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How can an object be destructed more times than it has been constructed?

Time:12-12

I have a class whose constructor is only called once, but its destructor is called three times.

void test_body()
{
    std::cout << "----- Test Body -----" << "\n";

    System system1;

    Body body1({1,1,1}, {2,2,2}, 1, system1);

    system1.add_body(body1);

    std::cout << system1.get_bodies()[0].get_pos() << "\n";
}

body.hpp:

class Body {

private:
    Vec3D pos_;
    Vec3D vel_;
    double mass_{ 1 };
    System* system_{ nullptr };

public:

    /*#### Constructors ####*/

    Body() noexcept = default;

    Body(Vec3D pos, Vec3D vel, double mass, System& system):
    pos_(pos), vel_(vel), system_{&system}
    {
        if (mass <= 0)
            throw std::runtime_error("Mass cannot be negative.");
        mass_ = mass;

        std::cout << "Constructed Body" << "\n";
    }

    ~Body() {std::cout << "Destructed Body" << "\n";}


    /*#### Copy/Move ####*/

    Body(const Body &) =default;
    Body & operator=(const Body &) =default;
    Body(Body &&) =default;
    Body & operator=(Body &&) =default;

system.hpp:

class System {

private:
    std::vector<Body> bodies;

public:

    [[nodiscard]] inline
    std::vector<Body> get_bodies() const {return bodies;}

    inline
    void add_body(Body& body)
    {
        bodies.emplace_back(std::move(body));
    }
};

output:

----- Test Body -----
Constructed Body
(1.000000, 1.000000, 1.000000)
Destructed Body
Destructed Body
Destructed Body

I understand that it has to do with system1.add_body(body1); and std::cout << system1.get_bodies()[0].get_pos() << "\n"; but questions are :

  • How can an object be destructed more times than it has been constructed ?
  • Is this a performance loss (should I be worried about it on a larger scale) ? If so, how can I work my way around it ?

PS: On a more general manner, I'll be happy to receive advice on my code!

CodePudding user response:

How can an object be destructed more times than it has been constructed ?

It can't. You are simply not logging every constructor that is being called.

For instance, bodies.emplace_back(std::move(body)) constructs a new Body object using the Body(Body&&) move constructor, which you have default'ed and are not logging.

And std::vector<Body> get_bodies() const returns a copy of bodies, thus has to make new Body objects using the Body(const Body&) copy constructor, which you have likewise also default'ed and are not logging.

Try the following instead, and you will see a better picture of what is really happening:

class Body
{
private:
    Vec3D pos_;
    Vec3D vel_;
    double mass_{ 1 };
    System* system_{ nullptr };

public:

    /*#### Constructors ####*/

    //Body() noexcept = default;
    Body() {
        std::cout << "Default Constructor " << static_cast<void*>(this) << "\n";
    }

    Body(Vec3D pos, Vec3D vel, double mass, System& system)
        : pos_(pos), vel_(vel), mass_(mass), system_(&system)
    {
        ...
        std::cout << "Conversion Constructor " << static_cast<void*>(this) << "\n";
    }

    ~Body() {
        std::cout << "Destructor " << static_cast<void*>(this) << "\n";
    }

    /*#### Copy/Move ####*/

    //Body(const Body &) = default;
    Body(const Body &src)
        : pos_(src.pos_), vel_(src.vel_), mass_(src.mass_), system_(src.system_)
    {
        ...
        std::cout << "Copy Constructor " << static_cast<void*>(this) << "\n";
    }

    //Body(Body &&) = default;
    Body(Body &&src)
        : pos_(std::move(src.pos_)), vel_(std::move(src.vel_)), mass_(src.mass_), system_(src.system_)
        ...
        src.mass_ = 0;
        src.system_ = nullptr;
        ...
        std::cout << "Move Constructor " << static_cast<void*>(this) << "\n";
    }

    //Body& operator=(const Body &) = default;
    Body& operator=(const Body &rhs) {
        if (&rhs != this) {
            pos_ = rhs.pos_;
            vel_ = rhs.vel_;
            mass_ = rhs.mass_;
            system_ = rhs.system_;
        }
        std::cout << "Copy Assignment " << static_cast<const void*>(&rhs) << " -> " static_cast<void*>(this) << "\n";
        return *this;
    }

    //Body& operator=(Body &&) = default;
    Body& operator=(Body &&rhs) {
        pos_ = std::move(rhs.pos_);
        vel_ = std::move(rhs.vel_);
        mass_ = rhs.mass_; rhs.mass_ = 0;
        system_ = rhs.system_; rhs.system_ = nullptr;
        std::cout << "Move Assignment " << static_cast<void*>(&rhs) << " -> " static_cast<void*>(this) << "\n";
        return *this;
    }

    ...
};
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