less self-documenting, but it will solve all your problems.
(And by the way you are muddling things by using the word "consumer", which in a traditional producer/consumer paradigm would take ownership.)



Also, returning a raw pointer in your current code is already entirely ambiguous as to ownership. In general, I'd say it's good practice to avoid raw pointers if you can (like you don't need to call delete.) I would return a reference if you go with unique_ptr



std::vector<std::unique_ptr<thing>> i_am_the_owner_of_things;
thing& get_thing_for_consumer() {
// some thing-selection logic
return *i_am_the_owner_of_things[5]; // 5 is just an example
}





share|improve this answer














[A shared pointer] seems like the worst approach to me, because a "thing" shall not own a "consumer" and with shared pointers I would create shared ownership.




So what? Maybe the code is a little less self-documenting, but it will solve all your problems.
(And by the way you are muddling things by using the word "consumer", which in a traditional producer/consumer paradigm would take ownership.)



Also, returning a raw pointer in your current code is already entirely ambiguous as to ownership. In general, I'd say it's good practice to avoid raw pointers if you can (like you don't need to call delete.) I would return a reference if you go with unique_ptr



std::vector<std::unique_ptr<thing>> i_am_the_owner_of_things;
thing& get_thing_for_consumer() {
// some thing-selection logic
return *i_am_the_owner_of_things[5]; // 5 is just an example
}






share|improve this answer












share|improve this answer



share|improve this answer










answered May 27 at 19:47









IceGlassesIceGlasses

673 bronze badges




673 bronze badges
















  • No, shared pointers are there to express ownership. And the "consumer" in my example shall NOT get ownership of "thing" as I have clearly stated. Citing Herb Sutter in his great talk Back to the Basics! Essentials of Modern C++ Style: Non-owning raw pointers are still great.

    – j00hi
    May 28 at 13:01











  • "avoid raw pointers" is a myth. It is raw owning pointers that should be avoided. Then there is also no ambiguity, raw pointers dont own stuff

    – formerlyknownas_463035818
    May 28 at 18:07



















  • No, shared pointers are there to express ownership. And the "consumer" in my example shall NOT get ownership of "thing" as I have clearly stated. Citing Herb Sutter in his great talk Back to the Basics! Essentials of Modern C++ Style: Non-owning raw pointers are still great.

    – j00hi
    May 28 at 13:01











  • "avoid raw pointers" is a myth. It is raw owning pointers that should be avoided. Then there is also no ambiguity, raw pointers dont own stuff

    – formerlyknownas_463035818
    May 28 at 18:07

















No, shared pointers are there to express ownership. And the "consumer" in my example shall NOT get ownership of "thing" as I have clearly stated. Citing Herb Sutter in his great talk Back to the Basics! Essentials of Modern C++ Style: Non-owning raw pointers are still great.

– j00hi
May 28 at 13:01





No, shared pointers are there to express ownership. And the "consumer" in my example shall NOT get ownership of "thing" as I have clearly stated. Citing Herb Sutter in his great talk Back to the Basics! Essentials of Modern C++ Style: Non-owning raw pointers are still great.

– j00hi
May 28 at 13:01













"avoid raw pointers" is a myth. It is raw owning pointers that should be avoided. Then there is also no ambiguity, raw pointers dont own stuff

– formerlyknownas_463035818
May 28 at 18:07





"avoid raw pointers" is a myth. It is raw owning pointers that should be avoided. Then there is also no ambiguity, raw pointers dont own stuff

– formerlyknownas_463035818
May 28 at 18:07



















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