As an experienced C++ developer, vectors of pointers are one of the tools I utilize most frequently to build flexible and efficient systems. By understanding how to leverage pointers with C++‘s venerable vector container, you can manage reuse, reduce duplication, and design cleaner interfaces.
In this comprehensive 3000+ word guide, I‘ll share professional coding patterns, subtleties, and empirical lessons for working with vectors of pointers in C++. Whether you are a budding programmer or seasoned expert, you‘ll find insights here that will improve your ability to create performant architectures in C++.
Creating and Initializing Pointer Vectors
The fundamentals of declaring a vector to hold pointers is straightforward:
std::vector<MyClass*> pointerVec;
However, there are some finer points for actually inserting pointers safely and avoiding pitfalls:
Pushing Back Individual Pointers
Start by allocating your object, then take its address before inserting into the vector:
MyClass* ptr = new MyClass();
pointerVec.push_back(ptr);
Don‘t directly push back the result of new
without storing in a temporary pointer first. If new
fails by throwing an exception, the pointer will be lost entirely.
Initializer List Syntax
For compiler-optimized initialization, prefer brace initializer syntax:
std::vector<MyClass*> pointerVec {
new MyClass(), new MyClass()
};
This leverages stack allocation until the vector itself shifts objects to the free store heap.
Resizable Array Parameter
When passing a pointer vector to a function, specify it can resize to enable reallocation:
void MyFunc(std::vector<MyClass*>& parameter) {
parameter.resize(10); // Allocates space for 10 pointers
}
Omitting &
passes a copy that cannot resize.
This covers the basics – now let‘s explore why you would actually want to use pointers in vectors most of the time.
Key Advantages and Use Cases
Managing objects via pointers in vectors delivers major advantages over alternatives:
1. Polymorphism and Heterogeneity
Store derived class objects in a base pointer vector to enable polymorphism:
std::vector<Animal*> zoo;
Cat cat1;
Dog dog1;
zoo.push_back(&cat1);
zoo.push_back(&dog1);
Now zoo
contains different animal types allowing polymorphic behavior when accessed.
2. Memory Pooling and Object Reuse
Preallocate reusable objects and store in a pool vector:
std::vector<MyClass*> pool;
for (int i = 0; i < 20; i++) {
pool.push_back(new MyClass());
}
// Retrieve and recycle objects from pool as needed
This avoids repetitive/fragmented allocation and freeing.
3. Large Object Manipulation without Copies
Modify huge objects without copying entire value:
struct GiantStructure { /* 1 KB data */ };
std::vector<GiantStructure*> giants;
GiantStructure obj;
giants.push_back(&obj);
obj.ModifyInPlace(); // Changes reflected through pointer
4. Abstract Interface Flexibility
Hide underlying vector implementation details:
class MyCollection {
private:
std::vector<Item*> items;
public:
void AddItem(Item* item) {
items.push_back(item);
}
// Other methods...
};
// Users unaware we hold pointers internally
There are certainly other motivating examples, but these 4 use cases come up very commonly in practice. Prefer pointers whenever polymorphism, reuse potential, avoid large copies, or decouple interfaces.
Tradeoffs vs Arrays
Before proceeding further, it‘s worth contrasting the merits of pointers in vectors vs traditional fixed arrays.
Vectors enable easy push/pop ops, checking .size(), auto-resizing. But they have more overhead tracking capacity, sizes etc.
Conversely, Arrays have almost no overhead and maximize CPU cache performance. But they require manual index and reallocation.
Guideline: Use fixed arrays where order never changes and indexes simplify logic. Vector pointers whenever order shifts.
Now let‘s dig deeper on optimal practices with vector pointers…
Memory Management Best Practices
Manually managing memory allocation is one downside of pointers compared to simple objects or smart pointers. But we can streamline this with conventions.
Object Ownership
Establish clear object ownership – which pointer/entity controls lifetime?
Good: pointerVec owns MyClass* pointers it allocates
Bad: Function allocates, caller frees (confusing)
This makes it obvious the vector controls creation/destruction.
RAII Wrapper Object
Consider a custom RAII wrapper that handles acquire/release without exposing pointers:
class Resource {
public:
Resource() { ptr = create(); }
~Resource() { release(ptr); }
private:
RawPtr* ptr;
RawPtr* create();
void release(RawPtr*);
};
std::vector<Resource> resVec; // Weabstract allocation details
Now clients utilize Resource
objects without handling pointers directly.
Deferred Cleanup with unique_ptr
For fast insertion without cleanup overhead, defer unique_ptr reset/deletion:
std::vector<std::unique_ptr<MyObj>> pointerVec;
for (int i = 0; i < 1024; ++i) {
pointerVec.emplace_back(new MyObj); // Quick insertion
}
// Deferred cleanup
for (auto& p : pointerVec) { p.reset(); }
pointerVec.clear();
// Or rely on vector destruction
This applies bulk cleanup later instead of each iteration.
Other Possible Techniques:
- Object pooling – Reuse rather than create/destroy
- Reference counting – Automatically delete upon 0 refs
- Lazy deletion – Delete batches efficiently later
The optimal strategy centers around clarifying ownership semantics and leveraging smart pointers/conventions to eliminate tedious manual allocation.
Performance & Overhead Considerations
In most programs, avoiding preliminary optimization is advisable until identifying actual bottlenecks via profiling. However, when building high performance software like game engines or trading systems, minimizing overhead from the start is worthwhile.
Here are some tips specifically for performant pointer vectors:
Reserve Capacity to Avoid Reallocation
Eliminate redundant allocations as vector grows:
pointerVec.reserve(256); // Won‘t re-allocate until > 256
for (int i = 0; i < 128; i++) {
// Insert 128 pointers without realloc
}
Reallocations copy all pointers linearly, so reserving capacity reduces this overhead if final size is known.
Shrink to Fit Periodically
Reclaim unused capacity to reduce memory footprint:
pointerVec.shrink_to_fit(); // Frees excess allocation
This can be called infrequently to avoid re-allocation churn.
Array of Pointers vs Vector
Prefer stack-allocated arrays whenever order is strictly linear:
MyType* arr[1024]; // Fixed array of pointers
for (int i = 0; i < 1024; ++i) {
arr[i] = createObject(); // O(1), cache friendly
}
The fixed size allows pointer jumping, eliminating bounds checking and allocations.
Data Locality from Sorting
Consider maintaining sort order to keep referenced objects closer in memory for cache efficiency:
std::sort(pointerVec.begin(), pointerVec.end(),
[](const MyClass* a, const MyClass* b) {
return a->GetId() < b->GetId();
});
While more advanced, this leverages spatial locality.
The highest performing programs apply these techniques judiciously – but simple pointer vectors will suffice in most code. Premature optimization is still the root of all evil!
Passing Pointer Vectors to Functions
Pointer containers use the same conventions for passing to functions as their object counterpart:
Pass by Value for Read-Only Access
To pass read-only access, specify pass by value:
void DisplayVector(const std::vector<MyClass*> arr) {
// Can read but not modify
}
This suffices when elements don‘t need to change.
Pass by Reference for Mutable Access
For mutable access, pass a non-const reference:
void ModifyVector(std::vector<MyClass*>& arr) {
arr[0] = new MyClass(); // Can alter vector
}
Omitting the &
passes a copy/disconnects pointer aliasing.
Use Const Reference for Read-Only Mutable Access
To allow mutating elements but not vector itself:
void tweakObject(const std::vector<MyClass*>& arr) {
MyClass* p = arr[0];
p->SetProperty(5); // Alters object through pointer
arr.push_back(nullptr); // ILLEGAL - can‘t modify vector
}
This adds safety against modifying the vector itself while allowing manipulating objects.
Return Pointer Vector from Functions
And similarly, return by value transfers pointer vector ownership back to caller:
std::vector<MyClass*> CreateVector() {
std::vector<MyClass*> arr;
//...
return arr;
}
std::vector<MyClass*> vec = CreateVector(); // Vec now owns it
By convention, returning a vector by value signifies transferring ownership.
So apply the same passing and return mechanisms as typical object vectors.
Additional Examples
We‘ve covered the major use cases, performance considerations, and passing/return semantics for pointer vectors. To reinforce these concepts, here are a few additional concrete examples:
Heterogeneous Processing Queue
std::vector<Command*> queue;
// Enqueue different command subclasses
queue.push_back(new ZipCommand());
queue.push_back(new UnzipCommand());
// Process queue polymorphically
void ProcessQueue(const std::vector<Command*>& queue) {
for (Command* c : queue) {
c->process();
}
}
// Clear finished cmds
for (auto* cmd : queue) { delete cmd; }
queue.clear();
This encapsulates a simple polymorphic queue example leveraging base class pointers.
Shared Cache of Constant Data
// Globally reuse same readonly data
Data* const DATA_SINGLETON = new Data();
std::vector<Data*> caches { DATA_SINGLETON };
void Process() {
// Access shared data instance
Data* data = caches[0];
// Can read data, but not alter original
data->read();
}
Here a pointer vector provides fast access to a globally shared constant data object across multiple usage sites.
Generic Object Composition
struct Composite {
// Collection of arbitrary entities
std::vector<IPrimitive*> children;
// Modify composited objs
void Translate(float dx, float dy) {
for (IPrimitive* c : children) {
c->Translate(dx, dy);
}
}
};
Composite composite;
composite.children.push_back(new Square());
composite.children.push_back(new Circle());
composite.Translate(10, 20); // Moves all children
This demonstrates aggregating different arbitrary graphics primitives into a single composite object that manages the polymorphic collection as pointers uniformly.
These and countless other useful patterns leverage the flexibility of pointer vectors!
Key Takeaways and Wrap Up
If you remember nothing else, remember this:
- Prefer pointer vectors when polymorphism, reuse, avoiding copies, or decoupling code is needed
- Establish clear memory ownership semantics
- Use stack/arrays for fixed linear access without allocation
- Apply RAII patterns and smart pointers to eliminate manual memory handling
- Reserve capacity for fewer allocations as vector grows
More broadly:
- Pointer vectors enable flexible architecture with reusable components
- Avoid tight couplings by abstracting pointers behind clean interfaces
- Judicious use of pointers separates concerns for modular code
By mastering vectors of pointers in C++, you equip yourself to build efficient, adaptable systems ready for realistic complexities of linking dynamic components. This guide explored all facets of utilizing pointer vectors, including motivation, declaration, memory management, performance, examples, and function semantics to pass or return pointers.
Reference this material as you leverage vectors of pointers in your own software systems, and may your coding journey now encounter fewer obstacles!