Counting Objects in C++
Scott Meyers
It isn't hard to keep a count of all the objects allocated for a given
class in C++, unless you have to deal with distractions.
Sometimes easy things are easy, but they're still subtle. For example,
suppose you have a class Widget, and you'd like to have a way to find out at
run time how many Widget objects exist. An approach that's both easy to
implement and that gives the right answer is to create a static counter in
Widget, increment the counter each time a Widget constructor is called, and
decrement it whenever the Widget destructor is called. You also need a static
member function howMany to report how many Widgets currently exist. If Widget
did nothing but track how many of its type exist, it would look more or less
like this:
class Widget {
public:
Widget() { ++count; }
Widget(const Widget&) { ++count; }
~Widget() { --count; }
static size_t howMany()
{ return count; }
private:
static size_t count;
};
// obligatory definition of count. This
// goes in an implementation file
size_t Widget::count = 0;
This works fine. The only mildly tricky thing is to remember to implement the
copy constructor, because a compiler-generated copy constructor for Widget
wouldn't know to increment count.
If you had to do this only for Widget, you'd be done, but counting objects is
something you might want to implement for several classes. Doing the same
thing over and over gets tedious, and tedium leads to errors. To forestall
such tedium, it would be best to somehow package the above object-counting
code so it could be reused in any class that wanted it. The ideal package woul
d:
* be easy to use — require minimal work on the part of class authors who
want to use it. Ideally, they shouldn't have to do more than one thing, that
is, more than basically say "I want to count the objects of this type."
* be efficient — impose no unnecessary space or time penalties on client
classes employing the package.
* be foolproof — be next to impossible to accidently yield a count that
is incorrect. (We're not going to worry about malicious clients, ones who
deliberately try to mess up the count. In C++, such clients can always find a
way to do their dirty deeds.)
Stop for a moment and think about how you'd implement a reusable
object-counting package that satisfies the goals above. It's probably harder
than you expect. If it were as easy as it seems like it should be, you
wouldn't be reading an article about it in this magazine.
new, delete, and Exceptions
While you're mulling over your solution to the object-counting problem, allow
me to switch to what seems like an unrelated topic. That topic is the
relationship between new and delete when constructors throw exceptions. When
you ask C++ to dynamically allocate an object, you use a new expression, as in
:
class ABCD { ... }; // ABCD = "A Big Complex Datatype"
ABCD *p = new ABCD; // a new expression
The new expression — whose meaning is built into the language and whose
behavior you cannot change — does two things. First, it calls a memory
allocation function called operator new. That function is responsible for
finding enough memory to hold an ABCD object. If the call to operator new
succeeds, the new expression then invokes an ABCD constructor on the memory
that operator new found.
But suppose operator new throws a std::bad_alloc exception. Exceptions of
this type indicate that an attempt to dynamically allocate memory has failed.
In the new expression above, there are two functions that might give rise to
that exception. The first is the invocation of operator new that is supposed
to find enough memory to hold an ABCD object. The second is the subsequent
invocation of the ABCD constructor that is supposed to turn the raw memory
into a valid ABCD object.
If the exception came from the call to operator new, no memory was allocated.
However, if the call to operator new succeeded and the invocation of the ABCD
constructor led to the exception, it is important that the memory allocated
by operator new be deallocated. If it's not, the program has a memory leak.
It's not possible for the client — the code requesting creation of the ABCD
object — to determine which function gave rise to the exception.
For many years this was a hole in the draft C++ language specification, but
in March 1995 the C++ Standards committee adopted the rule that if, during a
new expression, the invocation of operator new succeeds and the subsequent
constructor call throws an exception, the runtime system must automatically
deallocate the memory that operator new allocated. This deallocation is
performed by operator delete, the deallocation analogue of operator new. (For
details, see the sidebar on placement new and placement delete.)
It is this relationship between new expressions and operator delete affects
us in our attempt to automate the counting of object instantiations.
Counting Objects
In all likelihood, your solution to the object-counting problem involved the
development of an object-counting class. Your class probably looks remarkably
like, perhaps even exactly like, the Widget class I showed earlier:
// see below for a discussion of why
// this isn't quite right
class Counter {
public:
Counter() { ++count; }
Counter(const Counter&) { ++count; }
~Counter() { --count; }
static size_t howMany()
{ return count; }
private:
static size_t count;
};
// This still goes in an
// implementation file
size_t Counter::count = 0;
The idea here is that authors of classes that need to count the number of
objects in existence simply use Counter to take care of the bookkeeping.
There are two obvious ways to do this. One way is to define a Counter object
as a class data member, as in:
// embed a Counter to count objects
class Widget {
public:
..... // all the usual public
// Widget stuff
static size_t howMany()
{ return Counter::howMany(); }
private:
..... // all the usual private
// Widget stuff
Counter c;
};
The other way is to declare Counter as a base class, as in:
// inherit from Counter to count objects
class Widget: public Counter {
..... // all the usual public
// Widget stuff
private:
..... // all the usual private
// Widget stuff
};
Both approaches have advantages and disadvantages. But before we examine
them, we need to observe that neither approach will work in its current form.
The problem has to do with the static object count inside Counter. There's
only one such object, but we need one for each class using Counter. For
example, if we want to count both Widgets and ABCDs, we need two static
size_t objects, not one. Making Counter::count nonstatic doesn't solve the
problem, because we need one counter per class, not one counter per object.
We can get the behavior we want by employing one of the best-known but
oddest-named tricks in all of C++: we turn Counter into a template, and each
class using Counter instantiates the template with itself as the template
argument.
Let me say that again. Counter becomes a template:
template
class Counter {
public:
Counter() { ++count; }
Counter(const Counter&) { ++count; }
~Counter() { --count; }
static size_t howMany()
{ return count; }
private:
static size_t count;
};
template
size_t
Counter
The first Widget implementation choice now looks like:
// embed a Counter to count objects
class Widget {
public:
.....
static size_t howMany()
{return Counter
private:
.....
Counter
};
And the second choice now looks like:
// inherit from Counter to count objects
class Widget: public Counter
.....
};
Notice how in both cases we replace Counter with Counter
earlier, each class using Counter instantiates the template with itself as
the argument.
The tactic of a class instantiating a template for its own use by passing
itself as the template argument was first publicized by Jim Coplien. He
showed that it's used in many languages (not just C++) and he called it "a
curiously recurring template pattern" [1]. I don't think Jim intended it, but
his description of the pattern has pretty much become its name. That's too
bad, because pattern names are important, and this one fails to convey
information about what it does or how it's used.
The naming of patterns is as much art as anything else, and I'm not very good
at it, but I'd probably call this pattern something like "Do It For Me."
Basically, each class generated from Counter provides a service (it counts
how many objects exist) for the class requesting the Counter instantiation.
So the class Counter
counts ABCDs.
Now that Counter is a template, both the embedding design and the inheritance
design will work, so we're in a position to evaluate their comparative
strengths and weaknesses. One of our design criteria was that object-counting
functionality should be easy for clients to obtain, and the code above makes
clear that the inheritance-based design is easier than the embedding-based
design. That's because the former requires only the mentioning of Counter as
a base class, whereas the latter requires that a Counter data member be
defined and that howMany be reimplemented by clients to invoke Counter's
howMany [2]. That's not a lot of additional work (client howManys are simple
inline functions), but having to do one thing is easier than having to do
two. So let's first turn our attention to the design employing inheritance.
Using Public Inheritance
The design based on inheritance works because C++ guarantees that each time a
derived class object is constructed or destroyed, its base class part will
also be constructed first and destroyed last. Making Counter a base class
thus ensures that a Counter constructor or destructor will be called each
time a class inheriting from it has an object created or destroyed.
Any time the subject of base classes comes up, however, so does the subject
of virtual destructors. Should Counter have one? Well-established principles
of object-oriented design for C++ dictate that it should. If it has no
virtual destructor, deletion of a derived class object via a base class
pointer yields undefined (and typically undesirable) results:
class Widget: public Counter
{ ... };
Counter
new Widget; // get base class ptr
// to derived class object
......
delete pw; // yields undefined results
// if the base class lacks
// a virtual destructor
Such behavior would violate our criterion that our object-counting design be
essentially foolproof, because there's nothing unreasonable about the code
above. That's a powerful argument for giving Counter a virtual destructor.
Another criterion, however, was maximal efficiency (imposition of no
unnecessary speed or space penalty for counting objects), and now we're in
trouble. We're in trouble because the presence of a virtual destructor (or
any virtual function) in Counter means each object of type Counter (or a
class derived from Counter) will contain a (hidden) virtual pointer, and this
will increase the size of such objects if they don't already support virtual
functions [3]. That is, if Widget itself contains no virtual functions,
objects of type Widget would increase in size if Widget started inheriting
from Counter
The only way to avoid it is to find a way to prevent clients from deleting
derived class objects via base class pointers. It seems that a reasonable way
to achieve this is to declare operator delete private in Counter:
template
class Counter {
public:
.....
private:
void operator delete(void*);
.....
};
Now the delete expression won't compile:
class Widget: public Counter
Counter
delete pw; // Error. Can't call private
// operator delete
Unfortunately — and this is the really interesting part — the new expression
shouldn't compile either!
Counter
new Widget; // this should not
// compile because
// operator delete is
// private
Remember from my earlier discussion of new, delete, and exceptions that C++'s
runtime system is responsible for deallocating memory allocated by operator
new if the subsequent constructor invocation fails. Recall also that operator
delete is the function called to perform the deallocation. But we've declared
operator delete private in Counter, which makes it invalid to create objects
on the heap via new!
Yes, this is counterintuitive, and don't be surprised if your compilers don't
yet support this rule, but the behavior I've described is correct.
Furthermore, there's no other obvious way to prevent deletion of derived
class objects via Counter* pointers, and we've already rejected the notion of
a virtual destructor in Counter. So I say we abandon this design and turn our
attention to using a Counter data member instead.
Using a Data Member
We've already seen that the design based on a Counter data member has one
drawback: clients must both define a Counter data member and write an inline
version of howMany that calls the Counter's howMany function. That's
marginally more work than we'd like to impose on clients, but it's hardly
unmanageable. There is another drawback, however. The addition of a Counter
data member to a class will often increase the size of objects of that class
type.
At first blush, this is hardly a revelation. After all, how surprising is it
that adding a data member to a class makes objects of that type bigger? But
blush again. Look at the definition of Counter:
template
class Counter {
public:
Counter();
Counter(const Counter&);
~Counter();
static size_t howMany();
private:
static size_t count;
};
Notice how it has no nonstatic data members. That means each object of type
Counter contains nothing. Might we hope that objects of type Counter have
size zero? We might, but it would do us no good. C++ is quite clear on this
point. All objects have a size of at least one byte, even objects with no
nonstatic data members. By definition, sizeof will yield some positive number
for each class instantiated from the Counter template. So each client class
containing a Counter object will contain more data than it would if it didn't
contain the Counter.
(Interestingly, this does not imply that the size of a class without a
Counter will necessarily be bigger than the size of the same class containing
a Counter. That's because alignment restrictions can enter into the matter.
For example, if Widget is a class containing two bytes of data but that's
required to be four-byte aligned, each object of type Widget will contain two
bytes of padding, and sizeof(Widget) will return 4. If, as is common,
compilers satisfy the requirement that no objects have zero size by inserting
a char into Counter
4 even if Widget contains a Counter
take the place of one of the bytes of padding that Widget already contained.
This is not a terribly common scenario, however, and we certainly can't plan
on it when designing a way to package object-counting capabilities.)
I'm writing this at the very beginning of the Christmas season. (It is in
fact Thanksgiving Day, which gives you some idea of how I celebrate major
holidays...) Already I'm in a Bah Humbug mood. All I want to do is count
objects, and I don't want to haul along any extra baggage to do it. There has
got to be a way.
Using Private Inheritance
Look again at the inheritance-based code that led to the need to consider a
virtual destructor in Counter:
class Widget: public Counter
{ ... };
Counter
......
delete
pw; // yields undefined results
// if Counter lacks a virtual
// destructor
Earlier we tried to prevent this sequence of operations by preventing the
delete expression from compiling, but we discovered that that also prohibited
the new expression from compiling. But there is something else we can
prohibit. We can prohibit the implicit conversion from a Widget* pointer
(which is what new returns) to a Counter
can prevent inheritance-based pointer conversions. All we have to do is
replace the use of public inheritance with private inheritance:
class Widget: private Counter
{ ... };
Counter
new Widget; // error! no implicit
// conversion from
// Widget* to
// Counter
Furthermore, we're likely to find that the use of Counter as a base class
does not increase the size of Widget compared to Widget's stand-alone size.
Yes, I know I just finished telling you that no class has zero size, but —
well, that's not really what I said. What I said was that no objects have
zero size. The C++ Standard makes clear that the base-class part of a more
derived object may have zero size. In fact many compilers implement what has
come to be known as the empty base optimization [4].
Thus, if a Widget contains a Counter, the size of the Widget must increase.
The Counter data member is an object in its own right, hence it must have
nonzero size. But if Widget inherits from Counter, compilers are allowed to
keep Widget the same size it was before. This suggests an interesting rule of
thumb for designs where space is tight and empty classes are involved: prefer
private inheritance to containment when both will do.
This last design is nearly perfect. It fulfills the efficiency criterion,
provided your compilers implement the empty base optimization, because
inheriting from Counter adds no per-object data to the inheriting class, and
all Counter member functions are inline. It fulfills the foolproof criterion,
because count manipulations are handled automatically by Counter member
functions, those functions are automatically called by C++, and the use of
private inheritance prevents implicit conversions that would allow
derived-class objects to be manipulated as if they were base-class objects.
(Okay, it's not totally foolproof: Widget's author might foolishly
instantiate Counter with a type other than Widget, i.e., Widget could be made
to inherit from Counter
The design is certainly easy for clients to use, but some may grumble that it
could be easier. The use of private inheritance means that howMany will
become private in inheriting classes, so such classes must include a using
declaration to make howMany public to their clients:
class Widget: private Counter
public:
// make howMany public
using Counter
..... // rest of Widget is unchanged
};
class ABCD: private Counter
public:
// make howMany public
using Counter
..... // rest of ABCD is unchanged
};
For compilers not supporting namespaces, the same thing is accomplished by
replacing the using declaration with the older (now deprecated) access
declaration:
class Widget: private Counter
public:
// make howMany public
Counter
..... // rest of Widget is unchanged
};
Hence, clients who want to count objects and who want to make that count
available (as part of their class's interface) to their clients must do two
things: declare Counter as a base class and make howMany accessible [5].
The use of inheritance does, however, lead to two conditions that are worth
noting. The first is ambiguity. Suppose we want to count Widgets, and we want
to make the count available for general use. As shown above, we have Widget
inherit from Counter
suppose we have a class SpecialWidget publicly inherit from Widget and we
want to offer SpecialWidget clients the same functionality Widget clients
enjoy. No problem, we just have SpecialWidget inherit from
Counter
But here is the ambiguity problem. Which howMany should be made available by
SpecialWidget, the one it inherits from Widget or the one it inherits from
Counter
Counter
writing SpecialWidget::howMany. Fortunately, it's a simple inline function:
class SpecialWidget: public Widget,
private Counter
public:
.....
static size_t howMany()
{ return Counter
.....
};
The second observation about our use of inheritance to count objects is that
the value returned from Widget::howMany includes not just the number of
Widget objects, it includes also objects of classes derived from Widget. If
the only class derived from Widget is SpecialWidget and there are five
stand-alone Widget objects and three stand-alone SpecialWidgets,
Widget::howMany will return eight. After all, construction of each
SpecialWidget also entails construction of the base Widget part.
Summary
The following points are really all you need to remember:
* Automating the counting of objects isn't hard, but it's not completely
straightforward, either. Use of the "Do It For Me" pattern (Coplien's
"curiously recurring template pattern") makes it possible to generate the
correct number of counters. The use of private inheritance makes it possible
to offer object-counting capabilities without increasing object sizes.
* When clients have a choice between inheriting from an empty class or
containing an object of such a class as a data member, inheritance is
preferable, because it allows for more compact objects.
* Because C++ endeavors to avoid memory leaks when construction fails for
heap objects, code that requires access to operator new generally requires
access to the corresponding operator delete too.
* The Counter class template doesn't care whether you inherit from it or
you contain an object of its type. It looks the same regardless. Hence,
clients can freely choose inheritance or containment, even using different
strategies in different parts of a single application or library. o
Notes and References
[1] James O. Coplien. "The Column Without a Name: A Curiously Recurring
Template Pattern," C++ Report, February 1995.
[2] An alternative is to omit Widget::howMany and make clients call
Counter
we'll assume we want howMany to be part of the Widget interface.
[3] Scott Meyers. More Effective C++ (Addison-Wesley, 1996), pp. 113-122.
[4] Nathan Myers. "The Empty Member C++ Optimization," Dr. Dobb's Journal,
August 1997. Also available at http://www.cantrip.org/emptyopt.html.
[5] Simple variations on this design make it possible for Widget to use
Counter
clients, not even by calling Counter
the reader with too much free time: come up with one or more such variations.
Further Reading
To learn more about the details of new and delete, read the columns by Dan
Saks on the topic (CUJ January - July 1997), or Item 8 in my More Effective
C++ (Addison-Wesley, 1996). For a broader examination of the object-counting
problem, including how to limit the number of instantiations of a class,
consult Item 26 of More Effective C++.
Acknowledgments
Mark Rodgers, Damien Watkins, Marco Dalla Gasperina, and Bobby Schmidt
provided comments on drafts of this article. Their insights and suggestions
improved it in several ways.
Scott Meyers authored the best-selling Effective C++, Second Edition and More
Effective C++ (both published by Addison Wesley). Find out more about him,
his books, his services, and his dog at http://www.aristeia.com.