So after looking up move semantics I see that general consensus is to pass by value when you intend to transfer ownership. But in Scott Meyer's talk on Universal references I've noticed that std::vector::push_back
has 2 overloads:
void push_back( const T& value );
void push_back( T&& value );
So I thought to myself, wouldn't void push_back( T value );
be enough? I've asked a few people which ultimately lead to the following test case:
#include <memory>
#include <iostream>
#include <type_traits>
struct A
{
A() { std::cout << "A Default constructor\n"; }
A(const A &) { std::cout << "A Copy\n"; }
A(A &&) { std::cout << "A Move\n"; }
};
std::aligned_storage<sizeof(A)> contents;
A& alias = *reinterpret_cast<A*>(&contents);
void ByVal(A a)
{
new (&contents) A(std::move(a));
alias.~A();
}
void ByLCRef(A const& a)
{
new (&contents) A(a);
alias.~A();
}
void ByRRef(A&& a)
{
new (&contents) A(std::move(a));
alias.~A();
}
int main()
{
A a;
std::cout << "\n";
std::cout << "ByVal(a);\n";
ByVal(a);
std::cout << "ByVal(std::move(a));\n";
ByVal(std::move(a));
std::cout << "ByVal(A());\n";
ByVal(A());
std::cout << "ByLCRef(a);\n";
ByLCRef(a);
std::cout << "ByRRef(std::move(a));\n";
ByRRef(std::move(a));
std::cout << "ByRRef(A());\n";
ByRRef(A());
}
Which produces the following:
A Default constructor
ByVal(a);
A Copy
A Move
ByVal(std::move(a));
A Move
A Move
ByVal(A());
A Default constructor
A Move
ByLCRef(a);
A Copy
ByRRef(std::move(a));
A Move
ByRRef(A());
A Default constructor
A Move
As you can see, ByVal
produces 1 extra move compared to pair of reference overloads. So the question is: is it worth it? When would you create two overloads instead of one simple pass by value function?
Storing a moveable and copyable class
Imagine you have this class:
Note, a good C++11 compiler should define all these functions for you (Visual Studio doesn't) but I'm defining them here for debug output.
Now, if you wanted to write a class to store one of these classes I might use pass-by-value like you suggest:
I am taking advantage of C++11 move semantics to move the value to the desired location. I can then use this
DataStore
like this:Which has the following output:
Which is fine. I have two moves in the last test which might not be optimum but moves are typically cheap so I can live with that. To make it more optimum we would need to overload the
setData
function which we will do later but that's probably premature optimization at this point.Storing an unnmovable class
But now imagine we have a copyable but unmovable class:
Before C++11, all classes were unmovable so expect to find lots of them in the wild today. If I needed to write a class to store this I can't take advantage of move semantics so I would probably write something like this:
and pass by reference-to-const. When I use it:
I get the output:
with only one copy as you would expect.
Storing an uncopyable class
You could also have a movable but noncopyable class:
std::unique_ptr
is an example of a movable but noncopyable class. In this case I would probably write a class to store it like this:where I pass by rvalue reference and use it like this:
with the following output:
and notice we now only have one move which is good.
Generic containers
The STL containers however need to be generic, they need to work with all types of classes and be as optimal as possible. And if you really needed a generic implementation of the data stores above it might look like this:
In this way we get the best possible performance whether we are using uncopyable or unmovable classes but we have to have at least two overloads of the
setData
method which might introduce duplicate code. Usage:Output:
Live demo. Hope that helps.
+1 Most people who ask this question don't bother to do the analysis. So you get my upvote for doing your own homework. :-)
Whether it is worth it or not is going to depend on the cost of the move constructor, and on how many arguments the function takes. On one extreme, if the move constructor isn't that fast, you may care a lot about eliminating them (favoring the const&, && overload solution). At the other extreme, if your function has 4 parameters, each of which need lvalue/rvalue treatment, you may not be willing to write 16 overloads to cover all the cases. That's a lot of code to maintain, and the inherent code complexity is an invitation for bugs. So the by-value approach looks more attractive (which requires no overloads).
So imho, there is no general answer to the "is it worth it" question. The best answer is to equip yourself with the knowledge about the cost of each solution, as you have already done, and make an engineering judgement on a case by case basis.
Update
In the case of
vector<T>::push_back
imho the const&, && overload solution is worth it. There is only one parameter, and we have no idea how expensive the move constructor is. Indeed, we don't even know if there is a move constructor. Modifying your experiment to test out that latter case (removing the move constructor):Do you want to pay one copy or two to copy your
A
into thevector
?I.e. the less you know about your parameters, the more you have to lean towards the performance side, especially if you're writing something as heavily used as
std::vector
.One important point is that client code does not need to be changed when switching between passing by value and overloading. So it really comes down to performance-vs-maintenance. And since maintenance is usually favored more, I've come up with the following rule of thumb:
Pass by value unless:
1. Move constructor or move assignment is not trivial.
2. The object is copyable but non-movable.
3. You are writing a template library and do not know the type of the object.
4. Despite object having trivial move constructor and assignment, your profiler still shows you that program spends a lot of time inside moves.