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Answered 2010-10-27 21:21:08

You cannot delete an uninitialized pointer, because there is no allocation for the object, and the pointer contains garbage. That includes the case where you attempted allocation and failed, but deletion is safe in that case because a NULL pointer is "safe" to delete, even though it does not point at anything.

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The only way to delete objects in an object oriented programming language (unless they were created in heap memory) is for the object to go out of scope. If the object is declared in the heap, in c++ you would use delete[] ptr; or delete ptr; where ptr is a pointer to your object.

Not to be pedantic, but you cannot call a destructor explicitly. Destructors are implicitly called when an object falls from scope or when you delete a pointer to an object. Any object created dynamically (with the new keyword) must be deleted as soon as you are finished with it, and before the pointer falls from scope. In this sense, you are explicitly calling the object's destructor, however it's really being called implicitly by you deleting the pointer. It's also good practice to explicitly NULL your pointer immediately after deleting the object it pointed to. An object reference is destroyed automatically when the reference falls from scope. If you have a pointer to that reference, do not delete the pointer, but do assign it to NULL as soon as possible to prevent any access to the deleted object. If you do delete a pointer to a reference that's still in scope, you will render the reference NULL and a NULL reference will render your program invalid.

A pointer points to another pointer in the same way that a pointer points to a non-pointer object. Start with a pointer to an object... int a; // the object int *pa = &a; // the pointer pa; // is the value of the pointer *pa; // is the value of the object Now, create a pointer to a pointer to an object int a; // the object int *pa = &a; // the first pointer int **paa = pa; // the second pointer a; // is the value of the object pa; // is the value of the first pointer *pa; // is the value of the object using the first pointer *paa; // is the value of the second pointer **paa; // is the value of the object using the second pointer And so on and so forth... Just don't forget to initialize each pointer along the way!

If an object (with a non-virtual destructor) is destroyed explicitly by applying the delete operator to a base-class pointer to the object, the base-class destructor function (matching the pointer type) is called on the object. There is a simple solution to this problem

... are usable. void pointer (generic pointer) : a special type of pointer which point to some data of no specific types. void *p; null pointer : a special type of pointer which point nowhere. it is usually used to check if a pointer is pointing to a null or free the pointer during deallocation of memory in dynamic memory allocation; it is define by using the predefine constant NULL int *p=NULL; wild pointer : uninitialized pointer. it hold a garbage value. i.e it is not pointing to any memory location yet. dangling pointer: pointer pointing to a destroyed variable. it usually happen during dynamic memory allocation when the object is destroyed but not free and the pointer is still pointing to the destroy object.

A pointer is an object that contains the address of another object. A deference'ed pointer is an object. It was a pointer, but its address was used to locate and use that other object as if it was the original target of the instruction.

'this' is an object-pointer: it points to the current object (usable only in non-static methods).

Delete is a built-in operator used forcibly release a dynamically allocated resource. Delete can only be used on pointer types, including pointer arrays. A destructor is a class method used to clean up any resources acquired by objects of the class. Destructors are invoked automatically from the most-derived class to the least-derived class, as soon as an object falls from scope. When you delete a pointer to an object, the object's destructor sequence is invoked. Note that you must not delete named objects otherwise you end up with a null reference. References must never be null.

You use delete to release the memory occupied by an object that is being pointed to by the pointer you delete. Provided all base classes have a virtual destructor, it doesn't matter what the type of pointer you actually delete is, so long as it is a type of class from which the object is actually derived. The destructor from the most-inherited class (the object itself) will be called first, which calls the destructors of its immediate base classes, and theirs, and so on until the object is completely released from memory.Note that you must not delete pointers to object references -- they must be nullified (not deleted) when they are no longer required. The referenced object will be deleted automatically when it falls from scope.

A pointer is an object that contains the address of another object, hence the term pointer, meaning that one object points to another.

The double star (**) notation is not specific to initializing a variable in a class. It is simply a double indirect reference to an object.float myFloat; // an objectfloat *myFloatPtr; // a pointer to an objectfloat **myFloatPtrPtr; // a pointer to a pointer to an objectmyFloat = 123.456; // initialize an objectmyFloatPtr = &myFloat; // initialize a pointer to an objectmyFloatPtrPtr = myFloatPtr; // initialize a pointer to a pointer to an objectmyFloat; // refer to an object*myFloatPtr; // refer to an object through a pointer**myFloatPtrPtr; // refer to an object through a pointer to a pointer*myFloatPtrPtr; // refer to the value of the pointer to the objectDouble pointer notation is used where the caller intends that one of its own pointers need to be modified by a function call, so the address of the pointer, instead of the address of the object, is passed to the function.An example might be the use of a linked list. The caller maintains a pointer to the first node. The caller invokes functions to search, add, and remove. If those operations involve adding or deleting the first node, then the caller's pointer has to change, not the .next pointer in any of the nodes, and you need the address of the pointer to do that.

A pointer in itself is not an object, because it is not an instance of a class. Of course you can define a class which has only one member, which is a pointer. class Pointer { public void *ptr; }; Pointer p, q, r;

A String is treated as an object, meaning there is an object on the heap. Of course, the variable you define is a pointer to the object, and it is stored on the stack.A String is treated as an object, meaning there is an object on the heap. Of course, the variable you define is a pointer to the object, and it is stored on the stack.A String is treated as an object, meaning there is an object on the heap. Of course, the variable you define is a pointer to the object, and it is stored on the stack.A String is treated as an object, meaning there is an object on the heap. Of course, the variable you define is a pointer to the object, and it is stored on the stack.

When we call non static method with respect to class object then this pointer is created which keep the reference of that object.

A bit copy of an object is an exact, bit-by-bit, copy of that object. The default copy constructor generated by the compiler makes a bit copy. This is potentially a problem if the object contains pointers to other objects... A bit copy of a pointer copies the pointer, but not its data. This means that you have two pointers pointing at the same object in memory. If you delete one of them, the other becomes invalid, and this can (usually does) cause corruption. If an object contains a pointer, the object's copy constructor should provide for proper allocation and copying of any pointed to objects within that object.

Double pointers are better known as pointer-to-pointer types. You use pointers to store the memory address of an object but when the object is itself a pointer, you need to use a pointer-to-pointer in instead. Pointer-to-pointer types are typically used when passing pointers into functions. Pointers allow you to pass objects to functions by reference but the pointer itself is passed by value. If you want to pass the pointer by reference, you need to pass a pointer-to-pointer.

A dangling pointer (we also use the terms stray pointer and wild pointer) is created whenever we call delete on a pointer and then try to use the pointer without reassigning it.We can also create dangling pointers inadvertently by calling a rogue function that returns a pointer to an object that is local to the function we are calling. The object will fall from scope when the function returns so the pointer is left dangling.Note that there is no such thing as a dangling pointer reference. Pointers and references are not the same. A reference is merely an alias to an object -- it consumes no memory beyond the object it refers to. Whereas a pointer is a variable that may contain the address of an object, but it requires additional memory to do so (4 bytes on 32-bit architecture). Pointers may be NULL, references can never be NULL. Pointers to valid objects require indirection, references do not. References are the preferred method of accessing an object's members, not least because they are easier to work with.

A pointer is an object that refers to another object. It contains the address of another object. Using dereference syntax (*) you can treat a pointer as an identifier to the object that it points to. Also, you can implicitly treat pointers and arrays in a similar fashion, because array syntax is simply a means of adding an offset to the value of a pointer, before accessing the object to which it points.

You cannot point at a class. Pointers are defined by the class of object they can point at. An object is an instance of a class and the pointer points at the object, not the class.

Smart pointers are C++ regular pointers except that they automatically delete the object pointed to at the appropriate time.Thus ensuring proper destruction of dynamically allocated objects.

You use delete object in C++ to delete an object. You can also implicitly delete the object, if it is automatic type, by going out of local scope.

The "this" pointer is a pointer to the instance of the object, with scope within a member function of that object. It is not always necessary to use it, as references to variables defined in the object will be implicitly prefixed with "this->", but it can resolve name scoping problems, and it can make the code more readable.

Yes. However, making a const pointer seems rather pointless, as you will be able to allocate and deallocate memory for it, but you will be unable to change the contents.

Select object you want to delete with Pick tool(click direct on object), then right click and choose Delete from list.

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